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

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Messages - shoi

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31
I have this running off a single deco weapon that's on a single ship on an EveryFrameWeaponEffect, here's the entire advance method:

Code
    @Override
    public void advance(float amount, CombatEngineAPI engine, WeaponAPI weapon) {
 
        if(!runOnce)
{
            runOnce=true;
            ship=weapon.getShip();
            for(WeaponAPI w : ship.getAllWeapons())
{
switch (w.getSlot().getId())
{
case "A_GUN":
                    if(armL==null)
{
                        armL = w;
                    }
break;
case "A_GUN2":
if(armR==null)
{
armR= w;
}
break;
case "E_RSHOULDER":
shoulderR = w;
originalShoulderPos = shoulderR.getSprite().getCenterY(); 
break;
case "E_LSHOULDER":
shoulderL = w;
originalShoulderPosL = shoulderL.getSprite().getCenterY(); 
break;
case "WS0003":
                        turretR = w;
                    break;

case "WS0001":
if(turretL == null)
                        turretL = w;
                    break;
case "E_DECO":
if(decoL == null)
                        decoL = w;
                    break;
case "E_DECO_R":
                        decoR = w;
                    break;
//break;
}
            }
        }
       
        if (armL==null) {
            return;
        }

        float sineA=0, sinceB=0;   

float global=ship.getFacing();
        float aim=MathUtils.getShortestRotation(global, weapon.getCurrAngle());
//*End animation math stuff


//Right arm + shoulder
        weapon.setCurrAngle(ship.getFacing() + MathUtils.getShortestRotation(ship.getFacing(),armL.getCurrAngle())*0.7f);
weapon.getSprite().setCenterY(originalShoulderPos+(2*armL.getCooldownRemaining()/armL.getCooldown()));
//turretL.setCurrAngle(ship.getFacing() + MathUtils.getShortestRotation(ship.getFacing(),armL.getCurrAngle())*0.7f);
if(armR != null)
{
shoulderR.setCurrAngle(ship.getFacing() + MathUtils.getShortestRotation(ship.getFacing(),armR.getCurrAngle())*0.7f);
shoulderR.getSprite().setCenterY(originalShoulderPos+(2*armR.getCooldownRemaining()/armR.getCooldown()));
}
ship.syncWeaponDecalsWithArmorDamage();
List<ShipAPI> children = ship.getChildModulesCopy();
if(children != null && !lostmodules)
{
for(ShipAPI module: children)
{
module.ensureClonedStationSlotSpec();

if(module.getStationSlot() != null)
{

if(ship.getSystem().isActive())
{
module.getFluxTracker().showOverloadFloatyIfNeeded("Emergency Purge!", Color.yellow, 4f, true);
ShipAPI s = engine.getFleetManager(ship.getOwner()).spawnFleetMember(module.getFleetMember(),ship.getLocation(),ship.getFacing(),0f);
//m.setStationSlot(null);
lostmodules = true;
//m.setHitpoints(0f);
//engine.removeEntity(m);
break;
}

}
}
}
    }

32
Mods / Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
« on: January 07, 2024, 07:52:36 PM »

i heard you like mechs, so we put mechs in your mech so you can mech while meching
I spent most of weekend working on this thing, which is the unfinished hegemony mech in the showcase. unfortunately, it doesnt work exactly how I planned. it's supposed to be able to seperate, but a bug is preventing that at the moment

to blanket address the aleste stuff, im not adding the modular weapons back. If you want ranged options, use the VX. I recognize aleste isn't that great at actually meleeing stuff, partially due to the AI being altered to be more cautious, so I made some change to address that.

thanks for all the feedback either way, please continue to give me your ideas, I will try to implement as much as I can to make the mod better

current changelog
Quote
v2.3.7
------------
- Zanac
   -Firebolt Feeder
      - weapon flux cost reduction: 10%->20%
-Aleste S-II
        - increased proclivity to use ship system
   - Add weapon: Pilebunker
              - (High Explosive) much higher pen/dmg than laser blade, but less range and slower reload
   - Add Weapon: Harpoon
              - (built in, pulls ship closer to target (or target closer to ship, in the 1/100 chance it weighs less))
-Valken III
   - added no_dealer, restricted tag

