Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - EvilWaffleThing

Pages: [1] 2 3 ... 5
1
So one of my embassies seems to be LOWERING my relations with that faction to the cap each month instead of just leaving the relation where it is.
Is that supposed to happen? As I understood it an embassy will passively increase your rep up to a certain point and then you have to do the rest yourself. It will also increase the effect of negative rep by 50% but not lower it passively. My other embassy isn't lowering my rep so I assume one of them isn't working right.
Well the embassy has stopped lowering my rep so it seems to have fixed itself. I have no idea what fixed it as I didn't do anything.

2
So one of my embassies seems to be LOWERING my relations with that faction to the cap each month instead of just leaving the relation where it is.
Is that supposed to happen? As I understood it an embassy will passively increase your rep up to a certain point and then you have to do the rest yourself. It will also increase the effect of negative rep by 50% but not lower it passively. My other embassy isn't lowering my rep so I assume one of them isn't working right.

3
Mods / Re: [0.9.1a] Commissioned Crews 1.9
« on: August 02, 2020, 09:53:56 AM »
I don't seem to have access to the Unite We Stand OR the Commissioned Crews hullmod. I've got a lot of mods but I don't know if any are conflicting.
Nevermind I am an idiot. I have been filtering hullmods for an unknown amount of time.
Please excuse me I have to refit all of my ships now...

4
Mods / Re: [0.9.1a] Commissioned Crews 1.9
« on: August 01, 2020, 05:15:56 PM »
I don't seem to have access to the Unite We Stand OR the Commissioned Crews hullmod. I've got a lot of mods but I don't know if any are conflicting.

5
I can see the rules packages in the settings here.
Code
"ruleCommandPackages":[
  "com.fs.starfarer.api.impl.campaign.rulecmd.academyRules",
  "com.fs.starfarer.api.impl.campaign.rulecmd.ambassadorRules",
  "com.fs.starfarer.api.impl.campaign.rulecmd.edictRules",
But I don't know how to access or change those. I wanted to set it up so I can keep training admins until they are perfect but with vastly increasing costs and time requirements.
How do I do that? I have a very minor understanding of coding and modding.

6
Mods / Re: [0.8.1a] Nexerelin v0.8.3g "Battle Stations!" (hotfix 2018-08-06)
« on: September 03, 2018, 02:35:00 PM »
Is there any reason I am unable to invade the station Arigato in the Styx system?
I've been blowin up pirates all over the sector and can't seem to find out why this station in particular can't be invaded.

7
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« on: August 03, 2018, 07:03:25 PM »
Can I request the addition of a ship from waaaay back?
The Parrot from the (I think) original Starsector+ mod was one of my favorite ships ever.
I would love to see it return in some way. I love the way the ships in this mod look now by the way, I haven't played SS in a loooong time.

If the Parrot is the sprite I'm thinking of, then it technically has made a return in another mod, by the name of Discount Shipyard: http://fractalsoftworks.com/forum/index.php?topic=12446.0

However, looking at it, I highly doubt it would get put back into SWP without heavy modification, since it seems to be a very old sprite. Of course that's for DR to decide, not me, so we'll await his judgement.  ;)

Also I could be completely misremembering which ship the Parrot is, and if that's the case then please completely ignore this post.  :-X
That IS the old parrot! Second ship in the capitals section.
I quite liked its clunky old tech feel. It felt like driving a really old pickup with a buncha cannons on it.
I understand though that aesthetics and styles change as time goes on so I would also understand if DR chose not to include it.
I figured there was no harm in asking.

8
Mods / Re: [0.8.1a] Ship/Weapon Pack 1.7.1
« on: August 02, 2018, 04:04:02 PM »
Can I request the addition of a ship from waaaay back?
The Parrot from the (I think) original Starsector+ mod was one of my favorite ships ever.
I would love to see it return in some way. I love the way the ships in this mod look now by the way, I haven't played SS in a loooong time.

