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Messages - CrimsonPhalanx

Pages: 1 [2] 3
16
Mods / Re: [0.95a] WhichMod 0.6
« on: July 03, 2021, 01:39:30 AM »
Oh I just realized I made an unintentional typo in my edit my bad
I typed "compressed" instead of "packaged"

yeah for some weird reason the unpacked one trips defender and the packaged one is fine  :)

I totally understand the false positive, I almost lost my C++ assignment once because my antivirus removed it before I submitted it

17
Mods / Re: [0.95a] WhichMod 0.6
« on: June 30, 2021, 04:31:56 AM »
As someone who plays with a ton of mods, this is a lifesaver

sadly even the unpackaged executable triggers windows defender every now and then (its pretty funny because sometimes its fine for a week, then out of no where threat detected, then after a few days its not a threat again, I swear the thing is drunk)
UPDATE: funny enough for today, the compressed one is fine instead

18
I have a question about an item, I'll put it in a spoiler just incase

Spoiler
It's about the item for the relays/military base, one of the effects says it allows construction of a relay without a military base right? But the odd thing is that I need a military base to install it in the first place, so I'm confused if I'm doing something wrong here
[close]


19
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.5.0a "Tooltips"
« on: June 05, 2021, 05:01:12 AM »
the "if this is not an S mod and this warning is appearing please contact mod author" message is appearing when I hover over other carrier cores when I have selected and equipped one, along with the "can not be installed due to ship being heavily modified"


20
Mods / Re: Crash with Diable Avionics Ship System
« on: May 31, 2021, 08:21:10 AM »

I'm using 1.4.1 and "assume wing control" from diable avionics and sadly it still crashes the game, at least in simulation, the moment I hit the skill the game crashes with a null error, removed the mod and now the system works fine.
I'm not sure if this problem applies to other mods with a similar system that allows you to take control of a secondary craft

I'm doing the mission "T minus zero" and there is no issue assuming wing control from the gust. Are you refitting the scenario with some other fighter? I've tested with the default wanzer and a flash bomber wing. No issues.

I tested again
funny enough its does not crash in T minus zero or other missions, but when I go onto the simulation in campaign mode it crashes, not sure why, although I didn't test in actual battle
as for fighters so far it crashes no matter what I equip, and stops once I remove this mod

Spoiler
java.lang.NullPointerException
   at data.scripts.WeaponArcsPlugin.advance(WeaponArcsPlugin.java:111)
   at com.fs.starfarer.title.Object.L$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.super(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


What is your modlist? I can not reproduce this.

Since my modlist is very big I decided to look around some other mods to help narrow down the culprits
and suddenly even I can't replicate it anymore even when its the same setup that worked 4-6 times earlier.
I'll update you if I find out more information or crash again, for now just assume my game state/save was cursed or something at the time. Apologies for the trouble.

21
Mods / Re: Crash with Diable Avionics Ship System
« on: May 31, 2021, 04:36:30 AM »

I'm using 1.4.1 and "assume wing control" from diable avionics and sadly it still crashes the game, at least in simulation, the moment I hit the skill the game crashes with a null error, removed the mod and now the system works fine.
I'm not sure if this problem applies to other mods with a similar system that allows you to take control of a secondary craft

I'm doing the mission "T minus zero" and there is no issue assuming wing control from the gust. Are you refitting the scenario with some other fighter? I've tested with the default wanzer and a flash bomber wing. No issues.

I tested again
funny enough its does not crash in T minus zero or other missions, but when I go onto the simulation in campaign mode it crashes, not sure why, although I didn't test in actual battle
as for fighters so far it crashes no matter what I equip, and stops once I remove this mod

Spoiler
java.lang.NullPointerException
   at data.scripts.WeaponArcsPlugin.advance(WeaponArcsPlugin.java:111)
   at com.fs.starfarer.title.Object.L$Oo.super(Unknown Source)
   at com.fs.starfarer.combat.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.B.super(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

22
Mods / Re: Crash with Diable Avionics Ship System
« on: May 30, 2021, 01:28:50 PM »


I realize it's been two years.. but hopefully this crash has been fixed in the new version 1.4.0 :)
[/quote]

I'm using 1.4.1 and "assume wing control" from diable avionics and sadly it still crashes the game, at least in simulation, the moment I hit the skill the game crashes with a null error, removed the mod and now the system works fine.
I'm not sure if this problem applies to other mods with a similar system that allows you to take control of a secondary craft

23
In the meantime, go easy on the beeshooters and hopefully you'll bee ok.
I laughed way more than I should.

Have fun with your new machine!

24
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.12
« on: May 14, 2021, 08:22:05 AM »
Ohh the idea for the Enduring core sounds interesting, for other effects I can only think of reduced damage, but it overlaps with bastion. Not sure if its possible but since its in a limited range would making the fighters go faster when they are called back to the carrier to regroup so they can reach the healing zone easier be a good idea? This way its more like a hit and run playstyle where they go in, fight a bit, and quickly run back to repair.

Either way I'm excited to see the results, I absolutely love the ability to specialize carriers so keep up the good work!

25
Mods / Re: [0.95a] [Hullmod] Modern Carriers 1.12
« on: May 14, 2021, 06:22:43 AM »
I have some ideas I want to suggest, but as I only played a bit of the mod some of these might not work as well as they do in my head.

1. A hullmod that increases the fighter wing size (and replacement rate to compensate) at the cost of firepower/damage done, basically the idea is to trade crew casualties to spread out the damage, so losing one fighter would mean losing a smaller amount of firepower. Or alternatively, this is probably harder to make, but have extra weaponless decoys added to the wing to soak up damage.

