Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - shoi

Pages: 1 [2] 3 4 ... 44
16
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 04, 2024, 09:57:42 AM »
Ive been using the new version of AA (3.0.5) and been getting this CTD part of the way into my saves and im not sure how to fix it or if its just a bug with the mod.

667370 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.armaa_wingmanPromotion.adjustRelations(armaa_wingmanPromotion.java:368)
   at data.scripts.campaign.armaa_wingmanPromotion.reportBattleOccurred(armaa_wingmanPromotion.java:246)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleOccurred(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:816)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1615)
   at com.fs.starfarer.ui.newui.W$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.for.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.p.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.n.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.p.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.class.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.for.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.z.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.z.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
667477 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_pirate_encounter_02_hostile.ogg]
667477 [Thread-10] INFO  sound.OooO  - Playing music with id [faction_pirate_encounter_02_hostile.ogg]

Im assuming this is a crash relating to AA given all the references to it. I tried the fix you posted a few replies back but it didnt help.
Hopefully this log helps fix the mod.
Have a good day
Updated the jar, give it another go

The new mensan (or whatever the ARMAA planet is called) music doesnt stop when you leave. It persists even to the title screen
Does this always happen for you? Just tried now and it fades out as expected.

Hi, I'm getting an error (Error no rule found for option armaa_lppGileadShrineVisitStart, adding a failsafe option to exit dialogue) when visiting the Gilead shrine with Dawn. It'd previously been visited, though that hadn't caused an issue with Hesperus.

Thanks for report, I probably missed a branch somewhere

17
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: March 03, 2024, 07:14:04 PM »
so... I have no idea what is causing this, since there hasn't been any recent updates yet this is all cropping up at the same time now which is extremely weird

I can't reproduce this crash, so here is an untested attempt at a fix

make a copy of the jar file in the jar folder and stick this one there instead.


Hi
I'm a long time lurker, just came here to update my version and saw my drawing on the front page. It's awesome and embarrassing at the same time (I could have done better shading). Anyway thanks for adding my picture on the front page


Anyway just want to say that I love this mod, and its small independent world filled with mechs, its probably my most used mod.
Small thing to improve on: I find it a bit odd that strike craft sized ships are flying around the strategic map, when they pop out of carriers at the beginning of the combat.

Thanks! I'll put your name in the OP for credit :)
I tried hiding them previously, but their engine contrails were still visible..? Not sure, but maybe it's possible to hide them now. I will look into it/

18
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: February 08, 2024, 10:03:44 PM »
yeah you can consider the 4DP cost as a placeholder since I counted as part of the DP cost on top of deploying bakraid, but I realize that I included base panther in the BP  :)

there is small buff I want to add for the shield carrying guys - small speed/manuverability increase when it is destroyed - and I will reevaluate

19
Mods / Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
« on: February 08, 2024, 04:21:03 PM »
Wow, you really took the nerf bat hard to the Juno MK. III, huh?

I know it was powerful but the change in burst damage potential and damage type feel... excessive. Also not a fan of the new effect color, to bright and bland, the pinkish purple beam felt a lot more interesting.

Not sure what you're talking about. It hasn't changed at all stats-wise.

Anyway, another day, another patch.
Quote
v3.0.5
---------
- removed some unused weapons/graphics
- fixed bug where strikecraft would sometimes elect to land on an enemy carrier
- Zanac - increased turret arm arc from 90 -> 120
- added desc for Zanac EX Magna Beam
- actually lowered kouto armor val to 150 this time
- fixed bug where panther would spawn using wrong fleetside (appear as an ally)

There is a weird bug with the Zanac EX and Hegemony bounty where battle won't end. I know that for the Hegemony HBB, it seems to trigger when an enemy bakraid seperates for some reason, but i'm not sure what's causing it to happen during the Zanac EX battle. I thought it might be related to the Spriggan & Panther having shields, but they die normally outside of these 2 scenarios. I'm still looking into it.

Bug report:
 
The overlord suit still not work on cathedral module , only the core  ship work and the other wing from the modules are skill less.
I also discovered that I can only add one IA core to my entire fleet so that maybe  part of why the other IA core on the cathedral doesn't work  . But even  when I am following that logic ,there is only on the core ship that the Hullmod work , with the two module not displaying any skills even when the Hullmod is installed on one alone

An arm dealer is selling a trihander fourteenth battle group in the tri tachyon design.

