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Author Topic: [0.97a-RC7] Hyperion Systems 0.9.3-HF5.2 - Bump to 0.97a-RC7  (Read 34160 times)

NinjaSiren

  • Lieutenant
  • **
  • Posts: 94
    • View Profile

Spoiler
499564 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Industry [gravitylow] not found
java.lang.RuntimeException: Industry [gravitylow] not found
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at data.scripts.world.procgen.HS_AddIndustry.<init>(HS_AddIndustry.java:729)
   at data.scripts.world.procgen.HS_AddFactions.generateNow(HS_AddFactions.java:235)
   at data.scripts.world.procgen.HS_AutoGenerateFactions.generateFactions(HS_AutoGenerateFactions.java:97)
   at data.scripts.world.systems.HS_Diamant.generate(HS_Diamant.java:92)
   at data.scripts.world.HyperionGen.generate(HyperionGen.java:93)
   at data.scripts.HyperionModPlugin.onNewGame(HyperionModPlugin.java:25)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.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.Stringsuper.super(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


for some reason i encountered this error after adding in your creation
[close]
using any other mods? or playing with older Starsector version? and is this the latest version of my mod? I might know the problem, will do a mini-patch for this.

im using the latest version of everything
.....i have about 120 mods enabled lol (and counting)

Spoiler
{"enabledMods": [
  "pantera_ANewLevel40",
  "adjustable_skill_thresholds",
  "Adjusted Sector",
  "idx_as_ships",
  "anotherportraitpack",
  "ARSWP",
  "armaa",
  "raccoonarms",
  "automatedcommands",
  "battlefleets",
  "beyondthesector",
  "BSC",
  "HMI_brighton",
  "Csp",
  "charmingly_wearisome",
  "combat_docking_module",
  "timid_commissioned_hull_mods",
  "lw_console",
  "domain_mship_controllable",
  "diyplanets",
  "DetailedCombatResults",
  "diableavionics",
  "exshippack",
  "XLU",
  "sun_flux_reticle",
  "gladiatorsociety",
  "GrandColonies",
  "HHE",
  "HMI_SV",
  "gaaius_hpw",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "hiigaran_descendants",
  "holyludd",
  "hm_barratry",
  "hullmod_specialization",
  "sun_hyperdrive",
  "hyperionsystems",
  "IndEvo",
  "kadur_remnant",
  "kazeron",
  "keruvim_shipyards",
  "kingdomofterra",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "low_maintenance",
  "luddenhance",
  "gaaius_mhp",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "yunru_midline_expansion",
  "su_CarrierHullmod",
  "su_CarrierHullmod_Rebalance",
  "mir",
  "more_ship_names",
  "Musashimanufactor",
  "nexerelin",
  "kayse_phaseships",
  "OcuA",
  "Ocutek",
  "luddandlions",
  "old_hyperion",
  "ORA",
  "console_overlord_additionalcommands",
  "pn",
  "paraqueeght",
  "wisp_perseanchronicles",
  "plight_of_the_valkyries",
  "PulseIndustry",
  "QualityCaptains",
  "m561_ramscoop",
  "rebalanced_doom",
  "remnant_command_transfer",
  "repdec",
  "rotcesrats",
  "roider",
  "sun_ruthless_sector",
  "tahlan_scalartech",
  "SCY",
  "secretsofthefrontieralt",
  "SEEKER",
  "shadow_ships",
  "PT_ShipDirectionMarker",
  "simpleplayerflags",
  "solsystem",
  "speedUp",
  "sputnik",
  "sw",
  "smc",
  "starpocalypse",
  "sun_starship_legends",
  "Steelclad",
  "stelnet",
  "hakkari",
  "superweapons",
  "timid_supply_forging",
  "surveycorpssp",
  "tahlan",
  "exalted",
  "star_federation",
  "TORCHSHIPS",
  "trulyautomatedships",
  "underworld",
  "UNSC",
  "US",
  "ungp",
  "unpackblueprints",
  "UGH",
  "vanidad",
  "vayrashippack",
  "XhanEmpire",
  "audio_plus",
  "astroidships",
  "prv",
  "ifonly",
  "shaderLib"
]}
[close]
[/quote]

found the line of code that causes it, it should not have happen this, it's purpose is to check if the planet has a low or high gravity then add a n-brane oscillator from the DIY Planets mod into the planet's market. weird this happened to you, maybe one of your 120 mods interfering with the generation of industries and stuffs.