2. A cheap/free hullmod that reduces fighter cost (well, cheap enough to not make it cost more in total), but the fighters will be severely weakened, the idea is to mount sub par versions of high cost fighters on weaker carriers.

3. probably some endurance core for the carriers that give them better replacement rate recovery at the cost of the carrier stats, like slowed speed or cut down flux to use for the replacement recovery.

26
Alright I tested with the mothership again
the first time I managed to accidentally kill it too fast by hitting the corners, the game was laggy from the sheer amount of bees, but no crash
second time I tried keeping it alive as long as possible by shooting the unkillable body and avoiding the important bits, I managed to crash the game that way.
from that result it does seem like an issue with too many bees being spawned, just that the mothership is the only one that can take that much punishment
I'm not sure how to set these tests up but if my theory is correct that means it might be replicatable if you make an invincible ship and keep shooting it until the bees overload the game, or create a test where the enemies have bee guns and turn on god mode and let them hit your armour for a while (accelerated ammo feeders probably help here)

note I did have the game on fast forward to speed up testing

EDIT: not sure if its important but there was an enemy drone frigate to take the agro of the bees for a short while, just incase the bees are just enough to kill the station if theres no distraction

27
I remember my ship was the nibelung from Tahlan
the other ship in my fleet was some escort that I forgot sorry(I think its a normal combat ship with no super special abilities)

I tried testing again with target practice's dummy but it died too fast,
I'll try to replicate it with different ships tomorrow after figuring out how to spawn a mothership and clear out the defenders to see if its cause by some other specifics.
but what I remember was that the derelict mothership was alone (killed the rest of the ships), and you know how the main "body" of the ship can't die until you break the 4 corners? I was constantly hitting that with two bee Shooters(for 2-8 mins, definitely not 30 mins, very sorry for wasting your time).

I forgot if I was fast forwarding the game with speedup if that helps


in the files it does say I'm using 0.13.1
will update if it was an isolated incident or if I can repeat it.

28
Mods / Re: [0.95a] Terraforming and Station Construction (v7.0.1)
« on: May 03, 2021, 10:29:22 AM »
For some reason I still can't load after removing the gene lab
with the gene lab around the load will instantly give an error
but after deconstructing them the loading bar starts but it gives me this error upon load for some reason, so something has changed
am I doing something wrong or is did some AI colony build one
Spoiler
111709 [Thread-3] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error loading
111710 [Thread-3] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Cannot set field
class               : data.campaign.econ.industries.Boggled_Genelab
required-type       : data.campaign.econ.industries.Boggled_Genelab
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 880158
class[1]            : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
class[2]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[4]            : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[5]            : java.util.HashMap
class[6]            : com.fs.starfarer.campaign.ModAndPluginData
class[7]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
com.thoughtworks.xstream.converters.ConversionException:
---- Debugging information ----
cause-exception     : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message       : Cannot set field
class               : data.campaign.econ.industries.Boggled_Genelab
required-type       : data.campaign.econ.industries.Boggled_Genelab
converter-type      : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
line number         : 880158
class[1]            : com.fs.starfarer.api.campaign.econ.MonthlyReport$FDNode
class[2]            : java.util.LinkedHashMap
converter-type[1]   : com.thoughtworks.xstream.converters.collections.MapConverter
class[3]            : com.fs.starfarer.api.campaign.econ.MonthlyReport
class[4]            : com.fs.starfarer.api.impl.campaign.shared.SharedData
class[5]            : java.util.HashMap
class[6]            : com.fs.starfarer.campaign.ModAndPluginData
class[7]            : com.fs.starfarer.campaign.CampaignEngine
converter-type[2]   : com.fs.starfarer.campaign.save.I
version             : not available
-------------------------------
[close]

just in case its an isolated issue with my save, is there a command to insta finish the terraforming?, I don't want to start a new save yet

29
Mods / Re: [0.95a] Terraforming and Station Construction (v7.0.0)
« on: May 01, 2021, 11:02:26 AM »
I'm not sure if the mod is bugged or whatnot, but my terraforming progrees is all over the place.

The progress on one of my planets was at 53% at one point, but when i came back a little later it was down to 13%.

Am i doing something wrong?

It should only go down if you change the terraforming project or you change the number of days required in the settings file. Did you do either of those things?

My EUTEK terraforming is a little wonky as well, I had one stay at 0% for very long
Then I decided to test it by removing and placing it back
I placed another EUTEK on a cold planet in the same system that says "progress is halted due to temperatures" (both are habitable)
and suddenly both planets went to 1%
I removed the EUTEK from the cold planet
and the previous jungle planet's progress went to 0% again
I removed and replaced the jungle planet's EUTEK and I'm just gonna keep playing, will update if I see more wonky stuff

30
While playing and seeing the Kite, with the lore saying how they shoved the bulkhead full of tonstone makes me wonder what would happen if they shoved an entire atlas(cargo holds included) full of the stuff and modded the engines
or you know have the atlas actually follow the mythological roots and have it carry a one-use gigantic rock to throw at the enemies.

EDIT: On a side note I think the bee gun should check a limit or something, I kinda crashed my game with a "null" error after pounding a domain mothership with two of those for an extended period of time. I assume there was either too many bees, unfortunately I forgot to check the crashlog and restarted the game, will update if needed

EDIT: welp I tried a second time and it seems to crash again
Spoiler
871904 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.A.o00000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Pages: 1 [2] 3