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Starsector 0.97a is out! (02/02/24)

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Author Topic: [0.97a] Hazard Mining Incorporated (Thumper Ed., 0.3.7b)  (Read 605287 times)

eidolad

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #600 on: June 15, 2023, 07:04:32 PM »

thanks a megaton for keeping this mod updated and in my game!
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vicegrip

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #601 on: June 17, 2023, 01:13:04 PM »

Hey King Alfonzo, this is a great mod. But I'm curious if you know about the starfarer.res folder. When you make changes to a build in the dev mode variant editor, a copy of that gets saved to that folder, located on the same drive as the Starsector install. These can then be copied over to the mod's variant folder on a reload.

I bring this up because I've noticed a lot of the existing variants either don't fully use up or exceed a ship's OP, which makes me wonder if you've been making all the builds manually, rather than with the varaint editor.

Drone_Fragger

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #602 on: June 26, 2023, 03:35:00 PM »

Hmmm. All Mercenary fleets appear to be literally nothing but dromedaries, donkeys and crooks, even ~200k bounty ones.

I'm guessing this is unintended?
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Talinoth

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #603 on: June 29, 2023, 02:50:33 AM »

One of the many faction mods I added to the game, but this one seems to be having wild (good) effects on my playthrough.

Independent scavenger fleets are way more terrifying with some of the new ships you've got mixed in. That Monjeau "destroyer" heavy mech is horrifying. It easily chases down and kills my frigates like it's got permanent safety overrides, and it's so tanky it's hard to pick off. I think I've only ever killed one in the pursuit phase (auto-calc) of a won battle, and I've run up against it like four times now. I know the obvious answer is "beams lmao" but UAF doesn't use beams :P

I've only been to a couple of these new sectors but I'm enjoying them a lot. Obsidian is lots of fun - 2 Pirate and 1 Luddic market that are almost always deficient in Supplies/Fuel/Food etc alongside swarms and swarms of low level enemies to gank for commission payouts and loot. Stick an outpost in there and you have a money printer. Just next door is Mercy, where I can swoop in to pick up Red Water and typically make a decent profit selling it elsewhere.
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JuliannaClarke

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #604 on: July 01, 2023, 10:49:24 PM »

Game crashed upon trying to start it. There seems to be a skin or variant of a dominator that's missing from HMI:

17134 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [dominator_hmi_p_std] not found!
java.lang.RuntimeException: Ship hull variant [dominator_hmi_p_std] not found!
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.loading.O0Oo$Oo.getFPCost(Unknown Source)
   at com.fs.starfarer.loading.O0Oo.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.oo0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÓO0000(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)
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JuliannaClarke

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #605 on: July 04, 2023, 02:41:44 PM »

Ah, nvm, there wasn't an error with the mod. I just installed it improperly.
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Zalpha

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #606 on: July 12, 2023, 11:38:28 AM »

Not sure if this mod or some other mod but I have in the HMI home system HMI fleets spawning who are called Company Armada who are fighting against HMI Patrols and Prospectors. Anyway I am picking up a lot of Junk ships thanks to them, have 5 so far and I have only just started the game. I think it might be your mod as it is the same colour scheme as yours, that dark orange colour. I was wondering what was going on with HMI fleets fighting invisible ships when it turned out there were two factions fighting each that looked the same as each other.

EDIT: It might have been me. I set at Nex setup, random faction relations. I never imagined that HMI might have factions within factions that got triggered into warring with themselves, bazaar but cool. In fighting rebellion in action.

I think there is a bug with the Junk ship Miner setup load out (default Nex start as a super freighter Junk Mining ship). The weapon links don't make sense to me. Not sure how it is setup with modding it but I think you might have messed up what aligns with what. I can see some 360 degree weapons linked to some random side PD weapon and odd things like that but just above it is another 360 degree weapon that I think it was supposed to be linked with.
« Last Edit: July 12, 2023, 12:22:01 PM by Zalpha »
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Akekho

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #607 on: July 13, 2023, 06:06:04 AM »

Soo theres and issue with the mining ships added by this mod mainly dromedaries, donkeys ,nebulites and maunders. as the salvage fleets, bounty hunter fleets and independent desserter bounty fleets. dont have any ships other thatn those 4 (salvage fleets are a small exeption with some techmined ships). it normaly wouldnt bother me that much if not for the fact that drone swarms from 8+ donkeys and maunders lag my game, while being really easy to dispach with 2-3 destroyers. I would ask if possible to decrese the commonality of those ships?

