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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: [0.96a] Kyeltziv Technocracy [1.10.2]  (Read 124592 times)

rarewhalerw

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.2]
« Reply #45 on: September 25, 2022, 04:33:16 AM »

my game crash when I try to load the mod heres the logs:
Fatal: Fatal: ship_system.csv is missing systems Check starsector.log for more info.

Just that single line from the log doesn't give me anywhere near enough info to be sure what is causing the crash.

But at a guess: Try deleting the mod, and then re-extracting the .zip
(as a note you should always delete old versions of mods before installing newer versions, as it can and will cause issues like this)
ok I will try thanks
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Amazigh

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.3]
« Reply #46 on: November 14, 2022, 07:56:33 PM »

Update 1.8.3

Balance patch, also a rework of the Vedha weapon line.

Save Compatible

Full Changelog:

Spoiler
1.8.3

- Kyeltziv Rangefinders
-- Range bonus changed from +10% to +100(Flat)
--- Now more useful on weapons with shorter rangse, and less impactful on weapons with over 1000 base range

- Assault Loader
-- RoF bonus increased from 50% to 60%
-- Damage reduction increased from 20% to 25%
-- Flux cost reduction increased from 25% to 30%
--- "Raw DPS" increase remains at 20%
--- A minor improvement to flux/damage stats of modified weapons

- Siege Loader
-- RoF malus increased from 25% to 30%
-- Damage bonus increased from 35% to 40%
-- Flux cost increase increased from 40% to 50%
--- Now slightly reduces DPS rather than slightly raising it
--- Retains a 5% increase to weapon flux/sec cost
-- Velocity bonus reduced from 20% to 15%
-- Now doubles the range bonus of Kyeltziv Rangefinders rather than adding its own seperate range bonus.
-- Now also reduces ballistic ammo regeneration by 15%

--- The two above hullmods have been tweaked to be more specialised into their intended roles.

- Assault Package
-- Speed Bonus reduced from 10% to 5%
-- Now grants +8% Base Flux Dissipation
-- Now also halves the range bonus of Kyeltziv Rangefinders

- Vedha Pulse Rockets (all)
-- Reworked
--- Custom Missile AI added: Slightly worse tracking overall, and are less able to swerve around and attempt to hit their target again if they miss.
--- Damage profile altered, now deals lower per-shot damage in exchange for more shots per-burst and dealing some bonus soft-flux damage
--- Visuals tweaked
-- Flux/damage changed from 0.125 to 0.25
-- Time to reload a burst increased from 30s to 32s
-- Top Speed Reduced from 650 to 600
-- Projectile hitpoints reduced from 100 to 70

- Helianthus
-- Now mounts a Vedic Pulse Rocket Rack
--- Slower, short ranged, higher damage Vedha derivative
-- Projectile hitpoints raised to 120

- Ilkut
-- Flux Dissipation reduced by 50

- Narva
-- Flux Dissipation reduced by 50
[close]
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Amazigh

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.4]
« Reply #47 on: November 23, 2022, 05:24:17 PM »

Update 1.8.4

Balance patch.

Save Compatible

Full Changelog:

Spoiler
1.8.4
- Ruslan
- Yinglong
- Xiezhi
- Xinzang
- Prochnyi
- Bystro
- Pyralid
- Ilkut
- Narva
-- Shield Flux/Damage increased from 0.6 to 0.7

- Ilkut
-- Armour reduced from 1400 to 1300

- Prochnyi
-- Linnake Gun Platform
--- Armour reduced from 500 to 300
--- Vedha Pulse Rocket Pod Cycle time Increased from 10s to 12s

- Vedha (all)
-- VFX tweaked to be less "impactful"

- Light Ion Repeater
-- EMP damage reduced from 100 to 80
-- Arc damage reduced from 15/50 to 10/40
[close]
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WolfPriest

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.4]
« Reply #48 on: November 25, 2022, 09:22:39 AM »

This mod is so good, I don't feel worthy of playing it.
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Amazigh

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« Reply #49 on: December 09, 2022, 01:16:07 PM »

Update 1.8.5

Balance/Polish patch, and some pirate versions of a few of the ships.

Save Compatible

Full Changelog:

Spoiler
1.8.5
- New Ships
-- Vassily (P)
-- Ruslan (P)
-- Perun (P)
-- Zlatko (P)

- Updated faction flag

- Minor updates to most ship sprites

- Twin Shock Culverin
-- Flux/shot reduced from 60 to 57 (flux/dam from 0.92 to 0.88)

- Shock Drivers (all)
-- Improved muzzle vfx

- Particle Dischargers (both)
-- Statcard display improved.

