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Author Topic: [0.97a] Realistic Combat 2.1.0  (Read 365971 times)

Slomes

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Re: [0.95.1a] Realistic Combat 1.21.3
« Reply #555 on: September 27, 2022, 07:28:28 PM »

man, i can ALMOST not go back to vanilla combat after playing with this; it's just the AI tends to get itself killed without player intervention, even against odds where it "should" win, but that's just my experience

thank you for the meal

Try using the mods I mentioned above, if you aren't already.
Then customize your ship AI and Gun use AI, form your fleet into customized task groups (ctrl+1/2/3 etc.),
and then keep them at a cool distance according to their role, so your carriers and missile boats dont go suicidal.
I've had good success with stable and agressive personalities and defend commands to keep them backed up.
My carriers usually get cautious perso, but they often still end up in the middle of the battlefield, way too close and flanked somehow lol.
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GoldenGlory

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Re: [0.95.1a] Realistic Combat 1.21.2
« Reply #556 on: September 27, 2022, 11:01:26 PM »

Hi, Liral

Code
6369289 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.DamageModel.applyCriticalMalfunctionToNearestModule(DamageModel.java:86)
at listeners.DamageModel.hitShip(DamageModel.java:143)
at listeners.DamageModel.modifyDamageTaken(DamageModel.java:299)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:67)
at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageTaken(CombatListenerUtil.java:59)
at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
at com.fs.starfarer.combat.E.A.A.o00000(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.combat.E.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(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)

Got that issue, but it probably may be connected to new ApproLight DoT effect. No issues on old version, replayed one battle 3 times on new version and got that error 3 times.
I made a copy of that save before a battle, but it is semi-heavy moded.

Much appreciate your work, like this mod so much.

Hotfix 1.21.3 is out!  Fixed a null-pointer exception.

im testing now, that was the same error i had, and it looks like its fixed now, everythings working smoothly so far except for a memory leak, but i cant exactly figure out where thats coming from
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Liral

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Re: [0.95.1a] Realistic Combat 1.21.3
« Reply #557 on: September 28, 2022, 12:22:26 AM »

Tried sifting through the thread to find anyone else with similar issues but couldn't, so I have to ask, is there something else I need to do besides changing ''totalConversion'':true to false in order to run this with other mods? It doesn't even show up in my plugins, as if the mod didn't exist in my SS/mods folder at all. I know for a fact it definitely does and I've double triple and quadruple checked the json to be sure it's right, but I can't even load this mod, I checked and it seems this was made for 0.95.1a RC6, which is the same version that I have, so that shouldn't be an isse, sides it should show up either way, just have a yellowed out name and the desc in the launcher telling you it's not necessarily compatible with your version of the game, no? In all my years of playing and modding starsector I don't remember ever running into this issue, weird. Help would be much appreciated, thanks in advance, the mod looks really neat and kinda what I always wanted from Starsector, just wanna get to at least try it out  ;D.

Uh-oh.

check the folder structure, it might be that its still in the same folder it was extracted in and you need to grab the folder of the mod out of that and put that in your mods

edit: never mind that, the new version has a typo in the mod_info.json that makes it not appear. if you open it up youll see theres a mysterious "il" before the { in the mod_info file, delete that and it should show up again. its helpfully highlighted in red in code editors

Thanks, fixed!

Ah yea smart, I will do the deploy cancel now too. Haven't thought of that!
I also use the auto commands mod together with advanced gunnery.
Feel like its a complementary must to RC.

