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

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Author Topic: [0.98a] The Knights of Ludd  (Read 238149 times)

mstachife

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Re: [0.97a] The Knights of Ludd
« Reply #105 on: March 19, 2024, 08:05:36 PM »

Getting a crash when going near the hypershunt in the elysia system.
Spoiler
171291 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.fleet.CampaignFleet
java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.fleet.CampaignFleet
   at com.fs.starfarer.campaign.CircularFleetOrbit.setEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation$LocationToken.setOrbit(Unknown Source)
   at fleetjour.scripts.objects.JournalEntry.makeDoubleWithSameOrbit(JournalEntry.kt:56)
   at fleetjour.scripts.objects.JournalEntry.<init>(JournalEntry.kt:29)
   at fleetjour.scripts.EntryWriter.writeQuickEntry(EntryWriter.kt:209)
   at fleetjour.scripts.AutoWriterScript.reportEntityDiscovered(AutoWriterScript.kt:34)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEntityDiscovered(ListenerUtil.java:130)
   at com.fs.starfarer.api.campaign.listeners.CoreDiscoverEntityPlugin.discoverEntity(CoreDiscoverEntityPlugin.java:47)
   at com.fs.starfarer.campaign.SensorContactIndicatorManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.lang.Thread.run(Unknown Source)
[close]
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Dal

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Re: [0.97a] The Knights of Ludd
« Reply #106 on: March 20, 2024, 01:48:26 AM »

Getting a crash when going near the hypershunt in the elysia system.
Spoiler
171291 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.fleet.CampaignFleet
java.lang.ClassCastException: com.fs.starfarer.campaign.BaseLocation$LocationToken cannot be cast to com.fs.starfarer.campaign.fleet.CampaignFleet
   at com.fs.starfarer.campaign.CircularFleetOrbit.setEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation$LocationToken.setOrbit(Unknown Source)
   at fleetjour.scripts.objects.JournalEntry.makeDoubleWithSameOrbit(JournalEntry.kt:56)
   at fleetjour.scripts.objects.JournalEntry.<init>(JournalEntry.kt:29)
   at fleetjour.scripts.EntryWriter.writeQuickEntry(EntryWriter.kt:209)
   at fleetjour.scripts.AutoWriterScript.reportEntityDiscovered(AutoWriterScript.kt:34)
   at com.fs.starfarer.api.campaign.listeners.ListenerUtil.reportEntityDiscovered(ListenerUtil.java:130)
   at com.fs.starfarer.api.campaign.listeners.CoreDiscoverEntityPlugin.discoverEntity(CoreDiscoverEntityPlugin.java:47)
   at com.fs.starfarer.campaign.SensorContactIndicatorManager.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.advance(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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.lang.Thread.run(Unknown Source)
[close]

There's a beta fix for this in the Fleet Journal thread.

Uhmm, I got a bit of weirdness going on after a crash.

I have done the second boss from Knights of Ludd, got the intel and everything, recovered the ship, etc. I saved, then went on to do something different since the new location was so far away, and crashed (unrelated to KOL and already fixed).

However, upon loading the save, I only have the intel for the second boss location, not the third one. I still have the ship, the station is still gone, etc.

Anyone got a console command line I could run to give me the 3rd boss' intel?

That's very odd. I can only recommend to double check, the intel is a little esoteric ("unknown location in unknown location") but should appear on the map fine. In any case, it's

Spoiler
in the southwest, right along the clouds by the edge of the abyss.
[close]
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Celepito

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Re: [0.97a] The Knights of Ludd
« Reply #107 on: March 20, 2024, 03:28:04 AM »

the intel is a little esoteric ("unknown location in unknown location") but should appear on the map fine.

Yeah, the issue is that I dont have the intel. I only have the 2nd one pointing me at the orbiting station, not the "unknown location in unknown location", which I had pre-crash. I might just not be finding the new one anymore? But I did check every tab, I'm pretty sure, though telling me in which tab the intel should land would allow me to double check.

And yeah, I checked pre-crash where is was, so I know the rough location, its just that due to Adjusted Sector making my sector substantially larger its now in


Spoiler

the middle of abyssal hyperspace, not at the edge
[close]

which isnt optimal for finding it. Hence I was hoping for a command line to so I dont have to search around too much.


