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Messages - float

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31
That means the command didn't find any exceptional officers, which likely means there aren't any in the sector. IIRC the number is hard capped at 4, but sectors often spawn with fewer. It's a 20% chance per spawned officer (of which there are about 20, according to settings.json), with seemingly no "bad luck mitigation", so I guess you could end up with none if you're really unlucky.

You can check to see how many exceptional officers have already been spawned by searching for $SleeperPodsSpecialCreator_exceptionalCount in your save file.

I suppose it's possible for newly spawned entities to have an exceptional officer in them, but I'm not sure what sort of entities even spawn after new game creation. Only thing I can think of is random derelict ships in hyperspace / from battles, but I don't know if those can have special salvage in them.

32
If you have Console Commands, open the console (ctrl+backspace), then paste this and enter (code taken from Officer Extension mod):

Code
runcode 
import com.fs.starfarer.api.campaign.rules.MemoryAPI;
import com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.SleeperPodsSpecial;
for (StarSystemAPI system : Global.getSector().getStarSystems()) {
            for (SectorEntityToken entity : system.getAllEntities()) {
                MemoryAPI memory = entity.getMemoryWithoutUpdate();
                if (memory == null || !memory.contains(MemFlags.SALVAGE_SPECIAL_DATA)) {
                    continue;
                }
                Object o = memory.get(MemFlags.SALVAGE_SPECIAL_DATA);
                if (!(o instanceof SleeperPodsSpecial.SleeperPodsSpecialData)) continue;
                SleeperPodsSpecial.SleeperPodsSpecialData data =
                        (SleeperPodsSpecial.SleeperPodsSpecialData) o;
                if (data.officer == null) continue;
                MemoryAPI officerMemory = data.officer.getMemoryWithoutUpdate();
                if (officerMemory == null || !officerMemory.contains(MemFlags.EXCEPTIONAL_SLEEPER_POD_OFFICER)) continue;
                Console.showMessage(system.getName() + ": " + entity.getFullName() + ", " + entity.getLocation());
            }
        }

For the coordinates, center is (0, 0), and each grid tile on the map is 2000 units.

33
I have the option to uninstall a built in hullmod that is not an smod. The accelerated shields here are a hullmod that comes with the ship.
Just checked and the removable list is just using getSMods(), which I just confirmed (at least normally) only shows modular built-in hullmods and not those that are enhanced/enhanceable. This would suggest to me that somehow accelerated shields is both in the s-mod list and the hull spec's built-in list, which would be an inconsistent game state and not something that should be happening.

Is it just that ship? I don't know what mod it's from, and I can't get that behavior from any vanilla enhanceable built-ins. It's possible that mod is manually adding accelerated shields to both lists for some reason.

34
General Discussion / Re: Damage Bonuses
« on: March 11, 2024, 10:26:00 AM »
I would expect there to be a third type as well - getDamageToTargetHullMult(), getDamageToTargetShieldsMult(), getDamageToTargetWeaponsMult(), etc.
So the "100% to engines and weapons" from elite TA would likely be (1 + Z). Willing to test for that?
Based on the code, Beam Scatterer would be in the (1 + X) group, while PD skills and terminator core in the (1 + Y) group.

Looks like weapon type modifiers, beam damage dealt modifiers, and damage taken/dealt modifiers (from their respective listeners) all fall under the same category, as they're directly adjusting the DamageAPI components.

Then you have damage bonus by hull size as a second category.

And the getDamageToTargetHullMult() stuff is also its own category.

And then there are a bunch of categories for damage taken adjustments similar to the damage dealt ones.

All these categories stack multiplicatively, so yeah, there are a lot more than just 2 partitions, but I think the hull size and weapon type ones make up the majority of damage bonuses.