9
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: September 30, 2017, 02:37:52 PM »
Spoiler
1234117 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
   at java.util.HashMap$ValueIterator.next(Unknown Source)
   at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:170)
   at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Another fatal error, just a short time after the original would have occurred.
I'm starting to think I'll have to abandon this save. :(

10
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: September 29, 2017, 04:56:26 PM »
I can't believe I didn't even think to list my mods
https://www.mediafire.com/file/5v5wlx3snh8sfzy/descriptor.xml
The ship in question is the Jesuit from the Templars mod
I've edited the save file so it won't crash. Replace your campaign.xml with https://www.mediafire.com/folder/uckily1pc3av2hm.
I'm not sure what to do with that link. It either tells me to log in or that I need to upgrade to premium.

11
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: September 28, 2017, 05:26:29 PM »
I can't believe I didn't even think to list my mods
https://www.mediafire.com/file/5v5wlx3snh8sfzy/descriptor.xml
The ship in question is the Jesuit from the Templars mod

12
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: September 24, 2017, 03:58:28 PM »
Still getting a fatal error upon loading my save and letting it run for a few seconds
Spoiler
242463 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
   at java.util.HashMap$ValueIterator.next(Unknown Source)
   at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:170)
   at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Have no idea what that means as it doesn't say anything about a D-mod
I think that has something to do with the multithreading. I don't touch multithreading, so I'm not sure what's happening. It seems to be "for (Data tmp : getShipData().values())" that's triggering it. Maybe something in the ship data was corrupted? I don't think I'll be able to make any more progress on guesswork, can you post your save file?
Sure, here is a mediafire link to it. Let me know if you need anything else from me.
https://www.mediafire.com/file/tjrm3o52s6orrg3/campaign.xml

13
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.7
« on: September 22, 2017, 06:16:13 PM »
Still getting a fatal error upon loading my save and letting it run for a few seconds
Spoiler
242463 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
   at java.util.HashMap$ValueIterator.next(Unknown Source)
   at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:170)
   at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Have no idea what that means as it doesn't say anything about a D-mod

14
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.6
« on: September 20, 2017, 04:14:55 PM »
I am continually getting a crash from a D-mod ship I put in the omnifac
Spoiler
91609 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [tem_jesuit_default_D] not found!
java.lang.RuntimeException: Ship hull variant [tem_jesuit_default_D] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at org.lazywizard.omnifac.Shipyard$ShipData.create(Shipyard.java:535)
   at org.lazywizard.omnifac.Shipyard.utilCreate(Shipyard.java:224)
   at org.lazywizard.omnifac.OmniFac.processBlueprint(OmniFac.java:301)
   at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:171)
   at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
I have updated the omnifac to the latest version but that ship was already in prior to that.
Is there any way to maybe clear the ship data out of the omnifac? I have nearly every weapon in there and I'd rather not clear everything but if I have to I will.
Any other solutions will be welcome as well.
No solutions yet?
I hate to sound like I'm trying to rush an answer but I can't actually play that game anymore until I figure out how to fix it.

15
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.2.6
« on: September 16, 2017, 10:10:49 AM »
I am continually getting a crash from a D-mod ship I put in the omnifac
Spoiler
91609 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [tem_jesuit_default_D] not found!
java.lang.RuntimeException: Ship hull variant [tem_jesuit_default_D] not found!
   at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
   at org.lazywizard.omnifac.Shipyard$ShipData.create(Shipyard.java:535)
   at org.lazywizard.omnifac.Shipyard.utilCreate(Shipyard.java:224)
   at org.lazywizard.omnifac.OmniFac.processBlueprint(OmniFac.java:301)
   at org.lazywizard.omnifac.Shipyard.heartbeat(Shipyard.java:171)
   at org.lazywizard.omnifac.Shipyard.advance(Shipyard.java:240)
   at com.fs.starfarer.campaign.econ.Market.advance(Unknown Source)
   at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
I have updated the omnifac to the latest version but that ship was already in prior to that.
Is there any way to maybe clear the ship data out of the omnifac? I have nearly every weapon in there and I'd rather not clear everything but if I have to I will.
Any other solutions will be welcome as well.

Pages: [1] 2 3 ... 5