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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - xenoargh

Pages: 1 2 [3] 4 5 ... 21
31
Modding / CTD (Market / Industry Related)
« on: February 23, 2019, 08:16:28 PM »
6244142 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.ui.public.<init>(Unknown Source)
   at com.fs.starfarer.coreui.public.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.OO0O.set(Unknown Source)
   at com.fs.starfarer.ui.supernew.super(Unknown Source)
   at com.fs.starfarer.ui.OoO0.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.O0o0.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.intsuper.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.ui.donew.advanceImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.ooo0.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.Q.advance(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.T.showOverview(Unknown Source)
   at com.fs.starfarer.campaign.ui.marketinfo.T.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.OO0O.setSize(Unknown Source)
   at com.fs.starfarer.campaign.ui.o0OO.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.OO0O.setSize(Unknown Source)
   at com.fs.starfarer.ui.Q.setSize(Unknown Source)
   at com.fs.starfarer.coreui.O00o.sizeChanged(Unknown Source)
   at com.fs.starfarer.ui.OO0O.setSize(Unknown Source)
   at com.fs.starfarer.ui.Q.setSize(Unknown Source)
   at com.fs.starfarer.ui.newui.J$5.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.J.setCurrentTab(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCoreInternal(Unknown Source)
   at com.fs.starfarer.ui.newui.U.showCore(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:40)
   at com.fs.starfarer.ui.newui.oOOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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)

32
Modding / CTD (wpn / proj related)
« on: February 21, 2019, 10:21:13 PM »
133805 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.ship.super.J.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.super.J.fireProjectile(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.B.??00(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.B.super(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.D.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.trackers.B.String(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.super.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.G.o00000(Unknown Source)
   at com.fs.starfarer.combat.systems.G.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

...I just set up replace operations on a bunch of modded stuff.  I'm really hoping you're not about to tell me I'm missing a comma somewhere.

33
Suggestions / A Raid Should Be Scary
« on: February 21, 2019, 05:32:15 PM »
This is my fleet, in late midgame:



This is what the Perseans have sent to "raid" my pwecious lil colony.



IRL, this is like, say, Ethiopia sending a fleet of dinghies full of dudes with AKs to fight the 5th Fleet. 

It's not even laughable or insulting that they've arrived in my home system, offering battle to my fleet- it's totally nonsensical

If they had any common sense at all, they'd apologize for even dirtying my System's vacuum with their pathetic exhausts and I'd gain diplomatic cred with everybody sensible for kindly escorting them to the nearest Hyperspace portal.

Instead, they're charging straight at me in kamikaze mode, like this will end well, will not be amenable to diplomacy, and I'll have to scatter their radioactive ashes throughout my System after I get done with them, which will involve zero effort on my part, other than clicking on UI elements at the beginning and end.  This won't gain me cred with the more... dictatorial Powers, nor respect from the supposedly-peaceful ones.  Or heck, even a formal apology in the form of please-don't-come-nuke-our-worlds from the Perseans, which would be reasonable, after seeing thousands of their spacers converted into protein-laced ice crystals.

Alex, if the Powers are going to send military... "adventurers" towards us, for specious reasons (disrupting my teeny, tiny Market), without a formal Declaration of War, when I've been nice to them (I had better than 10 standing with them before this)... then they'd really better show up armed commensurate with what the player has, or start behaving more like sensible human cowards and run for it when they see Godzilla's home, angry, and coming right at them. 

This little event just drives home how annoying it is that I can't build my own custom defense fleets by dropping ships I don't want any more into my colony's inventory, so that I don't have to deal with these trashy "raids".  If I could do that, I'd already have enough defense just from fixing up D clunkers to build a Space Wall nobody'd be dumb enough to climb.

34
Suggestions / Hoplon / Khopesh
« on: February 17, 2019, 10:17:18 PM »
Can those files get named their ID for internal consistency?

Same with the Chaingun and a few other things where the ID doesn't match the file (in several cases, this has been so for years, lol).

Not technically a "bug", just makes my OCD twitch, lol.