TODO: fix altagrave canister flak
TODO: add all deco wep to loot cleaner

let me know if i miss anything that needs to be address, ill probaby have something  ready by end of next week

So i'm getting a crash each time I try to click on 'Manage' on the squad management page but it's only happening with my PC and not with any of my officers.

Heres the part of the crash log in question.

295709 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/intel/armaa_promoteWingman
java.lang.NoClassDefFoundError: com/fs/starfarer/api/impl/campaign/intel/armaa_promoteWingman
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createSquadView(armaa_squadManagerIntel.java:318)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.createLargeDescription(armaa_squadManagerIntel.java:531)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.?00000(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.updateUIForItem(Unknown Source)
   at data.scripts.campaign.intel.armaa_squadManagerIntel.buttonPressConfirmed(armaa_squadManagerIntel.java:571)
   at com.fs.starfarer.campaign.comms.v2.EventsPanel.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.impl.campaign.intel.armaa_promoteWingman
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 16 more

Update

After playing some more one of my wingman from my PC squad had the option to promote into a officer so I did some testing.
If I promote them and a new wingman takes over I could then access the manage page for the squad, If I pass over the promotion however that still doesn't fix the hard crash.

What version were you using? I went and checked for this and that line is a null check, which doesn't make a lot of sense for the error your describing...if you're on a version 2.3 or greater, try redownloading and let me know if you run into this again

For some reason I'm still getting the forced burn effect after deploying from carriers, despite what has already been done.
Also been getting this weired CTB mostly at random during combats for a well:

2363994 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.util.Tesselator.o00000(Unknown Source)
   at com.fs.starfarer.util.Tesselator.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.H.?00000(Unknown Source)
   at com.fs.starfarer.combat.entities.H.<init>(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.applyDamageInner(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.applyDamage(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:750)

Does not seem to be naming any mod in specific, so... could this be related to armaa somehow?

i cant tell from this crash alone, but I doubt it.

I'm having an issue similar to what some others have mentioned, in that the Overlord Suites don't seem to want to install. When trying, they even show the little AI core dialogue after a click, but will not actually add.
I have tried it with one slot using drones, one slot using a manned fighter, I tried it with two drones, and I tried it empty. I tried it on my flagship and on a ship with no officer, in all such configurations.
It might be an issue where Apex Design Collective ships/fighters don't want to cooperate, although WINGCOM works fine*

Hmm..I tried with a condor and a drone wing with every combination of overlord suite and it worked, though I noticed I had to switch to another ship and back for it to appear. Is that your issue?


First of all, it's a great mod :D But I have a problem. My favorite aircraft carrier Groenendael doesn't accept wingcom... I don't know why but it doesn't take this mod into account at all

i probably have to install the mod to check, i will do it when i have time

Is there any way to get the WINGSCOM part of the mod without all the extra ships? I love the idea of that part just the mech ships break immersion for me.

its very low on the priority list but I have build that is just wingcom + strikecraft hullmod, it is out of date and needs further testing however

I’m gonna go against the grain and say the new Watchdog isn’t abysmal like it seems to made out to b. Acting like it’s undergunned bc it doesn’t have 2 larges is absurd. We can make an argument it still is lacking in overall slots but that seems to be the entire point. It has a toggle that lets it outrange every single destroyer in the game (it has even more range buff than old watchdog)while buffing nearby ship survivability so even when it can’t fire due to LoS it’s passively strengthening the fleet and got a huge speed buff . It just sounds like ppl are trying to make it do things it’s no longe meant to instead of its new fleet support oriented role

The watchdog used to have the firepower and range to make up for being slow, even if the rest of the fleet left it behind (like strikecraft almost certainly will) it could hold its own against anything that came to harass it. It worked as a pretty damn good artillery platform.
But if you could get your strikecraft fleet to anchor around it, it could also act as a good anvil.

