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Author Topic: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)  (Read 143471 times)

Harmful Mechanic

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #195 on: April 21, 2021, 05:45:48 PM »

I imagine this re-skinned with a mech look. The swinging limbs on the rascal, monster, urchin, basalisk and maybe even rex could be a mech swinging a melee weapon of some sort. Or in the case of the rascal and monster, a sword and shield even. Out of all the mech mods currently out none of them have anything like this. There is huge potential there.
I like these ideas, but the bottleneck is always sprites. If the sprites fell out of the sky I could make a whole reskinned faction with similar mechanics and different flavour. But, alas.
I would be interested in trading some art for some technical help with cool swinging spaceship limbs.

HMU in private messages and we can do some problem solving:
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Jet Black

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #196 on: April 27, 2021, 06:02:51 AM »

I just put 5 rock chuckers onto a kassadari overdriven ship... Threw so many little stones at a paragon that I shoved it to the edge of the map. Lovely.
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CrimsonPhalanx

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #197 on: April 27, 2021, 01:12:17 PM »

While playing and seeing the Kite, with the lore saying how they shoved the bulkhead full of tonstone makes me wonder what would happen if they shoved an entire atlas(cargo holds included) full of the stuff and modded the engines
or you know have the atlas actually follow the mythological roots and have it carry a one-use gigantic rock to throw at the enemies.

EDIT: On a side note I think the bee gun should check a limit or something, I kinda crashed my game with a "null" error after pounding a domain mothership with two of those for an extended period of time. I assume there was either too many bees, unfortunately I forgot to check the crashlog and restarted the game, will update if needed

EDIT: welp I tried a second time and it seems to crash again
Spoiler
871904 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.A.o00000(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)
[close]
« Last Edit: April 27, 2021, 04:38:01 PM by CrimsonPhalanx »
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Sinosauropteryx

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #198 on: May 01, 2021, 02:10:40 PM »

EDIT: On a side note I think the bee gun should check a limit or something, I kinda crashed my game with a "null" error after pounding a domain mothership with two of those for an extended period of time. I assume there was either too many bees, unfortunately I forgot to check the crashlog and restarted the game, will update if needed

EDIT: welp I tried a second time and it seems to crash again
Spoiler
871904 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.util.ArrayList$Itr.next(Unknown Source)
   at com.fs.starfarer.combat.E.A.o00000(Unknown Source)
   at com.fs.starfarer.combat.E.A.o00000(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)
[close]
Hey, sorry you're having this problem. I will try to replicate it and find a fix. (As time permits, so please bear with me.)

Quote
While playing and seeing the Kite, with the lore saying how they shoved the bulkhead full of tonstone makes me wonder what would happen if they shoved an entire atlas(cargo holds included) full of the stuff and modded the engines
or you know have the atlas actually follow the mythological roots and have it carry a one-use gigantic rock to throw at the enemies.
I quite like that Atlas idea, actually...

I just put 5 rock chuckers onto a kassadari overdriven ship... Threw so many little stones at a paragon that I shoved it to the edge of the map. Lovely.
Yeah...those damn broken GH ships!
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Sinosauropteryx

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #199 on: May 03, 2021, 11:27:42 AM »

@CrimsonPhalanx Update on the testing process, I tried about 30 minutes of pounding targets with 6 bee guns and couldn't replicate a crash.

What other mods were you running? What was the rest of your deployed fleet like?

You're sure you have the latest hotfixed update, right? (0.13.1)
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CrimsonPhalanx

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #200 on: May 03, 2021, 02:31:41 PM »

I remember my ship was the nibelung from Tahlan
the other ship in my fleet was some escort that I forgot sorry(I think its a normal combat ship with no super special abilities)

I tried testing again with target practice's dummy but it died too fast,
I'll try to replicate it with different ships tomorrow after figuring out how to spawn a mothership and clear out the defenders to see if its cause by some other specifics.
but what I remember was that the derelict mothership was alone (killed the rest of the ships), and you know how the main "body" of the ship can't die until you break the 4 corners? I was constantly hitting that with two bee Shooters(for 2-8 mins, definitely not 30 mins, very sorry for wasting your time).