- Smart Blaster
-- Reload time reduced from 1.25s to 1s (120DPS to 150DPS)
-- Projectile Trail VFX tweaked

- Ruslan
-- DP reduced from 6 to 5

- Prochnyi
-- Linnake Gun Platform
--- Main weapon traverse rates normalised to 32
---- Assault Loader Fusion Houfnice
----- RoF reduced

- Katsoja
-- Shock Mine Strike
--- Base charge count reduced from 8 to 5.

- Ilkut
-- Acceleration reduced from 35 to 32
-- Turn acceleration reduced from 12 to 10
[close]
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WolfPriest

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« Reply #50 on: December 09, 2022, 02:57:03 PM »

I just started a new game, I'm glad it's save compatible.
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Tty

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« Reply #51 on: December 13, 2022, 01:23:45 PM »

Hi, I'm getting CTD with this in the log, is this mod the source of the problem or a compatibility issue?

75149737 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: kyeltziv_infernium_pulse]
java.lang.RuntimeException: kyeltziv_infernium_pulse]
   at com.fs.starfarer.loading.specs.oO0O.createSystemAI(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
   at com.fs.starfarer.combat.ai.BasicShipAI.<init>(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.pickShipAIPlugin(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.super(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.?00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.if.super(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?o0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.DeploymentManager.?o0000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.BaseBattleStrategy.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.admiral.AdmiralAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.advance(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(Thread.java:748)
Caused by: java.lang.NullPointerException
   at data.shipsystems.scripts.kyeltziv_infernium_pulse_stats.apply(kyeltziv_infernium_pulse_stats.java:38)
   at com.fs.starfarer.combat.ai.system.Z.<init>(Unknown Source)
   ... 21 more
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Amazigh

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« Reply #52 on: December 13, 2022, 06:07:52 PM »

Hi, I'm getting CTD with this in the log, is this mod the source of the problem or a compatibility issue?

It's caused by my mod, but not at all sure what is causing this crash.
I'd suggest that you check your version of starsector is game version 0.95.1a-RC6 and all of your library mods are updated and hopefully this will solve the issue.

If this doesn't solve your issue, then i'd need you can provide a more specific instance of when/where this crash occurs as i have been unable to replicate it myself.
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Cuttlefish

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« Reply #53 on: December 14, 2022, 12:21:34 PM »

I love the mod so much,
highly enjoying my playthorugh,
Thank you!

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eidolad

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« Reply #54 on: December 14, 2022, 02:37:33 PM »

Hi minor thing,

I traditionally start with a single frigate.

First install, new game start as Kyeltziv faction, with current mod version, with random core worlds: my starting fleet size does not include any single-ship options.

Workaround is to scuttle all but one.
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EarthZiie

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« Reply #55 on: December 24, 2022, 12:07:20 AM »

I also got crash as well

Fatal: kyeltziv_infernium_pulse
Cause: null

and it always crash when I try to join battle against pirate
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WolfPriest

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« Reply #56 on: December 26, 2022, 08:49:24 AM »

I also got crash as well

Fatal: kyeltziv_infernium_pulse
Cause: null

and it always crash when I try to join battle against pirate
Me, too, but I was in the battles against the pirates before, so I'm not sure why.
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603bill

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« Reply #57 on: December 26, 2022, 01:43:09 PM »

I got that crash today as well.  In my case I joined a battle in progress with a friendly space station+ships against pirates. 
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Zr0Potential

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« Reply #58 on: December 26, 2022, 05:52:50 PM »

I also got crash as well

Fatal: kyeltziv_infernium_pulse
Cause: null

and it always crash when I try to join battle against pirate
Me, too, but I was in the battles against the pirates before, so I'm not sure why.

Same, one of the Kyeltziv (P) ships has that "infernium pulse" system, might want to skip the fight or in my case, go into the ship_data.csv and replace its system with burndrive as a hotfix  ;)
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Demto

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Re: [0.95.1a] Kyeltziv Technocracy [1.8.5]
« Reply #59 on: December 27, 2022, 06:25:12 AM »

It's a pretty strange bug since it doesn't seem to have a consistent trigger so far. I've had it happen once, then once I tried the fight again it worked fine despite the same ship still being present. Isn't it just a variant of Coke Burn from DomHist too? Are there any reports of similar bugs for that mod, or any significant deviations from its script?
« Last Edit: December 27, 2022, 06:27:23 AM by Demto »
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