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Modding / Re: Misc modding questions that are too minor to warrant their own thread
« on: October 13, 2023, 08:16:31 PM »of course i find the method after posting
Starsector 0.97a is out! (02/02/24); New blog post: Save/Load UI, Autosave, Intel Map Markers, and More (04/10/24)
Getting a CTD whenever I try to hover my mouse of any of the OVERLORD hullmods in the refit screen. This is the error that comes up:
I'm new to this mod. Is the Aleste supposed to always have a free sword on the left arm regardless of weapon choice?in the current version, yes.
Found another bug, looks like the Leynos's left arm can't traverse at all, can't aim it no matter what weapon is equipped. I think left arms may have become haunted.
Noticed something wrong in my game, Watchdogs seem to be missing their left arms. Trying to fix it myself because I'm impatient, anyone else have the same bug?This is probably related to a change I made in dev, though not sure how it ended up in the current version. will look nto it .
How do I download the 0.95.1 version? There are a lot of mods updating to 0.96 but there are still many that haven't, how do I download the older version of these mods?
Also, okay, I think there might be some kind of crash involving the Kouto-E's missile swarm and having lots of targets? Or possibly the Einhander's seeker energy missiles? I'm not sure, I spent several hours trying to track down exactly what was causing this and the one that eventually got me through the combat was leaving out the Kouto-E I was using in my group.
The specific error:
491247 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.prototype.Utils.void(Unknown Source)
at com.fs.starfarer.combat.ai.Oo0O.o00000(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MissileAI.acquireAndPrepare(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MissileAI.seekTarget(Unknown Source)
at com.fs.starfarer.combat.ai.missile.MissileAI.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.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:750)
The thing is, in smaller combats both mechs were behaving just fine, and the crash behavior wouldn't happen every time the weapon systems were used. I'm really at a loss on exactly how to reproduce this - I think it has to do with the Kouto-E missile swarms having too many targets? I'm sorry I can't be more specific, I spent hours banging my head against what was causing this.
Already-launched guided missiles with the "STRIKE" tag no longer auto-target fighters if there is anything else nearbyThis only aplies to kouto though
Speaking of, had a bug report and some feedback.
So, w/r/t Nexerelin support, during the "tutorial" invasion at least, it appears that the Cataphract Strike option is available even without a Fenris in the fleet. I haven't had a chance to try a full invasion without one just yet, so I'm not sure if the bug is omnipresent. But it's definitely there in that circumstance - I was able to repeat it across multiple saves.
For feedback, I have to say that I'm... definitely not a fan of the Valkazard's defense fleet on non-Valk starts being as big as it is now, because in the end? The reward isn't worth the effort.
Like, make no mistake, I'm a huge fan of the Valkazard, it's one of my favorite mod superfrigates (well, essentially-frigate) and its start is the exact flavor of start I love, but it isn't so impactful that it needs to be locked behind a 300+ DP fleet of Redacted. At that point, you've essentially assembled your end-game fleet already and are mostly picking it up as a vanity item, which especially given that there appear(?) to be plans to attach a bit of a Questlineâ„¢ to it, doesn't feel especially rewarding or impactful. Remember that the Planetary Shield colony item, a huge power multiplier for colonies, is guarded by only about 100-150 DP of ships, albeit one that's guaranteed to be a nasty Redacted capital. If anything, I feel like that's where the sweet spot for Valkazard acquisition would/should be; guarded by a Big Nasty Thing to make jetting over immediately to pick it up a dicey proposition at best, but not so huge and powerful a force that you can only contemplate going for it in the late game.
Still, this is all just from where I sit, and I don't have any idea what your long-term plans are or anything; this might all be part of an intended larger plan! But as the mod exists right now, in the moment, it doesn't feel great.
I've been having a problem for the past two versions where the einhander (p) flames out while phased and the ship still takes damage from incoming fire. Quite annoying, really.
So that comic got me thinking, ever thought of making this into a full fledged faction mod ? with quests and the likes like UAF and the like ?
- WINGCOM
- Pilots have a small chance to level past threshold for max officer level, up to level 12
- Level up chance increases as number of engagements (consecutive battles before victory/retreat) ship is involved in increases
I have a question concerning this mechanic. Is it influenced by the number of DP the enemy fleet has, or is it based solely on the # of consecutive engagements? I've faced numerous endgame-sized bounty fleets, and almost all my pilots have so far reached level 6 a while ago, but so far no higher than that. I guess that engagements where the enemy orders a full retreat would definitely count; not sure concerning a player retreat. If it's the former, then the enemy fleet/s themselves would have to be big enough for them to retreat then re-engage multiple times, and in my case their size is already pushing it.
Heya Shoi, I have been running with the new update and i noticed something, I promoted at least 3 wingcom pilots into ship commanders , It took me a while to realize that after promoting them, their spots are now empty, Making the wingcom wings just regular fighter wings. I tried hovering my cursor to the wingcom hullmod and its still empty unlike the previous versions where doing it assigns a new pilot.SpoilerAltagrave in mission refit is all kinds of mangled right now, its missing a leg and showing pieces of the spriggan and showing a missile mount from the spriggan
Was that in the showcase mission? I wasn't able to reproduce just now, but i'll try again later.
Anyway, someone showed me this earlier and I figured i'd share. very cool!
credit:10taiSenshi[close]
Also, nice comic.
hiya,
i really enjoy the squadron levelling aspect of this but the engagement range reduction is something i would like to remove (i basically just want this to add some personality to my squadrons with the levelling up feature, chatter etc etc). I'm not worried about things being 'op' or whatever, i'm just having fun with the game sandbox.
I've dug around the files and changed the values of the reduction in the script file to test etc, but i can't seem to get it to work - could anyone suggest a way to achieve this? is there another file to change? i can't find a reference to one in the hullmod file
thanks in advance!
Hey hey! Reporting in a mild English error on the Overlord Suite hullmods
On the first line of the details, it reads
"Assigning an AI Core to this vessel will grant it's wing all the skills the core possesses"
The highlighted "it's" reads as "it is", which would make the sentence awkwardly read as "grant it is wing". The corrected sentence would read like the following;
"Assigning an AI Core to this vessel will grant its wing all the skills core possesses."
Hopefully I presented this is a non-offensive way that isn't too confusing. Thanks for the awesome mod!
There is a peculiar bug with the weapon 'BA assault pod'. First thing to note. I'm not sure if I'm supposed to be able to get this weapon. I got it from an illegal arms trader. But it has no description so maybe its just isn't fully implemented yet.
Regardless. Whenever I completely destroyed the enemy fleet. The game still won't let me claim victory if the pods spawned by the weapon are all still alive. I found this out by manually destroying every pod by myself. When the last pod was destroyed. The the message 'the enemy is defeated' appeared.
Altagrave in mission refit is all kinds of mangled right now, its missing a leg and showing pieces of the spriggan and showing a missile mount from the spriggan
hmmm???Just downloaded to verify, but im not seeing that. Shows in 2.23 in .version file and mod list
shoi, is it the wrong version by any chance?
the version file on the package says 2.2.1???
I thought I made a mistake or something but I downloaded it again just to double check and that seems to be the version on the link?