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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] Star Wars 2020 v1.0.4a  (Read 147261 times)

Lokoth

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #360 on: December 03, 2023, 02:54:39 PM »

After talking about it with others, I do need to agree with the others saying this mod has a balance problem : fighting with fleets from other factions added by this mod is totally fine if you're playing one of those factions, but it's either impossible to bring down anything larger than a cruiser if you play a more vanilla faction or it's just straight up too easy if like you play the Empire and go up against the Hegemony. I'd love to keep using this mod but I admit the serious inbalance bothers me so I'm going to uninstall it for now and pray for a slight rework stats wise.
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BeyondTheHorizon

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #361 on: December 13, 2023, 06:55:54 PM »

After talking about it with others, I do need to agree with the others saying this mod has a balance problem : fighting with fleets from other factions added by this mod is totally fine if you're playing one of those factions, but it's either impossible to bring down anything larger than a cruiser if you play a more vanilla faction or it's just straight up too easy if like you play the Empire and go up against the Hegemony. I'd love to keep using this mod but I admit the serious inbalance bothers me so I'm going to uninstall it for now and pray for a slight rework stats wise.
I see, there're players requesting buffs to weapons and in the meantime there're players who think the faction is too op. Maybe I should put two stats for players to choose?
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BeyondTheHorizon

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #362 on: December 13, 2023, 06:59:59 PM »

I have one real gripe with this mod, the faction systems make no sense, their spread out everywhere which just makes things very confusing, it looks like your trying to put these systems where they would be in star wars lore but that dose not really work here, it just makes everything look very messy, I think it would look better if all the factions looked like the chiss where their systems are close to eachother and not spread out to every corner.
Interesting idea. My goal is indeed to recreate the star wars galaxy map but it will take a long time to implement, maybe Nexerelin random sector generation would be a good alternative? Otherwise, I may need to make an optional plugin.
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CaptainOrion

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #363 on: December 14, 2023, 06:50:01 AM »

I have one real gripe with this mod, the faction systems make no sense, their spread out everywhere which just makes things very confusing, it looks like your trying to put these systems where they would be in star wars lore but that dose not really work here, it just makes everything look very messy, I think it would look better if all the factions looked like the chiss where their systems are close to eachother and not spread out to every corner.
Interesting idea. My goal is indeed to recreate the star wars galaxy map but it will take a long time to implement, maybe Nexerelin random sector generation would be a good alternative? Otherwise, I may need to make an optional plugin.
I think there should be two versions, one with the recreated map of the SW universe and one with where the systems are clustered together more to make more sense for the average player
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eamax

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #364 on: December 19, 2023, 09:30:49 PM »

After playing this mod again I want to give some more feedback.
The fighter bombers, their behavior is the same as a normal one and not a bomber. The bomber should advance to a certain point, discharge the bombs and return, but they enter the enemy ships and die.
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LoneWolf278

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #365 on: December 27, 2023, 10:39:17 AM »

Hey there love the mod played one of the previous versions of the game looking to start a new playthrough with a newer version. I am currently having an issue starting Starsector with the mod in. Every time i try to launch the game i get an error code box that tells me | Fatal: Weapon spec [sw_concussion_missile_heavy] not found! but even after digging into the mods data folders the file it is looking for is there but the game for whatever reason fails or refuses to find it. Every so often It'll give me a different excuse but for the most part it is that error I keep getting; any help on this one my guys?
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Morginstjarna

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #366 on: December 30, 2023, 09:06:09 PM »

Hey there love the mod played one of the previous versions of the game looking to start a new playthrough with a newer version. I am currently having an issue starting Starsector with the mod in. Every time i try to launch the game i get an error code box that tells me | Fatal: Weapon spec [sw_concussion_missile_heavy] not found! but even after digging into the mods data folders the file it is looking for is there but the game for whatever reason fails or refuses to find it. Every so often It'll give me a different excuse but for the most part it is that error I keep getting; any help on this one my guys?

Did you check logs to see what asset was triggering the error? ie which asset is supposed to be equipped with said concussion missiles?

also, I do not have a 'sw_concussion_missile_heavy' in my weapons folder for SW
« Last Edit: December 30, 2023, 09:08:17 PM by Morginstjarna »
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slackboy101

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #367 on: January 02, 2024, 09:55:27 PM »

You plan on making a patch for Take No Prisoners and adding unique ways to convince Bounty Targets to join? like a unique mission
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BeyondTheHorizon

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #368 on: January 08, 2024, 04:50:59 AM »

Hey there love the mod played one of the previous versions of the game looking to start a new playthrough with a newer version. I am currently having an issue starting Starsector with the mod in. Every time i try to launch the game i get an error code box that tells me | Fatal: Weapon spec [sw_concussion_missile_heavy] not found! but even after digging into the mods data folders the file it is looking for is there but the game for whatever reason fails or refuses to find it. Every so often It'll give me a different excuse but for the most part it is that error I keep getting; any help on this one my guys?
From what I remember, it usually related to the game version of Starsector, make sure your game version is 0.96 if you're using the latest mod version.
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BeyondTheHorizon

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #369 on: January 08, 2024, 04:52:11 AM »

You plan on making a patch for Take No Prisoners and adding unique ways to convince Bounty Targets to join? like a unique mission
What's that? A mission to convince Bounty Target to join you?
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Loltom

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #370 on: January 08, 2024, 11:20:26 AM »

Cool mod
Will Hutts or Hapes be added?
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slackboy101

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #371 on: January 13, 2024, 10:50:11 AM »

You plan on making a patch for Take No Prisoners and adding unique ways to convince Bounty Targets to join? like a unique mission
What's that? A mission to convince Bounty Target to join you?