The new version has... well its like a sunder that traded speed and firepower for some extra range and the ability to minorly increase the shield efficiency of those around it. but that hinges on those allies being within 1000su, which for the watchdog is likely to be less than its own range half the time.
It has one large hybrid and two small universals. Your opportunities to do more than just one damage type at range are quite limited. Energy damage from say an autopulse or mjolnir sound like a good idea, but it just doesnt have the flux to really use them. And if you want the AI to use both large and small mounts properly you have to pick a 700 range large... which typically get shafted even harder by the recoil nerf. Its... awkward.

I also just want to note that guardian protocol increases recoil, making you less accurate... which feels really odd.

Generally i just feel that the left arm needs something... maybe it could be a medium mount? maybe it could be a hullmod-modular custom weapon, that could be quite neat.
I just dont think the range increase, subtle fire-rate increase and recoil nerf is quite right for the mounts its got. I'd happily take a subtle fire-rate nerf with a medium mount.

PS: i see why the shields go down with guardian protocol, a wall of watchdogs all using it would have been obscenely oppressive.


just my .02 cents, still playing with the new stuff and the newer SS stuff in general since it’s been a while for me , VX seems to be rebranded as a more generalized harasser while Aleste is for more aggressive play but I’ll see how that shakes out in reality

Honestly the loss of built in wingcom has been quite the detriment to using wingcom for me. It costs 10op to add and you need to spend another 10-20op on the wing. I'm not sure all of that is better than having better weapons, flux, and shields. And there's actually two VX's now. the VX Custom and the VX Valken III. They're exactly the same, except for the fact that the Valken III has SILVERSWORD[prototype] instead of maneuvering jets, which makes it quite the fun Valkhazard-Lite.

Although i am a little concerned by how perhaps a little monotonous the strikecraft have become in their loadouts. The only ones that still have anything more interesting than "medium right hand mount, small lefthand, body, and shoulder mount" is the leynos which still has its custom left&right hand weapons.

thanks for your feedback, i will look at ways to increase watchdog usefulness. 1 large + 2x small is pretty anemic for destroyer, even for vanilla standard

33
101431 [Thread-3] INFO  sound.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
101665 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(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(Unknown Source)


I tried using the .clone()'d variant as well at one point, but that lead to the same result. pretty much any spawn method ends up causing this from what i've found, so long as the ship has module slots.

Code
		List<ShipAPI> children = ship.getChildModulesCopy();
if(children != null && !lostmodules)
{
for(ShipAPI module: children)
{
module.ensureClonedStationSlotSpec();

if( module.getStationSlot() != null)
{

if(ship.getSystem().isActive())
{
module.getFluxTracker().showOverloadFloatyIfNeeded("Emergency Purge!", Color.yellow, 4f, true);
if(module.getFleetMember() != null)
engine.getFleetManager(ship.getOwner()).spawnFleetMember(module.getFleetMember(),ship.getLocation(),ship.getFacing(),0f);
lostmodules = true;
break;
}
}
}
}
I had to repro the crash to get this stack trace so here's a more simple version I used to consistently reproduce it.
It has the same oddity of working if it runs immediately at battle start but crashing otherwise.

34
Kind of weird bug..I keep getting a java.util.ConcurrentModificationException during combat while trying to spawn a ship using the variant of a module.

