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Starsector 0.98a is out! (03/27/25)

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Messages - Malice

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1
Mods / Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« on: May 17, 2025, 04:38:04 PM »
Hey, Vicegrip! A little bit of a feedback to the balance of some new hullmods:
 I honestly think, that new "Adaptive Entropy Arrester" and "Field Repair Nanites" are overwhelmingly overpowered hullmods, even in hard-modded sectors. There's little option to pick comparable subsystem and etc. in competitive, serious battle, in result you always want to have these on all ships. [...]

Thank you for the feedback but this is one aspect of the mod where I will likely not be revising the hullmods further. I have already repeatedly nerfed their performance, and now with the hard cap of 125/150/175 regen per second, this is roughly equivalent, before armor damage negation, to the damage output against hull of a single Hypervelocity Driver at 138 dps. If you are rocking so much armor negation that the 5% residual passive resistance after armor has been completely depleted is still making your ship invulnerable to all incoming damage at 175 hull regen per second, then you're doing the armor equivalent of rocking into battle with 0.1 shields or lower.

Flux is also an infinitely regenerating resource, and the hullmods are meant to create an equivalent for hull tanking ships. Players are free to turn the hullmods into unstoppable juggernauts through crossmod interaction, and I have no issues with that, but on their own, within the context of the mod itself, their balance really isn't an issue. As a counterpoint of them being overpowered, the new Thunderbox carrier variants make liberal use of them. If you haven't noticed the ships as being impossible to defeat, then the blame for the hullmods being overpowered can be squarely placed at the feet of crossmod interactions, which players are free to indulge in, or not, at their choosing.

 Thank you for reply! Player can do, whatever he wants, got it, though, didn't encountered Thunderbox in fleets (but I bet, this is terrifying), NPC fleets pretty much no matter how well built with hullmods/weapons they are not really a threat to player fleet most of the time, excluding remnants (modded ones) and numerous s-modded bricks, Thunderbox on other hand is very good, because of how bomber strikecraft works, not because of hull tanking - when two kites with 4 reapers unleashed their payload, they could do it nearly immediately again upon safe arrival to a mothership.
 Good luck.

2
Mods / Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« on: May 16, 2025, 07:18:30 AM »
 Hey, Vicegrip! A little bit of a feedback to the balance of some new hullmods:
 I honestly think, that new "Adaptive Entropy Arrester" and "Field Repair Nanites" are overwhelmingly overpowered hullmods, even in hard-modded sectors. There's little option to pick comparable subsystem and etc. in competitive, serious battle, in result you always want to have these on all ships.
 My problem is a straightforward regeneration of hull, hull restoration is limitless and pretty much unconditional (in ordinance points, burdensome conditions), which is very OP, even officer skill doesn't do that much. Right now I pretty much ignoring these hullmods, because otherwise I'll lose fun.
 I suggest, making them at least only applicable on frigate-destroyer ships or even exclusive applicable on remnant hulls (don't do that, please), or to be honest, I would have preffered them to be exclusive on domain drones (in hard-modded sector they pretty much suck, no coppe, and these hullmods could give them very interesting foothold in the meta, without straining meta ships becoming even more overpowered). Of course I can also suggest, to make hull restoration much more less efficient; worsen the burden of having these hullmods on ships, adding additional penalties (peak performance/combat readiness amplification of loss) or worsening existing ones (like crew amplification of loss); set the restoration limit to 35-50% (like in "Combat Endurance" skill); keep only one hullmod, I think "Adaptive Entropy Arrester" subsystem one, to make him less accessible.
 We can argue that some hullmods and officer skills are interchangeable, for example, if you pick "Helmsmanship" with 50% maneuverability (and etc.), you, probably, wouldn't pick "Auxiliary Thrusters" with the same effect, and it may seem this is the case with "Combat Endurance" and "Adaptive Entropy Arrester", and "Field Repair Nanites", but I think, this is entirely different matter: 50% maneuverability and limitless hull restoration ("Auxiliary Thrusters" and these 2 hullmods) or 50% hull restor. and limitless restor. ("Combat Endurance" and these 2 hullmods) aren't the same, not really comparable in cons/pros to be precise, and that's why it should be balanced somehow, imo.

 Love your vision on subsystem hullmods, pretty much in every sector run synthetic executive officer is picked (from SiC integration), due to how fulfilling builds becoming, thank you.

