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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 - SneakyDevil

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16
Bug Reports & Support (modded) / Re: CTD possibly caused by MagicLib
« on: January 20, 2022, 05:33:41 AM »
ERROR data.scripts.util.MagicSettings  - MagicLib - Failed to load HighValueBountyData!
org.json.JSONException: JSONObject["flagshipVariantId"] not found.

   at data.scripts.bounty.MagicBountyHVB.convertHVBs(MagicBountyHVB.java:188)
   at data.scripts.Magic_modPlugin.onGameLoad(Magic_modPlugin.java:114)

rest of error is truncated due to the forum not letting me post it for w/e reason

17
Bug Reports & Support (modded) / CTD possibly caused by MagicLib
« on: January 20, 2022, 05:28:20 AM »
give me a moment, trying to post the information but the forum is giving me database errors

Running into a game ruining CTD atm. The premise of the crash is that on the first day of any month the game has a chance to freeze then CTD.

If the CTD happens on July 1st 306, it's guaranteed to happen on that date for that save regardless of where you are or what you are doing when you try to reload and do various things to avoid being in the possible system or fleet that might've caused the crash.

The last error in the log isn't a nullpoint crash however.

Modlist is as follow:
"apex_design",
  "lw_autosave",
  "beyondthesector",
  "CaptainsLog",
  "capturecrew",
  "lw_radar",
  "timid_commissioned_hull_mods",
  "lw_console",
  "customsettings",
  "diableavionics",
  "edshipyard",
  "exshippack",
  "XLU",
  "fast_engine_rendering",
  "HHE",
  "fleetsizebydp",
  "sun_flux_reticle",
  "sun_fuel_siphoning",
  "GrandColonies",
  "hte",
  "sun_hyperdrive",
  "IndEvo",
  "timid_xiv",
  "JYD",
  "lw_lazylib",
  "ArkLeg",
  "lockedAndLoaded",
  "luddenhance",
  "mag_protect",
  "MagicLib",
  "nexerelin",
  "JYDR",
  "oas",
  "ORA",
  "sun_ruthless_sector",
  "tahlan_scalartech",
  "SCY",
  "SEEKER",
  "shadow_ships",
  "simpleplayerflags",
  "speedUp",
  "sun_starship_legends",
  "stelnet",
  "superweapons",
  "timid_supply_forging",
  "Sylphon_RnD",
  "tahlan",
  "Terraforming & Station Construction",
  "star_federation",
  "TORCHSHIPS",
  "transfer_all_items",
  "TrulyAutomatedShips",
  "underworld",
  "ungp",
  "unpackblueprints",
  "vic",
  "XhanEmpire",
  "mir_ed",
  "shaderLib"

18
Mods / Re: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (fixes 2021-11-26)
« on: December 04, 2021, 03:08:54 AM »
ah HA, YES!
Quote
ground supports allows you to deploy more marines during invasions
This is what I was missing. Swapping out some ships for ones with GSP allowed for a massive increase in the supply pool. I wish this was mentioned somewhere in the Help tooltip for the invasions as that seems a pretty important thing to mention.

Thanks Maethendias!

19
Mods / Re: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (fixes 2021-11-26)
« on: December 03, 2021, 06:44:00 PM »
I... appreciate the replies so far, but there are unfortunately what I already do. I always bring about 10K supplies with me and always do a tac bombardment before I start combat. The issue I'm running into Is I can't seem to deploy troops fast enough to counter the non-militia ground troops already present on the world. Tartarus for example can, and has, redeployed up to 10k troop power onto a single industry, and with me being about to only deploy about 2.4k per turn most of my guys just get turned to gristle.

20
Mods / Re: [0.95a] Nexerelin v0.10.3g "SpaceLand Battle" (fixes 2021-11-26)
« on: December 03, 2021, 09:58:08 AM »
Does anyone have a good tutorial for invasions? Trying to fight some of the NPC factions that *arent* pirates and Pathers and losing horribly as I can't possibly land enough heavy troops to fight the 10k+ army strength they have before the initial troops die. I'm doing everything I can, including using abilities, but I can't seem to win and the 6k marines I brought with me are all dead.

21
Mods / Re: [0.95a] Superweapons Arsenal v1.7b Black Holes
« on: September 27, 2021, 05:07:20 AM »
Oh god, I came here to post about my own troubles finding one to the point I thought there was a bug causing them to not spawn only to find out that, no that's the intended feature.

Welp. I guess I'll cheat them in cause I haven't found a superweapon since I installed this mod in July.

I wholeheartedly support some guaranteed way to find them even if it's something I have to jump through an excessive number of hoops for.

