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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Author Topic: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)  (Read 241175 times)

EpicLancer

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Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
« Reply #195 on: January 14, 2022, 08:01:34 PM »

is the demeter still apart of the pack? it was a fun ship
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Tartiflette

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Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
« Reply #196 on: January 15, 2022, 01:33:53 AM »

It is unique now, you have to find it.
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Dazs

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Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
« Reply #197 on: January 15, 2022, 05:45:59 AM »

Hiya. I've been making multiple game starts to test one of my mods and I infrequently get a crash when I start a new game that I think is related to Seeker:

858648 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: [sifter_drone_obj_wing] is not a valid fighter wing id
java.lang.RuntimeException: [sifter_drone_obj_wing] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)   
   at data.scripts.world.SKR_seekerGen.spawnSafeguard(SKR_seekerGen.java:312)
   at data.scripts.world.SKR_seekerGen.addExplorationContent(SKR_seekerGen.java:75)
   at data.scripts.SKR_modPlugin.onNewGameAfterEconomyLoad(SKR_modPlugin.java:102)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)

Tyrant11

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Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
« Reply #198 on: January 15, 2022, 07:14:29 AM »

Hiya. I've been making multiple game starts to test one of my mods and I infrequently get a crash when I start a new game that I think is related to Seeker:

858648 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: [sifter_drone_obj_wing] is not a valid fighter wing id
java.lang.RuntimeException: [sifter_drone_obj_wing] is not a valid fighter wing id
   at com.fs.starfarer.campaign.fleet.FleetMember.updateVariantIfNeeded(Unknown Source)   
   at data.scripts.world.SKR_seekerGen.spawnSafeguard(SKR_seekerGen.java:312)
   at data.scripts.world.SKR_seekerGen.addExplorationContent(SKR_seekerGen.java:75)
   at data.scripts.SKR_modPlugin.onNewGameAfterEconomyLoad(SKR_modPlugin.java:102)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
It is HMI mod problem.
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SpaceDrake

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Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
« Reply #199 on: January 15, 2022, 08:55:46 AM »

Yeah, the Sifter is an HMI drone for the Derelicts, and for some reason your Seeker is getting fussy about populating Seeker's Derelicts with it.

It's strange, my HMI and Seeker are up to date and I haven't been seeing this issue.

It's not the first report I've seen about Sifters from HMI, though. It does seem like Something Is Up there.
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Dazs

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Re: [0.95a] Seeker - Unidentified Contact 0.50rc1 (2021/12/11)
« Reply #200 on: January 16, 2022, 02:25:00 AM »

Ah ok then thank you. I went through the code on Seeker before posting to see if I could find the problem. It's those dirty HMI Supervillians I am sure!

Tartiflette

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc1 (2022/01/16)
« Reply #201 on: January 16, 2022, 12:44:34 PM »


This updates adds six new special bounties to hunt down some exploration-related content, should you have not dealt with it while exploring. Some of that exploration content also received some new fancy visual fluff to make the encounters memorable.

I also went over a lot of ship descriptions, polishing them out.

Changelog
0.51

NEW CONTENT:
 - Added 6 new special bounties that point towards exploration-based content (if you have yet to find it after a certain amount of time).
 - Added 2 new Nexerelin custom starts to twist the formula a bit.

BUGFIXES/IMPROVEMENTS:
 - 557-class: Fixed system not applying the main gun extra ammo properly.
 - Improved armor grid of the Halligan and the other gunships. They are now also displayed "naked" in refit.
 - All the rare-but-not-unique bounties now have much spicier loadouts.
 - All bounty captains now have better suited skills.
 - Many ship descriptions got a much needed polish pass.
 - Made all the plague-bearer encounters approximatively 267% audio-visually more impressive.
[close]

This update should be save compatible.

Earliest save compatible version: 0.50


Always DELETE the old version before extracting the new one
Requires LazyLib and MagicLib
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StrikeEcho

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc1 (2022/01/16)
« Reply #202 on: January 17, 2022, 05:34:02 AM »

Dude, you've really outdone yourself this time.

Started out with the custom start that give me two of the PB ships, and decided to go for a boss hunting run.

Found the Safeguard, didn't think too much about it since the last few times I fought it was quite easy. Decided to deploy my Legion XIV first as it was the only cap I had, waited for a bit then sent in the rest of my fleet.

I was looking at the objectives when suddenly right as the Combat Chatter intro ended this huge reverb sound started and suddenly the Safeguard teleported into the center of the fleet with a huge thump, I was legit scared for a moment. Although since it let itself be surrounded by my fleet I was able to burst it down quickly.

Still you ain't kidding about making the boss 267% more satisfying and impressive. I wonder what other new gimmicks the other boss will have!
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Glissa Ravidelle

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc1 (2022/01/16)
« Reply #203 on: January 17, 2022, 05:52:43 PM »

Hi there,

Any thoughts on the possible cause of this blank modspec showing up in salvage?


Whichmod seems to think it's coming from Seeker...
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Fatman_D

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc1 (2022/01/16)
« Reply #204 on: January 17, 2022, 06:11:37 PM »

Hi there,

Any thoughts on the possible cause of this blank modspec showing up in salvage?


Whichmod seems to think it's coming from Seeker...

Same stuff happening here, it was some kind of wrap effect that doesn't seem supposed to be here.
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Tartiflette

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #205 on: January 17, 2022, 11:56:38 PM »

RC2 released with a fix for most crashes related to the "Lucky Strike" start.
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Killsode

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc1 (2022/01/16)
« Reply #206 on: January 18, 2022, 06:36:57 PM »

Hi there,

Any thoughts on the possible cause of this blank modspec showing up in salvage?


Whichmod seems to think it's coming from Seeker...

Same stuff happening here, it was some kind of wrap effect that doesn't seem supposed to be here.

well... i think i've found it because the latest update breaks existing saves, its the hullmod "SKR_warpeffect"
game crashes as soon as it finishes loading the save with "Fatal: Hullmod with id [SKR_warpeffect] not found for faction [player]"
the log doesnt seem to be all that useful as its just a few hundred lines of texures being loaded and cleaned

should note i think this is happening because i learnt the modspec, its even showing up in my hullmodlist
« Last Edit: January 18, 2022, 11:06:39 PM by Killsode »
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Tartiflette

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #207 on: January 18, 2022, 09:55:59 PM »

You can edit your save to remove the hullmod id SKR_warpEffect, that should solve the issue.
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Killsode

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #208 on: January 18, 2022, 11:09:54 PM »

You can edit your save to remove the hullmod id SKR_warpEffect, that should solve the issue.

thank you, yes it did!

for anyone else running into the same problem, its in the campaign.xml of your save, just open it in a decent notepad software, use find to locate 'warpeffect' and remove the offending line. ^.^
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Fatman_D

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Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« Reply #209 on: January 19, 2022, 07:04:26 AM »

Love the B2 vibe of the marksman class! However, it currently looks flat and somewhat blurry in-game. Would you consider adding some sort of exposed mechanical structures to the rare of the vessel like the part marked below? It would give it a more dynamic structure imo
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