Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 61 62 [63] 64 65 ... 106

Author Topic: [0.9.1a] Neutrino Corp. (v. 1.86-RC3)  (Read 989243 times)

beep_boop

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #930 on: December 07, 2015, 02:30:49 PM »

Got a minor case sensitivity bug.

Jar file is named 'NeutrinoJAR.jar', while game looks for 'NeutrinoJar.jar'
This causes  "Error compiling [data.scripts.NCModPlugin]" on startup, when you are using Linux system.
Logged

Ghoti

  • Captain
  • ****
  • Posts: 283
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #931 on: December 07, 2015, 05:50:15 PM »

can confirm what beep_boop said, hit the same thing.
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #932 on: December 07, 2015, 05:53:57 PM »

Noted,

Will collect a few more bug fixes before 1.82v2 soon.
Logged

Shyguy

  • Lieutenant
  • **
  • Posts: 52
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #933 on: December 08, 2015, 01:25:56 AM »

Not sure if this helps but when I activate the Corp mod I get a Fatal: Index: 0 Size 0 error



Spoiler
187687 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Logged

Cyan Leader

  • Admiral
  • *****
  • Posts: 718
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #934 on: December 08, 2015, 12:25:18 PM »

I'm getting the same problem.
Logged

Ghoti

  • Captain
  • ****
  • Posts: 283
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #935 on: December 08, 2015, 02:55:08 PM »

I'm noticing in the vanilla campaign with neutrino corp that the start of the game has much higher supply prices.

I'm not really sure why that is, but it might be due to the solar farm being a trade center, which has some effect on local commodities and their estimated utility(?).

all I know is I'm seeing some pretty wild econ swings with neutrino corp.
Logged

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #936 on: December 08, 2015, 03:28:24 PM »

Not sure if this helps but when I activate the Corp mod I get a Fatal: Index: 0 Size 0 error



Spoiler
187687 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.loading.scripts.ScriptStore.Ò00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
   at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
I'm getting the same problem.

Well, since the error is pretty non descript, I'll go through the list :p

- Do you have the latest version ( RC5 ) of starsector 0.7.1a?  there has been several newer versions of 0.7.1a but with the same number
- Latest version of LazyLib?
- Latest version of ShaderLib?
- Clean install? (do not copy paste neutrino into the old folder, delete everything then paste the mod back in)
- Clear your mission saves for Neutrino Missions, ships have been changed slots of have been modified, this can cause an error when a weapon is placed in a slot that no longer exists.
- Clear campaigns with neutrino? ( last resort unless you use save transfer )

Otherwise if you both had the same error, can you describe when or where it crashed?

During the game load?  Main menu screen? During Combat? Refit screen, campaign? etc or ships / weapon you were using.
Anything will help make the bug search faster. :)
Logged

Mesnomer

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #937 on: December 08, 2015, 04:22:09 PM »

Well, since the error is pretty non descript, I'll go through the list :p

- Do you have the latest version ( RC5 ) of starsector 0.7.1a?  there has been several newer versions of 0.7.1a but with the same number
- Latest version of LazyLib?
- Latest version of ShaderLib?
- Clean install? (do not copy paste neutrino into the old folder, delete everything then paste the mod back in)
- Clear your mission saves for Neutrino Missions, ships have been changed slots of have been modified, this can cause an error when a weapon is placed in a slot that no longer exists.
- Clear campaigns with neutrino? ( last resort unless you use save transfer )

Otherwise if you both had the same error, can you describe when or where it crashed?

During the game load?  Main menu screen? During Combat? Refit screen, campaign? etc or ships / weapon you were using.
Anything will help make the bug search faster. :)


I'm having the same crash - the "when I activate the Corp" part of the previous bug report probably refers to the game crashing during the initial load. Pretty sure your mod's incompatible with Nexerelin.

Edit: vvv Bingo.
« Last Edit: December 08, 2015, 04:32:20 PM by Mesnomer »
Logged

Shyguy

  • Lieutenant
  • **
  • Posts: 52
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #938 on: December 08, 2015, 04:26:36 PM »


Well, since the error is pretty non descript, I'll go through the list :p

- Do you have the latest version ( RC5 ) of starsector 0.7.1a?  there has been several newer versions of 0.7.1a but with the same number
- Latest version of LazyLib?
- Latest version of ShaderLib?
- Clean install? (do not copy paste neutrino into the old folder, delete everything then paste the mod back in)
- Clear your mission saves for Neutrino Missions, ships have been changed slots of have been modified, this can cause an error when a weapon is placed in a slot that no longer exists.
- Clear campaigns with neutrino? ( last resort unless you use save transfer )


Got the latest Lazy and Shader as well as the latest ss hotfix and the entire game is a new clean install, the crash only happens when the loading bar at the game startup is full which is when the error occurs.
Logged

