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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)  (Read 97347 times)

Shinr

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« Reply #90 on: November 02, 2024, 11:25:43 AM »

My very, very subjective opinion:

The zero-OP PD guns annoy me.

Not because they are intentionally crap, but because they mess up with the auto-fit (I know you cannot rely on Autofit, but I prefer to correct the fit instead of starting from zero), which seems to dis-proportionally value their cheapness and put extra hullmods instead of proper PDs.
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Shinr

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« Reply #91 on: November 13, 2024, 10:31:11 AM »

Sorry for the double post:

Sometime ago, after playing with this for a while, I decided to remove IEP from my modlist.

It felt to me that this mod's ships and weapon were heavily favored in markets and fleets, to the detriment of other weapons' availability (In comparison, after removing IEP I used the free V/RAM space of my aging PC to put in several different Ship and Weapon mods instead, and none of them felt over-represented in-game)

And of the weapons themselves, most of them are intentionally cheap and under-powered, overpowered, or just plain fill a niche a little too perfectly, all while being aesthetically looking like slightly off-brand vanilla weapons, which by itself would not be that bad (several other mods do that too, but better IMO), if not for the next point:

Autofit loves really, really loves them, particularly the cheap ones as I said in the previous post, or that AoE gun that most of time is range mismatched with other weapons, and other cases. And when the game shoves them on me like this with all their flaws, I get a bit annoyed.

Heck, this mod made me actually appreciate Alex's statements that "Less is More", that "Not every niche should've it's own weapon" and so on, which no other mod did until now.
« Last Edit: November 13, 2024, 10:34:42 AM by Shinr »
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ShadowKnightNZ

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« Reply #92 on: November 25, 2024, 02:19:29 AM »

been having alot of fun gunna straight up say this mod with the ruthless sector mod on as well is brutal i have one hubship and superfleets attack me lol its alot of fun....cant wait to try the mobile space station xD
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dotdotdotSS

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« Reply #93 on: November 25, 2024, 09:41:56 AM »

I'm confused about the downloads and installation. Do I still need to download and apply the hotfix, or does the .97 link include the hotfix now?
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ShadowKnightNZ

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« Reply #94 on: November 26, 2024, 01:02:44 PM »

I'm confused about the downloads and installation. Do I still need to download and apply the hotfix, or does the .97 link include the hotfix now?

think it might be fine now ive had no conflicts with the 0.97 version
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ShadowKnightNZ

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« Reply #95 on: November 30, 2024, 10:57:12 PM »

also lil request for ya if ur willing

please can ya make a large lasgun battery.....my ship just doesnt feel right with only the mid and small lasgun batterys and some random large weapon in the large slot
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artci

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« Reply #96 on: December 01, 2024, 02:14:29 AM »

Hello all,
I've encountered a strange issue when the "Droneship automation overhaul" ship mod stops working and wonder if anyone has any workaround ideas:
EDIT: see update at the end of the post.

- My flagship has installed the "Droneship operations center" mod.
- A bunch of other ships have installed "Droneship automation overhaul" mods.
- After a specific event in the story these mods stop working.

Storyline spoilers ahead.

Spoiler
During the "At The Gates" mission, when testing the Janus prototype the gate explosion seems to complete disable the functionality of "Droneship Automation Overhaul" mods.

Mission description
[close]

What I have tried:

- Tried to use another fleet - when I return from this mission stage, the mods still don't have any effect.
- Tried to reinstall these mods (remove/install back to the ship).
- Tried reloading the game.

I'm using the "TriOS" launcher which I believe uses JRE23 to launch the game - not sure if this has any impact?
I can provide a savegame where this consistently reproduces - let me know if that would be helpful.
Is there anything in the logs I can search for to diagnose this issue?