3
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: April 16, 2025, 02:32:36 AM »
asdf

Thanks for making an updated version of this mod with a generator, you are the GOAT. Is there supposed to be a tab for Star Lords where we can see all of them? Star lords using this branch seem to only appear in my intel menu voting on stuff in the 'politics' tab (and doing stuff with their fleets out in the galaxy).

 You can enable in  Luna Settings "intel tab" with all unlocked Lords to pop up, don't remember where exactly though, but it's there.

4
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: April 15, 2025, 05:09:04 PM »
Just had an idea on how to acquire lords without going through the tedious process of doing their errands and jumping through hoops. If a lord is imprisoned, they wish to defect and sufficient time passes or after a few failed escape attempts, they will call on the player and offer to join his faction if the player busts them out by defeating the captor lord.

I'll start implementing and see what I come up with.

what do you guys think?

 Balance wise this could result in some kind of "deal" with Lord - after few failed escape attempts you could negotiate with them about temporary "alliance" with your faction, essentially letting them do their things for about 1 cycle or something and if they're satisfied with your hospitality (you did some errands, helped them whenever), they could consider staying with you or abandon (sadge) and fly with new ships and etc., kind of fair?
 
I think this is good idea, due to how much Lords can influence the Sector overall and how grindy it is to befriend with just one of them (and I don't see particular reasons to do so, besides like unique/good fleet compositions or waifu factor, I guess?), which is pretty boring after few times and let us be real: it's not worth it at all (my opinion otherwise). Though it's Starsector and you should grind most of things to earn profits so I'm fine anyhow.

  I don't really grind relations with Lords, I would rather build Star Fortress 3 Tier and defend it myself, because there's little difference of having 1 - 3 Lords and letting them fight a freaking Armada of Imperium 40k, they just get themselves wiped, which is not fun, especially with funny setting "Life and Death" enabled, letting Lords have a chance to meet the Ludd himself after a glorius battle or pitiful skirmish. So it would be guchi to let Lords be spawned in your faction independently, without your interference after some "milestones", it's reasonable after all.


5
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: April 04, 2025, 06:25:02 AM »
Is there a way to fix my .97 savegame?

Code
742187 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.getFaction()" because "this.baseRaidIntel" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.impl.campaign.intel.raid.RaidIntel.getFaction()" because "this.baseRaidIntel" is null
        at starlords.person.LordEvent.getFaction(LordEvent.java:165) ~[?:?]
        at starlords.controllers.EventController.getCurrentFeast(EventController.java:79) ~[?:?]
        at starlords.ai.LordAI.chooseAssignment(LordAI.java:173) ~[?:?]
        at starlords.ai.LordAI.progressAssignment(LordAI.java:530) ~[?:?]
        at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
        at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
        at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
        at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]
        at java.base/java.lang.Thread.run(Thread.java:1447) [?:?]

I'm constantly crashing right after loading up my save, even when i load my backup from 6 months prior.


Code
public FactionAPI getFaction() {
        if (originator != null) return originator.getFaction();
        return baseRaidIntel.getFaction();
    }

To this?

Code
public FactionAPI getFaction() {
        if (originator != null) return originator.getFaction();
        if (baseRaidIntel != null) return baseRaidIntel.getFaction();
        return Global.getSector().getFaction("independent");
    }

No clue how to fix that ***, but i really don't want to lose this save too :p

 Hi, what version do you play at?

6
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: March 27, 2025, 03:58:30 PM »
   Good day, sir, @alaricdragon. Congratulations with implementing SiC and AI cores in Star Lords, very splendid update!
 Got to play with new update, but I'm very lucky person, as you know, yep I got another one.

 
Code
1217975 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.getFaction()" because the return value of "starlords.controllers.LordController.getLordOrPlayerById(String)" is null
java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.getFaction()" because the return value of "starlords.controllers.LordController.getLordOrPlayerById(String)" is null
at starlords.faction.LawProposal.<init>(LawProposal.java:65) ~[?:?]
at starlords.controllers.PoliticsController.resolveProposal(PoliticsController.java:411) ~[?:?]
at starlords.controllers.PoliticsController.advance(PoliticsController.java:143) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

 I'll see if this repeated one or not after a while.