Code
List<ShipAPI> children = ship.getChildModulesCopy();
if(children != null && !lostmodules)
{
for(ShipAPI m: children)
{
m.ensureClonedStationSlotSpec();

if( m.getStationSlot() != null)
{
if(ship.getSystem().isActive())
{
m.getFluxTracker().showOverloadFloatyIfNeeded("Emergency Purge!", Color.yellow, 4f, true);
                                                //have tried this and just getting variant fron shipapi
variant = m.getFleetMember().getVariant();
break;
}
}
}
}
if(lostmodules)
             cfm.spawnFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP,
               variant),ship.getLocation(),ship.getFacing(),0f);

I keep getting this after getting the module variant and attempting to spawn a ship using
Code
cfm.spawnFleetMember(Global.getFactory().createFleetMember(FleetMemberType.SHIP, variant),ship.getLocation(),ship.getFacing(),0f);
outside of the loop

I did a bit of debugging and found that this always occurs if you try to spawn in a ship with modules I tested using regular stations and a few mod ships and consistently got the crash, but the code executed as expected spawning in a wolf. Oddly enough, if this code runs immediately without any condition at the start of combat(no if statements, or doing something like if(1==1), the ship will spawn, but otherwise you will get a ConcurrentModificationException. Am I doing something wonky here?

EDIT2: seems like just having module slots is enough for the crash to occur. I tried the roundabout way of creating a fleetmember and adding them to reserves, where they can be deployed manually, but using combat fleet managers .spawnFleetMember still causes a crash

35
Mods / Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
« on: January 01, 2024, 05:50:19 PM »
"it eventually appears as a bounty against hegemony at level 10. coincidentally, it's one of the things i need most feedback on"

To clarify, when you say it appears as a bounty against hegemony at level 10, is that:
A. Random sectorwide bounty after reaching level 10
B. Bounty given by contact after level 10
C. Bounty given in bar after level 10
D. Level 10 somehow being relation based

I'm not commissioned with Arma, is that going to matter for acquiring the XIV Watchdog? Thanks for the help, I'll give what feedback I can once I acquire the Watchdog!

bar bount y @ level 10  :)

36
Mods / Re: [0.96] Arma Armatura v2.3.5 BETA [12/30/23]
« on: January 01, 2024, 08:42:55 AM »
Quote
2.3.6
- fixed forced burn effect occuring after deploying strikecraft from carrier
- removed tag that prevented strikecraft from using CH watchdog for repairs
-added extra null checks

By the way, I've been consistently getting this crash.  The situation is I'm piloting a Watchdog with Converted Hangar and there is an Aleste.  Happens with both versions.
Spoiler
2082299 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.armaa_strikeCraft.retreatToRefit(armaa_strikeCraft.java:679)
   at data.hullmods.armaa_strikeCraft.checkRefitStatus(armaa_strikeCraft.java:717)
   at data.hullmods.armaa_strikeCraft.advanceInCombat(armaa_strikeCraft.java:877)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
[close]

that's this bug:
Quote
- fixed crash that would occur if strikecraft were deployed without carriers
There was another bug that prevented ships from landing on watchdog specifically at all that I just corrected as well

Huh... not a clue what happened here... I didn't have any strikecraft deployed on my side... enemy was a Legio invasion fleet so I have no idea what strikecraft they had... Error report doesn't really seem to give any hints. Never happened before.

6024593 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
   at data.hullmods.armaa_strikeCraft$StrikeCraftDeathMod.modifyDamageTaken(armaa_strikeCraft.java:1061) ~[?:?]
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:68) ~[starfarer.api.jar:?]
   at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:60) ~[starfarer.api.jar:?]
   at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.E.super.O0OO.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.E.oOOO.super(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]

seems like there is a captain without stats or something. i dont know how, so I just add more null checks.

