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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: [0.97a-RC11] Diktat Enhancement 1.2.2c  (Read 196729 times)

Aranov

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Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« Reply #60 on: March 10, 2024, 04:06:50 PM »

Hi, having a crash before the main menu when I start Starsector with this mod, even if it's the only mod. Using v. 1.2.2c

Having trouble posting the full error, But I can get on the forum is below:

Spoiler
19386 [Thread-3] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [data\weapons\de_incisorburst.wpn]
19386 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\Diktat Enhancement 1.2.2c (data\weapons\de_incisorburst.wpn)]
19480 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
[close]

Hope this time my post goes through.
Also, last version I successfully used had a "Lobster Brutes" market condition on Sindria, Is that still there? In light of of the new crisises I feel that could be nerfed or removed. I'm loving everything else in this mod, but the idea of dealing with a 30,000 ground defense rating is not fun, and the brutes I think were the biggest modifier.

EDIT:Yep, part of the error I'm get causes the post to fail. Great.
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Jimminy Crimbles

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Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« Reply #61 on: March 10, 2024, 04:16:18 PM »

Hi, having a crash before the main menu when I start Starsector with this mod, even if it's the only mod. Using v. 1.2.2c

Having trouble posting the full error, But I can get on the forum is below:

Spoiler
19386 [Thread-3] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading weapon [data\weapons\de_incisorburst.wpn]
19386 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\Games\Fractal Softworks\Starsector\starsector-core\..\mods\Diktat Enhancement 1.2.2c (data\weapons\de_incisorburst.wpn)]
19480 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
[close]

Hope this time my post goes through.
Also, last version I successfully used had a "Lobster Brutes" market condition on Sindria, Is that still there? In light of of the new crisises I feel that could be nerfed or removed. I'm loving everything else in this mod, but the idea of dealing with a 30,000 ground defense rating is not fun, and the brutes I think were the biggest modifier.

EDIT:Yep, part of the error I'm get causes the post to fail. Great.

can you check if de_incisorburst.wpn is still present in the folder? it might have gotten deleted somehow.
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Aranov

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Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« Reply #62 on: March 11, 2024, 02:14:31 AM »

So apparently I got a corrupted download. Turns out a lot of files were missing from the initial one I used, Redownloaded and all is well.
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Lostinworlds

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Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« Reply #63 on: April 23, 2024, 04:21:10 AM »

Good day to you, sir.

After building De-radicalization hub on Ryzan Supercomplex and waiting a couple of months, special condition was removed, but i still recive a penalty to stability.

List of installed mods: Better Colonies, DE, Emergent Threats, Ind.Evo, Kazeron Navarchy, LOST_SECTOR, Luddic Ench, Ships and Weapons pack, Starship Legends, Nexerelin
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ttds flat-d major

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Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« Reply #64 on: May 02, 2024, 07:38:41 AM »

All markets added by this mod are missing their Hyperspace Nascent Gravity Well as per ver 1.2.2c
e.g. Midgard in Vahalla, Khuno in Yma and etc.
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horkie

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Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« Reply #65 on: June 22, 2024, 05:28:37 PM »

So whats up with the Gamaliel? Found it a while ago, have just been carrying it along to see if something will happen with it but is it just a trophy ship for now?
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N3N

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Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« Reply #66 on: September 14, 2024, 04:05:27 PM »

All markets added by this mod are missing their Hyperspace Nascent Gravity Well as per ver 1.2.2c
e.g. Midgard in Vahalla, Khuno in Yma and etc.

Was this solved or are there any other problems?
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RedBaronFlyer

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Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« Reply #67 on: October 18, 2024, 08:22:40 PM »

I really like the mod and even like the Andor system, but my one critique of it is the gas giant with all the tiny moons around it. I know that each moon during the pre-collapse era was its own unique biome for tourism or whatnot, but there are just too many moons. There are so many that it doesn't even show up on the insystem planet menu selection screen correctly (where it only shows the first four orbiting the gas giant) I feel like you could keep four and handwave the rest as having been broken up by the dense asteroid belt around the gas giant and nothing would be lost since nearly every single moon orbiting the gas giant is either resource scarce or quite literally barren with no resources. I guess it's good if you have a terraforming mod so you can restore the moons and have each moon be a specific type or whatnot I guess.
« Last Edit: October 18, 2024, 08:26:04 PM by RedBaronFlyer »
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KalHirol

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Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« Reply #68 on: December 17, 2024, 05:29:53 PM »

So ive been playing this mod for a few days now and I think its really cool, but I prefer to play it with the Fortress toggle,
this just makes it a little bit more unique.