35
Modding / MIRV Damage Weirdness
« on: February 15, 2019, 07:57:42 PM »
MIRV sub-projectiles are doing something really odd, damage-wise.  When intercepted via this:

Code
for (DamagingProjectileAPI thisProj : projList)
{
if(deadProjectiles.contains(thisProj)) continue;
if(thisProj.getWeapon() == null) continue;
if(thisProj.getWeapon().getDerivedStats() == null) continue;
if(thisProj.didDamage())
{
deadProjectiles.add(thisProj);
CombatEntityAPI thisProjTarget = thisProj.getDamageTarget();
if(thisProjTarget instanceof ShipAPI){
if(thisProj instanceof MissileAPI){
for(ShipAPI shipTarget : engine.getShips()){
if(reflectingMap.contains(shipTarget)){
//Only do this step on valid ships!  EXPENSIVE!
if(MathUtils.isPointWithinCircle(thisProj.getLocation(), shipTarget.getLocation(), shipTarget.getCollisionRadius() + 50f)){
float dps = thisProj.getWeapon().getDerivedStats().getDamagePerShot() * shieldDamageMissile;
dps = dpsAfterDamageType(thisProj.getWeapon().getDamageType(), dps, shipTarget);
shipTarget.getFluxTracker().increaseFlux(dps, true);
damagedMap.add(shipTarget);
}
}
}
} else {
ShipAPI shipTarget = (ShipAPI) thisProjTarget;
if(reflectingMap.contains(shipTarget))
{
float dps = thisProj.getWeapon().getDerivedStats().getDamagePerShot() * shieldDamageShot;
dps = dpsAfterDamageType(thisProj.getWeapon().getDamageType(), dps, shipTarget);

shipTarget.getFluxTracker().increaseFlux(dps, true);
damagedMap.add(shipTarget);
}
}
}
}
}


Apparently, MIRV projectiles are returning the damage, multiplied by the number of MIRV projectiles in the projectile spec.  This doesn't appear to happen anywhere except when we're trying to get that value via code as above; MIRVs don't appear to be borked otherwise.

36
Modding / Ships have Two Turret / Hardpoints
« on: February 12, 2019, 02:39:04 PM »
It looks like there's a serious problem with the ships loading, if we have modded Vanilla ships. 

Modified Vanilla ships are showing both their Vanilla hardpoints and the modded versions, when loading up a modded version of a Vanilla hull.  Engines are getting loaded twice, as well.

Both are considered to be valid, i.e., we can put weapons on both.  It's like the ship's getting loaded twice... but, at least according to the Weapon Group UI, it's all the same Variant.

Really weird.

Here's a sample .ship that's demonstrating the bug:

Spoiler
Code
{
  "bounds": [
    -16,
    80,
    -17,
    63,
    131,
    29,
    129,
    9,
    17,
    12,
    18,
    -11,
    127,
    -9,
    129,
    -28,
    -13,
    -64,
    -14,
    -78,
    -29,
    -78,
    -43,
    -46,
    -33,
    -39,
    -73,
    -43,
    -81,
    -11,
    -45,
    -9,
    -45,
    9,
    -79,
    11,
    -78,
    45,
    -35,
    37,
    -43,
    47,
    -29,
    79
  ],
  "builtInWeapons": {
    "WS0001": "thruster_fighter_sm",
    "WS0002": "thruster_fighter_sm",
    "WS0003": "thruster_fighter_sm",
    "WS0004": "thruster_fighter_sm",
    "WS0005": "thruster_fighter_sm",
    "WS0006": "thruster_fighter_sm"
  },
  "builtInWings": [],
  "center": [
    81,
    88
  ],
  "collisionRadius": 182,
  "engineSlots": [
    {
      "angle": 180,
      "contrailSize": 0,
      "length": 0,
      "location": [
        0,
        0
      ],
      "style": "MIDLINE",
      "width": 0
    }
  ],
  "height": 222,
  "hullId": "falcon",
  "hullName": "Falcon",
  "hullSize": "CRUISER",
  "shieldCenter": [
    23,
    0
  ],
  "shieldRadius": 155,
  "spriteName": "graphics/ships/falcon/falcon_base.png",
  "style": "MIDLINE",
  "viewOffset": 0,
  "weaponSlots": [
    {
      "angle": 0,
      "arc": 5,
      "id": "WS 001",
      "locations": [
        -17,
        69
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "MISSILE"
    },
    {
      "angle": 0,
      "arc": 5,
      "id": "WS 002",
      "locations": [
        -17,
        -68
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "MISSILE"
    },
    {
      "angle": 155,
      "arc": 190,
      "id": "WS 003",
      "locations": [
        -61,
        26
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "ENERGY"
    },
    {
      "angle": 205,
      "arc": 190,
      "id": "WS 004",
      "locations": [
        -61,
        -26
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "ENERGY"
    },
    {
      "angle": 60,
      "arc": 270,
      "id": "WS 005",
      "locations": [
        14,
        38
      ],
      "mount": "TURRET",
      "size": "MEDIUM",
      "type": "UNIVERSAL"
    },
    {
      "angle": -60,
      "arc": 270,
      "id": "WS 006",
      "locations": [
        14,
        -38
      ],
      "mount": "TURRET",
      "size": "MEDIUM",
      "type": "UNIVERSAL"
    },
    {
      "angle": 0,
      "arc": 30,
      "id": "WS 007",
      "locations": [
        118,
        21
      ],
      "mount": "HARDPOINT",
      "size": "MEDIUM",
      "type": "BALLISTIC"
    },
    {
      "angle": 0,
      "arc": 30,
      "id": "WS 008",
      "locations": [
        118,
        -22
      ],
      "mount": "HARDPOINT",
      "size": "MEDIUM",
      "type": "BALLISTIC"
    },
    {
      "angle": 65,
      "arc": 180,
      "id": "WS 009",
      "locations": [
        54,
        29
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "ENERGY"
    },
    {
      "angle": -65,
      "arc": 180,
      "id": "WS 010",
      "locations": [
        54,
        -29
      ],
      "mount": "TURRET",
      "size": "SMALL",
      "type": "ENERGY"
    },
    {
      "angle": 180,
      "arc": 1.1,
      "id": "WS0001",
      "locations": [
        -82,
        37
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "DECORATIVE"
    },
    {
      "angle": 180,
      "arc": 1.1,
      "id": "WS0002",
      "locations": [
        -82,
        -37
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "DECORATIVE"
    },
    {
      "angle": 180,
      "arc": 1.3,
      "id": "WS0003",
      "locations": [
        -83.5,
        -27
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "DECORATIVE"
    },
    {
      "angle": -180,
      "arc": 1.3,
      "id": "WS0004",
      "locations": [
        -83.5,
        27
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "DECORATIVE"
    },
    {
      "angle": 180,
      "arc": 1.5,
      "id": "WS0005",
      "locations": [
        -84.5,
        -16
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "DECORATIVE"
    },
    {
      "angle": -180,
      "arc": 1.5,
      "id": "WS0006",
      "locations": [
        -84.5,
        16
      ],
      "mount": "HARDPOINT",
      "size": "SMALL",
      "type": "DECORATIVE"
    }
  ],
  "width": 162
}
[close]

