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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - LoweN

Pages: [1]
1
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: October 03, 2021, 08:27:54 PM »
BRDY has always been my favorite mod. I wish you the best of luck with all the real life stuff you're dealing with.

2
Mods / Re: [0.9a] Sylphon RnD 0.9.4c
« on: May 10, 2019, 07:28:32 PM »
Hi, I just started playing 0.9.1a - it seems like there's a new (?) bug (I think with this mod?) - whenever I have Sylvian ships under AI control either mine or enemies, campaign, mission, or simulator, it causes the game to crash with the following error in starsector.log:

304311 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.system.do.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

It can take a little while to happen, it seems like the ships need to have enemy on sensor contact.

Running a ton of mods but I think it's due to this one because it's always/only Sylvian ships that do it, so far at least.

3
General Discussion / Re: Market - I jsut do not understand it at all.
« on: October 12, 2017, 11:48:02 AM »
Trading has always been difficult in Starsector, but version 0.8 and up just completely broke supply and demand to the point that you can't really make any money off of any kind of trading except delivery contracts, and even then you need to be careful and check the prices.

It'll get fixed eventually. Possibly not until the next major version comes out.

4
There should be another exception - probably above this line:
java.util.ConcurrentModificationException

That might have more information about what went wrong. Basically, you're looking for a related stack trace but one that has something with "com.fs.starfarer" in it.

I don't see anything like that. I took everything from that play session (launcher, load game, to hang) and put it in its own starsector.log, but it's still 2.5mb, too big for pastebin. If anyone wants to take a look they should be able to read this google drive link:

starsector.log

(edit - this is an old issue I haven't seen in years, so I've deleted the above log from my google drive.)

5
Not sure what mod/mods are doing it. I increased my vmparams to -Xms1536m -Xmx4096m -Xss1024k so I don't think it's memory, but who knows. I have 6gb of memory on this system.

I've snipped some noninformative stuff from the log and replaced it with ...

2277793 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_FaYingDeimos_1690678237848135608...
2277794 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 1
2277830 [Thread-15] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
...
2279424 [Thread-15] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
2279431 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 2
2280142 [Thread-15] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
...
2280185 [Thread-15] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
2280201 [Thread-15] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0018263967

...

2284724 [Thread-15] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.36288723
2284740 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
2284741 [Thread-15] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.36288723

...

2285324 [Thread-15] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.36288723
2285331 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
   at java.util.HashMap$EntryIterator.next(Unknown Source)
   at java.util.HashMap$EntryIterator.next(Unknown Source)
   at com.thoughtworks.xstream.converters.collections.MapConverter.marshal(MapConverter.java:75)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)

... lots more like this

   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.wri teItem(AbstractCollectionConverter.java:64)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.marshal(CollectionConverter.java:74)
2285341 [Thread-15] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.36288723
2285371 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 9 (exception)
2285371 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 10 (exception)
2285381 [Thread-15] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0

... then saving progress 0.0 forever, and I need to manually end the task.
modlist:
lightshow without ship and weapon pack 1.32
autosave 1.0f
combat chatter 1.7.1
common radar 2.4c
console commands 3.0 wip 2
lazylib 2.2
Nexerelin 0.8b
omnifactory 2.1.4 (the reboot)
portrait pack v1.2.3
save transfer 1.11.0
tore up plenty 0.8.0a
unknown skies 0.21
upgraded rotary weapons 1.31
version checker 1.7c
zz graphicslib 1.2.0

I played a nexerelin game without any other mods except lazylib for an hour or so to see if I could trigger it but didn't get anything.

6
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.1.4 (Beta)
« on: June 05, 2017, 12:00:24 PM »
Do I need to de-select the Omnifactory mod with this workaround? (As it still gives me the error after overwriting that file)

But you're right, the problem is with Nerexelin, as I've tried de-activating all the other mods and it didn't work only with Nerexelin.

I did that and didn't get the error and I was also able to start a campaign with some set of mods including omnifactory + nerexelin, so you shouldn't need to disable it.

Are you sure you replaced the right file? If you did it right then all of your omnifac_settings.json should have the wingAnalysisTimeMod string in them.

7
Mods / Re: [0.8.1a] Omnifactory Rebooted 2.1.4 (Beta)
« on: June 05, 2017, 11:32:22 AM »
Hi there,

Thank you for revitalizing this mod, as it is a great mod in my opinion (a very good bridge between current game and outposts in the future)

Unfortunately if I use it, it doesn't start the game. The error is the following: "Fatal: JSONObject["wingAnalysisTimeMod"] not found."

My mod list is the following:

Lightshow without Ship and Weapon pack 1.32
Dynasector 1.2.0
Combat Chatter 1.7.1
LazyLib 2.2
Leading Pip 1.8.1
Nerexelin 0.8
Omnifactory 2.1.4
Version Checker 17c

Let me know if you need more info.

I got the same thing. Try overwriting the omnifac_settings.json in \Starsector\mods\Nexerelin\data\config\omnifactory with the one in \Starsector\mods\Omnifactory\data\config
I don't know if the mod actually works yet, but it should get you past that error.

8
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 23, 2017, 06:34:25 PM »
Well part of it is that I'm comparing ally/enemy, not player/enemy. But your colors do indeed look much more vivid than mine. WTF is going on with this.

Check your video card control panel for color correction settings maybe?

