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Starsector 0.95a is out! (03/26/21); Blog post: Of Slipstreams and Sensor Ghosts (09/24/21)

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Messages - 00lewnor

Pages: 1 [2] 3 4 ... 6
16
Mods / Re: [0.9.1a] Interesting Portraits Pack || 375!! || (v1.2)
« on: April 17, 2020, 10:33:26 AM »
Ooh, I like this. Lots of portraits that appear to be a good fit with the existing art style.

One question though; what do I use to extract the .RAR? The first two recommendations are winZIP and WinRAR but they both want me to pay, are there any free options?

17
Mods / Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
« on: August 26, 2019, 03:00:46 AM »
It looks like those hullmods are uninstallable because the code checking if each hullmod is valid excludes the hullmod itself. For example, PoweredArmour.java contains the following code:
Spoiler
@Override
   public boolean isApplicableToShip(ShipAPI ship) {
      return
      ((!ship.getVariant().getHullMods().contains("PoweredArmour")) &&
      (!ship.getVariant().getHullMods().contains("EnergyAbsorbers")) &&
      (!ship.getVariant().getHullMods().contains("comp_armor")) &&
      (!ship.getVariant().getHullMods().contains("Deflectors")));
   }
[close]
I'm not sure when isApplicableToShip is called exactly, but it automatically excludes/removes the hullmod if any of the above are already on the ship. Because Powered Armour = Powered Armour, the hullmod gets kicked off the list every time it is selected. I made it installable by removing the bit of code that checks for it, which shouldn't affect anything in a bad way because the game doesn't allow hullmods to be installed twice regardless of if isApplicableToShip gets overridden. Here's an example of the change:
Spoiler
@Override
   public boolean isApplicableToShip(ShipAPI ship) {
      return
      ((!ship.getVariant().getHullMods().contains("EnergyAbsorbers")) &&
      (!ship.getVariant().getHullMods().contains("comp_armor")) &&
      (!ship.getVariant().getHullMods().contains("Deflectors")));
   }
[close]
I tested it on an RSF battleship in the simulator and now Energy Absorbers, comp armor, and Deflectors can't be installed alongside it, as intended, but Powered Armour doesn't accidentally break itself.


It looks like this problem still effects overburner, burn regulator and stealth armor.

18
I finally managed to kill off the luddic battle-station that was sponsoring terrorists on my colony however I ran into a bug when I tried to salvage the debris field left behind. In the first screen I clicked asses the field and instead of progressing the game said “NullPointerException: null” and did not progress, after that both assess and exit did nothing forcing me to tab out and exit the game.

Starsector log:
Spoiler
1206808 [Thread-4] WARN  com.fs.starfarer.campaign.rules.A  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction: null
java.lang.NullPointerException
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. addMember(ShipRecoverySpecial.java:248)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. init(ShipRecoverySpecial.java:160)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.special.ShipRecoverySpecial. init(ShipRecoverySpecial.java:151)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction$SalvageSpecialDialogPlugin.init(SalvageSpecialInteraction.java:57)
   at com.fs.starfarer.api.impl.campaign.rulecmd.salvage.SalvageSpecialInteraction.ex ecute(SalvageSpecialInteraction.java:165)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.campaign.rules.A.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.Object.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:98)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBes t(RuleBasedInteractionDialogPluginImpl.java:176)
   at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionS elected(RuleBasedInteractionDialogPluginImpl.java:208)
   at com.fs.starfarer.ui.newui.U$1.super(Unknown Source)
   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.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)
1294032 [Thread-4] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
[close]

Mod list:
Spoiler
  • Lightshow 1.40
  • Trailer moments 0.6.1
  • Autosave 1.1
  • Combat chatter 1.9.2c
  • Common radar 2.5
  • Dassault-Mikoyan Engineering 0.9.9e
  • Disassemble Reassemble 1.6.4
  • Fix Empty Planets 1.0
  • LazyLib 2.4b
  • Legacy of Arkgneisis 1.2.8
  • MagicLib 0.22
  • Nexrelin 0.9c
  • Ship/Weapon Pack 1.9.1
  • SkilledUp 1.0
  • Underworld 1.3.1
  • Version Checker 1.8b
  • GraphicsLib 1.3.0
[close]

19
I think I've found a bug caused by this mod; my game crashes whenever I try to auto-fit my Ranseur (TT).

Spoiler
1728265 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ArrayIndexOutOfBoundsException: 1
java.lang.ArrayIndexOutOfBoundsException: 1
   at com.fs.starfarer.campaign.fleet.FleetMemberStatus.applyToShip(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.Õ00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.setFleetMember(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.I.syncUIWithVariant(Unknown Source)
   at com.fs.starfarer.api.plugins.impl.CoreAutofitPlugin.doFit(CoreAutofitPlugin.java:424)
   at com.fs.starfarer.coreui.refit.auto.void.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)

[close]

All of the Ranseur auto-fit templates are for the Tyrador skin so I am wondering if the game is trying to fit integrated particle conduits to the TT skin.

20
Bug Reports & Support / "High Tech" Perdition
« on: November 17, 2018, 07:26:35 AM »
The perdition bombers, unshielded and described as a Luddic improvisation, are also described as high tech design type.

