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Messages - BHunterSEAL

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Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: August 29, 2021, 07:43:38 PM »
Pretty sure she's fine... just followed the Patreon link to a blog, she posted today...

Mods / Re: [0.95a] Dynamic Tariffs 1.3
« on: May 22, 2021, 10:32:28 PM »
May want to include a primary "dynamic tariffs" folder to the zip file, before you get weird bug reports about it not showing up on the list.  Pretty much standard.  I missed it, thanks to normally just unpacking mods in bulk when a new update comes.

Came here to post this, anyone unpacking multiple archives to their Mods folder is going to wind up with your mod dumped in as lose files.

The balance seems a little off vs. vanilla... the mining pike in particular is just absolute murder against anything unlucky enough to have its shields down. The excellent range, ROF, damage, and projectile speed means anything Destroyer-sized or smaller (not to mention low-end Cruisers) dies within seconds, the damage output quickly overcoming the fragmentation penalty vs. armor. It's also available early and fairly common. Definitely something to either get a good nerf or could potentially get bumped to Large size and have an interesting niche as a capital-ship weapon designed to quickly dispatch enemy escorts.

Perfect timing on the update--had the same problem again just now, oddly enough also at Thule after dumping drugs. The station was under attack by multiple Persean fleets when I docked. A small Pirate detachment also spawned while I was around.

I'm running:

{"enabledMods": [

I've run all of these with no issue since the first public 0.95a RC, with the exception of Underworld (recently released for 0.95a, the mod index hasn't been updated yet).

Incometweaks is my own house mod for removing the stipend, enabling Spacer and adjustments to bounties / commissions, nothing more dramatic than edits to variables in Settings.json.

Welcome to my first-ever post in the Bug Report forum! I've had the game since 2011 or so (back when it was just single missions!) and this is the first time I recall experiencing a CTD that doesn't seem to have been mod-related. Here is what happened in the campaign prior to the error:

1) I evaded a small detachment of ships guarding the Pirate base in Thule (was never intercepted, no dialog).
2) I raided the Thulian Raider Base
3) Either just before or just after the raid, an Independent fleet engaged the Thulian Raider Base
4) I left the base and was pursued by a detachment of Pirate ships, which intercepted me. I disengaged via dialog
5) The pirate detachment joined the battle between the Independents and the Raider Base
6) I left the Thule system via jump-point and moved south-east for several days
7) The CTD then occurred, with the error message indicated in the log below (about the Raider Base trying to leave a battle different from its getBattle).

Here is the relevant log snip:
2885014 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Fleet [email protected] Raider Base trying to leave a battle different from its getBattle()
java.lang.RuntimeException: Fleet [email protected] Raider Base trying to leave a battle different from its getBattle()
at com.fs.starfarer.campaign.fleet.Battle.leave(Unknown Source)
at com.fs.starfarer.campaign.fleet.Battle.finish(Unknown Source)
at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(Unknown Source)
at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source)
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$ Source)
at Source)

It's worth noting that I'd saved between #4 and #5 above, and upon reloading, the game continued on without crashing.

Mods / Re: [0.95a] Commissioned Crews 1.999999
« on: April 15, 2021, 05:41:07 AM »
  • Some cool font colors.

Is the red text meant to indicate the commission mods aren't functioning? Or just differentiate from other hullmods? I added the latest update to an ongoing save, didn't see anything in the tooltip to indicate the mods aren't functioning but figured I'd ask since usually red=bad.

General Discussion / Re: Making money in the new version is too easy
« on: March 30, 2021, 11:27:51 AM »
Question along the lines of this thread—I’ve downloaded the new patch and a few mods but am busy with work so have limited time to dig through jsons and make edits. Plus I have a hankering to jump in and play. One thing that has bothered me about the recent releases is the massive monthly payments that ostensibly come from the tutorial quest, whether or not it’s skipped. Are these still in the game / do they affect all starts?

That would be the one. Thanks pals. I'm trying to suggest a starting path for a buddy getting into the game.