37
Modding / Weird Crash on Entering System
« on: February 11, 2019, 07:57:06 PM »
134068 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderWeapons(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.renderSingle(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.render(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.render(Unknown Source)
   at com.fs.graphics.LayeredRenderer.render(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(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)

38
Suggestions / CR: (yet another solution proposal)
« on: February 11, 2019, 02:52:42 PM »
OK... so, last time I talked about the issues with CR, I built a little test-mod that:

1.  Forced everybody to stay in a circular arena.
2.  Allowed for fast Retreats.

It worked just fine, but I have another, simpler idea.

How about, "if you don't hold an Objective for more than 1 minute, you start losing CR"?

I'll be building a test-mod for this one; pretty sure it solves for all of the Things CR Was Supposed To Fix (but largely killed Fun doing so):

1.  No corner / wall-kiting in a Solo Frigate / OP Destroyer / etc., because you'll lose to CR death.
2.  Objectives would have a very serious reason to exist, rather than being either totally ignorable minor bonuses or huge benefits to combat per se.
3.  Holding every single objective, on the other hand, would not be necessary, so a certain amount of flexibility would exist.

This has the advantages, however, of:

1.  You can have nice toys (killer player-frigates, etc.) without being on a timer-leash so short it's like being handed the last bite of a candy bar.
2.  You don't feel like you need to put Hardened Subsystems on every single ship at the high end, where endurance starts mattering a lot because the enemy has a lot more Stuff than you do.
3.  Coupled with the (very, very welcomed, imo) fix to "get your missiles back by Retreating", etc., this would appear to resolve the CR issue for good, imo, if it works.

Thoughts?

39
What I'm trying to get done:  make a Hull Mod that won't allow other, similar Hull Mods to be stacked with it.

Basically, this code doesn't work at all:

Code
	@Override
public boolean isApplicableToShip(ShipAPI ship) {
return (
ship.getMutableStats().getBallisticWeaponRangeBonus().isUnmodified()
&& ship.getMutableStats().getEnergyWeaponRangeBonus().isUnmodified()
);
}

It always returns false, in a Mission.  I've triple-checked that nothing else modifies the ShipAPI MutableStats on my end.

So, I tried this instead:

Code
	@Override
public boolean isApplicableToShip(ShipAPI ship) {
return (
ship.getMutableStats().getBallisticWeaponRangeBonus().getBonusMult() <= 1.25f
&& ship.getMutableStats().getEnergyWeaponRangeBonus().getBonusMult() <= 1.25f
);
}

This "works", in the sense that another Hull Mod with identical code returns false when this one's active, but with pretty obvious problems.

