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Starsector 0.97a is out! (02/02/24)

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Messages - Orikson

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226
General Discussion / About graphics card and memory allocation.
« on: April 22, 2016, 04:39:05 AM »
Hello again, today I like to ask about the requirements for GraphicLibs.


Here's my graphics cards details and the memory it uses I think:

Chip Type: Intel(R) HD Graphics Family

DAC Type: Internal

Adapter String: Intel(R) HD Graphics 520

Bios Information: Intel Video BIOS

Total Available Graphics Memory: 4165 MB

Dedicated Video Memory: 128 MB

System Video Memory: 0 MB

Shared System Memory: 4037 MB

.

Is this sufficient to run the GraphicsLib mod?

Also, how do I actually run it properly?

227
Mods / Re: [0.7.2a] DynaSector 1.0.0
« on: April 22, 2016, 12:29:19 AM »
Also, how do I get the unofficial update for Tiandong, or is it better to wait?

Page 8 of its thread, and the unofficial update works well enough to hold folks over until I finish the real one.

Ok, I had used the one on the first page of the thread, and it worked fine (was that the unofficial one as well?)

Also, good luck and take your time modding! They're all lovely ships.

228
Mods / Re: [0.7.2a] DynaSector 1.0.0
« on: April 22, 2016, 12:26:28 AM »
Neutrino is a good candidate now that the implications of SS+ aren't as exclusive.

Metelson needs to stabilize a bit first, but I could see it being added in at some point.

Ok, thanks for replying! My post will be deleted once you see this.

229
What is up with Barad A?

I keep noticing that whenever I'd start a new Corvus mode game and started hunting down pirates in the system, Barad A would eventually start pumping out giant patrol fleets at an ridiculously fast rate, resulting in the system getting overrun by the pirates before the starting Jangala bounty event ends proper.

Case in point, I've started one such game and immediaetly proceeded to capture both of the Barad's moons. Alongside with raking in obscene amounts of bounty cash, below are depictions of all the fleets that spawned from Barad A barely an ingame week from capture:

Spoiler





[close]

Also, what is even more damning to me is how I've conquered Barad B before Barad A, and all that got out of the former was a measly patrol consisting of two D-Lashers, two D-Wolves and a Brawler.

Also, not depicted: The former has level 7 officers in its fleet, while the latter levels 14-17-ish in theirs.

How did you manage to conquer those markets so early in game, can you elaborate a bit more? I'm interested in trying it out myself.

230
General Discussion / Re: Construction Rig - What's it for?
« on: April 18, 2016, 09:35:37 PM »
Aside from that, if you're looking to deal with Combat Readiness (CR) instead, get a Rook, Castle or Cathedral. They have a in built hull mod that a relation to CR which I'm not too sure how it works.
One problem with that tip: SS+ is removing those hull mods due to a major vanilla bug

Yeah, I've seen that post. Then what will become of the Rook and Castle I wonder? Cathedral is still good considering it's the Ludd's Capital ship and has a decent fire power.

231
General Discussion / Re: A (probably) crazy idea
« on: April 18, 2016, 09:33:52 PM »
I see... Basically I can't earn money by buying and selling (in public market). The only way is doing mission. Or smugling.

Yeah, if you want to make money quick trade missions are the way to go. You might be able to exploit market events (shortages and such), but as Mr. K said, you have to be so quick on the draw as to be damn near prescient. What I did was got myself a few mules, kitted 'em out with insulated engine assembly to be sensor-stealthy and unstable injector and safety overrides to be fast as possible in case I wasn't able to avoid a pirate fleet, then I picked up a Cerberus to pilot myself and run interference during withdrawls. This also meant I was able to utilize the full cargo capacity of the mules to carry trade goods, so I could take the big 500+ unit jobs that generally paid really well.

Speaking of which, after an unfortunate HDD death put a sudden and ignominious end to my previous attempt at this, I've discovered since reinstalling the whole honest trader thing is surprisingly easy. The only slightly tricky part was evading pirates until I finally found a mule to replace the tarsus I started with. That done, it was a simple matter of doing more missions, focusing on Hegemony jobs when available, picking up more mules as I found/could afford them and just trucking along until I had enough rep to access Hegemony markets. I kept going for a bit after that before taking a commission, though, both to build up some more wealth and to earn enough rep to buy destroyers right out of the gate. Now I'm running through some of the combat missions from the main menu, trying to wrap my head around that part of the game. Trying to take out zippy little hounds and lashers in a ponderous hammerhead with short-range ballistics is proving incredibly frustrating. I'm a lot less critical of Nemo when he can't seem to get a bead on a target when I watch his videos now.

