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Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

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Author Topic: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]  (Read 275757 times)

Arcalane

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #480 on: June 14, 2021, 09:25:22 PM »

It seems like it might be a vanilla bug; there have been a couple of similar reports recently in the bug report forum.

1: https://fractalsoftworks.com/forum/index.php?topic=20157.0
2: https://fractalsoftworks.com/forum/index.php?topic=21362.0
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KDR_11k

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #481 on: June 15, 2021, 10:45:43 AM »

They are more like pirate bases yes, all side effects of them being classed as hidden, otherwise they would show up on the campaign map freely, which defeats the purpose.

Their growth isn't the result of Nex, that is scripted into those bases within the mod itself.
Do they do any raiding?
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Gwyvern

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #482 on: June 15, 2021, 09:04:49 PM »

They are more like pirate bases yes, all side effects of them being classed as hidden, otherwise they would show up on the campaign map freely, which defeats the purpose.

Their growth isn't the result of Nex, that is scripted into those bases within the mod itself.
Do they do any raiding?

Not yet, at least, not beyond whatever Nex lets them do.
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Drglord

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #483 on: June 17, 2021, 02:37:25 PM »

java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Missile.getMirvNumWarheads(Unknown Source)
   at data.scripts.ai.loa_PDMissileAI.findBestTarget(loa_PDMissileAI.java:115)
   at data.scripts.ai.loa_PDMissileAI.advance(loa_PDMissileAI.java:41)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.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(Unknown Source)

I get a CTD while fighting a bounty fleet. I don't know if the above will help. Thanks for a great mod by the way
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Gwyvern

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #484 on: June 17, 2021, 04:19:24 PM »

java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Missile.getMirvNumWarheads(Unknown Source)
   at data.scripts.ai.loa_PDMissileAI.findBestTarget(loa_PDMissileAI.java:115)
   at data.scripts.ai.loa_PDMissileAI.advance(loa_PDMissileAI.java:41)
   at com.fs.starfarer.combat.entities.Missile$GuidedMissileAIWrapper.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(Unknown Source)

I get a CTD while fighting a bounty fleet. I don't know if the above will help. Thanks for a great mod by the way

was it VIC? this looks like the VIC bug

One of their missiles MIRVs into a scuffed projectile, it will be fixed in their next patch.
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Drglord

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #485 on: June 17, 2021, 11:59:17 PM »

The bounty fleet was from this mod. I don't know of course if some of the ships could have weapons from another faction. I just wanted to post to let the modder know if it had anything to do with their mod. Thanks anyway.
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Zane0

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #486 on: June 20, 2021, 11:27:15 AM »

I ran across an ARS station in unexplored space with an enormous market. Tens of thousands of fuel and supplies. It kind of ruined the colonization and exploration balance of that playthrough. I'm not sure if this is working as intended but I'm not a fan. This was a couple patch revisions (a month or two) ago. I think I still have the save if you want more details.
« Last Edit: June 20, 2021, 12:24:53 PM by Zane0 »
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Sutopia

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #487 on: June 20, 2021, 02:55:17 PM »

I ran across an ARS station in unexplored space with an enormous market. Tens of thousands of fuel and supplies. It kind of ruined the colonization and exploration balance of that playthrough. I'm not sure if this is working as intended but I'm not a fan. This was a couple patch revisions (a month or two) ago. I think I still have the save if you want more details.

From my experience I usually only get 500 fuel / supply markets from those hidden waystations.
What size is it?
IMO it really should stay under size 4 (for some reason heavy industry only spawn on size 5s?) to be more in line with vanilla pirate stations and size 5 or above should be excessively rare.

Gwyvern

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #488 on: June 20, 2021, 03:08:26 PM »

I ran across an ARS station in unexplored space with an enormous market. Tens of thousands of fuel and supplies. It kind of ruined the colonization and exploration balance of that playthrough. I'm not sure if this is working as intended but I'm not a fan. This was a couple patch revisions (a month or two) ago. I think I still have the save if you want more details.

From my experience I usually only get 500 fuel / supply markets from those hidden waystations.
What size is it?
IMO it really should stay under size 4 (for some reason heavy industry only spawn on size 5s?) to be more in line with vanilla pirate stations and size 5 or above should be excessively rare.

If Anargaia is destroyed the largest hidden base will expand to fill its shoes, the feedback is noted though, and I'll consider it when next it's time to expand their campaign mechanics. This would probably be a lot more common on older versions, as Anargaia itself had a few changes under the hood to make it harder for Nex invasions to succeed against it without the player's intervention.

Apologies but it's going to be like that for a long time, I've gotten well underway for LoA 2.0 and pushing an update before it's completed would involve a tiresome process of ripping stuff out and making sure i can put it back in later.
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Sutopia

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #489 on: June 25, 2021, 08:07:05 AM »

Is the emp mines hurting phase ship intended? I just got dunked by friendly fire and flameout to death.

Gwyvern

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #490 on: June 25, 2021, 03:42:15 PM »

Probably not
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Verx

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #491 on: July 09, 2021, 10:27:18 AM »

hello. not sure if you are aware , but the AI events that target the main ship ( the capital of this faction) have hard time actualy entering the system , i'm not sure about how hard if they can at all enter the system .

i managed to make some enter by luring them in ,so they can use the jump-thing , they have problem to take the automatic travel to the system .


note that i spotted this while using other mods , in particolar nex . the 2 events that happened were 2 raids and 1 conquest , they all ultimatly failed to enter the system , exept for 1 fleet that i lured in by jumping inside when they were chasing me .



i think this bug need confirmation, but i'm trowing it there .
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Sutopia

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #492 on: July 09, 2021, 10:32:28 AM »

hello. not sure if you are aware , but the AI events that target the main ship ( the capital of this faction) have hard time actualy entering the system , i'm not sure about how hard if they can at all enter the system .

i managed to make some enter by luring them in ,so they can use the jump-thing , they have problem to take the automatic travel to the system .


note that i spotted this while using other mods , in particolar nex . the 2 events that happened were 2 raids and 1 conquest , they all ultimatly failed to enter the system , exept for 1 fleet that i lured in by jumping inside when they were chasing me .



i think this bug need confirmation, but i'm trowing it there .

Vanilla pirate raid had no issue finding the system so I doubt it.

KDR_11k

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #493 on: July 09, 2021, 01:41:42 PM »

hello. not sure if you are aware , but the AI events that target the main ship ( the capital of this faction) have hard time actualy entering the system , i'm not sure about how hard if they can at all enter the system .

i managed to make some enter by luring them in ,so they can use the jump-thing , they have problem to take the automatic travel to the system .


note that i spotted this while using other mods , in particolar nex . the 2 events that happened were 2 raids and 1 conquest , they all ultimatly failed to enter the system , exept for 1 fleet that i lured in by jumping inside when they were chasing me .



i think this bug need confirmation, but i'm trowing it there .

Vanilla pirate raid had no issue finding the system so I doubt it.
Industrial Evo privateer raids work on the Anargaia too.
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Kiith

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Re: [0.95a] Legacy of Arkgneisis 1.9.10 [6/1/21]
« Reply #494 on: July 26, 2021, 07:10:36 AM »

Did the Lancer/Champion used to have a phase or teleport feature? Just got it again there, and it seems far less mobile then i remember it.

Was previously my favourite ship, but now not so much.
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