22
Mods / Re: [0.95a] Industrial.Evolution 2.2.g - Campaign content expansion
« on: September 24, 2021, 03:24:53 PM »
Updated to (not a new save) the new IE version. OW and HI still not working together for the CB bonus.

Edit: I refreshed all the industries involved and its still not working

23
Bug Reports & Support / Re: Odd massive loss of performance
« on: March 03, 2021, 12:42:11 PM »
Interesting. I can't find any ref to integrated graphics on any of my programs so I wouldn't even know where to start with making sure the computer is using the GPU instead. I'll look into that. As for fullscreen, I'll give it a try but it tends to spasm on my setup for any game. Unfortuantely, I've tried closing chrome and discord but that gave it an at best 5 fps increase.

24
Bug Reports & Support / Re: Odd massive loss of performance
« on: March 03, 2021, 12:02:08 PM »
I suppose yeah. When I do large sim battles in unmodded I have the fps drops, when I recreate the 2 capital battle lag via dev mode it also fps drops but nowhere nearly as bad normally (20-30fps).

25
Bug Reports & Support / Re: Odd massive loss of performance
« on: March 03, 2021, 11:38:06 AM »
1) Fps dropping from 50-60 to 10-20 when only two capital ships are present in a fight.
2) 32GB
3) Win 7 SP1
4) 1080p
5) 1080p
6) windowed
7) 60fps 98% idle
8) usually, sometimes the AI will have mega fleet battles with 10+ fleets showing up and that can get a little choppy until I move away
9) I have it set to monitor per thread, no thread has gone over 75% usage
10) only other programs I have running alongside starsector is chrome and discord
11) there is only one GPU, its a custom built computer, I don't even have the option of it not using it.

I have already followed the FAQ as I said in my OP and given my game 6GB of ram and disabled the known causes in graphicslib. My drivers are up to date, I've restarted the computer multiple times, I don't have recording software, I have only one graphics card, and the game runs on the primary monitor.

I've tried looking around at other threads, by no means have I seen them all, but none of the solutions were valid (the person used the wrong gpu, not enough ram, etc)

26
Bug Reports & Support / Re: Odd massive loss of performance
« on: March 02, 2021, 11:58:07 PM »
Ran a max size battle (300 total) with nothing on dropped me to around 30fps 0%idle. Two capitals ran around 40fps.

Edit: ran some testing on dev mode and had no lag present, re-enabled the mods and ran the benchmark with a max battle size of 600 it only drops to 50fps now...

27
Bug Reports & Support / Odd massive loss of performance
« on: March 02, 2021, 03:38:20 PM »
Trying to figure out why I have such a massive loss of performance. I have currently given the params file 6GB of ram, I've turned off everything that the mod guide said to turn off for GraphicsLib, I have FPS cap at 60. Battle size is set to 500, but testing with a single capital on my side and an assortment of Cruisers, frigates, and destroyers(max 290 points) on the other drops my FPS to 20 with 0% idle. However, neither my GPU nor CPU are hitting 100% on any monitoring software.

i7-4790k 4.4GHz
1070Ti 4GB VRAM

After further testing even pitting two capital class ships against each other is enough to drop my fps to 30 0% idle

28
Mods / Re: [0.9.1a] Tahlan Shipworks 0.4.1
« on: February 06, 2021, 04:03:08 PM »
Not sure if this has already been talked about but I encountered a head-scratcher from this mod. I found a halbmond in a black hole system, decoded all the blueprints, and the quest finished, pointing me to another constellation for an "object of interest"... Except the constellation was filled with only star star systems, with only one of the star systems having an asteroid ring with planets.

After about an hour of radar pinging I didn't find anything. Am I missing something here?

29
Mods / Re: [0.9.1a] Terraforming and Station Construction (v5.0.3)
« on: April 12, 2020, 01:25:44 AM »
Heyo, just popping in to thank you for this amazing enhancement to the game.

Okay, that's actually a lie(why I'm here, the mod is still great), I came because I just finished my first terraforming project. Which shockingly yeeted my planet of resources. Which *would* have been nice to know ahead of time...

So, is there any chance we could get a table of changes made with each terraforming project? Because I'm fine terraforming things into something other than a Terran world if I actually know what I would be getting with each option.

Edit: A bug report(?) I have an AI Core trainer up with an Alpha Core on it. So far in the last 20 months it has been operational I made 13 Gamma Cores and 7 Beta Cores. I have yet to proc another Alpha Core or Nothing. Negate that, as I say that an Alpha Core procs...

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