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

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Author Topic: [0.97][WIP] United Aurora Federation 0.75c ( Hotfix 3 )  (Read 569026 times)

b2cc

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #240 on: August 14, 2022, 12:30:06 PM »

Hello Ryxsen!

Great mod overall, but there are a couple of upper/lowercase mismatches in some filenames, which make the mod error out on loading for us few, poor Linux users ;)

Maybe you could patch these out in an upcoming version? Currently these need to by fixed manually every
time a new version is released (which is of course generally very much appreciated).
I put the affected files and definitions together below.

Thanks in advance!

* UAF version: 0.72e1

Code
Error loading [graphics/weapons/Reina II HMG PD/pd_reina_mkii_hardpoint_recoil.PNG] resource, not found
 - defined in:      ./data/weapons/uaf_pd_reina_ii.wpn
 - actual filename: ./graphics/weapons/Reina II HMG PD/pd_reina_mkii_hardpoint_recoil.png


Error loading [graphics/weapons/Reina II HMG PD/pd_reina_mkii_turret_recoil.PNG] resource, not found
 - defined in:      ./data/weapons/uaf_pd_reina_ii.wpn
 - actual filename: ./graphics/weapons/Reina II HMG PD/pd_reina_mkii_turret_recoil.png


Error loading [graphics/weapons/fighters/155mm_class_i_recoil.PNG] resource, not found
 - defined in:      ./data/weapons/uaf_fw_155mm_class_i.wpn
 - actual filename: ./graphics/weapons/fighters/155mm_class_i_recoil.png


Error loading [graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.png] resource, not found
 - defined in:      ./data/weapons/uaf_claris_cn.wpn
                    ./data/weapons/uaf_cantata.cn.wpn
 - actual filename: ./graphics/weapons/pd_claris_cn_hardpoint_recoil.PNG
                    ./graphics/weapons/Claris CN/pd_claris_cn_hardpoint_recoil.PNG


Error loading [graphics/weapons/Tona RG/sm_tona_rg_hardpoint_recoil.png] resource, not found
 - defined in:      ./data/weapons/uaf_tona_i.wpn
 - actual filename: ./graphics/weapons/Tona RG/sm_tona_rg_hardpoint_recoil.PNG


Error loading [graphics/weapons/Tona RG/sm_tona_rg_turret_recoil.png] resource, not found
 - defined in:      ./data/weapons/uaf_tona_i.wpn
 - actual filename: ./graphics/weapons/Tona RG/sm_tona_rg_turret_recoil.PNG


Error loading [graphics/ships/aria.png] resource, not found
 - defined in:      ./data/hulls/uaf_wing_aria.ship
 - actual filename: ./graphics/ships/Aria.png
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IroncladLion

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #241 on: August 22, 2022, 02:27:26 PM »

I'm incredibly honored to be given a front page highlight, thank you!

I'm looking forward to the Rafflesya and future updates!

Paladin852

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #242 on: August 25, 2022, 03:33:33 PM »

Just stopping by to see if I can help with the bakery bug, because UAF is really cool and this bug makes me sad.


Reproduced in UAF 0.72f3e EA, no mods except UAF (and the three libs and Nex) and Console Commands.

Repro steps:

Start new game, do a UAF commission start
Run this console command: jump caeli constellation; goto clotho; addcrew 1000; addsupplies 200; additem heavymachinery 100;
Start a new colony on Clotho
Open the colony management screen
Mouse over your income to see that your stability modifiers are normal
Open the build an industry window
Mouse over the bakery long enough for the tooltip to appear
Close the build industry window
Mouse over your income to see the newly added stability modifiers
Exit the colony management screen and then reopen it to see your colony income accurately reflect the new modifiers


The save file I gave you on discord was created with these steps. Let me know if there's anything else I can do to try and help pin it down!

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Psyentific

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #243 on: August 25, 2022, 04:13:04 PM »

played a few dozen hours with this mod so far, wanted to offer feedback
-destroyer-size and frigate-size carriers need their max burn buffed to bring into line with other destroyers/frigates
--a few other ships could benefit from burn level buff as well (ex. freighters/tankers, eyeseeu) or DP reduction (ex. frigates)
-the guns are unimaginative; boring but effective with nice sprites. compare to DME or vayra or VIC other common mods which sometimes have interesting secondary effects or niches for various guns.
-the faction's systems are placed well away from the core worlds or any other periphery mod factions (ex. magellan, diable) which limits the interactions with other factions
-the Gunship wings are practically begging for (AA) Strike Craft variants, especially with some kind of parasite fighter or escort drone
« Last Edit: August 26, 2022, 06:44:26 AM by Psyentific »
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RAMEN_NOODLES

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #244 on: August 26, 2022, 05:17:11 PM »

Sooo quick question here, I thought that you would have to talk to certain contacts in order to unlock certain markets within this mod. However when I decided to start a new playthrough, all the markets were already unlocked and open to me. I chose to start this playthrough with a commission with the UAF already. Is this how its supposed to work? I know this is a dumb question 
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hydremajor

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #245 on: August 26, 2022, 11:36:47 PM »

Haven't played this yet
(mostly because I'm VERY apprehensive of what Nexerelin is supposed to do and nobody's been willing to give me a straight answer)

But I'm understanding the "story quest" part of this involves a bit of a rework at some point ?

Sooooo....what's the plan for now ?