Oh, file crash? I guess when you got the run the first time, it should be slightly easier the second round. So your cargo runs are mostly using the Mule-class is it? Burn Speed 9 to me is probably a bit slow for a start, I prefer 10 or 11, only going down to 9 when I get into the Cruiser and/or Capital stage (with tugs).

For dealing with the combat, I would suggest frigates as a start for practice first. Aside from that, maybe a Wolf-class would be good for you, they are pretty good at the hit and run tactics. And later, you can transition into the Medusa-class since they are pretty much the same.

And you watch Nemo as well on YouTube?! Yay, a fan here as well.

232
General Discussion / Re: A (probably) crazy idea
« on: April 18, 2016, 04:33:07 PM »
Are there traders in this game? I paid 30% tax on buying, then another 30% on selling. I simply can't find any profit in this game.

Traders as in merchants in markets? Is that what you're looking for?

Merchants/traders pop up when you send goods under an procurement mission, you even have relation stats with them. Not too entirely sure how they affect the game though, too little run ins with them in a short time.


To make most profit out of buying goods, there's two options. Taking advantage of market disruption/boom/demand, or Black Market.


Black Market is very tempting as they don't charge you Tariffs, but it compromises the Market in general and causes other goods prices to increase afterwards when you leave. Illegal goods that are generally present in factions are 'Hand Weapons', 'Harvested Organs' and 'Recreational Drugs'. 'Luxury Goods' and 'Volturnian Lobster' are only illegal in markets under Luddic Church and Knights Templar's control. In the short term, profit will be great. But in the long term, your relations with factions (except pirates maybe?) will suffer.


For honest trading, I suggest you go for 'Volturnian Lobster' procurement contracts, they provide nice lump of money and is easy to deliver them from Askonia, where they originate (Volturn, Sindrian Diktat planet). For general trading, it's kind of hard to exploit the changes in prices, as you need sufficient burn speed to get there and enough cargo space to ferry the goods. But you can see market changes from viewing them in the intel section under prices.

I see... Basically I can't earn money by buying and selling (in public market). The only way is doing mission. Or smugling.

There are many ways you can earn money via the open market trading, but generally, it's very, very slow. The market goods prices tracker in the Intel section is reliable, but it's difficult to time with the travel time you have to execute.

If you want to do smuggling though, it's usually the illegal goods that causes problems, smuggling normal goods to pirates (at pirate controlled planets or underhanded trade in open markets where you have to go in with the transponder off) will only damage relations with factions.

Smuggling is best with ships with the in built Shielded Cargo Holds. This will reduce the chances off the illegal contraband from being found should you be caught by other fleets and issued a scan.

Also, as a general tip, try using ships with large cargo holds and have at least burn speed of 9 or 10. That way, you can speed them up to burn speed of 10 or 11 via Augmented Engines (some factions have mods that can take the place of Augmented Engines or have mods that causes incompatibility with Augmented Engines). Fair warning though, the hull mod will make your fleet much more detectable, so counter the increase in detection by using Insulated Engine Assembly if possible. Or use different hull mods (faction specific).

233
General Discussion / Re: A (probably) crazy idea
« on: April 17, 2016, 10:30:10 PM »
Are there traders in this game? I paid 30% tax on buying, then another 30% on selling. I simply can't find any profit in this game.

Traders as in merchants in markets? Is that what you're looking for?

Merchants/traders pop up when you send goods under an procurement mission, you even have relation stats with them. Not too entirely sure how they affect the game though, too little run ins with them in a short time.


To make most profit out of buying goods, there's two options. Taking advantage of market disruption/boom/demand, or Black Market.


Black Market is very tempting as they don't charge you Tariffs, but it compromises the Market in general and causes other goods prices to increase afterwards when you leave. Illegal goods that are generally present in factions are 'Hand Weapons', 'Harvested Organs' and 'Recreational Drugs'. 'Luxury Goods' and 'Volturnian Lobster' are only illegal in markets under Luddic Church and Knights Templar's control. In the short term, profit will be great. But in the long term, your relations with factions (except pirates maybe?) will suffer.


For honest trading, I suggest you go for 'Volturnian Lobster' procurement contracts, they provide nice lump of money and is easy to deliver them from Askonia, where they originate (Volturn, Sindrian Diktat planet). For general trading, it's kind of hard to exploit the changes in prices, as you need sufficient burn speed to get there and enough cargo space to ferry the goods. But you can see market changes from viewing them in the intel section under prices.

234
General Discussion / Re: Construction Rig - What's it for?
« on: April 17, 2016, 10:12:19 PM »
Well, like everyone said, Construction Rig is a liability for now. Maybe it's for building stations in future updates maybe?

If you want a similar ship to the Construction Rig but better, maybe the Blowtorch class would fit. It's a Neutrino ship that goes with theor main fleets.