Deathfly

  • Modders' Vanguard
  • Commander
  • ***
  • Posts: 245
  • Murdered by T. H. Morgan
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #939 on: December 08, 2015, 05:34:16 PM »

To all those who got Index: 0 Size 0 error:
Please DON'T use 64 bit JER 7 ro repalce Starsector 's JER. Use a 64 bit JER 8 instead.
Starsector upgraded to Java 8 since 0.7a (but maybe it still compatible to JRE 7) and so do the Neutrino since 1.82 (and Neutrino is not compatible to JRE 7 any more).
Sorry for the inconvenient.
Logged
A not-so-noob functional geneticist
And a free bug hunter
Code and decode almost everythings with a genomics approach.
Served in Neutrino corporation as a long-term services and supports staff.

FlashFrozen

  • Admiral
  • *****
  • Posts: 988
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #940 on: December 08, 2015, 05:45:54 PM »

To all those who got Index: 0 Size 0 error:
Please DON'T use 64 bit JER 7 ro repalce Starsector 's JER. Use a 64 bit JER 8 instead.
Starsector upgraded to Java 8 since 0.7a (but maybe it still compatible to JRE 7) and so do the Neutrino since 1.82 (and Neutrino is not compatible to JRE 7 any more).
Sorry for the inconvenient.


On that note, the ever helpful thread to get JER to 8 http://fractalsoftworks.com/forum/index.php?topic=8726.0


Also, some more bug fixes:

Standalone Download here -  http://www.mediafire.com/download/37ciwuan4ndalnl/Neutrino+corp+1.82rc2.zip
« Last Edit: December 08, 2015, 06:29:23 PM by FlashFrozen »
Logged

Bastion.Systems

  • Captain
  • ****
  • Posts: 412
  • Special Circumstances LCU
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #941 on: December 09, 2015, 06:07:39 AM »

I don't know if it's a bug with this mod or the save transfer script but when transferring my save to a new world,
upon loading the script I suddenly came to a possession of a Unsung-class Flagship and it's ridiculously op  ;D
And also 2 weird Phase Array Cannons that break the portrait system.
« Last Edit: December 09, 2015, 06:10:48 AM by Bastion.Systems »
Logged

Therlun

  • Ensign
  • *
  • Posts: 1
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #942 on: December 09, 2015, 03:58:28 PM »

Hiho

Despite this forum account being new I owned Starsector for a few years already and I do remember really liking this mod back then as a player faction with a wide range of unique ships. I especially remember that one broadside oriented capital ship.
I recently started a campaign with Starsector+, Nexerelin and all the faction mod that I liked at first glance and would like to provide some feedback regarding Neutrino as an AI faction.

The short version is that I think the Neutrino faction is too strong and more importantly very unfun to play against.

Infinite cloaking or ultra efficient shields combined with excessive firepower and very tough hulls makes it a real slog if your faction is hostile to Neutrino.
Especially noteworthy for me have been the Causality and TheEnd classes, but it probably applies to many more. The cloaking is simply too good against AI controlled ships and super annoying for human players to deal with. A single Causality often has several enemy ships circling it, with no real danger to itself, binding a large number of ships and effectively negating them due to the perma-cloak*.
TheEnd is my least favourite ship in the game though. Supposedly a "hybrid carrier" with infinite cloak, a tough hull and very high, accurate AND versatile firepower. Beam weapons, good damage variety, that super-accurate high damage missile barrage would make it a huge threat even without the cloak. With it it becomes the worst grind I have experienced in this game so far.

*The only reason the AI can beat Neutrino in tactical battles is that the Neutrino-AI will stupidly decloak and instantly recloak occasionally, triggering the cloak activation flux.

I'm not saying Neutrino ships are impossible to beat. Exploiting the AI weaknesses or simply auto resolving on the strategic map make them bearable in a campaign.
My problem is the lack of any kind of real drawback to all the advantages the faction ships have in tactical combat. Which might be fine and entertaining when you are playing as them but really makes them a poor choice to include in your campaign when you want to play with other ships yourself.

Thanks for the work in this great mod.
« Last Edit: December 09, 2015, 07:57:58 PM by Therlun »
Logged

Troika

  • Commander
  • ***
  • Posts: 118
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #943 on: December 09, 2015, 06:47:50 PM »

I'm pretty sure TheEnd is supposed to be a special boss ship.
Logged

Gezzaman

  • Lieutenant
  • **
  • Posts: 92
    • View Profile
Re: [0.7.1a] Neutrino Corp. (v. 1.82)
« Reply #944 on: December 09, 2015, 06:54:37 PM »

Dont know about 0.7.1a, but in 0.65.2 TheEnd can be easily bought and ive seen a few inside grand invasion fleets.
« Last Edit: December 09, 2015, 07:07:00 PM by Gezzaman »
Logged
Pages: 1 ... 61 62 [63] 64 65 ... 106