35
General Discussion / Re: Damage Bonuses
« on: March 11, 2024, 08:53:38 AM »
This is just a side effect of damage bonuses being partitioned two ways: by weapon type and by hull size.
Damage bonuses that use the first partition (increasing ballistic, energy, and/or missile damage) will stack additively with each other, as they add flat percentage bonuses to these stats.
Damage bonuses that use the second partition (increasing damage done to frigates, destroyers, cruisers, and/or capitals) will also stack additively with each other.
Damage bonuses across different partitions will stack multiplicatively.

Targeting Feed uses the first partition, so it should actually be a "regular" bonus under your classification, unless there's something else going on that I'm missing.

36
[crash log]
This likely means that a file is missing. If you delete the entire Progressive S-Mods folder and redownload the mod, that should fix things.
Bagor recently discovered that their antivirus was flagging this mod's jar file and (silently?) quarantining it, so you might want to check if the same thing is happening to you. Seems like Windows Defender is going on a heuristic false positive spree lately -- a bunch of mods are getting flagged.

thats the thing, previously i was using 0.11.2 version until the crash start accuring, then i update it to 0.11.3 and the crash still happening despite downloading the newer one, my friends said do not turn off the window defender at all cost.

do this bug accuring on old version such 0.11.1 as well? if no i might have to just return to older one instead
Check the jars subfolder in the mod folder. Is it empty?
Also, are you making sure to delete the old folder before updating?

37
[crash log]
This likely means that a file is missing. If you delete the entire Progressive S-Mods folder and redownload the mod, that should fix things.
Bagor recently discovered that their antivirus was flagging this mod's jar file and (silently?) quarantining it, so you might want to check if the same thing is happening to you. Seems like Windows Defender is going on a heuristic false positive spree lately -- a bunch of mods are getting flagged.

38
Mods / Re: [0.97a] Officer Extension (0.6.5)
« on: March 10, 2024, 09:31:27 AM »
Hi.

The changes made to skills in version 0.97 and to officers (the introduction of "templates") lead to numerous bugs when trying to respec a level 7 officer. In 0.97, level 7 officers are using the new template system and they have 5 elite skills (while a normal officer can only reach level 6 -with Officer Training- with a maximum of 3 elite skills -with Officer Training and Cybernetic Augmentation-).

Trying to demote a level 7 officer (to respecialize him) causes him to lose between 1 or 5 (!) maximum elite skills forever, regardless of the skills the player already possesses. However, this bug has some quirks to it : the number of elite skills you lose forever depends on the already elite skills you made the officer forget.

1. Exemple 1 : my legendary officer has 5 elite skills and 2 non elite skills. I make him only forget his 2 non elite skills. He still has a maximum of 5 elite skills ;
2. Exemple 2 : same officer. I make him forget his 2 non elite skills and 1 elite skill. Because I made him forget 1 elite skill, he will now have a maximum of 4 elite skills even though I leveled him up to 7 again (lost 1 elite skill forever) ;
3. Exemple 3 : same officer. This time, I make him forget 2 non elite skills and 3 elite skills. He will now have a maximum of 2 elite skills max.

Trying to circumvent this bug by first making all elite skills non elite through retraining and then demoting the officer, also doesn't work. As soon as you do this, your officer sort-of loses his "legendary" property and he becomes a regular officer with only 1 elite skill (with a maximum level 7). You can still get 2 extra elite skills with Officer Training and Cybernetic Augmentation, but you cannot get back to a maximum of 5 elite skills.
Thanks for the report, fixed this. Also added a console command to locate said level 7 officers, mostly for my own use so that I can actually test them properly, but I think players may find this command helpful as well.

39
As I said, I changed nothing.
But Windows Defender did. MS Defender deleted "jars\Progressive S-Mods.jar" in the background: Trojan:Script/Wacatac.B!ml detected.

False positive (heuristic detections aren't reliable, especially for uncommonly downloaded files). FWIW, my MS Defender doesn't "detect" anything, so I'm curious if other people are getting this report.
If you're paranoid due to recent events, the full source code is available to you. You can also build the project from source yourself, if that makes you feel safer. Or just don't use the mod.

