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Messages - saqib126

Pages: [1] 2
1
Mods / Re: [0.96a] Ashes of The Domain
« on: November 14, 2023, 07:59:40 AM »
Having a strange issue with sector generation, everything works fine except there are an insane amount of pre-collapse facilities, nearly half the planets I survey have them, and I found several of every subtype of vok databank and sold them(while still having more to sell or use). I don't think this is intended(and it rather breaks the economy). Not sure whats causing it, since I don't have any mods installed that change overall sector generation such as adjusted sector.

2
Mods / Re: [0.96a] Red - the Oculian Armada (0.10.0-RC1) Mod
« on: November 07, 2023, 12:09:44 PM »
I am encountering a strange crash, and was wondering if you could help me track it down.  This is the stack trace:

Code
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.econ.impl.BaseIndustry.startUpgrading(BaseIndustry.java:572)
at data.scripts.world.exerelin.industry.ocua_orbital_matrix.apply(ocua_orbital_matrix.java:95)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.buildOrUpgrade(BuildHeavyIndustryAction.java:38)
at exerelin.campaign.ai.action.industry.BuildHeavyIndustryAction.generate(BuildHeavyIndustryAction.java:29)
at exerelin.campaign.ai.concern.BaseStrategicConcern.initAction(BaseStrategicConcern.java:262)
at exerelin.campaign.ai.concern.BaseStrategicConcern.fireBestAction(BaseStrategicConcern.java:196)
at exerelin.campaign.ai.ExecutiveAIModule.actOnConcerns(ExecutiveAIModule.java:100)
at exerelin.campaign.ai.StrategicAI.update(StrategicAI.java:151)
at exerelin.campaign.ai.StrategicAI.advanceImpl(StrategicAI.java:133)
at com.fs.starfarer.api.impl.campaign.intel.BaseIntelPlugin.advance(BaseIntelPlugin.java:78)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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:748)

I think the other relevant mods are Nexerelin, and possibly AoTD/Vaults . 

I am a complete novice to Starsector modding, but here is my best guess as to what is happening...

It looks like ocua is trying to upgrade an industry, but when the starfarer code fetches the industry spec for an upgrade:
Code
    upgradeId = getSpec().getUpgrade();
    IndustrySpecAPI upgrade = Global.getSettings().getIndustrySpec(upgradeId); // Starsector's BaseIndustry.java line 571

The industry Spec is null, which causes the game to crash when it tries to fetch the Industry Spec's build time in the startUpgrading() method.

As to WHY it's null, I am wondering if perhaps AoTD or some other mod is changing the upgrade path for heavy industry in some fashion that the custom code for ocua is unaware of. I am *hoping* that maybe there is just an id in a csv file somewhere that needs to be updated, but can't wrap my head around how the base code and the mod code all wraps together.

If you have any thoughts, I would love to hear them.  I tried just commenting out the offending lines from ocua_orbital_matrix, but I need a plugin file that doesn't appear to be present (plate shield plugin) in order to recompile.  I am sure I am just running too many mods, but if there is a quick fix, it would be great to have all my mods be one happy family.

thank you for your time/thoughts.
Got the same error as him, wondering if this error is due to updating Oculian version as I've managed to play a campaign with the same strategic Nexrelin AI, Oculian, and AOTD without crashing in this way on a previous version.

3
Got an ambassador from the Hegemony, raised rep to 55, and now want him to move so that tri tach can use the embassy, whenever I open comm directory and talk to him it says that hes packing his things and will be gone within a day(the only option is leave, I clicked no dialogue option before this), and the ambassador does not leave in the next day, or several. How do I remove the ambassador?

4
Mods / Re: [0.9.1a] Gates Awakened (2019-11-30)
« on: December 26, 2019, 10:55:07 AM »
Unsure why, but upon interacting with the second bar event and gaining the location of the gate code cache, my save game seems to be corrupted(cannot save after that, gives a 'fatal null' error, but thankfully I can reload and simply avoid that bar event)
This leaves me rather unable to actually play through the rest of the mod. Currently using nexrelin, varya's sector, and every 9.1 faction mod.

Edit: This 'fatal null' error still occurs if I just open the bar(don't have to click on the event). Also if I go and fly to the cache after accepting the mission (and not saving), and pick up the gate codes, afterwards I can save as normal. Weird.

5
Mods / Re: [0.9.1a]STEELCLAD v1.0.21 ( 12.10.2019)
« on: October 12, 2019, 08:04:03 AM »
Good to see your heading feedback, gonna go test the frigates soon(i.e last time(before the armor buff) I tried using the California class it got massacred(didnt have a realistic chance of winning) against a basegame 'elite' lasher(4 deployment points vs 4 deployment points), hopefully it can win this time). As for comparing destroyers to frigates, I didnt mean to indicate that, the 'line' ship I was using to try and defeat a BRDY Scorpion in a 1v1 was a 'Indiana-A"(large energy destroyer), though I have managed to get the Indiana to win with a safety override plasma cannon build(still tends to die half the time lol).

EDIT: Why is the ISA neutral to AI remanants?