7
Mods / Re: [0.97a] AI Tweaks
« on: March 20, 2025, 05:05:10 AM »
I'm getting the same exact crash. Saves hosed, switched over to a backup save but the same issue popped up again.

 Hey! I see, we have similiar issues, can you please send your full log here or to my discord, I'm currently trying to figure out what the heck is happening.

8
Mods / Re: [0.97a] AI Tweaks
« on: March 17, 2025, 04:44:07 PM »
Good day! @Genir, I have an report, happened when I tried to save the game. It's seems my save's corrupted  8)
 
 
Code
6880543 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketConditionAPI.setSurveyed(boolean)" because "<local5>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketConditionAPI.setSurveyed(boolean)" because "<local5>" is null
at com.fs.starfarer.campaign.econ.PlanetConditionMarket.convertToRegular(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.BaseCampaignEntity.getMarket(Unknown Source) ~[port_obf.jar:?]
at com.genir.aitweaks.launcher.MakeAITweaksRemovable$Companion.getEntitiesWithHullmods(MakeAITweaksRemovable.kt:64) ~[?:?]
at com.genir.aitweaks.launcher.MakeAITweaksRemovable$Companion.afterGameSave(MakeAITweaksRemovable.kt:26) ~[?:?]
at com.genir.aitweaks.launcher.AITweaksBaseModPlugin.afterGameSave(AITweaksBaseModPlugin.kt:30) ~[?:?]
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

 This is what I getting, when trying to load. *Forgor to clarify you shouldn't fix whatever with my save got into, I'm fine anyhow.

