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Starsector 0.96a is out! (05/05/23); Blog post: Colony Crises (11/24/23)

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Author Topic: [0.96a] Volkov Industrial Conglomerate 1.6.1c  (Read 354534 times)

404

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
« Reply #270 on: January 14, 2023, 01:03:42 PM »

I think my faction attempted to spawn a fleet with one of the bad frigates. I did see a Pruflas running around in a patrol safely though.

Spoiler
3591734 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.fleets.DefaultFleetInflater.inflate(DefaultFleetInflater.java:444)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.inflateIfNeeded(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.createFleetTooltip(Unknown Source)
   at com.fs.starfarer.campaign.class.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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)
[close]
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« Reply #271 on: January 16, 2023, 12:53:42 PM »



The changelog:

...

1.5.5 Hotfix Changelog

     
-    Fixed the elusive "fighter" crash when fighting VIC fleets
     
-    Fixed fighter engine trails staying around for a long time
     
-    Fixed Apollyon's Quantum Lunge instigating funny accidents
     
-    Fixed the target ship variant for one of the bounties (the smaller one)

[close]

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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
« Reply #272 on: January 16, 2023, 01:07:01 PM »

Identical crash upon attempting to add VIC-X14 Nybas, VIC-C96 Jezebeth, VIC-A33 Moloch, and VIC-B49 Samael to fleet doctrine. VIC-S85 Pruflas, VIC-A01 Xaphan, VIC-B19 Kobol do not crash but I don't have the blueprints to test any other ships yet.

There is no crash when queuing any of the above ships for custom production but I have not seen the production of any VIC ships through yet.

I think my faction attempted to spawn a fleet with one of the bad frigates. I did see a Pruflas running around in a patrol safely though.


Sorry, but we couldn't replicate said bugs. Perhaps, it is the fault of some other mod. Could you please try running just the VIC and the libraries required for it and see whether it crashes in that case?
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FluffyTowels

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« Reply #273 on: January 16, 2023, 07:24:24 PM »

-    Fixed Apollyon's Quantum Lunge instigating funny accidents
A moment of silence for the best bug I've seen  :(
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404

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
« Reply #274 on: January 17, 2023, 06:03:21 AM »


Sorry, but we couldn't replicate said bugs. Perhaps, it is the fault of some other mod. Could you please try running just the VIC and the libraries required for it and see whether it crashes in that case?

Is there a quick way to test spawn ships without starting a whole new save and developing a faction to ship production capacities? I'll go through each mod combination but the windup time to test is daunting.
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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
« Reply #275 on: January 17, 2023, 07:36:54 AM »



Is there a quick way to test spawn ships without starting a whole new save and developing a faction to ship production capacities? I'll go through each mod combination but the windup time to test is daunting.

You can do it with Nexerelin and choosing "Own faction" as the start option
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404

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« Reply #276 on: January 18, 2023, 09:57:09 AM »

Did some testing. Even with all mods enabled, using a fresh start I can add those ships to fleet doctrine safely so it must be something with the save. Which still crashes when selecting the no no ships in fleet doctrine. Perhaps either something corrupted over time on my end in the save or there is some arcane nonsense that slowly develops. Would sending you the save help? You lack the particular mix of mods and their various versions that I do so perhaps any tests you can give me to perform on my end would be better.

Got some more VIC ships in the save. VIC-C67 Cresil, VIC-M12LRS Focalor, and VIC-M12MRS Focalor are all safe to add to doctrine. The fact I had that one auto-fit crash as well makes me think it might be weapon related. Perhaps it's struggling with autofitting non VIC guns or displaying the ship in the preview with non VIC guns? Though this doesn't really make sense since all the other ships can safely do it. Something about small mount weapons maybe. The crashlog is so damn vague that debugging is awful.




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Astarat

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« Reply #277 on: January 18, 2023, 11:13:54 AM »

Did some testing. Even with all mods enabled, using a fresh start I can add those ships to fleet doctrine safely so it must be something with the save. Which still crashes when selecting the no no ships in fleet doctrine. Perhaps either something corrupted over time on my end in the save or there is some arcane nonsense that slowly develops. Would sending you the save help? You lack the particular mix of mods and their various versions that I do so perhaps any tests you can give me to perform on my end would be better.

Got some more VIC ships in the save. VIC-C67 Cresil, VIC-M12LRS Focalor, and VIC-M12MRS Focalor are all safe to add to doctrine. The fact I had that one auto-fit crash as well makes me think it might be weapon related. Perhaps it's struggling with autofitting non VIC guns or displaying the ship in the preview with non VIC guns? Though this doesn't really make sense since all the other ships can safely do it. Something about small mount weapons maybe. The crashlog is so damn vague that debugging is awful.
One way to do it on my end would be for you to send the entire game folder with the save and the mods to me, though since you're the only one who reported this bug and now that the new saves seem to be fine, I think the problem is indeed with that particular save file for some reasons unknown.
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SafariJohn

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.4
« Reply #278 on: January 18, 2023, 01:23:08 PM »

Is there a quick way to test spawn ships without starting a whole new save and developing a faction to ship production capacities? I'll go through each mod combination but the windup time to test is daunting.

ConsoleCommands mod has an AddShip command. Dev mode also has a variant editor mode on the main menu.
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Nano1.5575E+9

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« Reply #279 on: January 27, 2023, 03:46:50 AM »

hi I'm trying your mod but I'm getting a fatal error on game start im not sure what happening any help would be great. i have all the required lib's and have tried from a fresh install
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cv captain

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« Reply #280 on: January 27, 2023, 11:00:04 PM »

after reading the resource requirements for the bio research complex, I believe it would be more fitting and grimly amusing if it needed more crew than it produced marines.  Say at colony size 5 it needs 6 or 7, and produces 5 marines.

ya know, on top of the other items it "produces".
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Tigasboss

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« Reply #281 on: February 07, 2023, 03:12:35 PM »

show me your stolas builds, best i could come up with was autopulses and a rift beam.
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Bulletkin

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« Reply #282 on: February 07, 2023, 03:57:17 PM »

show me your stolas builds, best i could come up with was autopulses and a rift beam.
Edge type 3s from UAF. Flux generator, Flux overdrive, split chamber, hullfoam, maybe integrated armor from MHM. Slapped on an energy damage hullmod from Epta and the VIC's own loader overdrive. Also shield shunt and various hull/armor hullmods. The result was an absolute atrocity.
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Edix

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« Reply #283 on: February 27, 2023, 09:01:09 AM »

I keep getting this error when I load any save with VIC active
[attached because I can't figure out the how insert image works]
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ThatsMyFootThanks

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Re: [0.95.1a] Volkov Industrial Conglomerate 1.5.5
« Reply #284 on: February 27, 2023, 10:42:59 AM »

I keep getting this error when I load any save with VIC active
[attached because I can't figure out the how insert image works]

Yeah me too, apparently the game tells me it needs an update? I don't know how this works, I'm so new btw xd
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