Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

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 - cpmartins

Pages: [1] 2 3 ... 5
1
Modding / Re: [0.96][WIP] United Aurora Federation 0.74a1
« on: June 01, 2023, 07:46:34 AM »
Am I doing something wrong? I started a new Nex game to focus on UAF, but I can't talk with my contact. Every time I try and converse with my contact it says to go to some non-existent embassy. Should I not start with an UAF commission and try it out?

I think you might need to talk to Nia on Vermillion station and develop her as a contact.  I recall some people mentioning that starting as UAF can sometimes make your default starting contact one of the contacts that you can't access normally until you've increased your relationship with Nia and ask for access to the other contacts.

Ah, that bug.
When starting as UAF and custom high-level character.
It will automatically develop one contract somehow to get a high-level one.
Sometimes get Robot Queen, and Inari which still lock because we don't complete Nia's relationship questline.
And it's purely random.

Perhaps needs some code adjustment so that the campaign character can't be contracted in Nex code.
Thanks for the heads up. I'll just go spacer and develop the contact at Vermillion then.

2
Modding / Re: [0.96][WIP] United Aurora Federation 0.74a1
« on: May 31, 2023, 09:39:32 PM »
Am I doing something wrong? I started a new Nex game to focus on UAF, but I can't talk with my contact. Every time I try and converse with my contact it says to go to some non-existent embassy. Should I not start with an UAF commission and try it out?

3
Mods / Re: [0.96a] Experimental Hull Modifications 0.7.2
« on: May 23, 2023, 06:50:23 AM »
Yeah i figured it would be something of a mod interaction issue, since I had no issues with your mod previous to installing PASGM. Thanks for the response and I do really love this mod, makes some frigates actually not terrible with the ability to mount a medium slot in them :)

4
Mods / Re: [0.96a] Experimental Hull Modifications 0.7.1
« on: May 22, 2023, 12:49:49 PM »
I'm getting the same type of error on my save:
Code
571361 [Thread-3] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [Spacer20Seconds.ogg]
571363 [Thread-7] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [Atmospheric_Rise.ogg]
571509 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Slot id [CS_WS0006SM] not found on hull [sfcpolus]
java.lang.RuntimeException: Slot id [CS_WS0006SM] not found on hull [sfcpolus]
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
at com.fs.graphics.LayeredRenderer.render(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.render(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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
571708 [Thread-10] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
571709 [Thread-10] INFO  sound.H  - Playing music with id [miscallenous_corvus_campaign_music.ogg]

Here's a link for the full log file if you want:
https://file.io/MK5GdVQ9ata9

5
Do I have
Spoiler
to win the battle from A Memory?
[close]

6
Where can I get the quest Wayward Star? I've explored about 90% of the sector and I still couldn't find anything. Also, I really like the new objectives you introduced. Now I actually go out and try and get the points whereas I'd just pretty much ignore them in the base game.

7
Is
Spoiler
- Fixes for A.M. & W.S. - crash during deployment, being unable to retry after a loss, instant battle ending
[close]
related to the crash involving
Spoiler
finding the Aurora and getting into a hopeless battle involving Sierra? Because just I came here to post about that :)
[close]

I really love this mod btw. One of the few I now consider mandatory for every playthrough.

8
Modding / Re: [0.95a] Survey Corps Ship Pack
« on: April 25, 2021, 07:25:41 AM »
As an explorer first, I'll give it a whirl. Sprites look cool and I've always dreamed of having Apogee-themed fleets.

Edit: Link doesn't work, something to do with the %20 characters.

9
I'm having issues with the sierra core quest. I found the ODS Dark Matters before I got the quest while exploring and talked with it. I then tried interacting with the station, but it would not let me get into the fight to get the core saying that "Exploration at this time seems unwise". After that, I left the system and continued playing. When I did get the quest and returned to the Dark Matters, it wouldn't continue the quest. I couldn't fight the station either, so I'm kinda stuck.

Is there a way to Console Command to get the core or to reset the quest? Thanks for any help you guys are able to give me.

10
Mods / Re: [0.9.1a] Gates Awakened (2019-11-30)
« on: December 06, 2019, 05:24:20 AM »
I tried using the gate, as per "Fly through the gate"
At that moment, the game gave me a message saying that the ship had dissapeared, together with its entire crew.
After that, every time I'd try and flight through the gate, it only gave me the message that "nothing happens" instead of the mod usual gate addresses and fuel costs.
Also love your mod man, it's become mandatory for my playthroughs as well.

11
Mods / Re: [0.9.1a] Gates Awakened (2019-11-30)
« on: December 05, 2019, 03:26:22 PM »
First, let me say I love this mod! It adds QOL for travelling in endgame with my massive 20 Cap ship fleets.
And now to the bug report:
I don't know which mod adds some different  Distress Signal events, but I got one: O ghost ship. Pretty cool I say, had to keep 800 marines with me and had some unique hull mod. All good. Except that when I tried to use a gate, the ship vanished! After that, I couldn't use the gates anymore. Even after restoring a previous saved game. It somehow globally saved the "no using the gates anymore" status.

12
lol, same story as mine. Saw a vid, pirated and then bought it. Best investment I ever did, and come release I'll be buying again because *** me if this isn't one of the best games I've ever played, even though I'm poor as ***.
Also 0.9 is "around the corner" (noticed the quotes? yeah), so it's gonna be even better when it releases.

13
Discussions / Re: Objects in Space
« on: August 03, 2018, 01:50:39 PM »
I bought the game a few days ago after pirating and trying the latest version, 30 hours in and 1 crash. Amazing game all around. Well, except the human models inside the stations that is :)
So if you are on the fence, now is the time to jump in imho.

14
Modding / Re: [0.8.1a] The Asimov Institute
« on: August 06, 2017, 11:41:32 AM »
After a little bit of, erm, "optimized playing" I was able to get all the rewards and, although some of them are kinda OP, the amount of time it would take to get them legitimately and leveling the institute to get them where they actually are better than the vanilla offerings is more than enough to get godlike the usual way, i.e., playing normally and optimizing your fleet. If you're going to balance to get it a little more vanilla-like, I'd like to request you make a version keeping the numbers the way they are. I really enjoyed the leveling aspect, and it gave me a reason not to avoid the Starlight Cabal and their goddamned Hyperions like the plague.
The descriptions are also top notch.

15
Modding / Re: [0.8.1a] The Asimov Institute
« on: August 06, 2017, 06:02:14 AM »
Also, the prototype weapons look pretty tacky, can you bring their appearances more inline with their vanilla counterparts?
Oh, come one. They look exactly what I'd expect a weapon made by mad scientists would look like. I love the overblown colors. It's also a lot easier to unmount them, since even a cursory look at the ship sprite will do to see where they are.

Pages: [1] 2 3 ... 5