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Messages - darkwarrior1000

Pages: [1] 2 3 4
1
Just a general inquiry for everyone here: do you see the pirate versions of the bell and invader in pirate fleets often? I've never seen the pirate invader and have seen the pirate bell only once, but see the pirate cormorant every now and then. I'm wondering if this issue is one I'm having due to my modlist or if it's intended since I've seen all 3 variants as derelicts so I know they can appear in the game.

2
Saw this in the log. might be relevant.
Code
2143257 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_global_nav
2143257 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_global_nav
2143258 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_global_sensor
2143258 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_global_sensor
2143258 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_global_comm
2143258 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_global_comm
2143258 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_systems_empl
2143259 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_systems_empl_t2
2143259 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_ruins_empl
2143259 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_ruins_empl_t2
2143259 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_derelict_reinf
2143260 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_derelict_reinf
2143260 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_rem_remturret
2143260 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_rem_remturret
2143260 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no minFP for objective ID sotf_rem_remreinf
2143260 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_rem_remreinf
2143260 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_rem_omegareinf
2143261 [Thread-3] INFO  data.scripts.plugins.SotfBattleCreationPluginImpl  - no maxFP for objective ID sotf_hypershunt_omegareinf

3

Looks like in the HMI/data/variants/hmi_obj_108_rem6.variant file it's calling itself rem5 in the file.

Change the variantId to this in the above file and it should fix that error I'd assume. Though I have no idea about modding Starsector as yet this is what I'd expect.
Code
"variantId": "hmi_obj_108_rem6",

I Figured it was some other issue rather than a problem with the ship itself since I've ran into it as well as the other object derelict alongside regular derelicts. Go figure: an issue with a variant file. I've ran into multiple of those from 3 mods I've used HMI included.

4
you sure you didn't remove it just from independents? even in other black markets under factions like persean league I see only the regular valken.

5
Did the latest update remove the pirate valken? Usually, they're a pretty common sight on black markets, but I haven't run into any at all in 2.2.2.

6
Mods / Re: [0.95.1a] Junk Yard Dogs - V 2.5 - 01/25/23
« on: January 27, 2023, 02:02:55 PM »
It's similar to issues I've had before with the sharp: taking hull damage despite still having armor.

7
Mods / Re: [0.95.1a] Junk Yard Dogs - V 2.5 - 01/25/23
« on: January 25, 2023, 09:51:27 PM »
might want to give the bounty flagships a once over to check for boundary issues. I noticed it on the sixfootfour and others might have it too.

8
This may or may not be of interest to you.
Code
450324 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/hmi_obj_108_rem6.variant]
450326 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/hmi_obj_108_rem6.variant
450326 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'hmi_obj_108_rem6' from bounty hmi_spiders. Bounty is INVALID!

9
Hey remember all that trouble with bounties not loading and all? Well, I found some interesting stuff while looking through the log.

Code
450316 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/kite_Interceptor.variant]
450317 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kite_Interceptor.variant
450317 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'kite_Interceptor' from bounty jyd_speedball_trucker_hvb. Bounty is INVALID!

450318 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/kite_Interceptor.variant]
450321 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kite_Interceptor.variant
450321 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'kite_Interceptor' from bounty jyd_rapid_roy_hvb. Bounty is INVALID!

450321 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/kite_Interceptor.variant]
450323 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kite_Interceptor.variant
450323 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'kite_Interceptor' from bounty jyd_lady_m_hvb. Bounty is INVALID!

450326 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/kite_Interceptor.variant]
450328 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kite_Interceptor.variant
450328 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'kite_Interceptor' from bounty jyd_operator_hvb. Bounty is INVALID!

450328 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/kite_Interceptor.variant]
450330 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kite_Interceptor.variant
450331 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'kite_Interceptor' from bounty jyd_treetop_lover_hvb. Bounty is INVALID!

450331 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/kite_Interceptor.variant]
450332 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/kite_Interceptor.variant
450333 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_preset_ships variant 'kite_Interceptor' from bounty jyd_roller_derby_hvb. Bounty is INVALID!
Notably, this error is NOT PRESENT for any of the bounties I do see whenever I play. Ones like Leroy Brown and Nameless. This shed any light on the problem?

10
Mods / Re: [0.95.1a] Everybody Loves KoC
« on: January 18, 2023, 02:20:14 PM »
As a disclaimer the following was with nex enabled. I've noticed some issues with mbaye fleets being too heavy on revenants. I think this is because the mbaye phantom isn't a traditional crew transporter so they lack one altogether. The revenant doesn't hold much crew to begin with so just load up a shitzillion of them, wasting funds in the process(just a guess on my part since I don't know how nex does those internal calculations for fleets). Also, I'm not sure if this is just you being cheeky, but I saw an mbaye task force labeled task force - <error>.