EDIT: Nevermind, I'm apparently just blind. The intel is, for some reason, not marked Important (while the other ones were, making me think it was gone), and I misremembered and the location is where you said. Sorry for any confusion I caused.
« Last Edit: March 20, 2024, 06:08:41 AM by Celepito »
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Brainwright

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Re: [0.97a] The Knights of Ludd
« Reply #108 on: March 21, 2024, 09:10:39 PM »

I'm rather liking the mod.  The Knight ships grow on me the more I use them, and they're definitely not low-tech ships.  Something new for sure, and that's good.

And as for the [redacted], I can take them out behind the wood shed and beat them with every dirty trick in the book without the slightest ounce of hesitation.  They're broken, and they probably should be.  They're all beautiful ships, too.

Though, I would say that the cruiser-size carriers around the red thing tend to just retreat for the whole battle if you don't have enough fast ships to bring them down.  Kinda boring.
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sindree

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Re: [0.97a] The Knights of Ludd
« Reply #109 on: March 22, 2024, 02:35:21 AM »

So far i am really enjoying the mod, however i can't seem build the battle station liba, it says i require a functional spaceport when i have one, i can build all the other types of stations, but this one doesn't want to pew pew
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AnXel LG

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Re: [0.97a] The Knights of Ludd
« Reply #110 on: March 22, 2024, 04:44:08 AM »

So far i am really enjoying the mod, however i can't seem build the battle station liba, it says i require a functional spaceport when i have one, i can build all the other types of stations, but this one doesn't want to pew pew

I suspect that "battle station liba" is part of the exploration content and shouldn't even appear in the building options menu at all. I dare say it is not spelled correctly, for that matter. I will say no more to make no SPOILERS  ;)
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sindree

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Re: [0.97a] The Knights of Ludd
« Reply #111 on: March 22, 2024, 07:10:27 AM »

So far i am really enjoying the mod, however i can't seem build the battle station liba, it says i require a functional spaceport when i have one, i can build all the other types of stations, but this one doesn't want to pew pew

I suspect that "battle station liba" is part of the exploration content and shouldn't even appear in the building options menu at all. I dare say it is not spelled correctly, for that matter. I will say no more to make no SPOILERS  ;)

i had better do some more exploring then  ;D
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AnXel LG

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Re: [0.97a] The Knights of Ludd
« Reply #112 on: March 22, 2024, 09:35:15 AM »

So far i am really enjoying the mod, however i can't seem build the battle station liba, it says i require a functional spaceport when i have one, i can build all the other types of stations, but this one doesn't want to pew pew

I suspect that "battle station liba" is part of the exploration content and shouldn't even appear in the building options menu at all. I dare say it is not spelled correctly, for that matter. I will say no more to make no SPOILERS  ;)

i had better do some more exploring then  ;D

TIP without spoilers: The Knights of Ludd are a valiant lot. They often venture into the unknown... May be interesting to follow them and fight alongside those brave souls...
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Templar_X

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Re: [0.97a] The Knights of Ludd
« Reply #113 on: March 23, 2024, 12:13:02 AM »

Hello there, enjoying the mod but I'm getting this exception:
Spoiler
Happens when fighting the Corrupting Heart fleet in Elysian Abyss. Somewhere mid-late fight, seems like when the Corrupting Heart is spawning.
java.lang.OutOfMemoryError: Java heap space
        at org.selkie.kol.combat.StarficzAIUtils.generatePredictedWeaponHits(StarficzAIUtils.java:348) ~[?:?]
        at org.selkie.kol.impl.shipsystems.AI.FortressFluxConverterAI.advance(FortressFluxConverterAI.java:48) ~[?:?]
        at com.fs.starfarer.loading.specs.M$1.super(Unknown Source) ~[port_obf.jar:?]
        at com.fs.starfarer.combat.ai.BasicShipAI.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.runWith(Thread.java:1588) [?:?]
        at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
[close]
(I'm using 12GBs for the jvm)

Edit: worked around it by nuking the first 2 waves, and just fighting the final wave
« Last Edit: March 23, 2024, 12:29:11 AM by Templar_X »
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Hexallium

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Re: [0.97a] The Knights of Ludd
« Reply #114 on: March 23, 2024, 04:49:00 AM »

If the KoL faction got wiped out by another faction, is the quest for KoL unobtainable?
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Sinigr

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Re: [0.97a] The Knights of Ludd
« Reply #115 on: March 23, 2024, 06:52:07 AM »

Before I had idea to post here that how good that mod is.