40
Mods / Re: [0.97a] Officer Extension (0.6.4)
« on: March 09, 2024, 09:19:01 PM »
Crashing when entering or exiting combat.

337815 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: class officerextension.campaign.ModifiedFleetEncounterContext cannot be cast to class exerelin.campaign.battle.NexFleetEncounterContext (officerextension.campaign.ModifiedFleetEncounterContext and exerelin.campaign.battle.NexFleetEncounterContext are in unnamed module of loader java.net.URLClassLoader @75678e0a)
java.lang.ClassCastException: class officerextension.campaign.ModifiedFleetEncounterContext cannot be cast to class exerelin.campaign.battle.NexFleetEncounterContext (officerextension.campaign.ModifiedFleetEncounterContext and exerelin.campaign.battle.NexFleetEncounterContext are in unnamed module of loader java.net.URLClassLoader @75678e0a)
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.restoreOrigCaptain s(NexFleetInteractionDialogPluginImpl.java:69) ~[?:?]
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.backFromEng agement(FleetInteractionDialogPluginImpl.java:616) ~[starfarer.api.jar:?]
   at exerelin.campaign.battle.NexFleetInteractionDialogPluginImpl.backFromEngagement(NexFleetInteractionDialogPluginImpl.java:87) ~[?:?]
   at com.fs.starfarer.campaign.CampaignState.prepare(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]

Well, that's annoying. OK, I think at this point I'll just accept that the modified battle difficulty computation stuff won't be compatible with Nex or any other mod that uses its own FleetEncounterContext. If you have Nex, you'll have to deal with suspended officers causing you to potentially lose battle XP.

41
Update Two:
I updated to 0.11.2 again, and it's working again. Very strange.
This definitely looks like a case of missing/removed files. Oddly enough, I've seen a few reports of this particular crash, and every time, the solution is to just delete the mod folder and re-download.

Just a small bug I noted, though I didn't save the logs for, apologies. But if you try to s-mod in a 0 cost hullmod into a ship before it ever gets XP from combat, it'll crash the game since the 'XP hullmod' doesn't seem to trigger on the ship until you actually earn a source of legal XP (from space murder, of course).
I'm unsure if his bug existed before or not.
Can you be more specific? What was the hullmod that you were building in and on which ship? A stack trace of the crash in question would also help. I can't imagine why a ship not having a particular hullmod would cause a crash, especially since that hullmod wouldn't actually do anything in that particular scenario, be it raising the ship's internal s-mod limit stat or increasing its DP cost.
Ok, I've been able to reproduce this. Fixed.

42
Presume this is a bug and not intentional. But if you set the Deployment Penalty to Zero. Trying to increase the S-Mod limit won't work beyond eating the XP and SP.

Thanks for the report, fixed in dev.

Got a bizarre case of slowdown upon opening the 'Manage built-in hullmods' dialog and then 'Select built-in hullmods to remove from ship' after updating to v0.11.1, disabling the 'new' UI and re-enabling the 'Legacy' UI.

Said slowdown is NOT present in v0.10.2 (reverted to a backup folder), but with its mod_info.json file edited so that Starsector v0.97RC11 can load it; for note, I am using Mikohime 26.4 for the performance increase.

Additional info: the menu slowdown/lag is proportional to the number of s-mods a given ship has (at least, when viewed through the Legacy UI).

Copy-and-pasting myself from a Discord post I made:

I removed some s-mods via campaign.xml editing, and the slowdown is proportional to how many s-mods a ship has.

Case-in-point; one ship in my fleet is a deliberate cheat ship, with ~60 S-Modded hullmods, and that one lags the most, by far.

By contrast, the ships with only 5-10 or so s-mods have minimal-to-no lag, so something changed from v0.10.2 to v0.11.x that factors in the total number of s-mods installed on a ship.