I do like that is doesnt just add a bunch of overpowered ships and weapons (like many other mods).

But I do think the ships are all a little bit to weak in terms of DP to power ratio.
Honestly I wish you would basically reduce the deployment cost of every ship by 2-3 points, then they would actually become an option.

Right now none of these ships can compete with other mods in terms of power but they also lose to many vanilla ships,
not because the ships are bad but because DP is to high to justify using them.

For example almost none of the Diktat ships can compete with the Heron, because any ship of similar power level costs 24 or 26 points instead of 20.
Now im not saying make it 20 because these comparison are to rough, but I think every ship is at least overpriced by 2 points.

The only ship I am using is the Exult Class Carrier (2 of them actually) because they give 4 wings and 2 missiles for 23 DP and that IS a good ratio,
basically on the same level as the vanilla Condor (which is the best carrier in the game in a modded game at least).



Also please dont nerf the Exult-Class Carrier


Editerino:

Founding my colonies and then getting pressured by the Diktat because of fuel production to then INVADE their massive fortress space to bombard and raid every single fuel planet of theirs while destroying 10+ fleets was absoluty awesome, thank you for this mod XD


Editerino2:

Opened Star Sector today and this is what I saw: https://i.imgur.com/aSxEk3b.png
« Last Edit: December 25, 2024, 12:01:36 AM by KalHirol »
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persocom01

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Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« Reply #69 on: December 31, 2024, 04:03:27 AM »

the description of the Legate reads that it has as a main mount, a "Targe Autolaser" (I suspect it's Large) that sweeps the battlefield for missiles, fighters and the like. On testing, it appears that this main weapon does not exist, or does not work.

as a ship, it also has less OP (70 vs ~100) than other destroyers of the same DP cost, and is terribly weak.
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Wizzball

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Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« Reply #70 on: January 13, 2025, 01:34:11 PM »

Don't know if this mod is still getting updated, sorry 4 spam if not:

The lobster content removal switch doesn't work for me, I assume (zero Starsector modding knowledge, but lots of other game engine knowledge, so I felt compelled to take a quick peek at the code and take a guess) that's because the lobster removal code (which in itself looks like it should work just fine) is directly written inside the
onNewGame
hook, instead of being in an own function and also getting called in the
onGameLoad
hook.
Since I can't at first glance see the faction settings being stored in the savefiles, I assume (again, purely working on a quick 5 minute glance and assumptions) both the lobster removal and the PAGSM fighter doctrine changes that are also only in the newgame-hook /might/ only get applied in the first session when you create a new game, but when you go back to main menu and reload the save and wait for a market or fleet to regenerate, they use all the default configs (with lobsters and without PAGSM related adjustments) again.


EDIT: In response to the previous poster, persocom01, because I had the files open anyways to investigate my lobster problem:
Targe isn't a typo, it's called that in the source as well, the weapon exists, it's mounted on a submodule so you can't select it (this should theoretically have the advantage of the "minesweeper" still being able to fire while the main ship is overloaded), but it's visible slightly darker in the center of the ship in the outfit screen, and when in the simulator, you can see it constantly spinning in the middle of the ship.

That also seems to be the problem with the weapon, as the weapon's constant 360 degree rotation combined with the beam's time needed to extend means it starts firing, the beam does not have time to fully extend to reach the mine or fighter it was shooting at, then the mount has already rotated too far and switches off again, leaving whatever it has shot at unharmed. Sometimes it shoots at 'cooperative' circling fighters that happen to stay in front of the mount, but the damage it does as per the config is negligible (100dps energy, it's like saying 2 LRPD lasers could sweep a minefield or clear the sky of fighters...) anyways, so it's entirely ineffective at shooting down anything. (I guess the 'constantly rotating disco ball beam laser' idea would be really fun/innovative if the script didn't just force the weapon mount to spin, but also to keep constantly firing the weapon while any target is in range, and if it also did like 3000dps frag damage while doing so to compensate for the fact that it cannot really be aimed and would not be able to keep the beam on any target for longer than a split second.
« Last Edit: January 13, 2025, 02:35:27 PM by Wizzball »
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thebrickhead

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Re: [0.97a-RC11] Diktat Enhancement 1.2.2c
« Reply #71 on: January 14, 2025, 08:21:01 AM »

love the mod but cant use it until the lobster removal switch is fixed
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