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

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Author Topic: [0.98a] Emergent Threats/IX Revival v1.0.8  (Read 335640 times)

Dark Pixel

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Re: [0.98a] Emergent Threats/IX Revival v1.0.5
« Reply #390 on: May 02, 2025, 03:00:26 PM »

Hi vicegrip,

Quote
Integrated Onslaught Radical Rearming (ORR) content into Emergent Threats, letting you switch the built-in weapons on various Onslaught related hulls

Does this mean that the seperate "Onslaught Radical Rearming" mod is redundant now and it's content merged with emergent threats or is it saying it's added compatability for when it's updated?

basically, should I delete the other mod and just use this if I want to swap onslaught weapons willy nilly?

Thanks!
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vicegrip

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Re: [0.98a] Emergent Threats/IX Revival v1.0.5
« Reply #391 on: May 02, 2025, 03:57:07 PM »

Hi vicegrip,

Quote
Integrated Onslaught Radical Rearming (ORR) content into Emergent Threats, letting you switch the built-in weapons on various Onslaught related hulls

Does this mean that the seperate "Onslaught Radical Rearming" mod is redundant now and it's content merged with emergent threats or is it saying it's added compatability for when it's updated?

basically, should I delete the other mod and just use this if I want to swap onslaught weapons willy nilly?

Thanks!

Yes the other mod is redundant now. ET now has all the same content as ORR.

LocustJester

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Re: [0.98a] Emergent Threats/IX Revival v1.0.5
« Reply #392 on: May 02, 2025, 10:46:54 PM »

suggestion: since Emergent Threat boosts the sindrian diktat and the remnants at the same time...... wouldn't it be interesting to combine the two aspects of the mod together, and create...... remnant (LG) ships?
like for example, Radiant(LG) that trades the teleporting for High Energy Focus and more speed, or fulgent(LG) that pushes the power of HEF and the energy bolt thing up to eleven
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Shinr

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Re: [0.98a] Emergent Threats/IX Revival v1.0.5
« Reply #393 on: May 02, 2025, 11:16:26 PM »

suggestion: since Emergent Threat boosts the sindrian diktat and the remnants at the same time...... wouldn't it be interesting to combine the two aspects of the mod together, and create...... remnant (LG) ships?
like for example, Radiant(LG) that trades the teleporting for High Energy Focus and more speed, or fulgent(LG) that pushes the power of HEF and the energy bolt thing up to eleven

Unless I missing something, Andrada's official reason for all the mess he caused is because the Hegemony sucked and his own Diktat would prevail where they failed, including enforcing the anti-AI policies.

And even unofficially, they rather not makes themselves a bigger pariah than they already are.

Also, adding those would mean overlap with one of the IX gimmicks.
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vicegrip

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Re: [0.98a] Emergent Threats/IX Revival v1.0.4
« Reply #394 on: May 03, 2025, 01:45:58 AM »

ive, noticed the bounty/quest chain seems to randomly break-
i think an NPC fleet keeps offing the white whale fleet before i can even hope to be ready for the fight xD

whilst it does feel like something that could happen with a bounty board, it does,
feel a little, unfun-
is there a way to trigger/force a respawn?
i didnt even see the notification that the bounty failed this time, and after a good 6 hours of prepping my fleet when i finally had some cash...

You can try setting the global flag "$vice_white_whale" to false and see if that does anything. The White Whale fleet always spawns at Donn, which is remote enough that it shouldn't be getting randomly killed by NPC fleets.

SSchorik0101

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Re: [0.98a] Emergent Threats/IX Revival v1.0.5
« Reply #395 on: May 03, 2025, 06:52:37 PM »

So, I was using the F4 menu to cheat in an item to test a build I was planning and I keep getting this CTD error as soon as I enter a third letter in the search box:

Through a process of elimination I figured out it is this mod causing it as of its latest update (because the issue didn't occur until after updating the mod). Its conflicting with the F4 debug menu enabled by Lunalib, specifically if you try to spawn anything in as soon as you type in a third character in the search box. (Thanks Lukas04 for the suggestion on how to figure it out).

