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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Officer Extension (0.7.2)  (Read 214860 times)

mstachife

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Re: [0.98a] Officer Extension (0.7.0)
« Reply #135 on: March 29, 2025, 07:36:50 PM »

Causing a crash when interacting with any of the new spoilery items from the abyss.
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float

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Re: [0.98a] Officer Extension (0.7.0)
« Reply #136 on: March 29, 2025, 09:11:14 PM »

Post log please.
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mstachife

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Re: [0.98a] Officer Extension (0.7.0)
« Reply #137 on: March 30, 2025, 09:59:28 AM »

Image
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float

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Re: [0.98a] Officer Extension (0.7.0)
« Reply #138 on: March 30, 2025, 12:37:00 PM »

Thank you, hotfixed.
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timn

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Re: [0.98a] Officer Extension (0.7.1)
« Reply #139 on: March 31, 2025, 09:10:48 PM »

Getting a crash upon closing the post-battle salvage screen, here's the log:

76792 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.base/java.util.ArrayList$Itr.checkForComodification(Unknown Source)
   at java.base/java.util.ArrayList$Itr.next(Unknown Source)
   at officerextension.FleetListener.reportBattleFinished(FleetListener.java:26)
   at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.FleetEncounterContext.applyAfterBattleEffect sIfThereWasABattle(FleetEncounterContext.java:820)
   at com.fs.starfarer.api.impl.campaign.FleetInteractionDialogPluginImpl$4.coreUIDismissed(FleetInteractionDialogPluginImpl.java:1637)
   at com.fs.starfarer.ui.newui.o0OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$2.coreUIDismissed(Unknown Source)
   at com.fs.starfarer.ui.newui.float.dismiss(Unknown Source)
   at com.fs.starfarer.coreui.q.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.classnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.new(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
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float

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Re: [0.98a] Officer Extension (0.7.1)
« Reply #140 on: March 31, 2025, 09:31:17 PM »

Try this jar file, put it in Officer Extension/jars (replace the existing jar). Let me know if that fixes it.
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timn

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Re: [0.98a] Officer Extension (0.7.1)
« Reply #141 on: April 01, 2025, 04:50:58 PM »

Well, before trying out the new jar file I tried to reproduce the crash again to make sure it would be a good test, but I couldn't. No other mods installed and no changes to any configuration. :\ The new jar file doesn't crash either, but I can't tell if it fixed whatever the issue was before.

I can keep playing without the new jar file and see if the crash ever comes back, then test again.
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float

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Re: [0.98a] Officer Extension (0.7.1)
« Reply #142 on: April 01, 2025, 06:39:36 PM »

Hmm, well the tentative fix I made can't hurt, so as long as it's not crashing or causing any other strange issues, might as well keep it. Thanks for the report.

I think the crash could be triggered if somehow you managed to get multiple officer promotion candidates from a single battle, which is possibly impossible in vanilla? Not sure about that.
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tantananan

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Re: [0.98a] Officer Extension (0.7.2)
« Reply #143 on: April 10, 2025, 03:38:09 AM »

is this compatible with Second-in-Command mod?
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float

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Re: [0.98a] Officer Extension (0.7.2)
« Reply #144 on: April 11, 2025, 03:04:09 PM »

is this compatible with Second-in-Command mod?
Should be. They don't modify the same stuff.
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RoadTrain

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Re: [0.98a] Officer Extension (0.7.2)
« Reply #145 on: April 29, 2025, 05:30:13 AM »

Can we get administrators to work the same way as officers? Running a heavily modded game which includes Nex (flexible admin cap) and Ind.Ivo (which gives admins unique skills). Sadly however it's impossible for me to decide which admins I can use, because once I go over my cap, I cannot use those other admins unless I dismiss one of my currently 'in use' admins (no, unassigning them doesn't work). It'd be real nice if the admin cap simply let me use any admin I had instead of the first X I recruited. This is probably a little out of scope as this is specific to officers, but I feel it's roughly in the same ball park.
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float

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Re: [0.98a] Officer Extension (0.7.2)
« Reply #146 on: April 29, 2025, 06:50:16 AM »

Can we get administrators to work the same way as officers? Running a heavily modded game which includes Nex (flexible admin cap) and Ind.Ivo (which gives admins unique skills). Sadly however it's impossible for me to decide which admins I can use, because once I go over my cap, I cannot use those other admins unless I dismiss one of my currently 'in use' admins (no, unassigning them doesn't work). It'd be real nice if the admin cap simply let me use any admin I had instead of the first X I recruited. This is probably a little out of scope as this is specific to officers, but I feel it's roughly in the same ball park.
Sorry, but this is out of scope, and frankly the effort that would be required to essentially rewrite the mod for admins (they don’t use the same picker dialog) doesn’t seem worth it to me. And personally I’m not too fussed about optimizing admins, so it’s unlikely to be something I’d ever use. Your best bet would be to use indevo academy to store admins you’re not sure you want to keep.
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Phenir

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Re: [0.98a] Officer Extension (0.7.2)
« Reply #147 on: April 29, 2025, 10:53:22 AM »

Is it possible to add exp gain for officers that aren't in a ship? I mainly want this for the task force feature of nexerelin.
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float

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Re: [0.98a] Officer Extension (0.7.2)
« Reply #148 on: April 29, 2025, 04:46:24 PM »

Is it possible to add exp gain for officers that aren't in a ship? I mainly want this for the task force feature of nexerelin.
I don’t think NPC fleets are simulated to the extent that they can have battles far off screen/in other systems and then have the XP for that battle recorded.
As for benched officers in your fleet, giving them a fraction of the XP gained in each battle is an interesting idea, but probably out of scope. Should be pretty easy to implement though, so I’ll think about it.
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Szasz

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Re: [0.98a] Officer Extension (0.7.2)
« Reply #149 on: April 30, 2025, 03:09:52 PM »

Hi float,

Awesome mod and honestly something like this should be part of vanilla.

Could you create logic that compensates for the number of elite skills lost but do not incentivise demoting skills one-by-one?

I can see it happen by:
-demoting does not cost story points, nor give any bonus xp
-100% bonus xp is given PER elite skills lost

This would create an unpunishing system for players who want to experiment with officer builds and I feel this would very important early-game.

What the mod currently lacks for this to work is the ability to count how many elite skills are lost during demotion. Right now, it only does a binary check (i.e., whether any elite skill is lost: yes or no). While the amount of bonus XP for losing elite skills can be set in the options, if an officer has more than one elite skill, it's actually more beneficial to demote them in multiple steps unless that bonus XP is less than 100% which would not compensate for the story points spent on making those skills elite thus would not make sense.
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