6
Mods / Re: [0.9.1a]STEELCLAD v1.0.20 ( 6.10.2019)
« on: October 07, 2019, 04:58:44 PM »
Been trying to do a ISA only ship run, and while I`ve been able to get a good amount of support vessels(i.e carriers, missile boats, etc) that preform well(though the Connecticut is kinda underwhelming in the firepower department), for mainline ships I havent found any that can compare to Sector vessels(atleast in frigates and destroyers, sofar), for ex. testing against a BRDY Scorpion destroyer, I havent been able to defeat it in the sims using a 'line' vessel(despite carrier and missile ships managing it, as well as other Sector vessels), mainly due to the fact ISA ships are made out of paper(i.e California has 100 armor and 1.2k Hull, died to 2 harpoons from full hp), and they have lacking shield arcs(usually 90, which leads, combined with paper thin hulls, to death in under 10 seconds to a single flanking ship). I think you need to buff the resilience of the ISA Ships.(and likely the FTG, XLU, etc, in addition to buffing burn speeds(i.e a XLU crusier shouldn`t go 1 burn slower than an Onslaught)

EDIT: Also, unsure if its a bug or not, but none of the Steelclad ships seem to have preset variants in the refit screen, unlike Sector ships.

EDIT #2: Also, Steelclad may be stopping other mods from displaying missions as no other mod(despite me having multiple mods that add missions such as the Kadur Theocracy and the SCY) displays missions in the mission screen(and Steelclad seems to affect the menu screen alot, with Steelclad music in the background and only Steelclad vessels flying the the background aswell, it might be a holdover from when you ported the mod over to 9.1)

7
Mods / Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
« on: September 08, 2019, 04:59:36 PM »
Pretty sure the Integrated Radiators hullmod are not supposed to vent hard flux while the shields are up, I think it only vents the 20% passive vent rate it adds. If that is working as intended, then that hullmod is incredibly overpowered.

8
Mods / Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
« on: September 07, 2019, 04:55:58 PM »
You might want to rebalance the burn speeds of most ships, i.e the Dragoon cruiser from the XLE has a base burn of 5, and a Hegemony Onslaught has a base burn of 7. Also, much harder to change and a more minor inconsistency, the ships from all the Steelclad factions seem to be a ship hull class size higher(i.e. a Steelclad frigate looks the size of a vanilla or modded faction destroyer and so on), which is a bit strange.

9
Mods / Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
« on: September 05, 2019, 04:06:43 PM »
Nice, its great to see Steelclad back, and even if it doesn't make any lore sense, gonna play it with Nexrelin for ALLTHEFACTIONS!

EDIT: Doesn`t appear that you`ve set up starting relations with the GMDA mod in Nexrelin, as the GMDA start at war with most factions but the independents(and the ASP Syndicate?)(as they raid non-independent trade fleets), and all the Steelclad factions seem not to be at war with the GMDA.

10
With SS+, Nexrelin, associated mods(like diable), and quality of life mods like sim overhaul, and java 8, I got this error

223804 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(FleetFactoryV2.java:622)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomCombatShips(FleetFactoryV2.java:476)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:96)
   at data.scripts.campaign.fleets.UW_CabalFleetManager.spawnFleet(UW_CabalFleetManager.java:268)
   at com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager.advance(BaseLimitedFleetManager.java:64)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.super(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

11
Forming an alliance for a particular alignment requires +1 on one side and a non-negative value on the other side, or +0.5 on both sides.
Joining an alliance just requires the new member to not have have a negative value for that alignment.

I didn't set alignments for Approlight because I wasn't sure what their lore is like. Originem can post appropriate alignment values and I'll put them in.
Is there a way I can add alignment? thx.

12
Is it just me, or does approachlight have no alignments, is this intended, does this mean they can never be allied to?

13
Some fixes. May have erratic behaviour with SS+, please report bugs.

Note! If you're still playing with Starsector Plus 3.4.0, it's probably better to skip this update and stick with Nexerelin 0.7.5 for a while.


Changelog
Code
v0.7.5b
* Better conquest mission availability
    * Upon creation, place on all markets hostile to the target and suspicious or better to the issuer (not just the issuer's markets)
    * Remove mission if issuer is no longer hostile to target
    * Unlist from market if the market is no longer hostile to target, or becomes inhospitable or worse to the issuer
* Compatibility with future SS+ versions
    * Note: Any SS+ version older than 3.4.0 is no longer supported! Even 3.4.0 loses some minor functionality
* Fix background image crash when using Ship/Weapon Pack

By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?
Use SS+
OR
Nexerelin/data/campaign/submarkets.csv: uncomment #generic_military (this will lose SS+ functionality for the military submarket if the mod is on)
I am using SS+, mods i`m using are (SS+, Nexrelin, Shaderlib, lazylib, twiglib, the faction mods associated with SS+, and quality of life mods like target leading pip and simulator overhaul.)
You're visiting their military markets, correct? (You still need to have good relations with them to access better equipment, alliance just waives the commission requirement)
Yes, I just didn`t know you needed a full formal alliance to be able to buy the equipment, in the alliance page it mentions alignment, is there a easy way to find the alignments exactly? thx.

14
By the way, how can I make it so that being part of an alliance allows me to buy without a commission from other factions in the alliance?
Use SS+
OR
Nexerelin/data/campaign/submarkets.csv: uncomment #generic_military (this will lose SS+ functionality for the military submarket if the mod is on)
I am using SS+, mods i`m using are (SS+, Nexrelin, Shaderlib, lazylib, twiglib, the faction mods associated with SS+, and quality of life mods like target leading pip and simulator overhaul.)

15
Is there a way to get allies to sell top-tier gear to you? thx.

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