172912 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.RuntimeException: Hullmod with id [no_dealer] not found
111480     java.lang.RuntimeException: Hullmod with id [no_dealer] not found
111481            at com.fs.starfarer.loading.specs.g.isDHull(Unknown Source)
111482            at lunalib.backend.ui.debug.LunaDebugUICargoPanel.searchForItems(LunaDebugUICargoPanel.kt:387)
111483            at lunalib.backend.ui.debug.LunaDebugUICargoPanel.init$lambda$1$lambda$0(LunaDebugUICargoPanel.kt:72)
111484            at lunalib.backend.ui.components.base.LunaUIBaseElement.processInput(LunaUIBaseElement.kt:273)
111485            at lunalib.backend.ui.components.base.LunaUITextField.processInput(LunaUITextField.kt:211)
111486            at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
111487            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
111488            at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
111489            at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
111490            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
111491            at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
111492            at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
111493            at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
111494            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
111495            at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
111496            at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
111497            at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
111498            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
111499            at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
111500            at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
111501            at com.fs.starfarer.ui.newui.int.processInputImpl(Unknown Source)
111502            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
111503            at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
111504            at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
111505            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
111506            at com.fs.starfarer.class.I.processInputImpl(Unknown Source)
111507            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
111508            at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
111509            at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
111510            at com.fs.starfarer.ui.oo0O.processInputImpl(Unknown Source)
111511            at com.fs.starfarer.ui.newui.OOoO.processInputImpl(Unknown Source)
111512            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
111513            at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
111514            at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
111515            at com.fs.starfarer.ui.oo0O.processInputImpl(Unknown Source)
111516            at com.fs.starfarer.ui.newui.o0Oo.processInputImpl(Unknown Source)
111517            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
111518            at com.fs.starfarer.ui.interfacenew.dispatchEventsToChildren(Unknown Source)
111519            at com.fs.starfarer.ui.interfacenew.processInputImpl(Unknown Source)
111520            at com.fs.starfarer.ui.OOOo.processInput(Unknown Source)
111521            at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
111522            at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
111523            at com.fs.state.AppDriver.begin(Unknown Source)
111524            at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
111525            at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
111526            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
111527            at java.base/java.lang.Thread.run(Unknown Source)
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vicegrip

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Re: [0.98a] Emergent Threats/IX Revival v1.0.5
« Reply #396 on: May 03, 2025, 08:59:23 PM »

So, I was using the F4 menu to cheat in an item to test a build I was planning and I keep getting this CTD error as soon as I enter a third letter in the search box:[...]
Thanks for the report. I have uploaded a quick fix that should address this issue.

Anoth

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Re: [0.98a] Emergent Threats/IX Revival v1.0.5a
« Reply #397 on: May 04, 2025, 06:53:23 PM »

This mod made me appreciate the Lions Guard stuff. The Flight Deck Eagle who's name I have forgotten is my favorite ship to fly!
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MrApple

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Re: [0.98a] Emergent Threats/IX Revival v1.0.6
« Reply #398 on: May 05, 2025, 10:02:27 PM »

So, I decided to update the mods I use to their latest versions, only for the game to crash.

So through the process of elimination (I tried out every mod I had installed), I figured out that this mod was causing the crash, though I don't know why.

10690 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.newsuper.clone()" because "<parameter1>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.newsuper.clone()" because "<parameter1>" is null
   at com.fs.starfarer.loading.specs.Oo0O.setProjectileSpec(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader. 00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader. 00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore. O0000(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.base/java.lang.Thread.run(Unknown Source)
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vicegrip

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Re: [0.98a] Emergent Threats/IX Revival v1.0.6
« Reply #399 on: May 06, 2025, 12:17:43 PM »

So, I decided to update the mods I use to their latest versions, only for the game to crash.

So through the process of elimination (I tried out every mod I had installed), I figured out that this mod was causing the crash, though I don't know why.

10690 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.newsuper.clone()" because "<parameter1>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.newsuper.clone()" because "<parameter1>" is null
[...]
I think this happens when the game is trying to call up a ship or weapon that doesn't exist, probably because something is missing or mislabelled. When is the crash appearing, which submod is causing it (ET or IX), and does the crash still happen when no mods are loaded at all? Let me know and I will look into it.

MrApple

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Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« Reply #400 on: May 06, 2025, 10:30:32 PM »

So, I decided to update the mods I use to their latest versions, only for the game to crash.

So through the process of elimination (I tried out every mod I had installed), I figured out that this mod was causing the crash, though I don't know why.