I should add a recommended mods section...

im testing now, that was the same error i had, and it looks like its fixed now, everythings working smoothly so far except for a memory leak, but i cant exactly figure out where thats coming from

Memory leak!?   :o  Please tell me how to reproduce it.
« Last Edit: September 28, 2022, 12:24:09 AM by Liral »
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xZarif

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Re: [0.95.1a] Realistic Combat 1.21.3
« Reply #558 on: September 28, 2022, 10:36:23 AM »

Can you please list out the skill changes and the purpose behind them? There's currently no info about them on the main post. I had to update to see the changes for myself and I'm scratching my head wondering why Energy Weapon Mastery had it's scaling damage removed outright rather than adjusted to the longer ranges of this mod. Thanks.
https://imgur.com/a/nsVUjcF
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Liral

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Re: [0.95.1a] Realistic Combat 1.21.3
« Reply #559 on: September 28, 2022, 12:36:29 PM »

Can you please list out the skill changes and the purpose behind them? There's currently no info about them on the main post. I had to update to see the changes for myself and I'm scratching my head wondering why Energy Weapon Mastery had it's scaling damage removed outright rather than adjusted to the longer ranges of this mod. Thanks.
https://imgur.com/a/nsVUjcF

Good point!  I will document the skill changes in the next release.  I removed the damage scaling from Energy Weapon Mastery because I could not think of how to make it work with the diffraction-based laser damage model.

1glitchycent

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Re: [0.95.1a] Realistic Combat 1.21.3
« Reply #560 on: September 28, 2022, 03:11:15 PM »

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Liral

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Re: [0.95.1a] Realistic Combat 1.21.3
« Reply #561 on: September 28, 2022, 06:54:23 PM »

https://cdn.discordapp.com/attachments/512356777451323393/1024804708034027583/unknown.png

https://media.discordapp.net/attachments/512356777451323393/1024805405509046392/unknown.png?width=1202&height=676

Are civilian mining lasers supposed to instantly kill well-armored vessels? In a split second? Is this intended?

Hotfix 1.21.4 is out! Fixed laser citadel penetrations insta-killing by limiting bonus malfunction damage to projectiles, missiles, and burst lasers.
« Last Edit: September 28, 2022, 07:05:51 PM by Liral »
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Liral

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Re: [0.95.1a] Realistic Combat 1.22.0
« Reply #562 on: September 30, 2022, 02:24:14 PM »

Version 1.22.0 is out!

Configurably soft-capped projectile weapon range based on the maximum of the expected original range of projectile weapons and the maximum modified range to which they should correspond. Reworked low-combat-readiness retreat mechanic to depend on captain personality, show but not spam messages, and allow overriding the automatic low-combat-readiness retreat order:
  • Reckless captains ignore low combat readiness.
  • Aggressive captains retreat below 40% combat readiness and ignore low combat readiness if given another order.
  • Steady captains retreat at 45% and ignore it for two minutes if given another order and then must be given another order again and so on.
  • Cautious captains retreat at 50% and ignore it for one minute if given another order and then must be given another order again and so on.
  • Timid captains will retreat at 60% combat readiness regardless of orders.
« Last Edit: September 30, 2022, 02:26:30 PM by Liral »
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DrBorg

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Re: [0.95.1a] Realistic Combat 1.22.0
« Reply #563 on: October 01, 2022, 01:42:33 PM »

Hello, I have something to report the bug with current version of 1.22.0 The immense spam regarding of reporting the combat readiness and retreat orders that has occurred before from other reports. To reproduce the bug, just partake in fleet battles with allies on your side. Therefore those allies will spam those message making a solid wall on side of screen and tanking fps, it seems to come from just allies themselves and not your fleet ships.

Image Link: https://cdn.discordapp.com/attachments/366641230534279171/1025870147321331902/unknown.png
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Liral

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Re: [0.95.1a] Realistic Combat 1.22.0
« Reply #564 on: October 01, 2022, 02:20:30 PM »

Hello, I have something to report the bug with current version of 1.22.0 The immense spam regarding of reporting the combat readiness and retreat orders that has occurred before from other reports. To reproduce the bug, just partake in fleet battles with allies on your side. Therefore those allies will spam those message making a solid wall on side of screen and tanking fps, it seems to come from just allies themselves and not your fleet ships.

Image Link: https://cdn.discordapp.com/attachments/366641230534279171/1025870147321331902/unknown.png

Thank you for reporting this.  I will try to hotfix it quickly.