Code
295437 [Thread-2] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
295437 [Thread-2] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  - Failed calling method
---- Debugging information ----
message             : Failed calling method
cause-exception     : java.lang.NullPointerException
cause-message       : Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketConditionAPI.setSurveyed(boolean)" because "<local5>" is null
method              : com.fs.starfarer.campaign.CampaignPlanet.readResolve()
class               : com.fs.starfarer.campaign.CampaignPlanet
required-type       : com.fs.starfarer.campaign.CampaignPlanet
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 498151
class[1]            : java.util.ArrayList
required-type[1]    : java.util.ArrayList
converter-type[1]   : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[2]            : com.fs.util.container.repo.ObjectRepository
required-type[2]    : com.fs.util.container.repo.ObjectRepository
class[3]            : com.fs.starfarer.campaign.StarSystem
required-type[3]    : com.fs.starfarer.campaign.StarSystem
class[4]            : com.fs.starfarer.campaign.fleet.CampaignFleet
required-type[4]    : com.fs.starfarer.campaign.fleet.CampaignFleet
class[5]            : com.fs.starfarer.campaign.CharacterStats
required-type[5]    : com.fs.starfarer.campaign.CharacterStats
class[6]            : com.fs.starfarer.rpg.Person
required-type[6]    : com.fs.starfarer.rpg.Person
class[7]            : second_in_command.SCData
required-type[7]    : second_in_command.SCData
class[8]            : java.util.LinkedHashMap
required-type[8]    : java.util.LinkedHashMap
converter-type[2]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[9]            : com.fs.starfarer.campaign.rules.Memory
required-type[9]    : com.fs.starfarer.campaign.rules.Memory
class[10]           : com.fs.starfarer.api.impl.campaign.procgen.Constellation
required-type[10]   : com.fs.starfarer.api.impl.campaign.procgen.Constellation
class[11]           : data.scripts.campaign.bases.VayraRaiderBaseIntel
required-type[11]   : data.scripts.campaign.bases.VayraRaiderBaseIntel
class[12]           : data.scripts.campaign.bases.VayraRaiderActivityCondition
required-type[12]   : data.scripts.campaign.bases.VayraRaiderActivityCondition
class[13]           : com.fs.starfarer.campaign.econ.MarketCondition
required-type[13]   : com.fs.starfarer.campaign.econ.MarketCondition
class[14]           : com.fs.starfarer.campaign.econ.Market
required-type[14]   : com.fs.starfarer.campaign.econ.Market
class[15]           : com.fs.starfarer.campaign.CircularOrbit
required-type[15]   : com.fs.starfarer.campaign.CircularOrbit
class[16]           : exerelin.campaign.intel.fleets.NexOrganizeStage
required-type[16]   : exerelin.campaign.intel.fleets.NexOrganizeStage
class[17]           : exerelin.campaign.intel.raid.NexRaidIntel
required-type[17]   : exerelin.campaign.intel.raid.NexRaidIntel
class[18]           : exerelin.campaign.ai.action.fleet.RaidAction
required-type[18]   : exerelin.campaign.ai.action.fleet.RaidAction
class[19]           : exerelin.campaign.ai.concern.CommodityCompetitionConcern
required-type[19]   : exerelin.campaign.ai.concern.CommodityCompetitionConcern
class[20]           : exerelin.campaign.ai.EconomicAIModule
required-type[20]   : exerelin.campaign.ai.EconomicAIModule
class[21]           : exerelin.campaign.ai.StrategicAI
required-type[21]   : exerelin.campaign.ai.StrategicAI
class[22]           : com.fs.starfarer.campaign.Faction
required-type[22]   : com.fs.starfarer.campaign.Faction
class[23]           : indevo.industries.salvageyards.industry.SalvageYards
required-type[23]   : indevo.industries.salvageyards.industry.SalvageYards
class[24]           : exerelin.campaign.intel.fleets.BlockadeWrapperIntel
required-type[24]   : exerelin.campaign.intel.fleets.BlockadeWrapperIntel
class[25]           : exerelin.campaign.ai.action.fleet.BlockadeAction
required-type[25]   : exerelin.campaign.ai.action.fleet.BlockadeAction
class[26]           : exerelin.campaign.ai.concern.GeneralWarfareConcern
required-type[26]   : exerelin.campaign.ai.concern.GeneralWarfareConcern
class[27]           : exerelin.campaign.ai.MilitaryAIModule
required-type[27]   : exerelin.campaign.ai.MilitaryAIModule
class[28]           : com.fs.starfarer.rpg.OfficerData
required-type[28]   : com.fs.starfarer.rpg.OfficerData
class[29]           : com.fs.starfarer.campaign.fleet.FleetData
required-type[29]   : com.fs.starfarer.campaign.fleet.FleetData
class[30]           : boggled.scripts.BoggledTerraformingRequirement$RequirementContext
required-type[30]   : boggled.scripts.BoggledTerraformingRequirement$RequirementContext
class[31]           : boggled.campaign.econ.industries.BoggledCommonIndustry
required-type[31]   : boggled.campaign.econ.industries.BoggledCommonIndustry
class[32]           : boggled.campaign.econ.industries.BoggledBaseIndustry
required-type[32]   : boggled.campaign.econ.industries.BoggledBaseIndustry
class[33]           : com.fs.starfarer.api.impl.campaign.econ.impl.HeavyIndustry
required-type[33]   : com.fs.starfarer.api.impl.campaign.econ.impl.HeavyIndustry
class[34]           : exerelin.campaign.ai.action.industry.BuildEconAction
required-type[34]   : exerelin.campaign.ai.action.industry.BuildEconAction
class[35]           : exerelin.campaign.ai.concern.CloseAdversariesConcern
required-type[35]   : exerelin.campaign.ai.concern.CloseAdversariesConcern
class[36]           : exerelin.campaign.ai.DiplomaticAIModule
required-type[36]   : exerelin.campaign.ai.DiplomaticAIModule
class[37]           : exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction
required-type[37]   : exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction
class[38]           : exerelin.campaign.ai.concern.LowShipQualityConcern
required-type[38]   : exerelin.campaign.ai.concern.LowShipQualityConcern
class[39]           : exerelin.campaign.ai.concern.InterventionConcern
required-type[39]   : exerelin.campaign.ai.concern.InterventionConcern
class[40]           : com.fs.starfarer.campaign.CustomCampaignEntity
required-type[40]   : com.fs.starfarer.campaign.CustomCampaignEntity
class[41]           : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
required-type[41]   : com.fs.starfarer.campaign.ai.CampaignFleetAI$FleetAssignmentData
class[42]           : com.fs.starfarer.campaign.ai.AssignmentModule
required-type[42]   : com.fs.starfarer.campaign.ai.AssignmentModule
class[43]           : com.fs.starfarer.campaign.ai.ModularFleetAI
required-type[43]   : com.fs.starfarer.campaign.ai.ModularFleetAI
class[44]           : com.fs.starfarer.campaign.CircularOrbitPointDown
required-type[44]   : com.fs.starfarer.campaign.CircularOrbitPointDown
class[45]           : exerelin.campaign.intel.agents.RaiseRelations
required-type[45]   : exerelin.campaign.intel.agents.RaiseRelations
class[46]           : exerelin.campaign.ai.action.covert.RaiseRelationsAction
required-type[46]   : exerelin.campaign.ai.action.covert.RaiseRelationsAction
class[47]           : exerelin.campaign.ai.concern.DevelopRelationsConcern
required-type[47]   : exerelin.campaign.ai.concern.DevelopRelationsConcern
class[48]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
required-type[48]   : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent$AvailableOfficer
class[49]           : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
required-type[49]   : com.fs.starfarer.api.impl.campaign.events.OfficerManagerEvent
class[50]           : com.fs.starfarer.campaign.CommDirectoryEntry
required-type[50]   : com.fs.starfarer.campaign.CommDirectoryEntry
class[51]           : com.fs.starfarer.campaign.CommDirectory
required-type[51]   : com.fs.starfarer.campaign.CommDirectory
class[52]           : com.fs.starfarer.campaign.econ.reach.ReachEconomy
required-type[52]   : com.fs.starfarer.campaign.econ.reach.ReachEconomy
class[53]           : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
required-type[53]   : com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper
class[54]           : com.fs.starfarer.campaign.econ.Economy
required-type[54]   : com.fs.starfarer.campaign.econ.Economy
class[55]           : com.fs.starfarer.campaign.CircularOrbitWithSpin
required-type[55]   : com.fs.starfarer.campaign.CircularOrbitWithSpin
class[56]           : exerelin.campaign.intel.agents.DestroyCommodityStocks
required-type[56]   : exerelin.campaign.intel.agents.DestroyCommodityStocks
class[57]           : exerelin.campaign.ai.action.covert.DestroyCommodityStocksAction
required-type[57]   : exerelin.campaign.ai.action.covert.DestroyCommodityStocksAction
class[58]           : java.util.HashMap
required-type[58]   : java.util.HashMap
class[59]           : exerelin.campaign.ColonyManager
required-type[59]   : exerelin.campaign.ColonyManager
class[60]           : java.util.LinkedHashSet
required-type[60]   : java.util.LinkedHashSet
class[61]           : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
required-type[61]   : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[62]           : com.fs.starfarer.campaign.BaseLocation$LocationToken
required-type[62]   : com.fs.starfarer.campaign.BaseLocation$LocationToken
class[63]           : com.fs.starfarer.campaign.Hyperspace
required-type[63]   : com.fs.starfarer.campaign.Hyperspace
class[64]           : com.fs.starfarer.campaign.CampaignEngine
required-type[64]   : com.fs.starfarer.campaign.CampaignEngine
converter-type[3]   : com.fs.starfarer.campaign.save.I
version             : not available

