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

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Author Topic: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1715297 times)

ValkyriaL

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3120 on: December 13, 2013, 08:02:56 PM »

Sowwy.. =( I tend to go rough with the new guys. it seems to work!
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Lochemya

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3121 on: December 13, 2013, 08:52:19 PM »

I'm not sure where to go with this, so here goes:

I can load the game and start new files just fine, but whenever I try to load one the load bar fills up then tells me

Quote
Error loading saved game:
Error loading game. See starsector.log for details

It's possible that the save game is from an incompatible version, or was created from mods that are now disabled.

Help ?


EDIT: I adjust the vmparams settings from 512 to 1024, but now the game crashes with

Quote
Fatal: null. See starsector.log for details.
« Last Edit: December 13, 2013, 09:15:45 PM by Lochemya »
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sirboomalot

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3122 on: December 13, 2013, 09:54:44 PM »


3) Whats your current personal fleet size? Their composition is based off that right now. It may be bugged if it's a save coming from previous versions.


Oh that would explain things, I've been going around in a group of 8-10 frigates and a single destroyer as my fleet, focusing more on honing my fleet and variants than growing in size. Playing survival of the fittest with your own fleet is surprisingly fun, and eventually leads to a fleet that doesn't take casualties until completely overwhelmed.
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Flunky

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3123 on: December 14, 2013, 11:26:20 AM »

So after collecting a number of pirate/independent blueprints and a fair bit of supplies I started up the voidwalker fortress and... the first friendly fleets are huge masses of hegemony hounds (the blueprint from starting it up) and nothing else. Is this just a quirk of the first wave, or do the followers have trouble using other factions' blueprints? I noticed that in the 'manage followers' screen there wasn't an option to change factions as in the normal blueprint management screen.

I think I'm using the latest (non-dev) version (1.1c)
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Dragar

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3124 on: December 14, 2013, 02:44:55 PM »

yeah that got me too, if you go into the blueprint management tab and click on a blueprint you get the option make available for followers. Just do that for every ship you want your followers to have access to.
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Flunky

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3125 on: December 14, 2013, 03:41:57 PM »

yeah that got me too, if you go into the blueprint management tab and click on a blueprint you get the option make available for followers. Just do that for every ship you want your followers to have access to.

Ah, somehow managed to miss that entirely. Thanks!
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taerkar

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3126 on: December 16, 2013, 01:48:01 PM »

I'm not sure where to go with this, so here goes:

I can load the game and start new files just fine, but whenever I try to load one the load bar fills up then tells me

Quote
Error loading saved game:
Error loading game. See starsector.log for details

It's possible that the save game is from an incompatible version, or was created from mods that are now disabled.

Help ?


EDIT: I adjust the vmparams settings from 512 to 1024, but now the game crashes with

Quote
Fatal: null. See starsector.log for details.

Getting this same issue. My error pop-up is:

Fatal: javax.imageio.IIOException: Insufficient memory (case 4)
Cause: Insufficient memory (case 4)
Check starsector.log for more info.
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Blackoth

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3127 on: December 17, 2013, 11:55:18 AM »

Hi Guys, I gotta say the mods for Starsector keep getting more and more awesome over time!

I would like to post an observation about my current Uomoz campaign. Im not sure if my memory is telling me something thats not right, but I feel like replacement pilots were hired recently. I seem to remember AI allies being super capable of agile maneuvering during combat. But currently I feel like my ships are always running into me without making an effort to avoid me while fighting. I usually fly a slow ship so the smaller more agile frigates should be aware that they will run into larger slower allies but I have been hit pretty hard many times swinging my ship around out of  my fireing arcs and also have been hit by my own ships in such ways that make me enter fireing arcs of the enemy and sometimes been destroyed because of it.