will check the other mods, but I will do a mini-patch for this.
Logged

dcong89

  • Ensign
  • *
  • Posts: 40
  • Work Hard Play Hard
    • View Profile

Just Add this mod now it'll be .... 165 mod in my game lol, and still play fine , no crash at all ,save ok , Amazing good job , wonder why this fine mod still in Modding.
Logged

NinjaSiren

  • Lieutenant
  • **
  • Posts: 94
    • View Profile

Just Add this mod now it'll be .... 165 mod in my game lol, and still play fine , no crash at all ,save ok , Amazing good job , wonder why this fine mod still in Modding.

thank you! I am still finishing my side quest line for this mod, and may add additional weapons and possibly ships.
Logged

6chad.noirlee9

  • Captain
  • ****
  • Posts: 368
    • View Profile

Spoiler
Spoiler
499564 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Industry [gravitylow] not found
java.lang.RuntimeException: Industry [gravitylow] not found
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at data.scripts.world.procgen.HS_AddIndustry.<init>(HS_AddIndustry.java:729)
   at data.scripts.world.procgen.HS_AddFactions.generateNow(HS_AddFactions.java:235)
   at data.scripts.world.procgen.HS_AutoGenerateFactions.generateFactions(HS_AutoGenerateFactions.java:97)
   at data.scripts.world.systems.HS_Diamant.generate(HS_Diamant.java:92)
   at data.scripts.world.HyperionGen.generate(HyperionGen.java:93)
   at data.scripts.HyperionModPlugin.onNewGame(HyperionModPlugin.java:25)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.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.Stringsuper.super(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


for some reason i encountered this error after adding in your creation
[close]
using any other mods? or playing with older Starsector version? and is this the latest version of my mod? I might know the problem, will do a mini-patch for this.

im using the latest version of everything
.....i have about 120 mods enabled lol (and counting)

Spoiler
{"enabledMods": [
  "pantera_ANewLevel40",
  "adjustable_skill_thresholds",
  "Adjusted Sector",
  "idx_as_ships",
  "anotherportraitpack",
  "ARSWP",
  "armaa",
  "raccoonarms",
  "automatedcommands",
  "battlefleets",
  "beyondthesector",
  "BSC",
  "HMI_brighton",
  "Csp",
  "charmingly_wearisome",
  "combat_docking_module",
  "timid_commissioned_hull_mods",
  "lw_console",
  "domain_mship_controllable",
  "diyplanets",
  "DetailedCombatResults",
  "diableavionics",
  "exshippack",
  "XLU",
  "sun_flux_reticle",
  "gladiatorsociety",
  "GrandColonies",
  "HHE",
  "HMI_SV",
  "gaaius_hpw",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "hiigaran_descendants",
  "holyludd",
  "hm_barratry",
  "hullmod_specialization",
  "sun_hyperdrive",
  "hyperionsystems",
  "IndEvo",
  "kadur_remnant",
  "kazeron",
  "keruvim_shipyards",
  "kingdomofterra",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "low_maintenance",
  "luddenhance",
  "gaaius_mhp",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "yunru_midline_expansion",
  "su_CarrierHullmod",
  "su_CarrierHullmod_Rebalance",
  "mir",
  "more_ship_names",
  "Musashimanufactor",
  "nexerelin",
  "kayse_phaseships",
  "OcuA",
  "Ocutek",
  "luddandlions",
  "old_hyperion",
  "ORA",
  "console_overlord_additionalcommands",
  "pn",
  "paraqueeght",
  "wisp_perseanchronicles",
  "plight_of_the_valkyries",
  "PulseIndustry",
  "QualityCaptains",
  "m561_ramscoop",
  "rebalanced_doom",
  "remnant_command_transfer",
  "repdec",
  "rotcesrats",
  "roider",
  "sun_ruthless_sector",
  "tahlan_scalartech",
  "SCY",
  "secretsofthefrontieralt",
  "SEEKER",
  "shadow_ships",
  "PT_ShipDirectionMarker",
  "simpleplayerflags",
  "solsystem",
  "speedUp",
  "sputnik",
  "sw",
  "smc",
  "starpocalypse",
  "sun_starship_legends",
  "Steelclad",
  "stelnet",
  "hakkari",
  "superweapons",
  "timid_supply_forging",
  "surveycorpssp",
  "tahlan",
  "exalted",
  "star_federation",
  "TORCHSHIPS",
  "trulyautomatedships",
  "underworld",
  "UNSC",
  "US",
  "ungp",
  "unpackblueprints",
  "UGH",
  "vanidad",
  "vayrashippack",
  "XhanEmpire",
  "audio_plus",
  "astroidships",
  "prv",
  "ifonly",
  "shaderLib"
]}
[close]