37
Mods / Re: [0.96a-RC10] BigBeans Ship Compilation
« on: December 30, 2023, 07:57:38 PM »
i love it already

38
Mods / Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« on: December 30, 2023, 05:59:54 PM »
thanks for clarification. try redownloading,  your issue should be fixed.
i'm ticking version # up, with consolidated list of fixes:

Quote
v2.3.5
------------
- fixed crash that could occur from adding mod to game mid save
- adjusted watchdog small turret arcs to converge
- adjusted aleste small turret arcs to converge
- removed medium hybrid from swordsman aleste variant
- fixed crashed that could occur if player attempts to talk to sera before meeting dawn in bar
- fixed crash that would occur if strikecraft were deployed without carriers
- fixed MRC not being hostile to hegemony like their faction desc suggets
- fixed crash caused by trying to build in cataphract2 hullmod using progressive s-mods

39
Mods / Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« on: December 30, 2023, 01:47:28 PM »
Hi Ironclad, thanks for your feedback.
1. Talked to the Blond lady contact that has the highlighted gold text. When I spoke to her and chose option 2 "I appreciate that" or something along those lines, game crash. I was not commissioned, I'd take a look at those speech options.
edit: seems like this crash happens if you try to talk to sera first then go to the bar, will investigate
Quote
2. Testing the XIV mech, it has blue arms with energy weapons. XIV should be all ballistic for thematic reasons. And the blue obviously contrasts with the black and orange.
i'm guessing this is the XIV mech that shows up in the showcase mission? It's still incomplete which is why it's probably using the wrong arms.
Quote
3. How does one acquire the XIV Watchdog? I need it for certain... [REDACTED] purposes.
it eventually appears as a bounty against hegemony at level 10. coincidentally, it's one of the things i need most feedback on

40
Mods / Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« on: December 30, 2023, 01:42:25 PM »
I enabled the mod in an already on going save and the game crashed while loading said save

Code
244947 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.MechaModPlugin.onGameLoad(MechaModPlugin.java:270)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.menuItemSelected(Unknown Source)
at com.fs.starfarer.title.C.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.n.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.W.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.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)

reread the OP, the latest version is not save compatible with older versions

41
Mods / Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« on: December 29, 2023, 09:52:19 AM »
Getting some in battle crashes with the new update during battles where I have Cataphracts without any Carriers.

Code
1702466 [Thread-10] INFO  sound.H  - Playing music with id [battle_ambience_01.ogg]
1702702 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException: null
at data.hullmods.armaa_strikeCraft.retreatToRefit(armaa_strikeCraft.java:679) ~[?:?]
at data.hullmods.armaa_strikeCraft.checkRefitStatus(armaa_strikeCraft.java:717) ~[?:?]
at data.hullmods.armaa_strikeCraft.advanceInCombat(armaa_strikeCraft.java:877) ~[?:?]
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.state.AppDriver.begin(Unknown Source) ~[fs.common_obf.jar:?]
at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source) ~[starfarer_obf.jar:?]
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[starfarer_obf.jar:?]
at java.lang.Thread.run(Thread.java:750) [?:1.8.0_392]

Very repeatable and completely avoidable if you just launch any carrier in the battle.

thanks for your report, fixed.

Little bit of feedback on the Alestes. To start, there are two of them in the codex:

Aleste-Class
(Cataphract S-II)

Aleste (S-II)-Class
(Cataphract S-II)

The former is the swordsman, the latter is the normal, however both have medium hybrid slots and on the swordsman its inaccessible.

Quote
I'm not so sure rampage drive, its not come up just yet for me but the dropping of the shields is going to get the ship killed. A forced towards target charge doesnt feel like it really fits on the aleste, something like plasma jets or just a general mobility increase feels like it would be more apt. If its going to be a force charge towards the target, it should include a damage buff or resistance buff of some kind.
every ship system aleste has had has been a forced burn like system. This is because the AI will panic if it gets to close otherwise, preventing it from ever using its melee weapon.
This new system does have a resistance buff and does extra damage on contact.

Quote
For the gunhazard: Its a flying coffin with basically no modularity to it. The anti-beam plating helps a little but it completely denies giving it heavy armor to increase its surviveability. It really does feel like a pilotable fighter with built in weapons. I've actually had more fun playing around with the AA Broadsword/Gladius/Warthog than the gunhazard. The AA Warthog was practically the gunhazard but with modular weapons.
I dont know how to fix/change the gunhazard... maybe a blink or dampener instead of the boost? its a flying coffin with basically no options to change it, so its a fleet/officer spam ship at best.

