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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1549203 times)

IIE16 Yoshi

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #945 on: August 12, 2012, 09:53:58 AM »

Scroll to the very bottom, then work your back up till you find the start of the error message. Then copy-paste all of that.
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Wriath

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #946 on: August 12, 2012, 12:32:46 PM »

2026328 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at org.lwjgl.util.vector.Vector2f.sub(Vector2f.java:208)
   at com.fs.starfarer.combat.systems.String.Ø00000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.ØÒO000(Unknown Source)
   at com.fs.starfarer.combat.systems.String.int.new(Unknown Source)
   at com.fs.starfarer.combat.systems.OOoO.öÒ0000(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.ÔÓÓ000(Unknown Source)
   at com.fs.A.oOOO.new(Unknown Source)
   at com.fs.starfarer.combat.D.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

I am running several other mods, but I'd seen people having a similar issue so I thought it might be worth mentioning.

mendonca

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #947 on: August 12, 2012, 12:54:01 PM »

It looks like there is something going a little odd with my mod then ... sorry about that everyone.

Just been in and out of the simulation fighting clams and turbots. Seems to me the bug could be system related, but the problem being that the ships don't really like to use these systems all that often (maybe the AI doesn't appraise these things like you might expect in this situation)

I don't know whether the clam is ever using it's fortress shield - not sure if I know what the visual cue would be - I think it might have - and it certainly seems to me like it should be doing as I sit and pepper the little mite with all sorts of ordnance.

Also the Turbot doesn't seem that keen on using its drones when under AI command. It works for me when I am in control, but it doesn't seem to be an issue anyway?.

Gah, this is difficult to debug  >:(
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"I'm doing it, I'm making them purple! No one can stop me!"

Darloth

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #948 on: August 12, 2012, 01:05:19 PM »

Quote
not sure if I know what the visual cue would be
Fortress shields are bright pink when turned on, does that help at all?
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IIE16 Yoshi

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #949 on: August 12, 2012, 01:13:42 PM »

I don't know whether the clam is ever using it's fortress shield - not sure if I know what the visual cue would be - I think it might have - and it certainly seems to me like it should be doing as I sit and pepper the little mite with all sorts of ordnance.


Fortress Shields gain a purple tinge, restoring to the normal blue when the system is turned off again. It doesn't lower the shields though after turning off the system. Turning on the system does start up the shield with the purple tinge.
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K-64

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #950 on: August 12, 2012, 01:15:34 PM »

There's also quite a distinct buzzing sound that comes with the fortress shield. Might not be as noticeable with lots of fire being pumped out though
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IIE16 Yoshi

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #951 on: August 12, 2012, 01:29:11 PM »

Don't think I've heard the buzzing. Still don't recognize some of the SFX of the shipsystems yet. Hell, for the longest time, I thought that Alex had changed the power-up SFX for low-tech shields (the red ones) because Lashers would power up their shields at the same time that they started up their Ammo Feeders.....It only dawned on me that it was the Ammo Feeder when I started hearing the SFX on other ship types.
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ValkyriaL

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #952 on: August 12, 2012, 02:17:18 PM »

make a ship. give it fortress shield and 360 deg arc, then you wont hear anything when the shield is fully closed.
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Wriath

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #953 on: August 12, 2012, 02:25:21 PM »

No problem Mendonca, it's not Corvus without Junk!

Erick Doe

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #954 on: August 13, 2012, 05:09:05 PM »

CoreReactionSC2 made a few video reviews of UC 16

video 1
video 2
video 3
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Uomoz

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #955 on: August 13, 2012, 05:12:02 PM »

Ahaha I love how every person on earth pronounces Uomoz differently xD.
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Legacy

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #956 on: August 13, 2012, 05:24:11 PM »

Then how is it supposed to be pronounced? i pronunce it yO-mOz
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Erick Doe

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #957 on: August 13, 2012, 05:36:30 PM »

I'm so happy he didn't select the mission "Antediluvian Testgrounds". Uomoz, you took out the wrong one! Clicking this one crashes the game.  ;D
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Uomoz

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robokill

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Re: [0.53.a] Uomoz's Corvus 16.2: POWER BLOCKS (Factions Collection)
« Reply #959 on: August 13, 2012, 07:34:17 PM »

i thaught it was you mozz
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