Edit: Hotfix 1.22.1 is out!  Disabled allies from reporting retreats.
« Last Edit: October 01, 2022, 03:40:55 PM by Liral »
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TimeDiver

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Re: [0.95.1a] Realistic Combat 1.22.0
« Reply #565 on: October 01, 2022, 08:30:10 PM »

Edit: Hotfix 1.22.1 is out!  Disabled allies from reporting retreats.
Got a CTD in the Simulator mission "Hornet's Nest" (albeit the modfied one from Timid's Content Unlocking Missions, v1.12), that does not occur when Realistic Combat is disabled:
Code
799201 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at listeners.Retreat.advance(Retreat.java:114)
at com.fs.starfarer.combat.entities.Ship.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)
Only changed two files in 'data\config\' from the mod's defaults; changed "enabled" in Radar.json from 'true' to 'false', and below is the modified Toggles.json file:
Code
{
    "Change the map size and deployment offsets":"",
    "modifyMap":true,

    "Whether every ship should limit the range of":"",
    " every non-missile projectile weapon on it":"",
    "to one at which the target of that weapon could":"",
    " not strafe, whether horizontally  or vertically,":"",
    "off the path of the projectile before it would":"",
    "strike":"",
    "threeDimensionalTargeting":false,

    "Use the Realistic Combat damage model instead of the":"",
    "vanilla one for all projectile, missile, and beam":"",
    "damage to ships, stations, and fighters.":"",
    "replaceDamageModel":false,

    "Reduce the Combat Readiness of ships as they become":"",
    "damaged during combat":"",
    "damageReducesCR":true,

    "Modify the specifications of all ships":"",
    "modifyShipSpecs":false,

    "Modify the specifications of all fighters":"",
    "modifyFighterSpecs":true,

    "Modify the specifications of all weapons":"",
    "modifyWeaponSpecs":false
}
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Liral

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Re: [0.95.1a] Realistic Combat 1.22.1
« Reply #566 on: October 02, 2022, 05:44:45 AM »

Got a CTD in the Simulator mission "Hornet's Nest" (albeit the modfied one from Timid's Content Unlocking Missions, v1.12), that does not occur when Realistic Combat is disabled:

Bummer!  I have followed your steps but can't reproduce this bug.   :(  Can you?

TimeDiver

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Re: [0.95.1a] Realistic Combat 1.22.1
« Reply #567 on: October 02, 2022, 10:10:21 AM »

Got a CTD in the Simulator mission "Hornet's Nest" (albeit the modfied one from Timid's Content Unlocking Missions, v1.12), that does not occur when Realistic Combat is disabled:

Bummer!  I have followed your steps but can't reproduce this bug.   :(  Can you?
Pared down my mod list to just Realistic Combat 1.22.1, GraphicsLib 1.6.1, MagicLib 0.42.1, LazyLib 2.7b, Content Unlocking Missions 1.12 and SpeedUp 0.7.2...

Also deleted the entire \saves\missions folder and sub-folders (where all saved mission .variant(s) are stored, so stock loadouts; same changes to Radar.json and Toggles.json.

Still got the exact same CTD, though at different points throughout the battle (the CTD won't happen right away); disabling Realistic Combat allows Hornet's Nest to be completed.
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DrBorg

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Re: [0.95.1a] Realistic Combat 1.22.1
« Reply #568 on: October 02, 2022, 11:53:08 AM »

Got a CTD in the Simulator mission "Hornet's Nest" (albeit the modfied one from Timid's Content Unlocking Missions, v1.12), that does not occur when Realistic Combat is disabled:

Bummer!  I have followed your steps but can't reproduce this bug.   :(  Can you?
Pared down my mod list to just Realistic Combat 1.22.1, GraphicsLib 1.6.1, MagicLib 0.42.1, LazyLib 2.7b, Content Unlocking Missions 1.12 and SpeedUp 0.7.2...