If I had to guess right now I imagine the current progression is over-simplified and later on the whole thing will take more of a standard "Grass roots" progression where you first get involved with a few random soldiers here and there and as you build up your reputation higher ups start taking notice or your services are pointed out to them by their subordinates

> wich leads to first contact with theses peoples
> wich can in turn lead to more missions
> wich leads to even higher ranking officers noticing your merry band of murder-hobos

and the cycle just repeats itself all the way up the chain of command

I'm also guessing that rewards along this "mission tree" will not just include ships and credits but also potentially hand-crafted officers ?

now of course theses officers won't be absurdly high in the chain of command wich means they'll first come decently early on so the player can level 'em up and skill them how they want

but would some of them come with unique skills ?
I can imagine thoses being quite strong but they CANNOT be leveled up by the player and instead involves quests to improve

have I guessed ANYTHING right or am I completely wrong ?
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Psyentific

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #246 on: August 27, 2022, 06:47:26 AM »

there is insufficient differentiation between Fighters and Attackers; both tend to have kinetic MGs or autocannons, both tend to have HE rockets and/or frag missiles. for so-called 'fighters' the Aria and Super Aria are slow enough to make ludd cry. 135 speed is barely sufficient to keep up with a frigate, nevermind a 200-speed Broadsword which imo should be the baseline against which all other fighters are measured. some of the attackers feature larger-calibre autocannons (ex. 57mm) but kinetic damage means these are functionally just bigger 30mms. i was disappointed that none of the attackers have an HE gun, instead relying on progressively heavier rocket payloads for armor and hull damage.
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Suzu

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #247 on: August 28, 2022, 11:15:02 AM »

I'm incredibly honored to be given a front page highlight, thank you!

I'm looking forward to the Rafflesya and future updates!

Well, I'm pretty sure you deserve the front page highlight because I'm sure most people, me included, only found out about this mod because of your video. Which was pretty weird it appeared in my front page, because it's been a long time since I've last seen anything Starsector-related on Youtube.
Mod looks pretty neat, and got me the urge to reinstall the game, add it to my complete mess of mods, and play with it, and I guess I'll start doing it today.


BTW, how the hell is a Federation ruled by a Queen?
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robepriority

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #248 on: August 28, 2022, 03:24:50 PM »


BTW, how the hell is a Federation ruled by a Queen?

Either one of those could be vestigial titles.

Somtaaw

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #249 on: August 28, 2022, 07:17:52 PM »

I downloaded 0.72f3e

Tried to run it

Got this  Ship hull spec [uaf_wing_stratos_chaetura] not found!
Spoiler
10903 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull spec [uaf_wing_stratos_chaetura] not found!
java.lang.RuntimeException: Ship hull spec [uaf_wing_stratos_chaetura] not found!
   at com.fs.starfarer.loading.oO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oO0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.public(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
0.7.2e1 did not have that issue.
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phampanvn1998

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #250 on: August 29, 2022, 02:54:22 AM »

I am hard sucker for fighter superiority oriented mods like this, especially the art. Compared to dassault mikoyan and diabolic this mod is quite balanced, not too weak like diabolic and not too op, at least most stuffs from this mod anyway.
I know there is going to be future balance patch and all but please,please,please,please,please,please,please,please, never nerf the semibreve. Like, damn it is so fun to use. Maybe instead of nerfing it to the ground just do what vanilla does to all op stuffs, make them harder to gain access to. The semibreve should be removed from the market, from enemy drop from everything and the Queen should be the one handing us players the tactical nuke herself. I can imagine like having 2-4 of those should be enough for one playthrough
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V_KJ

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #251 on: August 29, 2022, 12:49:26 PM »

Okay, so I just got Yimie's quests but unfortunately, the station where I need to get the infomat out off has already been abandoned way early too into my playthrough.

Imma take a guess and say I have no way to progress huh?
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Fluffy_Fox_Loli

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #252 on: August 29, 2022, 02:57:33 PM »

I've encountered an odd and game breaking bug to do with this mod, at least when combined with the console command mod, I'd give you the error code but all it ever gives is "null" all I know is that when I spawned in bolth of the fighter blueprint options, the base ship bp option, bolth (non missile) weapon options, and the mod specific nanoforge it bugged out the game to the point that any time I try to open the inventory screen in any way it crashes the game. Don't know if it's one of the items mentioned are bugged by itself, or if it's specifically to do with using console commands to spawn one or all of them in. Update, I think I found the culprit item, the spawn I'd from the console command screen is uaf_ship_bp_item. Second update, looks like uaf_weapon_bp_item also breaks the game.
« Last Edit: August 30, 2022, 11:28:11 PM by Fluffy_Fox_Loli »
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Dabger1

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2d5a
« Reply #253 on: August 29, 2022, 06:40:15 PM »

I think the mod broke, the Aurora Diplomatic Bureau doesn't exist in my save, so I'm kind of stuck in terms of diplomatic relations with the UAF

ok so, for whatever reason, you need to have a commission with UAF in order to even get options to talk about UAF access even if you have maxed out Nia and are cooperative with the UAF.

personally i feel like either the commission part should get taken out, or it should get stated as a requirement seeing as currently Nia says they only give access out to trusted individuals
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Brainwright

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Re: [0.9.51a-RC6][WIP] United Aurora Federation 0.7.2e1 // 0.72f3e EA
« Reply #254 on: August 29, 2022, 06:53:16 PM »

Worth noting that the mod has had 3 updates since the beginning of the month.  Make sure you have the up to date version.
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