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Messages - cathar

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31
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.11 - Thar be Legio guns
« on: December 13, 2019, 01:32:42 AM »
Any plans to add compatibility with Commissioned Crews for Legio and Great Houses?

32
Hi Alex, thank you for the reply (and the amazing game you are creating for all of us)

I will continue my quest activating/deactivating tonight then.

Also: the title of your post says the crash occurs while saving, but the actual error you've pasted is from a crash while the application is starting up - so, hmm, there's some disconnect here.

Didn't know that, it is however the only Nullpointer Exception I could find in the log. I read that that's the only thing I should post when asking a question here.

Is there another part of the log I can copy here more relevant to the issue? Last 30 or so lines or something?

33
Can no one help with this? Have I not provided enough information or something?

Spent many hours disabling/enabling mods up and down my modlist but I can't figure it out

34
This seems to be were it all falls apart:

Spoiler
37615 [Thread-4] WARN  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Error figuring out MIRV spec details
java.lang.NullPointerException
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
[close]

Here's my modlist:
Spoiler
{"enabledMods": [
  "$$$_lightshow",
  "anotherportraitpack",
  "raccoonarms",
  "lw_autosave",
  "blackrock_driveyards",
  "CAS",
  "CombatAnalytics",
  "chatter",
  "timid_commissioned_hull_mods",
  "lw_radar",
  "lw_console",
  "istl_dam",
  "diableavionics",
  "DisassembleReassemble",
  "edshipyard",
  "gates_awakened",
  "hullmod_expansion",
  "interestingportraitspack",
  "Imperium",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "luddenhance",
  "MagicLib",
  "Mayasuran Navy",
  "sun_new_beginnings",
  "nexerelin",
  "ORA",
  "TAR",
  "roider",
  "sun_ruthless_sector",
  "sad",
  "SCY",
  "SEEKER",
  "shadow_ships",
  "swp",
  "bonomel_skilledup",
  "speedUp",
  "sun_starship_legends",
  "Boggled Station Construction",
  "Sylphon_RnD",
  "tahlan",
  "THI",
  "TS_Coalition",
  "underworld",
  "US",
  "URW",
  "lw_version_checker",
  "toggleWeapons",
  "audio_plus",
  "shaderLib"
]}
[close]


  • I did a clean reinstall of Starsector and all the mods
  • I have had this issue before but it usually goes away when I change some graphicslib settings for better performance
  • Changed graphiclibs settings for better perfomance, didn't help
  • Updated my graphiccard drivers
  • Tried disabling various mods that have made problems for me before or are new (ED, all of Vayra)

Not sure where to go from here.

35
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.10b
« on: November 25, 2019, 06:36:58 AM »
From the comments I read on the last page, it looked like it crashes?

36
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.10b
« on: November 25, 2019, 06:14:44 AM »
How hard would it be to add a config option to turn off the spawning of the Legio Infernalis worlds so Tahlan still works with random worlds?

Or how hard would it be for me as a non-programmer to turn them off?

I like random sector a lot and would hate to play without Tahlan.

37
Any way to fix the unique bounties? I only got 3 in my current play through and it's bodering  me to no end. I'd really like to get the higher tier ones

Yeah, I am waiting on my next playthrough and mod updates until this is fixed. Only got one of them unfortunately.

Fingers crossed for Vayra to find some time to fix it in between outfitting Falcon(P)s with excessive amounts of missiles


38
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 26, 2019, 04:04:14 AM »
I thought Brawl just made others more aggressive and I haven't been brave enough for that yet.

Okay then, this changes things. Next playthrough there will be brawl.


I mean, strong+ fleets in my current game are already pretty insane with 5 or more fleets and dozens of capitals but I guess you can always go harder.

39
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 26, 2019, 02:17:51 AM »
Speaking of that, another related issue is if a faction successfully invades and takes over one of your colonies, you can just go to that colony and re-invade, and you nulled the entire purpose of the enemy invasion.

The fix I propose, that isn't too intensive (like having defense fleets hover for a long time), is that the "invade" option in military options is faded out, and when you hover over it, it reads "it is impossible to raid this colony; the current leaders of the colony have heavily fortified it due to unrest in the local region, and local patrols are upgraded to deal with a possible retaliation by the original owners. The traffic and defenses will die down in 365 days").

I like the idea of somehow making re-invasions limited. Technically continued invasions and reinvasions are already bad for colonies because of stability but there are so many ways to fix instability it's not really an issue.



This fixes invasions not being a hassle at all, and makes spending money on a invasion fleet or invading the port of origin of the invasion fleet yourself a more preferable option than to just let your colony get taken over, since you will lose 12 months worth of income from it (and if it gives you 200k or more a month, thats a lot of income lost).