Thanks for the report, I've played around with this and it seems like it's an issue with the game struggling to render two text labels and an image for each hull mod. For reference, not rendering the "image with text" (so just a clear button for each hull mod) removes the lag entirely, but adding a label per hull mod immediately causes the lag to come back. Profiler results agree with these findings; 95% of CPU time is spent on render calls. I've double-checked that there aren't duplicate render objects being laid on top of each other, so at this point I'm not sure if there's much I can do about this, considering that the actual rendering process is completely closed off to modders. The only solutions would be mitigative, such as using pages instead of a scroll bar, which would require a lot of refactoring that I don't really want to do right now.

Edit: OK, I see what you mean about the slowdown not being present in the previous version. That's odd, I guess I'll have to investigate some more.

Edit #2: Figured it out, there were duplicate UI elements (the stacked scrollbars were the obvious visual indicator), just not the ones I was looking for, causing quadratic render times in the number of hull mods.

43
Crash when picking a ship that has a hull alteration from Random Assortment of Things .
Spoiler
2269891 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.disableUnapplicable(HullModSelector.java:237)
   at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.update(HullModSelector.java:116)
   at progsmod.data.campaign.rulecmd.PSM_BuildInHullModNew$SelectorContainer.updateAll(PSM_BuildInHullModNew.java:351)
   at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.updateItems(HullModSelector.java:110)
   at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.init(HullModSelector.java:101)
   at progsmod.data.campaign.rulecmd.PSM_BuildInHullModNew$1.createCustomDialog(PSM_BuildInHullModNew.java:187)
   at com.fs.starfarer.ui.newui.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.showCustomDialog(Unknown Source)
   at progsmod.data.campaign.rulecmd.PSM_BuildInHullModNew.createPanel(PSM_BuildInHullModNew.java:120)
   at progsmod.data.campaign.rulecmd.ui.plugins.ShipSelector.onSelected(ShipSelector.java:37)
   at progsmod.data.campaign.rulecmd.ui.plugins.Selector.checkIfModified(Selector.java:111)
   at progsmod.data.campaign.rulecmd.ui.plugins.Selector.buttonPressed(Selector.java:70)
   at com.fs.starfarer.ui.newui.I.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.?00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.o0O0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.E.I.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
[close]

That'd be another case of a mod having an unapplicable hull mod with null reason. Hotfixed.

44
Mods / Re: [0.97a] Officer Extension (0.6.1)
« on: March 06, 2024, 12:30:33 PM »
Hi, the hotfix crashes the game on startup.

Error log:
56446 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [officerextension.campaign.CryopodAwareOfficerLevelUpPlugin]
java.lang.RuntimeException: Error loading [officerextension.campaign.CryopodAwareOfficerLevelUpPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Caused by: java.lang.ClassNotFoundException: officerextension.campaign.CryopodAwareOfficerLevelUpPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:183) ~[janino-3.0.12.jar:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:592) ~[?:?]
   at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) ~[?:?]
   ... 2 more

Delete the entire Officer Extension mod folder, then redownload the mod. CryopodAwareOfficerLevelUpPlugin has been removed.

45

Nope, NPC ships' s-mod counts aren't affected. They'll still be limited to 3.

You wouldn't happen to know if it's possible to change it so that harder fleets have increased chances of having more than three would you?

You'd have to write your own mod for this. The way it works is that the default NPC fleet generator has a field for average number of s-mods per ship. This value is hard-coded into certain fleets, and I think it might even have a cap of 3 regardless of your maxPermanentHullmods setting (though I could be wrong about this). It's definitely hard-coded in a way that doesn't correlate to how player s-mods work (for example, NPC fleets do not adhere to Best of the Best rules, and may have 3 s-mods even if the commander doesn't have that skill). The most natural way to generate NPC fleets with more than 3 s-mods (or with s-mod counts that adhere to Best of the Best and other player s-mod sources) would be to write your own NPC fleet generator, which the game calls a "fleet inflater." See, e.g., DefaultFleetInflater.

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