found the line of code that causes it, it should not have happen this, it's purpose is to check if the planet has a low or high gravity then add a n-brane oscillator from the DIY Planets mod into the planet's market. weird this happened to you, maybe one of your 120 mods interfering with the generation of industries and stuffs.

will check the other mods, but I will do a mini-patch for this.
[/quote]
[close]

very cool please do!
im in the process of editing my first ever youtube video, though it will likely be a couple weeks before i upload it because i want to really get it as right as i can (i have NEVER done video editing lol so im taking my time)
Logged
edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

NinjaSiren

  • Lieutenant
  • **
  • Posts: 94
    • View Profile

Spoiler
Spoiler
499564 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Industry [gravitylow] not found
java.lang.RuntimeException: Industry [gravitylow] not found
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at data.scripts.world.procgen.HS_AddIndustry.<init>(HS_AddIndustry.java:729)
   at data.scripts.world.procgen.HS_AddFactions.generateNow(HS_AddFactions.java:235)
   at data.scripts.world.procgen.HS_AutoGenerateFactions.generateFactions(HS_AutoGenerateFactions.java:97)
   at data.scripts.world.systems.HS_Diamant.generate(HS_Diamant.java:92)
   at data.scripts.world.HyperionGen.generate(HyperionGen.java:93)
   at data.scripts.HyperionModPlugin.onNewGame(HyperionModPlugin.java:25)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.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.Stringsuper.super(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


for some reason i encountered this error after adding in your creation
[close]
using any other mods? or playing with older Starsector version? and is this the latest version of my mod? I might know the problem, will do a mini-patch for this.

im using the latest version of everything
.....i have about 120 mods enabled lol (and counting)

Spoiler
{"enabledMods": [
  "pantera_ANewLevel40",
  "adjustable_skill_thresholds",
  "Adjusted Sector",
  "idx_as_ships",
  "anotherportraitpack",
  "ARSWP",
  "armaa",
  "raccoonarms",
  "automatedcommands",
  "battlefleets",
  "beyondthesector",
  "BSC",
  "HMI_brighton",
  "Csp",
  "charmingly_wearisome",
  "combat_docking_module",
  "timid_commissioned_hull_mods",
  "lw_console",
  "domain_mship_controllable",
  "diyplanets",
  "DetailedCombatResults",
  "diableavionics",
  "exshippack",
  "XLU",
  "sun_flux_reticle",
  "gladiatorsociety",
  "GrandColonies",
  "HHE",
  "HMI_SV",
  "gaaius_hpw",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "hiigaran_descendants",
  "holyludd",
  "hm_barratry",
  "hullmod_specialization",
  "sun_hyperdrive",
  "hyperionsystems",
  "IndEvo",
  "kadur_remnant",
  "kazeron",
  "keruvim_shipyards",
  "kingdomofterra",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "low_maintenance",
  "luddenhance",
  "gaaius_mhp",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "yunru_midline_expansion",
  "su_CarrierHullmod",
  "su_CarrierHullmod_Rebalance",
  "mir",
  "more_ship_names",
  "Musashimanufactor",
  "nexerelin",
  "kayse_phaseships",
  "OcuA",
  "Ocutek",
  "luddandlions",
  "old_hyperion",
  "ORA",
  "console_overlord_additionalcommands",
  "pn",
  "paraqueeght",
  "wisp_perseanchronicles",
  "plight_of_the_valkyries",
  "PulseIndustry",
  "QualityCaptains",
  "m561_ramscoop",
  "rebalanced_doom",
  "remnant_command_transfer",
  "repdec",
  "rotcesrats",
  "roider",
  "sun_ruthless_sector",
  "tahlan_scalartech",
  "SCY",
  "secretsofthefrontieralt",
  "SEEKER",
  "shadow_ships",
  "PT_ShipDirectionMarker",
  "simpleplayerflags",
  "solsystem",
  "speedUp",
  "sputnik",
  "sw",
  "smc",
  "starpocalypse",
  "sun_starship_legends",
  "Steelclad",
  "stelnet",
  "hakkari",
  "superweapons",
  "timid_supply_forging",
  "surveycorpssp",
  "tahlan",
  "exalted",
  "star_federation",
  "TORCHSHIPS",
  "trulyautomatedships",
  "underworld",
  "UNSC",
  "US",
  "ungp",
  "unpackblueprints",
  "UGH",
  "vanidad",
  "vayrashippack",
  "XhanEmpire",
  "audio_plus",
  "astroidships",
  "prv",
  "ifonly",
  "shaderLib"
]}
[close]

