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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97a] LOST_SECTOR - Exploration and Quest content  (Read 223825 times)

Tank Hunter Silas

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #255 on: November 30, 2024, 06:30:33 PM »

How do you start the last two quests, nothing happens after hostile takeover for me?
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Selfcontrol

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #256 on: November 30, 2024, 07:19:12 PM »

Go back to the NPC after a month or so. The next quest becomes available only after waiting for some time.
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Tank Hunter Silas

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #257 on: December 01, 2024, 06:20:25 AM »

Go back to the NPC after a month or so. The next quest becomes available only after waiting for some time.
Thank you my friend.
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Tank Hunter Silas

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #258 on: December 01, 2024, 08:15:16 AM »

Is the last quest marker for the cache a direct location or a "it's near here" marker. if its direct, the system doesn't exist in my game, its open space
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Zeta04

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #259 on: January 03, 2025, 08:40:11 PM »

Incompatibility concerns: for Arma Armatura above version 3.1.0, landing a strikecraft with Volatile Flux Injection on carriers instantly throws a CTD
------
192121 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.lang.Float.floatValue()" because the return value of "java.util.Map.get(Object)" is null
java.lang.NullPointerException: Cannot invoke "java.lang.Float.floatValue()" because the return value of "java.util.Map.get(Object)" is null
   at scripts.kissa.LOST_SECTOR.hullmods.nskr_volatile.advanceInCombat(nskr_volatile.java:115) ~[?:?]
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
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ShadowWraith

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #260 on: January 04, 2025, 02:17:00 AM »

Is the last quest marker for the cache a direct location or a "it's near here" marker. if its direct, the system doesn't exist in my game, its open space

Spoiler
You need to traverse jump to get into the cache, there should be a purple spot near the map location
[close]
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DeusVauly

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #261 on: January 05, 2025, 06:13:29 PM »

Hey, I've really enjoyed this mod; despite adding a mishmash of everything, the content is of uniformly good quality and adds to the player experience; just great stuff all around.

Beyond praise, I only have a small request: change it so the Sunburst's mothership hull mod remains active if the other capitals in your fleet are mothballed so that you're not punished for collecting salvaged enemy capitals while using the Sunburst over multiple battles. 
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eidolad

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #262 on: January 10, 2025, 12:55:10 PM »

Patching some new features introduced in the latest update.


Download

Version: 0.6.2b

Changelog:
Spoiler

Version 0.6.2b
SAVE COMPATIBLE

Fixes:
- Fixed custom background event fleets sometimes doing strange "warping" movements
- Fixed a crash with custom background fleet spawning logic
- Fixed a possible crash if both Nex and LOST_SECTOR are enabled for the first time on a save at the same time
- Fixed a crash if LOST_SECTOR is enabled for the first time on a save without Nexerelin



[close]

Thanks for this.

Would love if you added a "Carrier" or even a light-carrier to the faction. I usually supplement my fleet with a Persean Carrier but it would be nice if you had your own variant.

There are no plans atm. But I'm going to turbobuff Converted Hangar on Kesteven ships so they can atleast get some fighters.

_______________

Hi found this back in from March, answered my question...posting to just reinforce that as a new Kesteven faction captain, I find myself rather thirsty for squadrons to take some flux off while I go up against mod fleets/quests/vanilla+ difficulty.  Gonna read my history lessons on my faction, buy a pair Kesteven cruisers, and load up on some converted hangars asap

Otherwise I like this mod a ton and I see little reason to ever not have it loaded in a game.

Edit:  oh my look at that Nighthawk cruiser with two Xyphos squadrons, just standing there and delivering
« Last Edit: January 10, 2025, 09:06:03 PM by eidolad »
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ihzaw

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #263 on: January 15, 2025, 07:41:02 AM »

Is there a way of restoring the main kesteven base? I was wandering off while waiting for the next quest after hostile takeover and when i get back the heggies already got them
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Redeye43

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Re: [0.97a] LOST_SECTOR - Exploration and Quest content
« Reply #264 on: January 19, 2025, 04:53:44 PM »

Minor bug: Critical Point Protection crashes the game if trying to add hullmods to a ship designated as fighter-sized. Not sure if anything else causes problems because it crashes immediately when opening the add-hullmod menu.
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