But now I am angry, how to delete that s**t from "important"? ? ? Tapping exclamation point has no results...

« Last Edit: March 23, 2024, 06:54:09 AM by Sinigr »
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"officerMaxLevel":29,
"officerAIMax":36,
"maxOfficersInAIFleet":36
"tier1StationOfficerLevel":29,
"tier2StationOfficerLevel":29,
"tier3StationOfficerLevel":29,
Try to hunt it! ;)
https://i.imgur.com/gXIAgGy.png

omgwtfbears

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Re: [0.97a] The Knights of Ludd
« Reply #116 on: March 23, 2024, 04:46:43 PM »

TIP without spoilers: The Knights of Ludd are a valiant lot. They often venture into the unknown... May be interesting to follow them and fight alongside those brave souls...
Never managed to find where they gather to then go on one of their expeditions. It's not any of their stations that's for sure, unless it's once a month kind of deal and i kept missing it.
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Shogouki

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Re: [0.97a] The Knights of Ludd
« Reply #117 on: March 23, 2024, 04:51:53 PM »

TIP without spoilers: The Knights of Ludd are a valiant lot. They often venture into the unknown... May be interesting to follow them and fight alongside those brave souls...
Never managed to find where they gather to then go on one of their expeditions. It's not any of their stations that's for sure, unless it's once a month kind of deal and i kept missing it.

I've seen a fleet or two already on their way in hyperspace but similarly haven't seen where they start from.

Do you miss out if you don't follow them as soon as you see them?  Or will the opportunity to experience them continue to happen until you do follow them?
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AnXel LG

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Re: [0.97a] The Knights of Ludd
« Reply #118 on: March 24, 2024, 02:39:57 AM »

TIP without spoilers: The Knights of Ludd are a valiant lot. They often venture into the unknown... May be interesting to follow them and fight alongside those brave souls...
Never managed to find where they gather to then go on one of their expeditions. It's not any of their stations that's for sure, unless it's once a month kind of deal and i kept missing it.

I've seen a fleet or two already on their way in hyperspace but similarly haven't seen where they start from.

Do you miss out if you don't follow them as soon as you see them?  Or will the opportunity to experience them continue to happen until you do follow them?

  I can't remember which KoL faction leader talks about it, since he says something about "future patches (of the mod I suppose)" but he tells you to help the Knights that spawn naturally from the two battle stations near the gates in Eos Exodus and Canaan in a similar way that faction detachments spawn. Be sure to check that the new KoL fleet says "bravely venturing into the unknown" or "preparing to venture into the unknown". And if you have installed Ruthless Sector and find a [Redacted] fleet along the way, be sure to help them defeat those toasters. Yeah, Remnants in hyperspace can be a bumer for the exploration success of the mission, but try to extrapolate the course of the Knigts fleet to make a guess at their destination in the fringes of the sector... I'm sure you'll like A LOT what you'll find there   ;D
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u3r

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Re: [0.97a] The Knights of Ludd
« Reply #119 on: March 25, 2024, 10:36:39 AM »

Difficulty tuning:

I like the mod a lot until now - even if I don't get the hang of most KoL ships.
But one thing bugs me: I discovered "the special system" at the edge of the sector and BOY is that over-tuned.
I arrived with my full endgame redacted-annihilation force, took on a single patrol of the weaker kind and after several tries managed to GET OUT ALIVE.

Is there a particular weakness I am missing (or adverse mod-combination effect)

This is worse than triple ordo - simply for the fact that the ships are SO strong that it is less an endurance race (like multi-ordo) but more of a "whoops where as my pristine onslaught XIV gone" which was zero-flux and undamaged 5 seconds ago?

For reference: the (faction) mods I am using:
Apex Design Collective (saw some of the weapons of this mod randomly appear on the automated ships)
Gensoukyou Manufacture
Interstellar Imperium
LOST_SECTOR
The Exalted
Volantian Reclamation Initiative
Xhan Empire

The fleet, I am working with:
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