As is bounty hunter fleets are preety much usselss, soo are most salvage fleets. and indepenndent desserter bouties are just nearly free 160k
« Last Edit: July 13, 2023, 06:07:40 AM by Akekho »
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XpanD

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #608 on: July 14, 2023, 04:15:15 AM »

Got a crash running just the supervillains mod after entering a market: https://gist.github.com/xPXpanD/6e1a3a2652db8582f08ec2d880e0165e

Did a quick file search for "hmi_canister_flak", and found a hit in "HMI_Supervillains\data\shipsystems\hmi_proxi_flare.system". Old dependency?
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jvaler

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #609 on: July 14, 2023, 06:44:14 PM »

Hmmm. All Mercenary fleets appear to be literally nothing but dromedaries, donkeys and crooks, even ~200k bounty ones.

I'm guessing this is unintended?

Having this same issue, big problem in my opinion and might end up just disabling HMI sadly.

Examples: https://imgur.com/a/RA09kPb

No clue what's causing it, when spawning fleets from both the mercenary and independent factions with the console commands mod they both have normal compositions. Spawning scavenger faction fleets shows the issue though, where every ship is either a Vidit, Donkey stripped miner, Khorkoi, Barber, or Whiskey Priest. They're also very limited in size no matter how many fleet points you assign it in the spawn command.
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RichoDemus

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #610 on: July 17, 2023, 01:32:39 AM »

Got a crash running just the supervillains mod after entering a market: https://gist.github.com/xPXpanD/6e1a3a2652db8582f08ec2d880e0165e

Did a quick file search for "hmi_canister_flak", and found a hit in "HMI_Supervillains\data\shipsystems\hmi_proxi_flare.system". Old dependency?

Same here except it's a second or so after combat against a pirate starts:

88391 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Weapon spec [hmi_canister_flak] not found!
java.lang.RuntimeException: Weapon spec [hmi_canister_flak] not found!
   at com.fs.starfarer.loading.Q.Ô00000(Unknown Source)
   at com.fs.starfarer.combat.systems.OoOo.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.oO0O.createSystem(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.instantiateForCombat(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Ôo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Òo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.Õo0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
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driecg36

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #611 on: July 17, 2023, 12:16:51 PM »

I think there's a bug with the exploration encounters in .96a-rc9

Spoilers for exploration content -

Spoiler
All the stations in the domain resurgent+task force safeguard spawn the legion XIV AI battlefleet from the sentinel vanilla mission line instead of whatever they're supposed to be spawning. The roaming resurgent fleets were the drones they were supposed to be but I think something got messed up by the new questline.
[close]

Never mind, I am blind and missed that this was an rc9 issue. Guess I'll have to do those fights again on my next playthrough. Oh well, at least I get a lot of those cool ships to play with.

Since I made a forum account for this I'd also like to throw out that this is an absolute banger of a mod and an auto-include on my modded playthroughs, good work and keep it up, excited to see what comes next.
« Last Edit: July 17, 2023, 12:19:33 PM by driecg36 »
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RichoDemus

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #612 on: July 18, 2023, 08:10:53 AM »

if anyone else gets the hmi_canister_flak error I solved it by enabling the hmi core mod and the brigthon mod
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XpanD

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #613 on: July 18, 2023, 10:31:54 AM »

if anyone else gets the hmi_canister_flak error I solved it by enabling the hmi core mod and the brigthon mod

Can confirm that works. Does mean that Supervillains can't be used standalone in its current iteration, though. (though it's probably fixable with a quick edit to that system file)
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R4Z0r

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Re: [0.96a] Hazard Mining Incorporated (New Version Ed., 0.3.5i)
« Reply #614 on: July 25, 2023, 01:00:17 PM »

I have a problem where the game cant find the decimator hull. I downloaded it three times, unistalled several other times the game and I still cant get it. Can anyone tell me how I fix this?
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