These hullmods are the bane of my existence, lol. I'll actually look into this module issue and address it next patch. Swear

20
Mods / Re: [0.97a] Arma Armatura v3.0.3 BETA [2/5/24]
« on: February 05, 2024, 08:35:42 PM »
Warm fix for the docking bug
Quote
- fixed bug where strikecraft landing would be set as "retreating", preventing it from docking until new orders were issued
- kouto top speed: 140->130
- kouto armor: 200-> 175
- kouto engagement range: 3000->4000

21
Mods / Re: [0.97a] Arma Armatura v3.0.3 BETA [2/4/24]
« on: February 04, 2024, 06:14:02 PM »
this is probably something that happened in the showcase mission?
Either way, it should be fixed now, same link. Thanks for the kind words, and reporting this to me  :)
Quote
-fixed notifications around mazalot/galatia, etc not being flagged as already shown and appearing multiple times
-fixed NPE if bakraid seperated when parent ship had no valid fleetdata
-fixed broken restricted/no_dealer tag for altagrave ex

22
Mods / Re: [0.97] Arma Armatura v3.0.3 BETA [2/4/24]
« on: February 04, 2024, 12:12:32 PM »
Updated to 0.97. Just a note, the latest version prior to 0.97 (v3.0.0) also works fine in 0.97.
Hotfix: Fixed notifications not properly being flagged as already seen

Quote
v3.0.3
-----------
- Dawn will now refuse to join the player if they are affiliated with the Diktat
- add more campaign layer interaction events w/ Dawn
- Fixed another NPE null fighter wing
- swapped leynos & kouto bazooka weapons back to use phase_mine behavior
- fixed malformed restricted/no_dealer tags
- Can now only turn in a valkazard once
- Fixed Panther CR not matching CR of Bakraid on seperation
- Fixed detached player Panthers using wrong fleet commander for stats if ally fleet was larger than players
- Lowered rep needed for alternative condition to be introduced to Sera by Dawn (50 rep -> 30)
- Fixed bug where Dawn would sometimes not offer Sera's comms-id even when conditions were met
- Increased Kouto LPCs bazooka projectile HP so they aren't instantly destroyed by PD
- Kouto Bazooka dmg type: Kinetic-> Energy; ammo limit removed; burst size 1->3
- Kouto shield type: NONE->OMNI
- Strikecraft should be able to land on station modules with bays once more
- Strikecraft should be able to land on carriers without any slotted LPCs
- Simplified carrier landing AI logic
- Fixed bug where strikecraft would try to repair at a carrier with 0 cr, and endlessly hover over it
- Fixed UI issue where when wingcom pilots exceeded level cap(this isnt a bug), cap was still listed as level-1
- fixed Fenris teleporting strikecraft between each other, for real this time (?)

v3.0.2
------------
- fixed bug with hel corsair right shoulder anim
- fixed bug with hel corsair shipsystem being set to plasma jets
   - should be weaponry overdrive if tahlan is enabled
- Reduced Garegga(H) propensity to self-delete via enemy ship explosion
- fixed swordsman aleste not having a left arm
- added "no_sell","no_dealer","restricted","no_drop" tags to swordsman aleste, watchdog xiv
- fixed crash when using karma system
- fixed bad variant for garegga_xiv
- fixed weapon groups for panther variant
v3.0.1
------------
- fixed missing .csv weapons
- fixed version # in mod_info
- fixed missing strings for armaa_rampagedrive
- fixed bad filename that would cause crash for linux
- fixed bug where Panther's shield collision class wouldn't match parent ships (caused explosions to destroy it/collide with other objects)
- fixed bug that would cause wingcom info panel to appear blank
- reduced visual recoil of pulverizer slightly

23
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: February 02, 2024, 12:40:47 PM »
Sorry if this was addressed before, but is it possible to get Wingcom to work with ships with sub-hulls?

As it is, I'm trying to get it to work with the UAF super carrier so I have the officer in command and the WingCom on the main hull, which grants the bonuses to the 2 hangars on it. However the bulk of the ship's strikecraft are on the two outer hulls with 5 hangars each. I don't mind sacrificing 20 OP for another Wingcom on each hull section, but it's saying that there's no officer in command and thus no squadron.

large images
[close]

I have to check this again, when I did have ship and weapon pack I tested with cathedral and it workjed  :'(

Thought I'd mention, but in the Leon Klein bounty, I went in with a Bakraid and many of the Bakraids in the fleet spawned Panthers that were counted as my fleet.  Except at the end, I had to transfer to them and retreat manually.

I was piloting the Bakraid, if that makes any difference.