10690 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.newsuper.clone()" because "<parameter1>" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.loading.specs.newsuper.clone()" because "<parameter1>" is null
[...]
I think this happens when the game is trying to call up a ship or weapon that doesn't exist, probably because something is missing or mislabelled. When is the crash appearing, which submod is causing it (ET or IX), and does the crash still happen when no mods are loaded at all? Let me know and I will look into it.

Never mind, I decided to update the mod to v1.0.6a , and it worked. Though, thank you very much.
« Last Edit: May 06, 2025, 10:42:34 PM by MrApple »
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Village

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Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« Reply #401 on: May 07, 2025, 09:43:43 AM »

Have enjoyed trying out the two new ships. I've tried limiting myself to vanilla and mod-only hullmods and weapons to experiment with them but have been far more impressed with the Howler and its ship system between a beam build and a heavy blaster build since it can dump flux. The Bellicose on the other hand has felt a little lackluster, definitely similar to a Brilliant but in terms of function like a much slower Fury with even greater liability trying to disengage safely unless you're doing a beam centered build where it can stay back safely. Maybe a DP of 25 to be exactly the same as a Brilliant would make it feel better. Otherwise they're both really cool and have been a lot of fun playing with and using in a fresh playthrough!
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vicegrip

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Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« Reply #402 on: May 07, 2025, 11:32:59 AM »

Have enjoyed trying out the two new ships. I've tried limiting myself to vanilla and mod-only hullmods and weapons to experiment with them but have been far more impressed with the Howler and its ship system between a beam build and a heavy blaster build since it can dump flux. The Bellicose on the other hand has felt a little lackluster, definitely similar to a Brilliant but in terms of function like a much slower Fury with even greater liability trying to disengage safely unless you're doing a beam centered build where it can stay back safely. Maybe a DP of 25 to be exactly the same as a Brilliant would make it feel better. Otherwise they're both really cool and have been a lot of fun playing with and using in a fresh playthrough!
Thanks for the feedback. I love player ship reviews since it helps me rebalance content, and having the Bellicose not stand out was a concern. I am still thinking of a way to make the ship more interesting that isn't just throwing ultracapacitors on it like the Flamebreaker.

Village

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Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« Reply #403 on: May 07, 2025, 03:42:49 PM »

Have enjoyed trying out the two new ships. I've tried limiting myself to vanilla and mod-only hullmods and weapons to experiment with them but have been far more impressed with the Howler and its ship system between a beam build and a heavy blaster build since it can dump flux. The Bellicose on the other hand has felt a little lackluster, definitely similar to a Brilliant but in terms of function like a much slower Fury with even greater liability trying to disengage safely unless you're doing a beam centered build where it can stay back safely. Maybe a DP of 25 to be exactly the same as a Brilliant would make it feel better. Otherwise they're both really cool and have been a lot of fun playing with and using in a fresh playthrough!
Thanks for the feedback. I love player ship reviews since it helps me rebalance content, and having the Bellicose not stand out was a concern. I am still thinking of a way to make the ship more interesting that isn't just throwing ultracapacitors on it like the Flamebreaker.

So far it's excelled very well with the Strike variant using the beam subsystem, in fact after trying out some different combinations of beam weapons from vanilla and within the mod itself it's great as long-ranged fire support/pressure. I had thought about what a different ship system might do or how it would change things but honestly when using it as long-ranged support/pressure, plasma burn is great for pushing forward to finish ships off and keeps it feeling similar to the Brilliant.

Trying to use it in close quarters has been challenging and after some experience, I think it's the shield arc that felt like it could use the most adjustment, maybe to 270 like a Brilliant since one of the biggest issues was getting swarmed especially if it pushed forward too far and not having enough shield coverage to pull out without armor and hull damage. I think there would be a little much overlap with the Tigershark if it had plasma jets even if that would help it more as a strike or close quarters ship. Otherwise I think the OP, flux capacity and dissipation and shield upkeep feels good and keeps it feeling like there's a progression between it, the Tigershark and Flamebreaker. Maybe a touch more top speed to take it to 65 is the only other balance thing.

Having the subsystem interface is pretty powerful since it frees up OP or a smod slot and definitely benefits any build type for it.
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earthman1234

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Re: [0.98a] Emergent Threats/IX Revival v1.0.6a
« Reply #404 on: May 08, 2025, 08:44:53 PM »

Onslaught radical rearming seems incompatible with Kon's multi pack 13th battlegroup onslaught. I tried replacing the TPC with the gigapulser but the XIII onslaught turned into a normal onslaught
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