Aside from that, if you're looking to deal with Combat Readiness (CR) instead, get a Rook, Castle or Cathedral. They have a in built hull mod that a relation to CR which I'm not too sure how it works.

235
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.2)
« on: April 17, 2016, 10:06:56 AM »
Jackhammer and Nausicaa got a remodelling a good while ago if I remember correct, with the Jackhammer becoming symmetrical and the Nausicaa changing from rows upon rows of cargo containers in two wings into the tube that it is now. In both cases, I think their armaments got significantly heavier for the 2.0 ships.

Ok, now I see they're not in game anymore (but they have their pics in the hulls folder). But what about the Adventure Civilian Ship though?

236
Mods / Re: [0.7.2a] Neutrino Corp. (v. 1.83RC3.2)
« on: April 17, 2016, 05:07:07 AM »
Beep boop, reporting.

Main stand-alone download is still 3.2.

Beep boop, lovely ships and mod.

Locating... locating... potato. Rebooting, stand-by.

On a serious note, are these ships in the game? The 'Jackhammer 1 (in the codex, Jackhammer is only the Jackhammer 2)', 'Nausicaa 1 (in the codex, Nausicaa is just the Nausicaa 2'; and the Adventure Civilian Ship (not in Codex). I did see them in the files, but not in game.

237
Missions are legacy they may or may not work, I didn't touch the missions as of yet. The game crashes with the same error if you simply start a new game ? If so check in your mods folder if any of those files exist(they should).
[/quote]

Well, that's explains things a bit.

Let's start with Bushi. This one was done with just the mod on with the other mods it needs to operate. Also, in this case, GraphicsLib has taken place of ShaderLib. I did interchange the old ShaderLib and the new GraphicsLib, but the error they produce are identical. One more important thing, I do not have the capacity to support the ShaderLib/GraphicsLib; as I do not have sufficient power in the graphics card I have.


For mission related errors. This one is produced by selecting 'Play Mission' for the 'Beehive' mission:

92887 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/backgrounds/bushi_background.jpg] resource, not found in [C:\Users\Mr. K\Desktop\Starsector\starsector-core\..\mods\Bushi,C:\Users\Mr. K\Desktop\Starsector\starsector-core\..\mods\LazyLib,C:\Users\Mr. K\Desktop\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/backgrounds/bushi_background.jpg] resource, not found in [C:\Users\Mr. K\Desktop\Starsector\starsector-core\..\mods\Bushi,C:\Users\Mr. K\Desktop\Starsector\starsector-core\..\mods\LazyLib,C:\Users\Mr. K\Desktop\Starsector\starsector-core\..\mods\GraphicsLib,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Object(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.String(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.load(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.onStateTransition(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)


Here's another weird one I've found for the missions error. Right below the 'Beehive' mission, the one titled 'Bushi Skirmish'; can only be accessed or viewed by first selecting ;Beehive' then selecting it. The mission allowed me to view the refit screen and utilise the ships in simulation, but when I start the mission, the game crashes. Here's the error log:

411547 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error computing spawn area in AsteroidField: Vector2f[16980.424, 8443.6875],347.88226
java.lang.RuntimeException: Error computing spawn area in AsteroidField: Vector2f[16980.424, 8443.6875],347.88226
   at com.fs.starfarer.combat.A.class.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.class.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B.int(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.init(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)



For the campaign (new start), there are conditions that must be met to cause an error. Under the conditions I've used for testing the missions, only the core game, bushi and the mods it requires were active. The missions error will also occur if any other mods are active, regardless of what's present.

The conditions for this error to occur is that the Hiigaran Descendants must be active. It may be clashing of Hiigaran with other mods. Here's the error log. It pops up after I've finished allocating skill points of the character:

193472 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(FleetFactoryV2.java:622)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomCombatShips(FleetFactoryV2.java:476)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.add8PointGroup(FleetFactoryV2.java:318)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:93)
   at data.scripts.campaign.fleets.SSP_PirateFleetManager.spawnFleet(SSP_PirateFleetManager.java:63)
   at com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager.advance(BaseLimitedFleetManager.java:64)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.interfacesuper.o00000(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.U.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)


What I can conclude from my test runs is that the Bushi mod is ok, and wouldn't cause a crash if you just don't ever play their missions. Elaboration and investigations findings for Hiigaran Descendants are continued below.

----------------------------------------------------------------------------------------------------------------------------------------------------------

Now for the Hiigaran Descendants.

Hiigaran Descendants will cause a crash under a few conditions.