21
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.7
« on: August 24, 2018, 02:14:24 PM »
Hello, I’ve found a minor bug report; I found a MSS Sipahi Tail for sale in the Sindria black market.
And thats a bug how? Black Markets sell a lot of random stuff given the chance.

Its a cosmetic component of the Sipahi bomber, not an actual weapon (now i'm curious as to what would have happened if I had tried to install it on a ship).

22
Mods / Re: [0.8.1a] Mayasuran Navy 8.0.7
« on: August 17, 2018, 01:03:09 AM »
Hello, I’ve found a minor bug report; I found a MSS Sipahi Tail for sale in the Sindria black market.

23
I like the sound of this mostly so I know how far into hyperspace the bounty is in effect.

24
I no longer have SCY installed now so can't double check right now. I am, however, fairly sure that I remember ending a fight with three armour pieces lost but no actual hull damage and loosing thirty crew.


25
Mods / Re: [0.8.1a] Scy V1.39RC2 (2018/03/04)
« on: March 30, 2018, 04:51:33 AM »
FYI I have posted the above weirdness into the bug reports & support forum (http://fractalsoftworks.com/forum/index.php?topic=13339.0). (Delayed due to Stellaris on sale in the humble store)

Just to be sure the armour modules are unmanned right?



26
Bug Reports & Support (modded) / Weirdness with multi-module ships.
« on: March 30, 2018, 04:48:37 AM »
I was partway through a playthrough with SCY and have encountered some weird behaviour with my Corocotta (armoured):

http://fractalsoftworks.com/forum/index.php?topic=8010.msg224177#msg224177

Tartiflette said that his work was just a simple implementation of the vanilla system and I should report them to Alex so here I am (somewhat delayed due to Stellaris on humble). There were two main problems I encountered:

  • Shields on the parent ship did not protect armour modules from AOE damage, flash bombers and ships exploding both destroyed armour modules despite raised shields.
  • Destroyed armour modules inflicted crew casualties despite the fact that as far as I can find armour modules are unmanned (ten crew casualties per piece),
    - I noticed my Corocotta took damage after combat when it had lost armour modules but not taken damage itself which I assume is how I pay to repair armour but may be related to unexpected crew losses.

27
Mods / Re: [0.8.1a] Scy V1.39RC2 (2018/03/04)
« on: March 10, 2018, 01:04:35 PM »
I just run into some weird behaviour with modular armour:

  • Firstly the armour is not protected from AOE by shields, flash bombers (proximity charges) and ship explosions have both destroyed armour segments on my Corocotta (armoured) with the shields raised which doesn’t seem right.
  • Secondly my ship is taking hull damage between combat ending and the post battle dialog. I assume that this is how I am paying the supply cost to repair the armour and so is intended but; A) this leads onto my next point and B) if I get into another fight before I have repaired the ‘armour’ damage will I have all of my armour but hull damage or will it remember that I have full hull but missing armour?
  • Thirdly the aforementioned hull damage from lost armour seems to count towards crew casualties. In the situation that brought this to my attention I fought some domain era [REDACTED] and took no hull damage, but lost the front three armour segments, through shields, to the final ship exploding. Despite knowing that I took no hull damage the post battle dialog showed my Corocotta as damaged and told me I had lost thirty crew which, again, doesn’t seem correct.



Edit:

Two more minor things:
  • In the refit screen indicators for weapon locations are drawn underneath modular Armor components until I move my mouse near them.
  • Armor parts exploding seem to be far too energetic, especially multiple parts at the same time. The explosion easily whites out the area around them including the ship they were mounted on and any further threats incoming, is it possible to decrease the scale of the explosion? (note that I have GraphicsLib as well which I believe affects ship and module explosions)

28
Mods / Re: [0.8.1a] Scy V1.39RC2 (2018/03/04)
« on: March 05, 2018, 12:30:10 PM »
Been playing with SCY for a while and have a few things to say:

1) The start was hard, I started with a Stymphalian bird frigate which was fun but not the best for a solo starting frigate, when I eventually gave up I restarted with a Tisiphone which was better but I kept on getting careless and my shield flanked until  I salvaged a Venture (A).

2) The description for the phased missile says that small phase coils were salvaged from the terminator drone but that has a shield now, not a phase cloak.

3) I gave a Talos a pair of coasting missile racks on the assumption that would use them like harpoons to break armour but instead it seemed to treat them as LRM's and fire them all at the first enemy spotted.

4) I was messing with loadouts for my Manticore and noticed that the zone scorcher was destroying sub-munitions from the Ker bomber, I haven't tested this but have the vague impression it would do the same to any unpowered ordnance i.e. bombs and burnt-out missiles.

29
General Discussion / Re: File editing
« on: February 24, 2018, 03:22:56 AM »
I don't know where to find those but the console command mod can probably do all that for you:


30
General Discussion / Re: Wierd Glitch, or am I doing something wrong?
« on: February 18, 2018, 02:07:43 AM »
My first opinion would be that you're running out of RAM, try this;
     http://fractalsoftworks.com/forum/index.php?topic=8726.0

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