I have not played vanilla in the latest patch so I cant say if its a mod thing or not, but I was wondering if anyone else noticed that?
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sirboomalot

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3128 on: December 17, 2013, 01:19:53 PM »

I've noticed that some of the modded ships are worse than others about running into things. Kadur ships especially seem to do things like this due to their high speed but low maneuverability. Blackrock's locust also likes to crash into things. As for ships in general I can't really say, I usually only use the smaller stuff to fight, and other than that silly locust the smaller ships seem to do ok at dodging each other.
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Debido

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3129 on: December 17, 2013, 10:35:58 PM »

Hey guys, I've searched all over the sectors for some tugs to haul my larger ships along a bit faster. I haven't found a single one so far, are tugs or repair gantries spawned in this mod? Blueprints?

[Edit]

Nevermind, seems only the Sindrian has this rather *essential* piece of equipment.
« Last Edit: December 18, 2013, 03:31:49 AM by Debido »
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Dragar

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3130 on: December 18, 2013, 09:23:33 AM »

Huh, I just noticed something; there's no way(that I can see) to join the Extingency corperation. They don't have a space station.
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MesoTroniK

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3131 on: December 18, 2013, 01:44:27 PM »

Mr. Dragar, that is by design for my faction at least for the time being.

They are not from around these parts and are newcomers to the sector ostensibly, with the wacky technology they wield they can traverse through singularities as easily as other factions use jump holes. Where they come from is a mystery except to Tri Tachyon's highest echelons of command. That star system is kind of a trap, you want Exigency Chaos Tech™, come and take it ;)

Eventually when the faction is more fleshed out with logistic ships and other niceties that may change, but for now it is working as intended.

Ryan

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3132 on: December 20, 2013, 07:41:34 PM »

I might have found a possible bug.

I attacked the independent faction to presumably join the pirate faction. I get the join option when I do this, but after I join there is only an option for leaving the faction. I cannot use the pirate station(s).

I looked earlier in this thread and someone had the same issue with the Tri-Tachyion. Could this possibly be the same bug, but with a different faction?
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If the moon, in the act of completing its eternal way around the earth, were gifted with self-consciousness, it would be fully convinced that it was traveling its way of its own accord…

Piemanlives

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3133 on: December 20, 2013, 10:34:48 PM »

I'm not sure where to go with this, so here goes:

I can load the game and start new files just fine, but whenever I try to load one the load bar fills up then tells me

Quote
Error loading saved game:
Error loading game. See starsector.log for details

It's possible that the save game is from an incompatible version, or was created from mods that are now disabled.

Help ?


EDIT: I adjust the vmparams settings from 512 to 1024, but now the game crashes with

Quote
Fatal: null. See starsector.log for details.

Getting this same issue. My error pop-up is:

Fatal: javax.imageio.IIOException: Insufficient memory (case 4)
Cause: Insufficient memory (case 4)
Check starsector.log for more info.

Try using this solution http://fractalsoftworks.com/forum/index.php?topic=431.msg119610#msg119610

To be honest, my goal was just to do a quick debugging and get it so the mod was playable again. Mission accomplished.

Adding ship prefixes is a pretty major overhaul, the names need to be changed in 3-4 files for every ship, weapon, and variant. I wouldn't count on that anytime soon. As for the burn rates and supply usage.... maybe. It's a bit of a slippery slope: if you fixed this, why don't you fix that (and also that, etc.)?

I will do it personally for UsS users in next update, if anyone is interested.

Excuse me? Is this where I place my request for you to implement IFED once more?

« Last Edit: December 20, 2013, 10:36:45 PM by Piemanlives »
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joey4track

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Re: [0.6.1a] Uomoz's Sector: Journey 1.1 (Mods Collection) [upd.08\12]
« Reply #3134 on: December 20, 2013, 11:05:32 PM »

I am also getting the Error loading saved game bug  :'(

EDIT: Also tried the suggestion above but i'm still getting the error and cannot load any save games

EDIT 2: Ok, now I got it to load. I didn't alter my vmparams correctly.

So anyway, is there any way without having to join a faction that I can use the building factory? I know there is this void station thingy but if I use that, everyone becomes hostile to me..
« Last Edit: December 21, 2013, 09:17:57 AM by joey4track »
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