Mods list:
Spoiler
Amazigh's Ship Foundry - Version: 1.2.3
Apocrita Association - Version: 0.3.2
BigBeans Ship Compilation - Version: 0.1.98.6
CarrierUI - Version: 1.0.0
Carter's Freetraders - Version: 2.3.0
Caymon's Ship pack - Version: 1.2.2
Combat Chatter - Version: 1.14.2
Customizable Star Systems - Version: 2.1.3
Grand.Colonies - Version: 2.0.f
Hazard Mining Incorporated - Version: 0.3.8f
Indies Expansion Pack - Version: 2.0
Industrial.Evolution - Version: 3.3.e
Interstellar Imperium - Version: 2.6.4
Knights of Ludd - Version: 1.3.3
LOST_SECTOR - Version: 0.6.2d
Larger Zoom Out - Version: 1.1.1
LazyLib - Version: 2.8b
LunaLib - Version: 1.8.5
Machina Void Shipyards - Version: 0.62
MagicLib - Version: 1.4.6
Marvelous Personas - Version: 1.2.1
More Bar Missions - Version: 0.0.5
More HullMods - Version: 1.12.0
Nexerelin - Version: 0.11.2c
Planet Search - Version: 1.2.2
Portrait Changer - Version: 1.0.1
Progressive S-Mods - Version: 1.0.0
QoL Pack - Version: 1.2
Random Assortment of Things - Version: 2.5.0
RetroLib - Version: 1.0.1
Roider Union - Version: 2.1.1
Salvage Ship Expansion - Version: 0.4.5
Scan Those Gates - Version: 1.5.7
Scy Nation - Version: 1.8.3
SpeedUp - Version: 1.0.1
Star Lords - Version: 0.3.2
Starship Legends - Version: 2.5.2
Traverser Design Bureau - Version: 1.8.3
Tri-Tac Special Circumstances - Version: 0.9
Underworld - Version: 1.8.3
Volantian Reclamation Initiative - Version: 0.6.1a
WhichMod - Version: 1.2.0
WhichTMI - Version: 1.2.0
zz GraphicsLib - Version: 1.9.0
zzz Mikohime Additionals Settings - Version: 1.1.1
A New Level of Confidence - Version: 40 3.2
[close]

UPDATE: I gave up and played some time without completing this quest. Then I tried it again in another star system and it worked fine this time, still not sure what was causing the issue, but it isn't a blocker anymore. I guess it may have been a race condition specific to the given game state. In any case it's not a blocker anymore.
« Last Edit: December 04, 2024, 08:38:57 AM by artci »
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artci

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Re: [0.97 / 0.96] Indies Expansion Pack v2.0 (Hotfix Out)
« Reply #97 on: December 14, 2024, 03:25:50 AM »

Hi all,

I found a possible compatibility issue with "Progressive S-Mods":
TL;DR: attempting to build-in s-mods using ship's XP crashes the game when a ship has installed the "Stored frigate" mod.

It's not really end of the world - as the offending mod can be removed from the ship before spending its XP and then re-added back afterwards.

Issue description posted in the other thread:

Steps to reproduce:
1. Get any frigate hull.
2. Refit and install the "Stored frigate" mod from the "Indies Expansion Pack" mod.
3. Go to the planet menu and choose the menu item to manage the built-in s-mods.
4. Click on the frigate prepared in steps 1 and 2.

Expected results - the s-mod management menu should open for the ship allowing to build-in s-mods using ship's XP.

Actual results - the game crashes with the error "java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.fleet.FleetMemberAPI.getFleetData()" because "fleetmembercheck" is null". Full message from the log in spoiler (I can provide the full log if that is helpful, but I could not find any other relevant messages there). Let me know if more info is needed - I can do further testing, as it reproduces easily with my current fleet.

Spoiler
Code
247646 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.fleet.FleetMemberAPI.getFleetData()" because "fleetmembercheck" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.fleet.FleetMemberAPI.getFleetData()" because "fleetmembercheck" is null
    at data.scripts.hullmods.acs_frigate_on_hangar.isApplicableToShip(acs_frigate_on_hangar.java:101) ~[?:?]
    at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.disableUnapplicable(HullModSelector.java:214) ~[?:?]
    at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.update(HullModSelector.java:115) ~[?:?]
    at progsmod.data.campaign.rulecmd.PSM_BuildInHullModNew$SelectorContainer.updateAll(PSM_BuildInHullModNew.java:321) ~[?:?]
    at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.updateItems(HullModSelector.java:109) ~[?:?]
    at progsmod.data.campaign.rulecmd.ui.plugins.HullModSelector.init(HullModSelector.java:100) ~[?:?]
    at progsmod.data.campaign.rulecmd.PSM_BuildInHullModNew$1.createCustomDialog(PSM_BuildInHullModNew.java:187) ~[?:?]
    at com.fs.starfarer.ui.newui.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.<init>(Unknown Source) ~[port_obf.jar:?]
    at com.fs.starfarer.ui.newui.o0Oo.showCustomDialog(Unknown Source) ~[port_obf.jar:?]
    at progsmod.data.campaign.rulecmd.PSM_BuildInHullModNew.createPanel(PSM_BuildInHullModNew.java:120) ~[?:?]
    at progsmod.data.campaign.rulecmd.ui.plugins.ShipSelector.onSelected(ShipSelector.java:37) ~[?:?]
    at progsmod.data.campaign.rulecmd.ui.plugins.Selector.checkIfModified(Selector.java:111) ~[?:?]
    at progsmod.data.campaign.rulecmd.ui.plugins.Selector.buttonPressed(Selector.java:70) ~[?:?]
    ...
[close]
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