 **BIG UPDATE @Genir: I'm investigating more of this crash, because I'm literally got this issue with other mod, so don't invest much into it. I will update my comment as soon as I can with more info.

9
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: March 16, 2025, 02:44:44 PM »
 Hi! @alaricdragon, I have an report, momentary crash, that might be related with politics (tab) of Lords.

 
Code
13450470 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.getFaction()" because "target" is null
java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.getFaction()" because "target" is null
at starlords.controllers.PoliticsController.checkProposalValidity(PoliticsController.java:599) ~[?:?]
at starlords.controllers.PoliticsController.advance(PoliticsController.java:123) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

 *Another one with some incompatibility with Nexelerin ground battle. Momentary crash, by the way I keep any reports, logs anyway in case of need.

 
Code
29943021 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.Industry.getId()" because "ind" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.Industry.getId()" because "ind" is null
at exerelin.campaign.intel.groundbattle.IndustryForBattle.<init>(IndustryForBattle.java:59) ~[?:?]
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.addIndustry(GroundBattleIntel.java:362) ~[?:?]
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:290) ~[?:?]
at starlords.ai.LordAI.beginNexGroundBattle(LordAI.java:1166) ~[?:?]
at starlords.ai.LordAI.progressAssignment(LordAI.java:791) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

10
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.9.6
« on: March 13, 2025, 02:33:30 PM »
Hello!

Can't seem to make the surveillance center work correctly on Piorun, Vertex and Rusalka. It only adds stability, but does not remove pather cells, and also none of the receive the player version of the panopticon node once any of the other planets in the system get a Panopticon instance added to the surveillance center (Marzanna work fine, though)

Tried deleting all of the custom structures from those 3 with console commands, didn't work
Thanks for the report. This will take a while to fix since the panopticon code is such a ball of wax but I will look into it.