11
There are some notable bugs with the valkazard. If you try to strip it in a place like an abandoned orbital landmark(the one in nekki, corvus, etc.) you'll get multiple copies of the body mods. This is just a hunch on my part, but I think stripping it forces a new mody mod on it, but because those body mods can't be removed outside colonies they just stack forever. Also, it has a left arm preset for a kinetic bazooka, but it actually gets the moonlight+ laser sword by itself. When I mouse over the bazooka mod I also find a null written at the bottom of the description for it. I think you tried to make it like the aleste where it gets both weapons on the bazooka option but something went awry. Not too keen on snapping the game in two so I'll just stick that thing in storage for now.

12
Modding / Re: [0.95.1a] Of Ludd and Lions
« on: January 18, 2023, 12:56:01 AM »
Small missiles get to have nonexistent cooldowns because making use of said cooldowns requires a significant degree of investment either via expanded missile racks, a comparatively expensive mod, or through missile expertise which, in the player's case, is an investment requiring 5 skill points(significantly more if you plan to get both it and systems expertise). This is the general rule for all small missiles with very small ammo pools. That's why small harpoons and sabots get to shoot with little to no delay. As a corollary, breach missiles see no change in refire delay between small and medium mounts because there is no significant limit on the ammo of small breach missiles. Not only does the medium hammer rack have a good bit of ammo, it doesn't suffer any of the ergonomic issues of its large counterpart like the wide missile spread. The spread of the medium rack is comparatively tight. It stands to reason then that the medium hammer rack must have a refire delay equal to or greater than its large counterpart.
The medium atropos is fine where it is.

13
Mods / Re: [0.95.1] Yunru Core +
« on: January 18, 2023, 12:38:24 AM »
Eclipse is too much.
Phase ships with unconditional movement abilities are not okay. Phasing is already an extremely powerful movement option that renders torpedoes as an assault option moot and forces you to pressure a ship while it's in p-space to actually get your torpedoes to land. Phase skimmer gives the eclipse a get out of jail free card even if it runs its flux really high while phased: one of the key ways you're supposed to deal with phase ships, theoretically. Phase teleporter would be a more reasonable option for an ability.
Phase ships with a shitzillion ordnance points are not okay. All ships have to make sacrifices and they can't have everything. If a ship has great base flux and/or shield stats it has to have low op to make up for not needing things like the flux mods, hardened shields, etc. Doom has great base flux stats and comparatively low OP. Brilliant has okay base flux & amazing base shield stats and comparatively low OP. Dominator has mediocre base flux and terrible base shield stats so it has a shitzillion OP. Eclipse has great base flux stats; Giving it tons of OP on top of that is too much.
Phase ships with comparable mounts to ziggy at less than half the DP and more than twice the base speed are not okay. The Large mounts even have a decent turn radius. Not even ziggy has a good turn radius on its large energy mounts. The only other cruiser with 2 large mounts in the game-dominator-has almost no articulation on those mounts and they're really far apart so it's difficult for both mounts to get a bead on a small target simultaneously. Eclipse can focus both large mounts on one small target so it gets to autodelete frigates for free. Even eradicator, one of the premier hunter killer cruisers in the game, can only do so with medium mounts. That's to say nothing of the extent of the pressure it puts on ships of equivalent size. Capital grade firepower on what is effectively a fast cruiser with phase capabilities must have drawbacks. Even just 1 large mount would present a considerable amount of pressure let alone 2.

Unrelated, but from the same mod. May be of interest to you.
Code
450308 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Corrected trigger_playerRelationship_atLeast 'Tritachyon' to 'tritachyon' in bounty yunru_libra.
450313 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [data/config/modFiles/magicBounty_variants/libra_hull_Assault.variant]
450315 [Thread-3] INFO  data.scripts.util.MagicCampaign  - could not load ship variant at data/config/modFiles/magicBounty_variants/libra_hull_Assault.variant
450315 [Thread-3] INFO  data.scripts.bounty.MagicBountyCoordinator  - Missing fleet_flagship_variant 'libra_hull_Assault' from bounty yunru_libra. Bounty is INVALID!

14
In the most recent update the text for trait sidegrade suggestions that describes what a particular trait does has turned a very dark gray. This makes it difficult to read since there isn't much contrast between the dark gray text and the dark background of the intel screen menus. Could you revert it to white or use some other bright color so it stands out against the intel screen background?

15
Yep. That did it. I don't get the null pointer anymore.

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