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Starsector 0.97a is out! (02/02/24); In-development patch notes for Starsector 0.98a (2/8/25)

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Author Topic: [0.97a] Emergent Threats/IX Revival v0.9.6  (Read 262903 times)

ThirdBrother

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Re: [0.97a] Emergent Threats/IX Revival v0.9.4
« Reply #315 on: January 30, 2025, 10:55:20 AM »

Forgive me (first time posting on the forum, apologies if something goes wonky), could anyone lend any insight on acquiring the Proton, Neutron, and Electron Dawnstar Generator hullmods?
Installing a Dawnstar CPB of any type should automatically add it, and you can cycle between variants by removing the hullmod.  Removing the Dawnstar will remove the hullmod.
Thank you so much, that did it!
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vicegrip

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #316 on: January 31, 2025, 07:06:39 AM »

New patch is up. This one has been in the works for a while, although most of it is bugfixes and rebalancing rather than new content. I'm still chasing down a few bugs like the Azure Fire refit crash, but I thought it was long past time for an update.

cghhj

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #317 on: January 31, 2025, 07:37:10 AM »

New patch is up. This one has been in the works for a while, although most of it is bugfixes and rebalancing rather than new content. I'm still chasing down a few bugs like the Azure Fire refit crash, but I thought it was long past time for an update.

Since there is github logs, no need for post changes on CN forum, I can check it on github.
Unless... it did not track changes!

Eh, Have miss copy hegemony.faction file into IX's data\world\factions folder?
« Last Edit: January 31, 2025, 02:28:10 PM by cghhj »
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Selfcontrol

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #318 on: February 01, 2025, 04:37:46 AM »

Game crash upon launching with new update.

Quote
296322     24969 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.RuntimeException: Weapon spec [vice_fermion_decoupler] not found!
296323     java.lang.RuntimeException: Weapon spec [vice_fermion_decoupler] not found!
296324            at com.fs.starfarer.loading.Q.String(Unknown Source)
296325            at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
296326            at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
296327            at com.fs.starfarer.loading.specs.HullVariantSpec.setHullSpec(Unknown Source)
296328            at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
296329            at com.fs.starfarer.loading.ShipHullSpecLoader.new(Unknown Source)
296330            at com.fs.starfarer.loading.ShipHullSpecLoader.Ó00000(Unknown Source)
296331            at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
296332            at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
296333            at com.fs.state.AppDriver.begin(Unknown Source)
296334            at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
296335            at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
296336            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
296337            at java.base/java.lang.Thread.run(Thread.java:1447)

EDIT : there is no vice_fermion_decoupler weapon in the weapons.csv files. Several variation of the Radiant uses them as built-in weapons. That's why the game crashes.

EDIT 2 : ok, the problem comes from the "original" weapons.csv file of the Kinetic Blaster. It doesn't have the new weapons in it.
« Last Edit: February 01, 2025, 05:07:43 AM by Selfcontrol »
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cghhj

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #319 on: February 01, 2025, 02:01:31 PM »

New patch is up. This one has been in the works for a while, although most of it is bugfixes and rebalancing rather than new content. I'm still chasing down a few bugs like the Azure Fire refit crash, but I thought it was long past time for an update.

Zorya [11300,4600] is very very close ot the Valkyrians home system Enigma [10000,4000].
This might cause many problems, especially in Nex.

Valkyrians EN Mod links:
https://fractalsoftworks.com/forum/index.php?topic=30560
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vicegrip

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #320 on: February 02, 2025, 01:58:18 AM »

Game crash upon launching with new update.

Quote
296322     24969 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.RuntimeException: Weapon spec [vice_fermion_decoupler] not found!
296323     java.lang.RuntimeException: Weapon spec [vice_fermion_decoupler] not found!

EDIT : there is no vice_fermion_decoupler weapon in the weapons.csv files. Several variation of the Radiant uses them as built-in weapons. That's why the game crashes.

EDIT 2 : ok, the problem comes from the "original" weapons.csv file of the Kinetic Blaster. It doesn't have the new weapons in it.
 
Thanks, I reuploaded v0.9.5 so this doesn't happen anymore.
« Last Edit: February 04, 2025, 06:12:05 AM by vicegrip »
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Selfcontrol

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #321 on: February 02, 2025, 03:40:18 PM »

New Remnant weapons are missing the no_dealer tag. The 1 000 000 credits arms dealer can manufacture them.
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Malice

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #322 on: February 03, 2025, 08:56:44 PM »

 Hey! @vicegrip I think there's an issue with rat integration section of Synthesis - Adaptive Tactical Core with Command Subroutine doesn't fully work when ship is destroyed once, skill gunnery implants will not be added again, and core will not be shown despite acquired skill.
 Might be conflict with Ship Mastery or something, I think.
« Last Edit: February 04, 2025, 12:58:33 AM by Malice »
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Malice

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #323 on: February 04, 2025, 12:44:43 AM »

Hey, I think there's an issue with rat integration section of Synthesis - Adaptive Tactical Core with Command Subroutine doesn't fully work when ship is destroyed once, skill gunnery implants will not be added again, and core will not be shown despite acquired skill.
 Might be conflict with Ship Mastery or something, I think.

 Yeah, Ship Mastery makes lost ships in combat appear on campaign layer and bug, that I explained above, occurs. I will try contact Ship Mastery mod author about it, if something changes, I will let you know.
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Malice

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #324 on: February 04, 2025, 12:31:51 PM »

 Here's Update from @float "Ship Mastery System" mod Author: https://imgur.com/a/MHthOEV
 The issue can be solved by merely entering to another battle.
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Reshy

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #325 on: February 05, 2025, 03:37:11 AM »

BUG:  If the Panopticon Instance is Disrupted it doesn't properly enable the black market, this is notable for when there's a saturation bombardment:




This has a knock on effect of making the planets very easy to invade because their shortages will never get resolved.
« Last Edit: February 05, 2025, 03:45:05 AM by Reshy »
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vicegrip

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #326 on: February 05, 2025, 01:08:39 PM »

BUG:  If the Panopticon Instance is Disrupted it doesn't properly enable the black market, this is notable for when there's a saturation bombardment:

This has a knock on effect of making the planets very easy to invade because their shortages will never get resolved.
Can shortages get resolved via the black market when the starport is disrupted? In any case, a colony that has lost every single ground defense bonus due to a saturation bombardment being relatively easy to invade is not that out of the ordinary, so I might leave this behavior as is.

Reshy

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #327 on: February 05, 2025, 09:27:44 PM »

I want to say that they can, I know for certain the player can resolve shortages and I believe smuggler NPCs will also do so.
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Reshy

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #328 on: February 12, 2025, 10:10:10 PM »



Looks like the built-in fighters are adding in a fixed OP cost (the reason it's not 20 is the Compact Automation hullmod reducing the OP cost by 5).
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Vealie

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Re: [0.97a] Emergent Threats/IX Revival v0.9.5
« Reply #329 on: February 13, 2025, 04:15:58 AM »

I swear I used to be able to put remnant subsystems on non-remnant automated ships with this mod but seemingly since the last patch I cannot put eg Adaptive Entropy Arrester on RAT Abyssal automated ships such as the Sariel or derelict automated ships like Rampart or Object 361 (from HMI).

I can't see a change like that in the patch notes so idk if this is intended behaviour or not?

It's possible that I'm mistaken that you could do this before but I'm pretty sure I used subsystems on some automated ships added by Knights of Ludd before along with abyssal & derelicts without any problems.
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