9
Announcements / Re: Starsector 0.8a (Released) Patch Notes
« on: May 23, 2017, 05:48:31 PM »
For example the new features, planet surveying and ship recovery/salvage. I get it, gotta give the player something else to do besides just constantly fighting. An alternative way of earning XP and money. Good idea in principle. Thing is, the combat path involves actual gameplay, whereas surveying and salvaging is just clicking through menus. If you choose to be a prospector who avoids combat and goes around scanning things, you remove the interesting part of SS's gameplay and you're left with nothing but the laggy and tedious overworld map navigation punctuated by occasionally clicking through a menu. As far as I can tell those features are a complete waste of everyone's time, the dev's as well as the players'. And sure, you can say "you don't have to do it". That's true, but the development time used to implement these things could have been used to do something more worthwhile instead.

From what you're saying Starsector might not be for you. I think it was always intended to be mainly a top-down tactical sim, not any kind of "space shooter". Personally, I think .8 is one of the best updates yet, but it does have a few issues with balance at this time.

A lot of the new exploration seems like a placeholder for when outposts get in the game - right now they just give you money, but in the future, the player will be able to take a more active role exploiting them. This probably means less surveying a planet and running to the next and more defending your planets and trade routes from pirates.

That isn't something that will excite someone looking for a space shooter, but for me, it's a big deal. You say it's just "clicking through menus" but it gives the player incentive to get into fights - the frontiers have dangerous stuff in them that will attack you, but also rewards. I think the big problem is there are balance issues with payouts for surveying and salvage right now along with sustained burn being too good.

Speaking of the overworld map, that's actually been made worse as well. I don't think I'm alone in hating how laggy and rubberbandy it feels. Instead of working on that and making it more responsive, the dev introduced Sustained Burn. The speed bonus from this is so good that it's basically mandatory to use it, and it makes your fleet feel even more laggy and unresponsive than before. And it stops you for a couple seconds as it activates. Wanna go fast? You gotta wait for that! Same thing with the Active Sensor Burst. Wanna know what's around you? Better stop and wait! So two more things for you to click on that will annoy you every single time you do.

Every new feature seems to just be an item in a menu somewhere or a button to click. While I appreciate the complexity that goes on behind the scenes, clicking menu options and buttons isn't exactly engaging gameplay.

Well if you're just looking for a space shooter you won't appreciate the strategic game. I guess it can just look like boring buttons to click. But for me, I love the cat and mouse game that the transponder/sensor ping/go dark/emergency/sustained burn create. I just did an assassination mission where I went dark in a ring system close to my target and waited weeks for the patrols to clear and a good moment to strike - I had to reload that fight like 10 times, but when I eventually won it felt amazing. The strategic context was a big part of that, there's no way to get it without having different options that have drawbacks.

You mentioned not liking CR earlier and I have to say I love it. Another thing that made the fight so memorable was how out of shape my ships were at the end of the battle - even my cruiser flagship was suffering from minor malfunctions by the end. It gives fights a real sense of wear and tear/exhaustion. CR serves a similar role to morale and exhaustion in a Total War game and I really appreciate the way it's done in Starsector.

On a final note, you know the game still has missions right? If you don't like the campaign you can just play those, there's nothing wrong with that. I know I enjoy doing missions.

10
Suggestions / Re: Combat Rediness
« on: March 18, 2016, 01:19:03 PM »
if you are having trouble winning fights before you tap out for CR you simply are picking fights that are too big for you, sorry.

modern ships don't have to power enormous energy weapons that necessarily involve an incredible amount of strain on hundreds of subsystems that run the entire ship, so there is no real comparison.

anyway, some more suggestions

-mod in steiner foundation
-install hardened subsystems on the ships you need more CR on
-get combat aptitude for your flagship
-don't take hull damage as it really screws your CR
-mount higher damage weapons, get more ships to destroy things faster
-consider withdrawing if you do not think you will be able to win before CR tapout
-try maintaining contact with larger forces to rebuild your CR before closing for the kill
-attack smaller groups / wait for larger friendly forces to engage first and then follow them into combat





I'm fighting equal numbers of enemies or numbers less than me.  All the AI has to do is kite me for long enough until my engines fail then he can start eating away at my haul.  It's not realistic and more importantly it's not fun.  Your suggestions really don't address the core of my complaint, I know how to play the game I just don't like a "feature" of it.

Combat readiness as a game mechanic owns bones and you just need to learn how to deal with it.
It's not killing you because it's a bad, unfun mechanic. It's killing you because you either don't know or refuse to learn how to deal with it.

You are never required to fight at low CR. Retreating from and avoiding battle before or while your CR gets that low is always an option, and is one you should take. That's why it's called "combat readiness". If you don't have it, you aren't ready for combat.
If you're still in a battle with CR low enough to cause malfunctions, you have only yourself to blame for not withdrawing, not whatever your enemy did.
If you're fighting a withdrawal, use the crash mothball. There's no excuse other than stubbornness to the point of stupidity for fighting while your ship suffers malfunctions due to low CR.

If the AI is kiting you then removing CR isn't going to help you at all. You just need a faster ship or slower opponents. That, or the ability to outlast them with hardened subsystems, combat aptitude, or other CR boosting stuff.

11
Mods / Re: Star Control II: The Ur-Quan Masters (in progress)
« on: July 17, 2011, 05:03:39 AM »
You seem to have forgot my favorite ship, the Thraddash Torch.

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