Hello! @Vicegrip, got an report about last update of Emergent Threats 0.9.6 (I use both). You see after updating to 0.9.6 I getting a crash after playing a while.
This seems to be a cross-mod interaction with Ashes of the Domain. I'm going to release an update shortly that will hopefully fix the issue.

 Funny enough, I thought firstly this incompatibility was exactly with "AOTD" or "What We Left Behind" mod (fourdimensionalsight thing), but then I found Bionic Alteration thread about it, very confusing. Thank you.

11
Mods / Re: [0.97a] Emergent Threats/IX Revival v0.9.6
« on: March 13, 2025, 10:24:19 AM »
 Hello! @Vicegrip, got an report about last update of Emergent Threats 0.9.6 (I use both). You see after updating to 0.9.6 I getting a crash after playing a while.

 
Code
394385 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getAccessibilityMod()" because "market" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getAccessibilityMod()" because "market" is null
at data.skills.FourthDimensionalSight$Level1.unapply(FourthDimensionalSight.java:21) ~[?:?]
at com.fs.starfarer.campaign.CharacterStats.refreshGovernedOutpostEffects(Unknown Source) ~[port_obf.jar:?]
at data.scripts.ix.listeners.IXAdminEasyModeListener.reportPlayerOpenedMarket(IXAdminEasyModeListener.java:55) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.reportPlayerOpenedMarket(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.startEncounterInvolvingPlayerFleet(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

 Firstly I talked with PigeonPun, Bionic Alteration mod creator, because of how similiar issue was in Unofficial Starsector Chat Discord with two cases, but apparently Bionic Alteration 0.2.2 version somehow conflicting with new 0.9.6 version of batllegroup one, I guess?
probably because of line: "at data.scripts.ix.listeners.IXAdminEasyModeListener.reportPlayerOpenedMarket(IXAdminEasyModeListener.java:55) ~[?:?]", - I can be mistaken of course. In any case, thanks.

12
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: March 11, 2025, 06:09:14 AM »
Good day @alaricdragon, got another one. Momentary crash, save is playable.


  UPD* A little different (if not exactly same), but related to the previous one

 UPD** Another one, occured randomly.

 UPD*** Oh damn, another one. Yeah, this error keeps me out from progressing the save (to find more goodies of course), unfortunately.

ok wow.
this is bad. like, you save should be fine and stuff. so thats something.
worse case I do something drastic. I have updated starlords with fixes to the issues (hopefully) and something that outputs a bunch of random data to the starsector.log whenever you load a save.
please please send me your starsector log just after you load your repeatedly crashing save game please.
(also, thats 6 crashes you have found. if you get 10, I will give you something cool)

Hello, I got a crash while playing, at the end of the month, when computing the defection, which is weird, maybe it is because a few weeks ago the sindrian got deleted and their starlords bug ?
or maybe, it is because I had a null pointer exception earlier, and I used the .jar that someone suggested using above, and now I get this...



Code
java.lang.ArrayIndexOutOfBoundsException: Index 63 out of bounds for length 63                                                  at starlords.controllers.RelationController.getLoyalty(RelationController.java:95) ~[?:?]                               at starlords.util.DefectionUtils.performDefection(DefectionUtils.java:125) ~[?:?]                                       at starlords.listeners.MonthlyUpkeepListener.calculateLordBetrayal(MonthlyUpkeepListener.java:86) ~[?:?]                at starlords.listeners.MonthlyUpkeepListener.reportEconomyMonthEnd(MonthlyUpkeepListener.java:65) ~[?:?]                at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source) ~[port_obf.jar:?]                     at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source) ~[port_obf.jar:?]         at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source) ~[port_obf.jar:?]                 at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source) ~[port_obf.jar:?]                                     at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]                                   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]                                    at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]                                            at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]                                                at com.fs.starfarer.combat.CombatMain.main(Unknown Source) [port_obf.jar:?]                                             at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) [port_obf.jar:?]                                            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) [port_obf.jar:?]                                            at java.base/java.lang.Thread.run(Thread.java:1447) [?:?] 

any idea for a quick fix ?
hello. I do need to ask a question, are you useing my modded version of starlords, or the base version of starlords? if its version 0.3.3 or higher, I might be able to do something if im very very lucky.