But isn't invading the port of origin of the invasion fleet already the most preferable option? It's way easier to just invade the invader's colony because their defense fleets are usually not even around anyway.

40
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 25, 2019, 08:08:00 AM »
Hey, not sure if this has been brought up or is an issue for anyone else, but I feel like the "Request a Fleet" option is a bit oddly priced. Early in the colony game, when I might use it to attack a pirate base I don't have time to deal with myself, even small fleets are quite expensive.

However, once in late game where the millions of credits fly in and I have a bunch of good blueprints, I can order a max invasion force with 10+ fleets and dozens of capitals (Pandemoniums in my case, thanks Diable for the BP) for around a 1million.

So early they seem too expensive, late game they don't cost enough. Would there be a way to scale it differently, say, increase the cost per Force Point or something?
I'm increasing the cost factor for invasion fleets a bit in next version, at least.

Cool, and cheers for your answer and insights.

After another few hours of game time doing mostly invasions and counter invasions, I guess to me the larger issue is that when you are invaded, it is waaaaay easier to just fly to the invasion's colony of origin and counter-invade it instead of waiting for their huge fleets to murder you.
I don't know if starfarer mode adresses this but most colonies with battlestations or below are not too hard to crack and kill, which stops invasions months before they even start assembling.

Would there be a way to scale defense fleets (like detachments and fast pickets) for ai factions with player level or something? Or with their income?


Or maybe I am just too used to Freelancer and EVE where defense fleets of civilized systems will just tear you apart early,mid and late game if you make trouble. Whereas in Starsector, even modded, a fleet with 4+ capitals, 2000 Marines and 4000 fuel can just waltz over to Chicomoztoc and invade it whenever they want.

41
Not sure if this was answered somewhere but I can't find this information.

How exactly are the custom bounties triggered? For example, I know Tahlan Shipworks adds a couple, but only the first one ever triggered for me. It's now year 217 in my save and while the IBBs kept coming up, the other unique bounties never came.

I did kind of stop doing normal bounties at some point so maybe it is linked with that? Or am I at the wrong adress and I need to ask in the Tahlan Shipworks thread?

----

Somewhat related, how exactly does the bounty difficulty scale compared to vanilla? In vanilla it goes from *** 40k ones to close to impossible 300k+ bounties with lots of capitals.
However, with this mod installed I still get only 50-100k bounties, with higher level ones only very rarely.

I am using a mod that lets me level past the max and I am lvl 97 now, so maybe it's related to this? If you need more info let me know. Just curious how it is supposed to work.

42
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 23, 2019, 05:48:20 AM »
You just destroy the orbital station and it will then be disrupted for a number of days, undergoing repairs. Then you can invade if you have enough marines with you.

There is no way of taking over a colony without getting rid of the orbital station or defending fleets first, as far as I know.

43
Mods / Re: [0.9.1a] Nexerelin v0.9.4c "Mambo No. 9" (fixes 2019-09-11)
« on: September 23, 2019, 12:59:40 AM »
Hey, not sure if this has been brought up or is an issue for anyone else, but I feel like the "Request a Fleet" option is a bit oddly priced. Early in the colony game, when I might use it to attack a pirate base I don't have time to deal with myself, even small fleets are quite expensive.

However, once in late game where the millions of credits fly in and I have a bunch of good blueprints, I can order a max invasion force with 10+ fleets and dozens of capitals (Pandemoniums in my case, thanks Diable for the BP) for around a 1million.

So early they seem too expensive, late game they don't cost enough. Would there be a way to scale it differently, say, increase the cost per Force Point or something?

----

Also, if you time it right and set the force points correctly, you can create huge defense forces for yourself. If you see someone invading you with a force too big to handle, you request your own invasion fleet to wherever, set to gather at the invaded system, and time it so it spawns exactly when the enemy fleet arrives.
Boom, now there are 25 Pandemoniums waiting to bash in some Persean League face.

Not sure if this is intended or known and also not sure how you would prevent players from doing it.

44
Modding / Re: Spriting Timelapses
« on: September 19, 2019, 01:31:41 AM »
Must've missed them when I checked that tutorial. Thank you!

45
Modding / Re: Spriting Timelapses
« on: September 19, 2019, 01:02:15 AM »
Looking forward to it if you ever find time again. These already helped a lot so thank you!

I have some photoshop experience (3D artist, so mostly texture work back before we got Substance Painter) and have tried my hand at some kitbashing and spriting but I struggle a lot with finding good brush settings for this scale. Would you mind sharing the brushes you use in these videos?

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