found the line of code that causes it, it should not have happen this, it's purpose is to check if the planet has a low or high gravity then add a n-brane oscillator from the DIY Planets mod into the planet's market. weird this happened to you, maybe one of your 120 mods interfering with the generation of industries and stuffs.

will check the other mods, but I will do a mini-patch for this.
[close]
[/spoiler]

very cool please do!
im in the process of editing my first ever youtube video, though it will likely be a couple weeks before i upload it because i want to really get it as right as i can (i have NEVER done video editing lol so im taking my time)
[/quote]

oh nice nice, I did do youtube a short while back then before I produce music and making mods for starsector. I know a thing or two in video editing.

Good luck in your endeavours!
Logged

NinjaSiren

  • Lieutenant
  • **
  • Posts: 94
    • View Profile

Spoiler
499564 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Industry [gravitylow] not found
java.lang.RuntimeException: Industry [gravitylow] not found
   at com.fs.starfarer.campaign.econ.Market.addIndustry(Unknown Source)
   at data.scripts.world.procgen.HS_AddIndustry.<init>(HS_AddIndustry.java:729)
   at data.scripts.world.procgen.HS_AddFactions.generateNow(HS_AddFactions.java:235)
   at data.scripts.world.procgen.HS_AutoGenerateFactions.generateFactions(HS_AutoGenerateFactions.java:97)
   at data.scripts.world.systems.HS_Diamant.generate(HS_Diamant.java:92)
   at data.scripts.world.HyperionGen.generate(HyperionGen.java:93)
   at data.scripts.HyperionModPlugin.onNewGame(HyperionModPlugin.java:25)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.o0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.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.Stringsuper.super(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


for some reason i encountered this error after adding in your creation
[close]
using any other mods? or playing with older Starsector version? and is this the latest version of my mod? I might know the problem, will do a mini-patch for this.

im using the latest version of everything
.....i have about 120 mods enabled lol (and counting)