Hey guys! Great mod! Sure needs a bit of polishing, but there's plenty of time. Guys, how the F*** do I get a Lord to join my faction? :)))
I had issues with this as well.
apparently, you need to have really really high relations with a given starlord, then ask them to join. (I think its +50 or higher? but I dont know for sure).
maybe if
maybe someday there will be a different way to get starlords, but not right now I'm only a guest modder and making things is hard.


I am so tired right now I need to go to sleepppp. but I love this mod so mush its so cool

 As always, thanks for your support. To be honest, you might as well go wild with codding and stuff, disregarding my saves. I mean, I will enjoy Starsector with SL anyway with new save, but of course there're other people with probably opposite opinion, so it's difficult.
 Oh, and I'm on a counter or something, very interesting. Got it, will send logs with repetitive crashes, but the thing is due to limitations of forum I can't really send full log, site will deny or lag out to me, so if you don't mind I could send these cases, logs with repetitive crashes in direct messages to your Discord. As much as you like the mod, don't overdo it and get nice sleep :)
 
 UPD* Yep, another and repetitive one, same save after updating to 3.10.
 I presume, this might be 'save-update with bunch of data' thing and there's nothing we can do, anyway, I will play another save, as I said, this doesn't concerns me much.

Code
703178 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getFaction()" because the return value of "starlords.person.Lord.getTarget()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getFaction()" because the return value of "starlords.person.Lord.getTarget()" is null
at starlords.ai.LordAI.progressAssignment(LordAI.java:442) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]




13
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: March 08, 2025, 12:00:38 PM »
 Good day @alaricdragon, got another one. Momentary crash, save is playable.

Code
10848527 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.setCaptor(String)" because "existingPrisoner" is null
java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.setCaptor(String)" because "existingPrisoner" is null
at starlords.listeners.BattleListener.reportBattleFinished(BattleListener.java:230) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.Hyperspace.advanceEvenIfPaused(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

  UPD* A little different (if not exactly same), but related to the previous one
Code
9859618 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.getFaction()" because "existingPrisoner" is null
java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.getFaction()" because "existingPrisoner" is null
at starlords.listeners.BattleListener.reportBattleFinished(BattleListener.java:204) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

 UPD** Another one, occured randomly.
Code
16675997 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.lang.Integer.intValue()" because the return value of "java.util.HashMap.get(Object)" is null
java.lang.NullPointerException: Cannot invoke "java.lang.Integer.intValue()" because the return value of "java.util.HashMap.get(Object)" is null
at starlords.controllers.RelationController.getIndexOfLord(RelationController.java:55) ~[?:?]
at starlords.controllers.RelationController.modifyRelation(RelationController.java:143) ~[?:?]
at starlords.ai.LordAI.progressAssignment(LordAI.java:544) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

 UPD*** Oh damn, another one. Yeah, this error keeps me out from progressing the save (to find more goodies of course), unfortunately.
Code
6626143 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "com.fs.starfarer.api.util.Misc.findNearestLocalMarket(com.fs.starfarer.api.campaign.SectorEntityToken, float, com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin$MarketFilter)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "com.fs.starfarer.api.util.Misc.findNearestLocalMarket(com.fs.starfarer.api.campaign.SectorEntityToken, float, com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin$MarketFilter)" is null
at starlords.util.Utils.findNearestMarket(Utils.java:298) ~[?:?]
at starlords.ai.LordAI.beginAssignment(LordAI.java:334) ~[?:?]
at starlords.ai.LordAI.chooseAssignment(LordAI.java:300) ~[?:?]
at starlords.ai.LordAI.progressAssignment(LordAI.java:530) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

14
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: March 06, 2025, 02:30:27 PM »
Hello! @alaricdragon, got an issue Lords AI with 0.3.7v., can't really tell what caused it in game, I can only explain partially the situation in my save and mine presumption: many alliances of factions are tearing apart one hateful alliance, their home system to be exact, perhaps one last market was fallen and remaining lords can't decide where to go (or what to do after their faction lost, destroyed) and the thing is that they're hated mostly by all factions except pirates and independents.
 * Did played for a while and in the end I assume this is not it, save going steadily regardless of destroyed factions and lords whereabouts and etc. 