I agree with your points, and think gunhazard needs to be completely reworked. I'm not fully sure what to do with it just yet though

Despite the introduction that mentions the MRC "hold particular ire towards Tri-Tachyon, the Hegemony and the Sindrian Dikat", MRC is now only hostile to the Tri-Tachyon and Sindrian, not the Hegemony.
Also, the MRC start (previously the sleeper) does not get the player commissioned by the MRC instantly.
Further notice that the lone Aleste left in the research station, as well as the specified Aleste in the Tri-Tachyon fleet are both Aleste S-II (the variant with moonlight on both of its arms and one medium hybrid being inaccessible, as was noted by Killsode)
Fixed commission status, fixed swordsman aleste having medium hybrid

42
Mods / Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« on: December 28, 2023, 08:36:04 PM »
small hotfix:
-fixed crash caused by trying to build in cataphract 2 hullmod with progressive s-mod enabled

Great to see a new update with serious content. Why remove the AA Broadsword and Warthog though? I think they're great ships to bolster your fighter presence in the early game, really compliment the scrappy nature of small scale combat, and let you lean into using more bombers on carriers by deploying AA fighters.

I actually wanted to suggest an AA Thunder since that seemed like a perfect fit for a strikecraft.

they have some use for player but AI can't use them effectively and is a waste of DP for something that couldve been more useful, so I removed them. I left xyphos in since it has a bit more staying power

43
Mods / Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« on: December 28, 2023, 07:41:27 PM »
I can't reproduce that crash but I added an extra check that might help. You can try redownloading and see if that resolves. otherwise, i would like more details about what you were trying to build it onto, if there was a captain assigned the ship, etc
Unfortunately, it is still happening.
I was trying to build it into a Leynos, no captain.

If it helps, i am using the Progressive S Mods mod, but it seems to only happen to that particular hullmod.
I tested with progressive s-mod and didnt get a crash, but I think the way this mod gives s-mod isn't through refit screen? That'd explain the NPE. So I guess i will have to do a few battles so I can s-mod through their system for further testing.  :-\


44
Mods / Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« on: December 28, 2023, 06:50:09 PM »
I can't reproduce that crash but I added an extra check that might help. You can try redownloading and see if that resolves. otherwise, i would like more details about what you were trying to build it onto, if there was a captain assigned the ship, etc

45
Mods / Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« on: December 28, 2023, 04:25:49 PM »
Am I totally missing the download link for Arma Armatura v2.3.4 Beta?  wasn't finding it, all the links in the OP are still to the old version.

there's only one link for the mod in the OP and it is most definitely not the old version

Arma Armatura v2.3.4 Beta
I need more feedback.
First of all, thank you for making and maintaining this mod - ever since I began playing Starsector again (relatively recently), it's quickly become my favorite.

Personal impressions:
Spoiler
  • Having tried out the unique Valkazard start, I welcome the difficulty ramp-up by buffing the tri-tach fleet composition for that initial fight. The previous iteration felt comparatively underwhelming, now the player has to both use their wits and utilize the SILVERSWORD system to its full potential to survive. Starting at level 1 with a point in Helmanship, I managed to defeat everything except the two Hyperions, which was just enough for me to cleanly disengage. Afterwards, I made it to the MRC station and safety.
  • While I'll miss the old Aleste's dual Rynex pulse rifle loadout I've used to roll with most often, I welcome Valken X's overhaul. I've found it to be the weirdest of all the AA mechs - the mech itself was bulky and unwieldy, the inbuilt Valken wing was little more than crew drain that didn't even work as a distraction most of the time, and the phase skimmer system felt ill-fitting for a mech. In fact, after close to a dozen hours of playtime, I've found the current VX to be a much neater fit for my preferred mech loadout gimmick of a pure-energy generalist. Very, very fun to pilot, got bumped from near-bottom tier to near-top tier for me.
  • On that note, the Cataphract hullmod being s-moddable is an unexpected, but nonetheless welcome addition as well. There's not much I can say about this, except that the bonuses fit like a glove for my preferred playstyle of piloting a mech personally, with the bonuses and penalties feeling just right.
  • I haven't had the opportunity to try out the newly added mechs yet, so I can't comment on those.
  • The MRC are awesome, I love them. I've always felt Starsector could do with a few pirate (sub)factions that actually behave like the vanilla pirates, instead of just being a generic faction that has an "evil" tag buried somewhere in the Nexerelin faction config file. I like how New Meshan received some fleshing-out as well. The faction soundtracks are good and feel fitting, and I'm looking forward to seeing MRC getting fleshed out further!  :)
[close]