Spoiler
{"enabledMods": [
  "pantera_ANewLevel40",
  "adjustable_skill_thresholds",
  "Adjusted Sector",
  "idx_as_ships",
  "anotherportraitpack",
  "ARSWP",
  "armaa",
  "raccoonarms",
  "automatedcommands",
  "battlefleets",
  "beyondthesector",
  "BSC",
  "HMI_brighton",
  "Csp",
  "charmingly_wearisome",
  "combat_docking_module",
  "timid_commissioned_hull_mods",
  "lw_console",
  "domain_mship_controllable",
  "diyplanets",
  "DetailedCombatResults",
  "diableavionics",
  "exshippack",
  "XLU",
  "sun_flux_reticle",
  "gladiatorsociety",
  "GrandColonies",
  "HHE",
  "HMI_SV",
  "gaaius_hpw",
  "HMI",
  "gunnyhegexpeditionary",
  "hte",
  "hiigaran_descendants",
  "holyludd",
  "hm_barratry",
  "hullmod_specialization",
  "sun_hyperdrive",
  "hyperionsystems",
  "IndEvo",
  "kadur_remnant",
  "kazeron",
  "keruvim_shipyards",
  "kingdomofterra",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "logisticsNotifications",
  "low_maintenance",
  "luddenhance",
  "gaaius_mhp",
  "mag_protect",
  "MagicLib",
  "Mayasuran Navy",
  "yunru_midline_expansion",
  "su_CarrierHullmod",
  "su_CarrierHullmod_Rebalance",
  "mir",
  "more_ship_names",
  "Musashimanufactor",
  "nexerelin",
  "kayse_phaseships",
  "OcuA",
  "Ocutek",
  "luddandlions",
  "old_hyperion",
  "ORA",
  "console_overlord_additionalcommands",
  "pn",
  "paraqueeght",
  "wisp_perseanchronicles",
  "plight_of_the_valkyries",
  "PulseIndustry",
  "QualityCaptains",
  "m561_ramscoop",
  "rebalanced_doom",
  "remnant_command_transfer",
  "repdec",
  "rotcesrats",
  "roider",
  "sun_ruthless_sector",
  "tahlan_scalartech",
  "SCY",
  "secretsofthefrontieralt",
  "SEEKER",
  "shadow_ships",
  "PT_ShipDirectionMarker",
  "simpleplayerflags",
  "solsystem",
  "speedUp",
  "sputnik",
  "sw",
  "smc",
  "starpocalypse",
  "sun_starship_legends",
  "Steelclad",
  "stelnet",
  "hakkari",
  "superweapons",
  "timid_supply_forging",
  "surveycorpssp",
  "tahlan",
  "exalted",
  "star_federation",
  "TORCHSHIPS",
  "trulyautomatedships",
  "underworld",
  "UNSC",
  "US",
  "ungp",
  "unpackblueprints",
  "UGH",
  "vanidad",
  "vayrashippack",
  "XhanEmpire",
  "audio_plus",
  "astroidships",
  "prv",
  "ifonly",
  "shaderLib"
]}
[close]
[/quote]

Good day!

I tested your current mod list with the latest version of my mod 0.8.3-a2 with Starsector 0.95a-RC15 (Latest Starsector version), I started a new game and there was no bugs.  :-\  :)

Are you using RC15? or using an old save?
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6chad.noirlee9

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Re: [0.95a] Hyperion Systems 0.8.3 - Added weapons and other stuffs
« Reply #36 on: June 27, 2021, 07:31:58 AM »

im using rc15 and the latest of your mod

ill redownload and try again soon, im in the middle of making merch rn for the channel launch/my album

perhaps i got a corrupt download
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

NinjaSiren

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Re: [0.95a] Hyperion Systems 0.8.3 - Added weapons and other stuffs
« Reply #37 on: June 28, 2021, 10:04:01 AM »

im using rc15 and the latest of your mod

ill redownload and try again soon, im in the middle of making merch rn for the channel launch/my album

perhaps i got a corrupt download

Good luck and have a wonderful day! Will wait for replies if there is still unknown bugs.  ;)
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6chad.noirlee9

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Re: [0.95a] Hyperion Systems 0.8.3 - Added weapons and other stuffs
« Reply #38 on: June 28, 2021, 12:19:16 PM »

thanks you too

should i download the nightly build or?
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edit: edit: maybe were just falling with style LOL.  make a bubble, make the space in front of it smaller and just fall forward

NinjaSiren

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Re: [0.95a] Hyperion Systems 0.8.3 - Added weapons and other stuffs
« Reply #39 on: June 29, 2021, 12:15:39 PM »

thanks you too

should i download the nightly build or?

try the nightly build
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NinjaSiren

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v0.8.3-b1

BUG FIX, NEW SHIP, AND NEW WEAPONS

Changelogs:
  • NEW: Added weapons (Polaris Projector and Mini Minotaur Cannon)
  • NEW: Added ship (Summit-class Supership, and 3 pirate-oriented ships)
  • BUG FIXED: CTD when starting a random generation mode (non-corvus mode) with Nexerelin. (My mistake)


KNOWN BUGS:
  • New game bug that causes a JSONException where it fails to generate a randomly generated system and returns to the main menu, this is not a critical CTD bug but being examined on the cause and workarounds for it. This happens rarely.