Code
 3642166 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" is null
at starlords.person.Lord.setTarget(Lord.java:316) ~[?:?]
at starlords.ai.LordAI.beginAssignment(LordAI.java:411) ~[?:?]
at starlords.ai.LordAI.chooseAssignment(LordAI.java:302) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

 UPD* Got another issue later with Lords AI.
Code
17694708 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "com.fs.starfarer.api.util.Misc.findNearestLocalMarket(com.fs.starfarer.api.campaign.SectorEntityToken, float, com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin$MarketFilter)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "com.fs.starfarer.api.util.Misc.findNearestLocalMarket(com.fs.starfarer.api.campaign.SectorEntityToken, float, com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin$MarketFilter)" is null
at starlords.ai.LordAI.beginAssignment(LordAI.java:336) ~[?:?]
at starlords.ai.LordAI.chooseAssignment(LordAI.java:302) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
  I must say, that I'm not really interacting with Lords not even fighting them, will check up tomorrow if this crash consistent.
hello. you are quite a lucky person aren't you? finding 2 crashes all on your own. I have fixed them. hopefully.
also, you the version number went up by 2, because I pushed the fix to the main branch, only to read this message and find another fix. (not that im complaining about it. its part of doing anything is finding out you need to do more, you know?)
anyways, please continue to report any of the strange edge cases you find. this has been super useful in not having my game crash whenever I run into this issue at random.

something interesting about starlords is that they will continue to exists and run even if you never interact with them. in case you are wonder why you managed to get crashes even though you are not interacting with them.

 If you ask me, I'm quite the beta-tester regarding star lords since their existence 8). Thank you.

15
Mods / Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« on: March 06, 2025, 02:01:53 AM »
I tried this mod out along with Ashes of the Domain. For a change of pace I disabled Nexerelin because I became weary of games degenerating into conquering sprees and AI colony spam. When I declared my independence war (This is an AOTD specific feature) the Star Lords of the faction all decide to invade my system and they're basically invincible all grouped up. 18 fleets with whatever, doom spam, onslaught 14 spam, paragon spam, etc, all pile into my system and annihilate the place no matter how well prepared my defenses are.

Since I don't have Nexerelin on I can't use defensive fleets, and even 400% fleets from 3 High commands with Alpha Cores, it's just not enough to deal with the Lord Spamalot and his 30 Onslaughts and his 17 cousins with basically identical fleets.

I really enjoy the Star Lord mod and think it adds a lot of flavor to a game; makes the game world feel more alive. This specific case is probably just too niche to AOTD independence wars to do anything specific about, but do the Lords really need to all show up for hostile actions? Two or three lords for an offensive action would be a significant challenge for anything. Even when I still ran with my commission faction and participated in Lord-campaigns there wasn't much for me to do on campaigns. The Lords just show up and destroy everything with their very OP fleets. I think even in mount and blade you can't ever get more than 2 or three lords showing up to one major action, let alone a dozen.

An interesting AOTD specific interaction with Star Lords would be a way to convince a few Lords to defect with you in your independence war; kind of like a Crusader Kings faction or something, to give the player a chance. The way it's set up now you basically have to take on the whole faction and their Lord lineup to win the war and that's basically impossible. You could bribe them with domain artifacts, fiefs in the future, unique ships, etc.

What also might make sense is to make the Lords have more endgame player-like fleets, with tankers, cargo vessels, support vessels like salvage rigs and some troop transports to make them more autonomous but powerful expeditionary fleets rather than the 30 capital ship spam they tend to fly around with. It doesn't make sense or even practically work logistically in the players hands to use such fleets. I understand you want the Lords' fleets to be formidable, but the way it shakes out things are just excessive, and they group up in some contexts and become an unstoppable force that's more tedious and annoying than challenging.

Thanks for the great mod I really enjoy paying it. I'm not really asking for anything specific, but I want the Lords to act a little more like quasi-autonomous players that have some tension with their own faction, rather than faction npcs.

 Unfortunately, Star Lords aren't being modified nor officially maintained by other people. I doubt there will be any severe modification to last version in near time, because mod author Deluth might be away from modding SS for some time.
 But Alaricdragon, in fact, does fixes in his own pace to maintain mod in playable state, though I do not recommend to push, pressure him to do anything/anything beyond limits of maintaining especially when he's not officially maintaining the mod.

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