To me that feels kind of like suggesting that people start playing Mount & Blade by riding from tavern to tavern in order to win money playing board games, fleeing from Looters and steering clear of realm politics. While it's certainly a way to make low-risk money that's available from the start of the game... it kinda misses the point. Exploration is a cool mechanic but the logistics can be aggravating--partially alleviated by the Dram's fuel storage and low upkeep--and it's easy for even very experienced players to become hopelessly stranded or find they lack the resources necessary to carry out a mission they've travelled across the Sector for.

More importantly, it doesn't do much to enhance a new player's understanding of the core gameplay elements--combat, fleet customization, the economy, and ultimately large-scale warfare / development. My intro to the game was the single missions, mostly because (not beating my chest here) that's all there was when I bought it. The campaign has obviously evolved quite a bit in the past ~9 years, layering on lots of depth and complexity, but the best way to learn the fundamentals of fleet composition, logistics and ship design is to start the way we all did: collecting bounties and capturing ships, working up from a frigate or two. The campaign starts are massively easier than in older builds, between the ~30k/mo newbie 'crutch' and far more capable starting fleets, it's almost impossible to find yourself dead-ended to where there's no hope of advancing.

General Discussion / Re: (im)Mortal Officers
« on: February 12, 2020, 01:27:46 PM »
I really loved the crew experience mechanic and miss it dearly--it added immersion, it provided interesting but risky opportunities for making money as a 'training outfit,' and the veterancy buffs were well-implemented (if a bit strong). It can be hard to remember The Time Before Free Money, but going broke was a very real possibility with meaningful upkeep costs and no magic income from thin air--so veteran / elite crew were a kind of savings 'bank' you could cash-in (and replace with recruits) if you misjudged how much a refit or fleet addition would cost.

Thanks for your help, I had no idea it was case-sensitive! All working now.

Does anyone know what impactSoundVolumeMult does? I assume it scales sound effects for impacts (of ships, weapons?) with 1=100%, but I couldn't find this noted anywhere.

Announcements / Re: Starsector 0.9.1a (Released) Patch Notes
« on: May 16, 2019, 07:27:32 AM »
I think I noticed this in the prior patch as well, but what's driving the price difference between the vanilla and (P) Cerberus variants? The Pirate-skinned version gets the standard 'heavily modified and poorly maintained' flavor text but I see no difference in stats or hullmods. If I recall there's other unmodified (P) hulls which cost the same as their counterparts. 

For version-control and mod compatibility, I decided to take my edits to vanilla settings.json and make a local mod. However, I can't seem to make it show up in the launcher. I don't have any experience modding SS (or anything else, really) so I was hoping someone could point out where I've gone wrong--I've been through the modding wiki and documentation and can't spot the problem. It's just mod_info.json and a few settings strings so I've included everything below; the internal brackets were added while I was troubleshooting, I get the impression they're not necessary if the arguments aren't arrays.

mods\Custom Settings\mod_info.json
"name":"Custom Settings",
"description":"Slightly reduced combat speed, Academy stipend disabled, commission rewards slightly buffed and supply/demand.",

mods\Custom Settings\data\config\settings.json







These are all running fine out of the vanilla settings file, but I noticed in the documentation that the launcher won't show mods which attempt to alter mod-restricted strings in that file--none of my changes were in that commented section of the file, but is it possible something I changed is on a restricted list anyway?

Mods / Re: [0.9a] [Utility] Fix Empty Planets - updated
« on: January 18, 2019, 08:30:32 PM »
I'm a little confused--I understand this changes Core World uninhabited planet generation parameters to make them more similar to planets generated on the rim, does that mean more resources and survey-able?

General Discussion / Re: 0.91 Wishlist
« on: November 25, 2018, 04:03:15 AM »
Would like to be able to instantly plot a course (preferably without being dumped back to the campaign map) with a right-click on the name of a market in the "commodity info" view (list of low-priced sellers / high-priced buyers for a given good). That would save a ton of time going to the map screen, or if I really don't know where something is, having to use the planet list.

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