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1
Mods / Re: [0.95.1a] Nexerelin v0.10.6c "Lords of War" (fixes 2023-01-27)
« on: February 02, 2023, 03:26:43 AM »
Hi, Is there a way to make some notifications easier to notice?

For example -  Most often I miss the 'colony expedition' notification, because it is showing as a short popup among other less important notifications. I wish i could add sound to it. Is it possible?

2
Mods / Re: [0.95.1a] Nexerelin v0.10.6b "Lords of War" (fixes 2022-12-24)
« on: January 13, 2023, 04:15:21 AM »
Hi,

Is there an option to make revenge conquests way more succesive? For example: Hegemony conquested Sindria. I wish, that Sindrian Diktat will now pursue very hard to take this market back.

Conquest Idea is fun for me ( I like big fleets brawling), but in longer period of time it creates imballance between factions and decreases diversity.

3
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: October 18, 2022, 04:33:50 AM »
Okay guys i find the way how to correctly remove them. You need to do what the SpaceDrake said, but in addition, you need to open: data > world > factions > luddic_patch.faction and remove "prometheus_lp_ied" from "ShipsWhenImporting" and "knownShips".

For now game is not crashing, but i will test it xd

4
Bug Reports & Support (modded) / Re: Game crash log
« on: October 17, 2022, 03:29:59 PM »
Okay, i just fount, that fleet I enganged had IED ships (which i theoretically disabled). Still not  sure why it hapened againg hegemony.

I reinstalled mod, and game is not crashing.

5
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: October 17, 2022, 03:27:20 PM »
Is there a way to permanently disable IED ships from the mod? The rest if fine, but IED's are kinda broken

Go to mods/Luddic_Enhancement/data/hulls/, open ship_data.csv in either a spreadsheet editor or a text editor (and in this mode, make sure word wrap is disabled), scroll down to the IED ships, and remove the "LP_bp" tag from the IED ships (and don't touch anything else). This will remove the ships from the Pather blueprint pack and thus result in the Pathers in new games "forgetting" how to make them. They might still show up as blueprints from exploration loot, but nobody else will manufacture them.

Removing them from an existing save is significantly trickier, but not impossible. You essentially need to look for "dram_lp_ied", "phaeton_lp_ied" and "prometheus_lp_ied" and remove all the entries for them under the KnownShips, ShipsWhenImporting and HullFrequency tags. Back your *** up before you try this, and it's on you if something breaks. Spawned fleets will still have their IEDs, but eventually they will filter out and you'll be left with no IEDs in the game.

It's significantly easier to do the ship_data edit and start a new game.

I did everything, like you mentioned. IED ships are still spawning, and the game is crashing xd

6
Bug Reports & Support (modded) / Re: Game crash log
« on: October 17, 2022, 03:19:04 PM »
yeah xd

I am using "luddic enchancement" mod. I disabled IED ships by removing those ships from a blueprint - like somebody recommended me in the main mod thread. Till now, everything worked fine.

Few ships from the mod was taking a part in the battle.

Game crashed again, while enganging luddic patch.

586632 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.if.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Òo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Õo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
586845 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
586845 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]


7
Bug Reports & Support (modded) / Game crash log
« on: October 17, 2022, 03:04:26 PM »
Hi,
Could you help me to find the reason, why my game is crashing while going into the battle? I was enganging hegemony AI expedition, and after clicking "join the battle", game crashed.

I am using bunch of mods, but none is modifying combat.


7979644 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs._.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.if.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Òo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Õo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

8
The game is crashing while entering fleet high tech seller. In mid/late game :(
Post the error from the log (Starsector/starsector-core/starsector.log, it'll just be named 'starsector' if you have file extensions turned off).

Okay i found the issue. I messed something up while disabling IED ships from "Luddic enchancement mod" and after fixing that it works correctly. My bad

9
The game is crashing while entering fleet high tech seller. In mid/late game :(

10
Mods / Re: [0.95.1a] LowTech Armada
« on: October 13, 2022, 12:06:03 PM »
I just played against vs ship named "pietas elite variant". It has ability to leap forward, and then leap backward. I think it istoo strong. Some vanilla ships can rush forward in cost of no fast retreat. Ability to leap into the fight, take and deal tons of damage, and leaping backward at 80% flux to vent is toxic.

11
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: October 13, 2022, 11:26:16 AM »
the other (less importand issue) is fact, that luddic church/patch blueprints (with ships from the mod) are very common, and "stronger" ships like cruisers (sebastyan for example) and damn phaeton IED (which is a capitol) are included in it. Normally capitols and other stronger ships blueprints are separate from the "compacted" blueprint (and also very expensive).

And what if i sell "luddic patch blueprints" for the patchers? Can they still learn about IED phaeton? Even if I disabled It like you said? xd

12
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: October 12, 2022, 02:04:56 PM »
Wow, thanks, thats way better. I will just disable prometheus IED and it's fine ;)

13
Mods / Re: [0.95.1a] LowTech Armada
« on: October 12, 2022, 01:50:34 PM »
Played few hours with this mod. Ships looks nice, they are nicely designed, but at least few of them are a bit too strong. I just got rekt by one ?cruiser? escort variant (thats all i remember) with mjollnir on top, and the ability to run back or ahead. It was impossible to reach it because of high mobility even for frigates. Combined with strong shields and impressive firepower melted my larger and very strong fleet.

14
Mods / Re: [0.95.1a] Luddic Enhancement Mod 1.2.5l
« on: October 11, 2022, 11:26:13 AM »
Is there a way to permanently disable IED ships from the mod? The rest if fine, but IED's are kinda broken

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