Bugs and potential issues I've encountered so far:
Spoiler
  • The mech Takeoff ability (the mech equivalent to Full Burn, which happens when ships enter or exit the battlefield) sometimes erroneously triggers when I'm already a significant distance away from my side's retreat zone - most of the time it cancels itself immediately in that situation, but once or twice I had my mech "takeoff" straight into an Aurora or a similar ship that was engine boosting towards my fleet, unable to defend myself since my shields were disabled. The issue seems to exacerbate itself when I delay deploying my mech so that I do it strictly after I've deployed a carrier. I will need to test this further, though.
  • This is probably a Nexerelin issue, but any rep change with Pirates sets MRC-Pirate relations to -60. Since their starting relations are +10, I assume this is unintentional. I eventually got around this by adding an exception for MRC from the pirates' blanket -60 default relations setting. On that note, MRC-Legio Infernalis relations seem to be capped at 0, and Hegemony-MRC relations start at 0, when I expected the latter would start out as hostile, given MRC's faction description stating how they're anti-Hegemony as well. Unsure if these are intentional.
  • I've also had the Nexerelin's Antiwar Protests diplomacy event trigge one time for MRC with regards to tri-tachyon - unsure if this is meant to happen since MRC doesn't accumulate war weariness, and neither of the vanilla pirate factions (that is, Pirates and Pathers) ever get these kinds of diplomacy events, as far as I am aware.
  • Dawn refers to herself by name when greeting the player, instead of actually saying the player character's name.
[close]

Thanks for your feedback. I've seen this issue with the "takeoff" ability, i will investigate it further
Do you happen to have the log for this one? I don't see any instances of "graphics/armaa/ships/legiomech" when searching, but there are some bounty ids that are in lowercase

Spoiler
Code
31699 [Thread-9] ERROR com.fs.graphics.for  - Error loading [graphics/armaa/ships/legioMech/armaa_legioMech_head.png] resource, not found in [/home/deck/starsector/./mods/DakkaHolics ModSprites,/home/deck/starsector/./mods/trailer-moments,/home/deck/starsector/./mods/A New 

31709 [Thread-9] ERROR com.fs.graphics.for  - Error loading [graphics/armaa/ships/legioMech/armaa_legioMech_lights.png] resource, not found in [/home/deck/starsector/./mods/DakkaHolics ModSprites,/home/deck/starsector/./mods/trailer-moments,/home/deck/starsector/./mods/A New Level of
[close]

The problem appears to be the call is for graphics/armaa/ships/legioMech/*asset*.png and the file folder is named graphics/armaa/ships/legiomech.  Case sensitive names on my system, at least.

oooooooooo new mechs, and new destroyer sized mechs no less!
i've been eagerly awaiting this update, thank you shoi!

The new Watchdog is pretty beefy and fun to pilot, it just doesn't have a PD arc that can properly engage fighters.
Thanks for your feedback, I made two changes you can review on redownload:
- increased watchdog turret arc
- fixed linux incompatibilty (legiomech-> legioMech)
- increase aleste turret arc so they converge

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