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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Secrets of the Frontier (0.14.5b) - indev campaign mod  (Read 471472 times)

Darrow

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Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
« Reply #270 on: April 25, 2023, 11:04:52 AM »

Hey got the degraded instance chip, not sure what to do with it?

Saw someone say Call Courser, but I'm not sure who that is or how/where to contact that person.

Thanks
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Spud_Johnson

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Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
« Reply #271 on: April 25, 2023, 12:29:09 PM »

Hey got the degraded instance chip, not sure what to do with it?

Saw someone say Call Courser, but I'm not sure who that is or how/where to contact that person.

Thanks

do you have seirra yet?
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Darrow

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Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
« Reply #272 on: April 25, 2023, 01:01:22 PM »

Just got her, still nothing about being able to contact Courser though
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Spud_Johnson

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Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
« Reply #273 on: April 25, 2023, 01:02:55 PM »

Just got her, still nothing about being able to contact Courser though

did you speak with the green guy after rescuing Sierra?
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Darrow

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Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
« Reply #274 on: April 25, 2023, 01:21:14 PM »

Yep, said I unlocked a special contact but I don't see it anywhere.

The only one under my contacts in INTEL is Sierra
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Spud_Johnson

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Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
« Reply #275 on: April 25, 2023, 01:39:52 PM »

Yep, said I unlocked a special contact but I don't see it anywhere.

The only one under my contacts in INTEL is Sierra

it's not a contact, its a hotbar ability. it calls in a friendly fleet led by Courser that escorts you and fights with you. really useful for when you got a level 5 pirate vengence fleet trailing you
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Challtdow

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Re: [0.95.1a] Secrets of the Frontier (Prerelease 13.1) - indev campaign mod
« Reply #276 on: April 25, 2023, 04:36:44 PM »

I just had the problem where the ship for "A Promise" spawned in the middle of nowhere.  I got Magec system this time and searched for like 20 min around the system before I finally turned on the reveal command and started a grid search.  I eventually found it as shown in the screenshot.  I get that it's not supposed to spawn in the system core, but this seems a bit excessive.  Liking the mod so far though other than this search.

[attachment deleted by admin]
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DanzyDanz

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How exactly do you unlock the "Secret" skills after using the console command? It's been almost 10 cycles and I've looked around the outer fringes of the galaxy, but no dice
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Inventor Raccoon

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Hi, all. New version out. It's mostly a compatibility update for Starsector 0.96a, and assorted bugfixes and tweaks built up over the last while.

Changelog below.
Spoiler
PRERELEASE 0.13.2
- Updated for Starsector 0.96a
- Temporarily disabled GraphicsLib integration while GLib updates

- Dawn and Dust: CGR Apocalypse Waning is now a Retribution, rather than a Prometheus MKII
- Good Hunting: Changed flagship s-mod from EMR to Missile Autoloader

- Cyberwarfare (& Jubilant Tech-Siren): added an aura visual that indicates hacking range and rough cooldown
- Omega are now invulnerable to cyberwarfare (once learned by a cyberwarfare user, they will conserve it for other targets)

- Repose: Integrated Targeting Unit removed as built-in, OP increased to compensate (450 > 475) (this isn't a nerf, it's expanded options)
- Barrow's captained ship is now temporarily unrestorable by standard restoration and Hull Restoration
- Repose & Rampart (PROX) now use vanilla Canister Flak, not a custom version
- Berserker (PROX): added Canister Flak to right-click
- Sentry (PROX): added built-in Missile Autoloader
- Dustkeeper NPC warminds now always pick Gunnery Implants as their first skill

- Reverted Sierra to not be considered integrated into her ship
- Inert Concord ships can now be captained by regular officers (not a good idea, but hey)
- A Memory: changed ISS Athena variant to keep consistency with Nothing Personal (now "Assault" variant)

- Changed NPC-only skills: no longer "deprecated", now "player-only" as well as "npc-only"
- However, it appears there was a vanilla change that prevents skills from being unhidden midgame
- Changed most skill IDs to remove the "_npc" suffix

- Nanite swarm ("Felcesis"): increased maximum FP cap for infested frigates, superfrigates (stronger than Afflictor) are now treated as being 10 FP stronger when picking a ship to infest
- Leviathan's Bane: Hidecracker cryoharpoon now blows straight through fighters

- Fixed Courser's variant showing up in the Brilliant's autofit choices, adjusted variant for new fighterless Brilliant
- Fixed Nightingale/Barrow not losing their extra level and skill if integrated and scuttled
- Fixed Barrow's degraded instance chip not being removed after having him regenerated
- Fixed Barrow's custom chatter personality not being assigned
- Fixed Sierra's "killed Barrow" conversation not triggering
- Fixed inert Concord ships having their CR tooltip become stuck
- Fixed Hypnos causing a crash if it generated with no orbit
- Fixed Cyberwarfare (& Jubilant Tech-Siren) working on ship-system drones (e.g those used by stations)
- Fixed some non-purple text
- Fixed Dustkeeper Proxy packages showing placeholder text instead of nothing
[close]
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Draconis13

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Tried it out got a few combats no problem but now whenever I get into combat including shortly into a new save it crashes, not sure exactly when it breaks but you can start fights right at start or a system over but after a short time this happens every fight and you crash.

112106 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.plugins.SotfBattleCreationPluginImpl.getObjectivePicker(SotfBattleCreationPluginImpl.java:800)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.addObjectives(SotfBattleCreationPluginImpl.java:513)
   at data.scripts.plugins.SotfBattleCreationPluginImpl.initBattle(SotfBattleCreationPluginImpl.java:221)
   at com.fs.starfarer.campaign.CampaignState.startBattle(Unknown Source)
   at com.fs.starfarer.ui.newui.W.startBattle(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl.optionSelec ted(FleetInteractionDialogPluginImpl.java:1204)
   at com.fs.starfarer.ui.newui.W$1.super(Unknown Source)
   at com.fs.starfarer.ui.newui.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
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memeextremist

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yep. gotten this crash twice.
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Histidine

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Here's a third-party workaround .jar by Himemi (place in SotF's jars/ subfolder).
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Icchan

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Not sure if this helps, but I've narrowed it down to the Tactical Expansion module and when fighting against Pirates. Fights against other factions haven't crashed, or with the Tactical Expansion disabled.
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memeextremist

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thanks Histidine! real mvp
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Argonaut

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Got this crash on trying to fight a pirate bounty too, the new jar file fixed it!
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