I forgot if I was fast forwarding the game with speedup if that helps


in the files it does say I'm using 0.13.1
will update if it was an isolated incident or if I can repeat it.
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Sinosauropteryx

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #201 on: May 03, 2021, 06:01:23 PM »

Oh, you mean THAT mothership, the one that's basically a station? (I was thinking of the Guardian.) hmmm - I haven't done extensive testing with station pieces. Not sure why it'd be a problem, but, it's a lead.
I'll see what I can dig up.
(also, don't worry about my time, your bug reporting is helpful for improving the mod, so thanks!)
« Last Edit: May 03, 2021, 06:04:28 PM by Sinosauropteryx »
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CrimsonPhalanx

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #202 on: May 04, 2021, 01:04:10 AM »

Alright I tested with the mothership again
the first time I managed to accidentally kill it too fast by hitting the corners, the game was laggy from the sheer amount of bees, but no crash
second time I tried keeping it alive as long as possible by shooting the unkillable body and avoiding the important bits, I managed to crash the game that way.
from that result it does seem like an issue with too many bees being spawned, just that the mothership is the only one that can take that much punishment
I'm not sure how to set these tests up but if my theory is correct that means it might be replicatable if you make an invincible ship and keep shooting it until the bees overload the game, or create a test where the enemies have bee guns and turn on god mode and let them hit your armour for a while (accelerated ammo feeders probably help here)

note I did have the game on fast forward to speed up testing

EDIT: not sure if its important but there was an enemy drone frigate to take the agro of the bees for a short while, just incase the bees are just enough to kill the station if theres no distraction
« Last Edit: May 04, 2021, 01:24:27 AM by CrimsonPhalanx »
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maxkaptain

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #203 on: May 21, 2021, 09:05:59 PM »

I have played Starsector for quite a while. When i started, ballistic weapons all had limited ammo, and CR wasn't a thing. In all my years, i've never seen a mod as creative or fun as this one. BDY is the only one that comes close (if you use binoculars).

Every ship and weapon is unique and fun: The teleporting torpedoes; the melee ships; the telekineses ray; the CHAD Lance. The first time i saw the Thresher in some market, i genuinely laughed for a minute straight. Even the lore is surprisingly good; for something as outlandish as "cavemen in space", it is quite creative.

Congrats to everyone who worked on this.



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Sinosauropteryx

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #204 on: May 23, 2021, 07:19:51 PM »

Congrats to everyone who worked on this.
Thank you! I'll pass it along to the team (heheh)
(it's just me)

Anyway, as an update to CrimsonPhalanx, I have to apologize for leaving you hanging - but, consider me on a sort of hiatus for the time being. I just got a new machine, and it actually has a GPU, so I'm playing all sorts of games with shaders and 3d...plus I don't have my IDE set up or anything...but I will return to modding, in probably a few months.
Your bug testing is very helpful (truly) and I'm sure I'll get to finding and patching it as soon as SS piques my interest again.
In the meantime, go easy on the beeshooters and hopefully you'll bee ok.
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CrimsonPhalanx

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #205 on: May 24, 2021, 03:33:43 AM »

In the meantime, go easy on the beeshooters and hopefully you'll bee ok.
I laughed way more than I should.

Have fun with your new machine!
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Shuka

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #206 on: May 25, 2021, 06:35:55 AM »


or you know have the atlas actually follow the mythological roots and have it carry a one-use gigantic rock to throw at the enemies.


Wow now I miss the interstellar imperium. The luddic suicide drams or whatever they are kind of fill the gap. I'm actually fighting The Kingdom in this game and the AI is using some tactics that I never had to deal with and its pretty funny.
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briansd9

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #207 on: July 17, 2021, 03:04:56 AM »

Hi, reporting this here as well - random ConcurrentModificationException while fighting a Kingdom of Terra fleet:

https://fractalsoftworks.com/forum/index.php?topic=22299.msg336013#msg336013
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123nick

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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #208 on: October 02, 2021, 09:58:57 PM »

When i got a LP blueprint package, all the ships had SO as a default built in

EXCEPT ONE

the rhino (LP) DOESNT HAVE SO INBUILT!

imo i think itd be great for consistency if the LP blueprint package (on a save with many mods that add ships too it) instead of having 70 ships with SO and 1 that doesnt just had 71 ships with SO.

so if the rhino (LP) could get SO inbuilt, like....basically every other ship modded by the luddic path, i think itd be a nice consistency change.
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Re: [0.95a] Kingdom of Terra (v0.13.1) - Taverns in Caverns (+Hotfix)
« Reply #209 on: November 04, 2021, 02:58:09 PM »

I noticed something odd with the Quetzalcoatl and the segments. The hullmod that disallows you from putting converted hangers on the segments doesn't work if you simply build in converted hanger. While expensive in SP, this doesn't seem quite right when done. Not sure if it has been pointed out or not or if it's a big enough issue to fix, but it's here nonetheless.
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