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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Messages - pantsmode

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1
Speaking as someone who has also gotten no end of CTDs of a similar type, the only real (temporary) solution is to open <Starsector install path>\mods\AAZ_ARRUS_Hullmods 0.8.004\data\config\settings.json in NotePad (or equivalent) and change "zda_augment_pack_enable_boolean": true to "zda_augment_pack_enable_boolean": false.

This does prevent enemy fleets from spawning with this mod's additional hullmods (which make them a bit more challenging on average, especially early-to-mid campaign), but the CTDs result from multi-part ships with modules (usually capitals, but some mod's cruisers and even destroyers) not playing nicely with this mod's 'inflation' code.

Will check it out and get back to you, thanks.

EDIT: Worked perfectly.

2
Getting a consistent CTD over here. Happens when More Military Bounties spawns in three fleets of Loulan Navy Recon ships to attack Jangala Station. Immediately as they pop onto the radar, I get a CTD for this reason:

Quote
622255 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.loading.WeaponSpecAPI.getType()" because the return value of "com.fs.starfarer.api.SettingsAPI.getWeaponSpec(String)" is null
   at data.aaz_ar_hull_scripts.ZDA_Augment_Inflation_Listener.reportFleetInflated(ZDA_Augment_Inflation_Listener.java:587) ~[?:?]
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportFleetInflated(ListenerUtil.java:400) ~[starfarer.api.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ai.TacticalModule.hasEnoughStuffAround(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ai.TacticalModule.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(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) [?:?]

3
Mods / Re: [0.97a] Fleet Size By DP
« on: April 01, 2024, 10:46:40 AM »
I would think that there'd need to be some limit to how many transport ships you take with you, beyond merely fuel costs, otherwise you'd head out to the rim with enough ships to strip mine them bare... possibly literally if you've got one of the mining mods.

Maybe halved costs for civvy ships, then?

4
Mods / Re: [0.97a] Fleet Size By DP
« on: April 01, 2024, 10:04:17 AM »
Any chance for an option to make this based off of combat ship DP? Like, for example, you can have as many civvy ships as you want (anything from cargo, fuel, or carriers, down to tugs or salvage ships, potentially even working with EHM's Logistics Overhaul now that the .97a hotfix'd version's out), but anything military starts to count against the fleet limit.

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