Thanks! This is something I encountered a while ago and couldve sworn I fixed also, i'll double check/ going to run the mod really quick to see if it's good for 0.97

Spoiler
[Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.FluxDistributor.applyEffectsBeforeShipCreation(FluxDistributor.java:33)
   at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.title.Object.M.o00000(Unknown Source)
   at com.fs.starfarer.title.Object.M.render(Unknown Source)
   at com.fs.starfarer.title.Object.M.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.E.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.m.o00000(Unknown Source)
   at com.fs.starfarer.ui.n.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.super.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.oOoo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.E.I.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.L.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.auto.G.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.public.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.interfacenew.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

Get this error when trying to autofit a load out for the Hel Corsair(Legio Mech). Crashes as soon as a I press V. I think it also crashes when I go back into the refit screen but don't remember.

seems like one of the modules is somehow getting flux distributor added to it? This is a problem since they're fighter hullsize which it doesn't account for. It's strange since the modules shouldn't even be accessible, nor do they have OP, so i'll investigate further

24
ShipAPI.getEngineController().getShipEngines().disable()

for full flame out ShipApi.getEngineController().forceFlameout()

here's API https://fractalsoftworks.com/starfarer.api/com/fs/starfarer/api/combat/ShipEngineControllerAPI.html

You can do one or the other - either run the dialog from rules, or run it "manually" with code.

To do the former, you can use:
Misc.showRuleDialog(showRuleDialog(SectorEntityToken entity, String initialTrigger);

You can look at the code for that method for the details, it's pretty simple - just using a RuleBasedInteractionDialogPluginImpl() to drive the dialog.

It IS possible to switch between the two methods - for example, FleetInteractionDialogPluginImpl does this, swapping to rules for conversations with the fleet commander - but that is considerably more tricky to do.

thank you

25
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: January 31, 2024, 03:54:59 PM »
there's some variance but for aleste, they will try to return once they're at/below 50% HP or CR. They don't drop everything to do this though (all I do on my end is tell the ships to head towards the nearest carrier, base AI is still used) so it's possible they get caught up due to other things, and they have a higher CR decay rate than normal ships so it's possible they're just running out of CR before making it back, especially if they're SOed. You can try ordering them to escort a carrier.

26
Is there a way to populate options for an InteractionDialogAPI from rules.csv if it fulfills some arbitrary trigger?
I have a dialog pop up a certain distance from a few planets/entities in the campaign which works, but it seems like I can only manually add options to the dialog's OptionPanelAPI.

for testing purposes I added a rule that has the trigger as "PopulateOptions" with the condition being set just before calling  Global.getSector().getCampaignUI().showInteractionDialog().  im sure the condition is true as the test option appears if I actually interact with the planet after closing the dialog, but the only options in the actual dialog are ones I added in the script  :-\. Hope that makes sense, this area of the API is new to me

27
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: January 30, 2024, 07:22:03 AM »
Did you download V3 into an existing save that had arma 2.3? It's crashing because that slot doesn't exist in the new version
Quote
Sorry for the delay, ended up feature creeping again. this should address most of the bugs I saw reported and the feedback for various things. The only downside is that it's not save compatible. This update adds some of the unfinished/missing Hegemony/Iron Shell to the HVB currently in game, and various fixes + buffs.

you can still fix by going into save and deleting all reference to this slot, but I would recommend backing up the save if you try first

28
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: January 29, 2024, 10:02:40 AM »
Still can't believe you made those cheesy rocket sleds from the old cartoons!

Combined with the generally awesome portraits, this now indeed the most anime of mods.

Still, should mention that Dawn and Sera allow you to produce the legiomech from the production offer.

Thanks for report

Speaking of dawn and sera, what exactly is all you can get from her if you give up valk/build rep in general? Also, is there any other event with Dawn besides the bar scene?

That's it unless you go uncommenting things in rules.csv. There's a few more minor interactions mostly around luddic content, (LPP and LKE) where you can bring her along and slightly change how things play out if you go down a certain route

Bug report: after giving up a copy  of Valkazard ( using industrial evolution) to the administrator of new meshan
, I was given the option to give up again my Valkazard, ignoring the previous one. And even after using console commands to feed her other Valkazard , the option still comes back.
I had no problem using the same technique in previous beta ( both console command and industrial evolution)

Also the Fenris has two hidden weapons that do nothing is this normal?

And to finish , i know that the sprigan is not new but hell i love this tiny mech.

Always grateful for your work

the hidden weapons had a script that catapult launched fighters, I removed it cuz it was basically a nerf as they'd fly right into enemies and die

29
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: January 28, 2024, 06:31:56 PM »
Yeah, it's extremely useless rn. I was trying to prevent it from being obtainable but I think I left it in the starting options ):

It should be a bit more viable down the line, hopefully

30
Mods / Re: [0.96] Arma Armatura v3.0.2 BETA [1/23/24]
« on: January 28, 2024, 05:48:40 PM »
Thanks :), and no worries! I was wondering because I can't reproduce, but I have a minimal mod list. But then, it sounds like it can just happens under certain conditions. Anyways, I pushed a small update that should fix the crash if you redownload.

Pages: 1 [2] 3 4 ... 44