For when it ran with just its required mods and the core game, the Starsector will crash when I enter combat against a Hiigaran fleet. Here's the error log:

763214 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.weapons.RotaryAnimation.advance(RotaryAnimation.java:42)
   at com.fs.starfarer.combat.entities.ship.oOOO.J.advance(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
   at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÔÔ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÒÔ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.ÕÔ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.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)

The game also crashed when the mod is on with Nexerelin alone, and clashes with Flu-X when other mods are on (probably something to do with Nexerelin as I tested all with Corvus mode). I don't have the proper error log for that one though, I couldn't replicate it after another trial run.

For Flu-X clashing, here's the error log: (Corvus mode, with a lot of other mods on)

345623 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addToFleet(FleetFactoryV2.java:622)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.addRandomCombatShips(FleetFactoryV2.java:476)
   at com.fs.starfarer.api.impl.campaign.fleets.FleetFactoryV2.createFleet(FleetFactoryV2.java:96)
   at data.scripts.campaign.fleets.SSP_PirateFleetManager.spawnFleet(SSP_PirateFleetManager.java:63)
   at com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager.advance(BaseLimitedFleetManager.java:64)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.M.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.ui.M.processInputImpl(Unknown Source)
   at com.fs.starfarer.campaign.save.if.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0o0.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.O0o0.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInput(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Hope this helps.

238
Here's another problem I've encountered. There's an error related to Bushi and Hiigaran Descendants. They can load normally, but can never enter the campaign mode or any combat related stuff. Here's the log:

164550 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [graphics/backgrounds/bushi_background.jpg] resource, not found in [C:\Users,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Object(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.graphics.TextureLoader.String(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.graphics.TextureLoader.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
   at com.fs.starfarer.title.C.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.load(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.onStateTransition(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)

There's a lot of text the THREAD-4 and CLASSPATH, but I have to delete part of it due to confidentiality purposes and because they're irrelevant.

This error only applies when either the Bushi and Hiigaran Descendants are on, regardless of the presence of the other.

To replicate this error and obtain this text, enter the Missions tab and try one of the Bushi which shops its ships, not other ships.

To replicate a crash error that will be confusing to interpret, go into new game mode and try to get it started. It will crash after allocating points to your character skills.

Luckily, the Kadur are not affected nor affects the game system negatively.

239
Mods / Re: [0.65.2a] Exigency Incorporated v0.7.1b - Updated 5/3/15
« on: April 15, 2016, 10:29:52 PM »
Sometime between soon and soon™, after 0.7.2a most likely.

Saying that Exigency is a complex mod is an understatement, in addition the workload required to update it actually got longer after discovering the changes in the next version of Starsector. It will be done when it is done, but the wait will be worth it. As time went on and I analyzed the content I became increasingly dissatisfied with many aspects of the mod, and even if I said "screw it" and just updated the mod and didn't bother improving all of the existing content it would actually not decrease the workload required by that much. I mod with a polish from the ground up approach, so improving previous things isn't that hard.

So the list for the next update is something sort of like this:
Finish improving all old art assets
Add new Exi ships and weapons
Add new AA ship
Balance / polish pass of everything
Rewrite campaign
Refactor all right-click systems as SS 0.7.2a will break them
Other stuff

Right now, preliminary work on several of these things has been performed mostly on the art side. So basically, the primary short term goals are to de-break the mod and bring everything up to a quality standard in which I will never want to go back and edit them again. That is something that has haunted me for a long time, but no longer. The bar has been set, and I have a target quality metric that will be met.

After this update gets done, amazing things will start appearing to expand the content in unexpected manners and many of these things have been worked on and been in planning for a very long time. Anyways just rambling a bit and please have some faith. I will never abandon this community or the work I have put into it, my goal is to raise the bar of the Modiverse :)
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I love the look of this mod, I'll wait patiently, orbiting the planet of our forums.

240
Ya... I already did that. :(

Ok. I did a very long run through to try to get the 3 mods running. Here's my advice or steps that I did, you could use them as a countercheck to see where you could have gone wrong:

1. I went and downloaded the Java 8, Windows Offline 64-bit (Link:https://java.com/en/download/manual.jsp)

2. Once the program has been downloaded, I renamed the jre folder that came with the Starsector dowloadm renaming it to another name before moving it somewhere else

3. Created another folder called jre.

4. Ran the Java 8, with designation to change installation location.

5. Designated the newly created jre folder as the installation site.

6. Once done, I opened up Starsector and enabled the 3 mods in order one by one to test them out (and they work, finally).

Hope this helps.

Note: Ensure that your computer can ran the 64-bit and there is sufficient allocation of RAM for the game to run. Also, be careful when changing the memory allocation in the vprams file in the Starsector folder. Use binary numbers instead of decimal (i.e. 1GB =1000 in decimal, =1024 in binary). Here's a link to the site that has such conversion: http://www.gbmb.org/gb-to-mb

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