So, why is .isUnmodified() returning false all the time?  That's a mystery; I don't have a way that I can dig that up. 

However, the other problem with the second code sample is that, while it works, it doesn't work if:

Code
	@Override
public void applyEffectsAfterShipCreation(ShipAPI ship, String id) {
MutableShipStatsAPI myStats = ship.getMutableStats();
myStats.getBallisticWeaponRangeBonus().modifyMult(id, 1.5f);
}

Now, this code's supposed to only apply after ship creation (says it right there on the tin).  So I'm really confused about why it's happening at all; the ShipAPI should have a flag saying it's been created and then this code should run, correct?  When we're applying Hull Mods in the Refit screen, when we exit that part of the UI, the ShipAPI should get destroyed and rebuilt every time a Hull Mod's been installed or removed, to avoid this logic problem, I'd think.  So, yeah, confused; using applyEffectsBeforeShipCreation() doesn't work, either.  I can't seem to get a practical filter working here.

40
Bug Reports & Support (modded) / Refit Crash
« on: February 10, 2019, 06:38:29 PM »
Odd one, possibly mod-related?

1363913 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 6
java.lang.ArrayIndexOutOfBoundsException: 6
   at com.fs.starfarer.coreui.refit.WeaponGroupDialog$Oo.updateCheckboxes(Unknown Source)
   at com.fs.starfarer.coreui.refit.WeaponGroupDialog$Oo.<init>(Unknown Source)
   at com.fs.starfarer.coreui.refit.WeaponGroupDialog.<init>(Unknown Source)
   at com.fs.starfarer.coreui.refit.T.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.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)

41
74538 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.AbstractMethodError
java.lang.AbstractMethodError
   at com.fs.starfarer.combat.super.OoOO.new(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

42
Modding / MIRV AI bug
« on: November 18, 2018, 07:12:52 PM »
Bug report:

Spoiler
670050 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.Object.int.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

No AI mods running or anything else that would make sense causing this one.

43
Suggestions / Whacky Idea: Hyperspace and Time
« on: August 14, 2018, 09:52:55 AM »
Pretty straightforward idea here, if a little whacky at first.

What if the cost of travelling in Hyperspace was sidereal time in the non-Hyperspace universe?  I.E., there'd be <some multiplier> on time when in Hyperspace; local time is as usual, but subjective time in Systems is passing faster while traveling through Hyperspace.

This would:

1.  Encourage players to invest time finding Wormholes (which I'm still presuming will be a thing at some point).

2.  Encourage players to get the Gates working again.

3.  Allow Alex, from a Game Designer POV, to de-couple "what's happening in Hyperspace" with "what's happening in Systems" in a way that makes sense.  This would help with the performance issues, because explicit manipulation of the traffic in Systems, etc., could be fully abstracted away; the player's fleet and primary POV is not just separated in distance, but in time.  This could really help the game maintain good framerates as things scale up, planets get inhabited, etc., etc.

4.  It'd give a very good excuse for Outpost populations to be able to rise in a reasonable (real-world) time rate; with Hyperspace travel eating months of subjective time in Systems, for example, there's a great in-game excuse for, say, populations to grow, giant space installations to complete building, etc., etc., while keeping the pace of these things reasonably slow if the player just stays in the System.

5.  It'd also give a reasonable explanation of why Pirates can build their own Outposts pretty fast; they aren't, it's just that their locations are <insert weeks / months> of travel-time away.

6.  It'd be a nice nod to Relativity in a semi-realistic sci-fi game.

44
Modding / [0.8.1.a] Easy Easy
« on: July 29, 2018, 08:54:46 AM »

This mod makes Easy Start / Easy Mode even easier, for new players who are having a little trouble figuring the game's combat mechanics out. 

Think of this as "casual gamer mode" for the combat in Starsector; it really makes things a lot easier for newbies!

45
Discussions / Streets Of Rogue
« on: July 24, 2018, 08:37:15 PM »
If you're looking for a fun, frenetic, somewhat-silly roguelite to while away an hour of free time... this is a winner

It's cute, fun, doesn't take itself too seriously,  has a bunch of interesting emergent behaviors and somewhat-clever reactive AI, and the way that the different character classes work is pretty cool, too. 

Oh, and co-op is a total hoot! 

Not a 100% kid-friendly game in some respects (violence, drug references), but it's perfectly suitable for tweens and teens.

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