Take No Prisoners is a mod that lets you capture enemy officers that you fight, I am hoping you could do something similar that the PAGSM mod does with Ruka Yenni if you fight and beat her with your mod for the Bounty Targets like Thrawn, Solo, Sykes, etc.

also is there an Arma Armatura patch for this? I would love to have Tie Defender Strikecrafts
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pgamesfood

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #372 on: January 28, 2024, 11:58:31 AM »

hi youve made a really nice mod :)

i was playing a new game and went to battle a bounty pirate, but whenever i beat them in combat, the game crashes mentioning this:

"
  - Creating streaming player for music with id [The_Battle_Of_Endor_I.ogg]
129367 [Thread-9] INFO  sound.H  - Playing music with id [The_Battle_Of_Endor_I.ogg]
129786 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.String.L.super(Unknown Source)
   at com.fs.starfarer.combat.CombatMain$3.playSound(Unknown Source)
   at data.scripts.plugins.SWVoiceLines.advance(SWVoiceLines.java:96)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(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)

"

i hear the music and everything seems to be working fine so far with trading, flying, shooting etc, but looking that swvoicelines.java file, all i can see is it mentions this:
if (engine.isEnemyInFullRetreat() && !EnemyFullRetreatSoundPlayed && !EnemyDefeatedSoundPlayed && enemyFleet.getDeployedCopy().size() == 0) {
         sound.playSound("sw_enemy_defeated",1f,1f,playerShip.getLocation(),playerShip.getVelocity());
         EnemyDefeatedSoundPlayed = true;
(it was true i set it to false as a test but still crashed)

but as far as i can tell, those sounds are actually in the mod too but im not a proper coder (i could only just about make a Rimside Recycling mod for rimworld lol) :o)

i searched around a bit and seems there are 2 recent crashes from others regarding this sound file as well, (but they fixed it by removing the mod but id like to continue using your mod :)
https://fractalsoftworks.com/forum/index.php?topic=27793.msg410687#msg410687
&
https://fractalsoftworks.com/forum/index.php?topic=18993.msg410686#msg410686

if you can help find a fix that will be cool :)
(am playing with several mods but all are 0.96 compatible as far as i can see)
« Last Edit: January 28, 2024, 12:07:48 PM by pgamesfood »
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my best fleet so far :) rag tag fugitive forty k fleet :)
https://postimg.cc/gallery/DTzHfDp
88x Dmods but still fighting :)

pgamesfood

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #373 on: January 28, 2024, 12:12:51 PM »

btw i archived the "SWVoiceLines.java" file so that the game would not load that particular file from the plugins folder, and the battle worked without a crash - that at least hopefully narrows it down to 1 file but also means that there are no cool sound clips either :o)
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my best fleet so far :) rag tag fugitive forty k fleet :)
https://postimg.cc/gallery/DTzHfDp
88x Dmods but still fighting :)

BeyondTheHorizon

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Re: [0.96a] Star Wars 2020 v1.0.0a
« Reply #374 on: January 29, 2024, 07:21:19 AM »

hi youve made a really nice mod :)

i was playing a new game and went to battle a bounty pirate, but whenever i beat them in combat, the game crashes mentioning this:

"
  - Creating streaming player for music with id [The_Battle_Of_Endor_I.ogg]
129367 [Thread-9] INFO  sound.H  - Playing music with id [The_Battle_Of_Endor_I.ogg]
129786 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.String.L.super(Unknown Source)
   at com.fs.starfarer.combat.CombatMain$3.playSound(Unknown Source)
   at data.scripts.plugins.SWVoiceLines.advance(SWVoiceLines.java:96)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(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)

"

i hear the music and everything seems to be working fine so far with trading, flying, shooting etc, but looking that swvoicelines.java file, all i can see is it mentions this:
if (engine.isEnemyInFullRetreat() && !EnemyFullRetreatSoundPlayed && !EnemyDefeatedSoundPlayed && enemyFleet.getDeployedCopy().size() == 0) {
         sound.playSound("sw_enemy_defeated",1f,1f,playerShip.getLocation(),playerShip.getVelocity());
         EnemyDefeatedSoundPlayed = true;
(it was true i set it to false as a test but still crashed)

but as far as i can tell, those sounds are actually in the mod too but im not a proper coder (i could only just about make a Rimside Recycling mod for rimworld lol) :o)

i searched around a bit and seems there are 2 recent crashes from others regarding this sound file as well, (but they fixed it by removing the mod but id like to continue using your mod :)
https://fractalsoftworks.com/forum/index.php?topic=27793.msg410687#msg410687
&
https://fractalsoftworks.com/forum/index.php?topic=18993.msg410686#msg410686

if you can help find a fix that will be cool :)
(am playing with several mods but all are 0.96 compatible as far as i can see)
Weird, the files should be fine, it has worked before, maybe its other problem, e.g. player ship not found. Will fix it in the next patch.
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