Also deleted the entire \saves\missions folder and sub-folders (where all saved mission .variant(s) are stored, so stock loadouts; same changes to Radar.json and Toggles.json.

Still got the exact same CTD, though at different points throughout the battle (the CTD won't happen right away); disabling Realistic Combat allows Hornet's Nest to be completed.

I think I'm having similar issues. Game crashing and throwing up the error about fatal null exception. I thought it was mods conflicting but after reading this section. I disabled all mods to just only realistic combat enabled and tried to play the missions, the second mission or so involving more ships seems to throw more chance to crash the game. Not only that issue, in my modded campaign gameplay getting into any kind of battles will crash. Since I been playing with realistic combat mod before the hot-fix to resolve the allies spamming, there was no crashing null pointer like that. I did not modify the realistic combat as all settings are default out of the box, except the part that enable this mod to run.

I assume this is relevant section of starsector log before the crash. not much difference from other report except that last says unknown.

72120 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
72121 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
80709 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
81129 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
81130 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
102994 [Thread-7] INFO  sound.public  - Cleaning up music with id [battle_ambience_01.ogg]
103154 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
103155 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
106312 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
106657 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
106658 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
115064 [Thread-7] INFO  sound.public  - Cleaning up music with id [battle_ambience_01.ogg]
115167 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
115168 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
115211 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.Retreat.advance(Retreat.java:114)
   at com.fs.starfarer.combat.entities.Ship.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(Unknown Source)
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Liral

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Re: [0.95.1a] Realistic Combat 1.22.1
« Reply #569 on: October 02, 2022, 12:05:46 PM »

Pared down my mod list to just Realistic Combat 1.22.1, GraphicsLib 1.6.1, MagicLib 0.42.1, LazyLib 2.7b, Content Unlocking Missions 1.12 and SpeedUp 0.7.2...

Ooh, I tried it with just Realistic Combat 1.22.1 and Content Unlocking Missions 1.12.  Did you use SpeedUp during the mission?

Quote
Also deleted the entire \saves\missions folder and sub-folders (where all saved mission .variant(s) are stored, so stock loadouts; same changes to Radar.json and Toggles.json.

Still got the exact same CTD, though at different points throughout the battle (the CTD won't happen right away); disabling Realistic Combat allows Hornet's Nest to be completed.

Ok, so it's consistent.  I might have to push a hotfix that will crash more-informatively.

I think I'm having similar issues. Game crashing and throwing up the error about fatal null exception. I thought it was mods conflicting but after reading this section. I disabled all mods to just only realistic combat enabled and tried to play the missions, the second mission or so involving more ships seems to throw more chance to crash the game. Not only that issue, in my modded campaign gameplay getting into any kind of battles will crash. Since I been playing with realistic combat mod before the hot-fix to resolve the allies spamming, there was no crashing null pointer like that. I did not modify the realistic combat as all settings are default out of the box, except the part that enable this mod to run.

I assume this is relevant section of starsector log before the crash. not much difference from other report except that last says unknown.

72120 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
72121 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
80709 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
81129 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
81130 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
102994 [Thread-7] INFO  sound.public  - Cleaning up music with id [battle_ambience_01.ogg]
103154 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [miscallenous_main_menu.ogg]
103155 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_main_menu.ogg]
106312 [Thread-7] INFO  sound.public  - Cleaning up music with id [miscallenous_main_menu.ogg]
106657 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
106658 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
115064 [Thread-7] INFO  sound.public  - Cleaning up music with id [battle_ambience_01.ogg]
115167 [Thread-9] INFO  sound.public  - Creating streaming player for music with id [battle_ambience_01.ogg]
115168 [Thread-9] INFO  sound.OooO  - Playing music with id [battle_ambience_01.ogg]
115211 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at listeners.Retreat.advance(Retreat.java:114)
   at com.fs.starfarer.combat.entities.Ship.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(Unknown Source)

Uh-oh...
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