Downloads:
Github
Nexus Mods
Dropbox
Google Drive
« Last Edit: July 12, 2021, 09:28:55 AM by NinjaSiren »
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captinjoehenry

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Re: [0.95a] Hyperion Systems 0.8.3-b1 - Bug fix, new ship, and new weapons
« Reply #41 on: September 10, 2021, 11:34:56 AM »

Lots of fun things in this mod!  But is there anyway, like a setting or something, that I can have these ships not replace the Hedgemonys ships?  As in my current play through I have not seen a *single* normal hedgemony fleet.  Instead it's nothing but the ships from this mod.  Which while it's a fun challenge does get old after not that long.  And I end up missing the normal low tech bricks that the hedgemony usually uses :P
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NinjaSiren

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Re: [0.95a] Hyperion Systems 0.8.3-b1 - Bug fix, new ship, and new weapons
« Reply #42 on: September 11, 2021, 07:55:40 AM »

Lots of fun things in this mod!  But is there anyway, like a setting or something, that I can have these ships not replace the Hedgemonys ships?  As in my current play through I have not seen a *single* normal hedgemony fleet.  Instead it's nothing but the ships from this mod.  Which while it's a fun challenge does get old after not that long.  And I end up missing the normal low tech bricks that the hedgemony usually uses :P

Ah, I am actually tweaking this one as well. I am balancing the amount of Hyperion Systems ships roaming around the sector to balance out the fights.

This will appear in the next patches.
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captinjoehenry

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Re: [0.95a] Hyperion Systems 0.8.3-b1 - Bug fix, new ship, and new weapons
« Reply #43 on: September 11, 2021, 02:34:12 PM »

Lots of fun things in this mod!  But is there anyway, like a setting or something, that I can have these ships not replace the Hedgemonys ships?  As in my current play through I have not seen a *single* normal hedgemony fleet.  Instead it's nothing but the ships from this mod.  Which while it's a fun challenge does get old after not that long.  And I end up missing the normal low tech bricks that the hedgemony usually uses :P

Ah, I am actually tweaking this one as well. I am balancing the amount of Hyperion Systems ships roaming around the sector to balance out the fights.

This will appear in the next patches.

That's great to hear!  Also a bit of feed back for the current ships.  They tend to be really quite powerful stat and equipment wise.  Sort of makes me feel like they'd be an excellent mini boss faction like the Legio Infernus or the IXth division.  Just a strong faction that controls one system.  And the logistic phase ships are awesome :D 
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NinjaSiren

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Re: [0.95a] Hyperion Systems 0.8.3-b1 - Bug fix, new ship, and new weapons
« Reply #44 on: September 11, 2021, 02:52:30 PM »

Lots of fun things in this mod!  But is there anyway, like a setting or something, that I can have these ships not replace the Hedgemonys ships?  As in my current play through I have not seen a *single* normal hedgemony fleet.  Instead it's nothing but the ships from this mod.  Which while it's a fun challenge does get old after not that long.  And I end up missing the normal low tech bricks that the hedgemony usually uses :P

Ah, I am actually tweaking this one as well. I am balancing the amount of Hyperion Systems ships roaming around the sector to balance out the fights.

This will appear in the next patches.

That's great to hear!  Also a bit of feed back for the current ships.  They tend to be really quite powerful stat and equipment wise.  Sort of makes me feel like they'd be an excellent mini boss faction like the Legio Infernus or the IXth division.  Just a strong faction that controls one system.  And the logistic phase ships are awesome :D

Ah thank you for your feedback! Yes I planned my ships to be as an old high-tech, with some level of *REDACTED* strength and capabilities.

I was also planning a side story with the Hyperion Systems and Confederacy.

And yes, I wanted a more capable, combat-ready logistics capital ships. So you can use those as your main or supportive ships in combat as well.
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