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Messages - Maelstrom

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1
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: April 21, 2024, 12:31:55 PM »
yeah someone in corvus is fixing it as we speak, some files were moved around in templars which screwed with the compatibility code

Update: the issue was fixed

2
Mods / Re: [0.9.1a] Blackrock Drive Yards
« on: April 21, 2024, 12:34:14 AM »
13900931 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/hullmods/TEM_LatticeShield
java.lang.NoClassDefFoundError: data/hullmods/TEM_LatticeShield
        at data.scripts.weapons.ShardOnHitEffect.onHit(ShardOnHitEffect.java:38) ~[?:?]
        at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.D.super(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.o00000(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.o00000(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.CombatState.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) [?:?]
Caused by: java.lang.ClassNotFoundException: data.hullmods.TEM_LatticeShield
        at java.base/java.net.URLClassLoader.findClass(URLClassLoader.java:445) ~[?:?]
        at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:592) ~[?:?]
        at java.base/java.lang.ClassLoader.loadClass(ClassLoader.java:525) ~[?:?]

someone needs to remove the old peer pressure compatibility for templars in some of the weapons on hit effects for lattice shields

3
Modding / Re: [0.97a] There Be Juggernauts 0.2-RC1
« on: April 15, 2024, 11:38:17 PM »
I like those ships, however it looks like pirate armadas all have this planetoid ship with them, which doesn't make them feel rare or unique at all.

Pirate fleets are extremely hard to balance when you start installing mods... they have such an insane spawn pool since almost every mod adds a ship to their available list

4
Mods / Re: [0.97a] Orbital Manipulation and Maintenance 0.8.1
« on: April 15, 2024, 11:36:56 PM »
theres a few ships in the mod that you should reduce the price of and its the ones that have a pricetag in the millions, just remove a 0 and it should be good. Yeah it makes them hard to buy and their algea farm hullmod is really good for exploring but the thing is that you can easily salvage them anyways so there is little incentive to buy them.

5
Modding / Re: [0.97a] Symbiotic Void Creatures 0.5.0-alpha
« on: April 15, 2024, 11:36:10 PM »
my bad wrong mod thread lol

6
Mods / Re: [0.9.1a] Vayra's Sector 3.2.1 - D&DSECTOR 2021-03-25
« on: March 18, 2024, 06:43:51 AM »
99987642 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "String.substring(int, int)" because "subString" is null
java.lang.NullPointerException: Cannot invoke "String.substring(int, int)" because "subString" is null
        at data.scripts.plugins.VayraElectroChaffAndJunkjetPlugin.spawnChaff(VayraElectroChaffAndJunkjetPlugin.java:281) ~[?:?]
        at data.scripts.weapons.VayraScrapOnHitEffect.onHit(VayraScrapOnHitEffect.java:38) ~[?:?]
        at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.D.super(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.o00000(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.o00000(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.CombatState.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) [?:?]

dragn, new crash found with your version

7
Mods / Re: [0.97a] Metelson Industries 1.0.0 REMASTERED
« on: March 17, 2024, 01:58:54 PM »
did you add any new ships or weapons?

8
I think making it a insta ban should be a rule ngl, its hard trusting mods from usc or the forums now because of stuff like this and it keeps getting worse

9
Mods / Re: [0.97a] SCY Nation v1.7.0
« on: March 07, 2024, 09:08:50 PM »
Just an fyi to everyone using or planning to use this mod. Mod maintainer got caught adding malicious code to one of tartiflette's other mods. I would wait for someone familiar with coding to give the a okay before using this in case something was hidden in this mod too. Cheers

theres always downloadable bootlegs in corvus  8)

also:

10
Mods / Re: [0.97a] SEEKER - Unidentified Contact v0.6.2
« on: March 07, 2024, 08:46:55 PM »
the crashcode lore is getting deeper

11
Mods / Re: [0.96a] Holy Covenant of Kemet 0.0.4d (Fixing2 Ed.)
« on: February 06, 2024, 12:29:11 PM »
wait so this has to do with dakkaholics?

12
Mods / Re: [0.96a] Holy Covenant of Kemet 0.0.4d (Fixing2 Ed.)
« on: February 05, 2024, 12:55:44 PM »
26415748 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
        at data.scripts.weapons.HCOK_spikeEffect.onHit(HCOK_spikeEffect.java:22)
        at com.fs.starfarer.combat.entities.BallisticProjectile.setDidDamage(Unknown Source)
        at com.fs.starfarer.combat.entities.BallisticProjectile.notifyDealtDamage(Unknown Source)
        at com.fs.starfarer.combat.E.super.O0OO.o00000(Unknown Source)
        at com.fs.starfarer.combat.E.oOOO.super(Unknown Source)
        at com.fs.starfarer.combat.E.oOOO.super(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.o00000(Unknown Source)
        at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
        at java.lang.Thread.run(Thread.java:748)

got this crash using the meme gun from fuzzy pack that shoots all the random ordinance, think its called the garbage chute. Hope this helps

using the latest version of HCOK

13
Some fleets can stay persistant for months if not years at a time, especially large defense fleets orbiting large settlements. Another thing is scavengers defeating remnant fleets, could be nice seeing them re-use some of them if said fleet commander has the ability to do so which I dont think they currently do. It would still be nice quality of life stuff that would add to the immersion.

14
Suggestions / Re: Campaign map autopilot improvement
« on: January 11, 2024, 04:30:49 PM »
this feature would be really nice tbh

15
(this is a repost from the .96.1a patchnotes in case you missed it)


Hey Alex, I was wondering if you could add a combat feature that would be more in depth regarding ships deploying order in relative to their strength.

In really large battles I noticed that there are 2 ways to deploy your ships; the smaller/faster ones first or the second option, deploy the largest ships first followed by the smaller ships last. As of right now the game only does the first option but after a lot of testing I have found that doing the later tends to bring the larger ships closer to the front line faster and it drastically changes how the battle unfolds.

That said the reason why I would like to ask you to add a feature is that I think it would be nice if you had the option pre-battle to select if you want to deploy large dp ships first or small dp firsts. And I think where it could be a massive game changer is if the AI could also do that randomly through a simple value given the the npc fleet or it could be a faction doctrine to begin with. That said fleets that tend to deploy a lot of carriers of phase ships benefit massively from deploying smaller ships first while ships containing mostly battleships benefit the most from deploying large battleships first.

It would be amazing if you added this emergent gameplay since it would make late game much more unpredictable in large battles vs always dealing with the same behavior!

That said, another aspect I would really like for you to adjust is how ships deploy. Atm ships deploy with a max row of 5 which often leads to ships blowing up or clumping together taking them forever to actually reach the battle. If you could add a config value we could edit in the games config file so we could adjust the amount of rows that would be really nice!

Another feature that I think should be added is the fact AI fleets should recover ships they destroy as well with the possibility of rearming them. Atm only the player can do that and it would be nice to see certain fleets grow over time and others mothballing ships to go sell them at markets (mostly scavengers)

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