Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 15 16 [17] 18 19 ... 24

Author Topic: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2  (Read 162522 times)

Jorderon

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #240 on: March 05, 2025, 06:16:10 PM »

I tried this mod out along with Ashes of the Domain. For a change of pace I disabled Nexerelin because I became weary of games degenerating into conquering sprees and AI colony spam. When I declared my independence war (This is an AOTD specific feature) the Star Lords of the faction all decide to invade my system and they're basically invincible all grouped up. 18 fleets with whatever, doom spam, onslaught 14 spam, paragon spam, etc, all pile into my system and annihilate the place no matter how well prepared my defenses are.

Since I don't have Nexerelin on I can't use defensive fleets, and even 400% fleets from 3 High commands with Alpha Cores, it's just not enough to deal with the Lord Spamalot and his 30 Onslaughts and his 17 cousins with basically identical fleets.

I really enjoy the Star Lord mod and think it adds a lot of flavor to a game; makes the game world feel more alive. This specific case is probably just too niche to AOTD independence wars to do anything specific about, but do the Lords really need to all show up for hostile actions? Two or three lords for an offensive action would be a significant challenge for anything. Even when I still ran with my commission faction and participated in Lord-campaigns there wasn't much for me to do on campaigns. The Lords just show up and destroy everything with their very OP fleets. I think even in mount and blade you can't ever get more than 2 or three lords showing up to one major action, let alone a dozen.

An interesting AOTD specific interaction with Star Lords would be a way to convince a few Lords to defect with you in your independence war; kind of like a Crusader Kings faction or something, to give the player a chance. The way it's set up now you basically have to take on the whole faction and their Lord lineup to win the war and that's basically impossible. You could bribe them with domain artifacts, fiefs in the future, unique ships, etc.

What also might make sense is to make the Lords have more endgame player-like fleets, with tankers, cargo vessels, support vessels like salvage rigs and some troop transports to make them more autonomous but powerful expeditionary fleets rather than the 30 capital ship spam they tend to fly around with. It doesn't make sense or even practically work logistically in the players hands to use such fleets. I understand you want the Lords' fleets to be formidable, but the way it shakes out things are just excessive, and they group up in some contexts and become an unstoppable force that's more tedious and annoying than challenging.

Thanks for the great mod I really enjoy paying it. I'm not really asking for anything specific, but I want the Lords to act a little more like quasi-autonomous players that have some tension with their own faction, rather than faction npcs.
Logged

Fermuto

  • Ensign
  • *
  • Posts: 15
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #241 on: March 05, 2025, 09:33:42 PM »

Hey there, I'm getting a consistent crash where it seems like Star Lords can't figure out creating a raid. Here's the message from the log


java.lang.NullPointerException: Cannot invoke "starlords.person.LordEvent.getOriginator()" because "raid" is null
   at starlords.ai.LordAI.progressAssignment(LordAI.java:591) ~[?:?]
   at starlords.ai.LordAI.advance(LordAI.java:96) ~[?:?]
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.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:1447) [?:?]

To clarify I am indeed using the most recent nex version.

Any insight would be appreciated. thanks!

EDIT: FOR ANYONE EXPERIENCING NULL POINTER CRASHES, the author made a temporary bandaid fix with a new .jar that tries to reset lords instead of crashing.
Grab it here: https://fractalsoftworks.com/forum/index.php?topic=30548.msg456442;topicseen#msg456442
« Last Edit: March 05, 2025, 09:44:03 PM by Fermuto »
Logged

Malice

  • Lieutenant
  • **
  • Posts: 55
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #242 on: March 06, 2025, 02:01:53 AM »

I tried this mod out along with Ashes of the Domain. For a change of pace I disabled Nexerelin because I became weary of games degenerating into conquering sprees and AI colony spam. When I declared my independence war (This is an AOTD specific feature) the Star Lords of the faction all decide to invade my system and they're basically invincible all grouped up. 18 fleets with whatever, doom spam, onslaught 14 spam, paragon spam, etc, all pile into my system and annihilate the place no matter how well prepared my defenses are.

Since I don't have Nexerelin on I can't use defensive fleets, and even 400% fleets from 3 High commands with Alpha Cores, it's just not enough to deal with the Lord Spamalot and his 30 Onslaughts and his 17 cousins with basically identical fleets.

I really enjoy the Star Lord mod and think it adds a lot of flavor to a game; makes the game world feel more alive. This specific case is probably just too niche to AOTD independence wars to do anything specific about, but do the Lords really need to all show up for hostile actions? Two or three lords for an offensive action would be a significant challenge for anything. Even when I still ran with my commission faction and participated in Lord-campaigns there wasn't much for me to do on campaigns. The Lords just show up and destroy everything with their very OP fleets. I think even in mount and blade you can't ever get more than 2 or three lords showing up to one major action, let alone a dozen.

An interesting AOTD specific interaction with Star Lords would be a way to convince a few Lords to defect with you in your independence war; kind of like a Crusader Kings faction or something, to give the player a chance. The way it's set up now you basically have to take on the whole faction and their Lord lineup to win the war and that's basically impossible. You could bribe them with domain artifacts, fiefs in the future, unique ships, etc.

What also might make sense is to make the Lords have more endgame player-like fleets, with tankers, cargo vessels, support vessels like salvage rigs and some troop transports to make them more autonomous but powerful expeditionary fleets rather than the 30 capital ship spam they tend to fly around with. It doesn't make sense or even practically work logistically in the players hands to use such fleets. I understand you want the Lords' fleets to be formidable, but the way it shakes out things are just excessive, and they group up in some contexts and become an unstoppable force that's more tedious and annoying than challenging.

Thanks for the great mod I really enjoy paying it. I'm not really asking for anything specific, but I want the Lords to act a little more like quasi-autonomous players that have some tension with their own faction, rather than faction npcs.

 Unfortunately, Star Lords aren't being modified nor officially maintained by other people. I doubt there will be any severe modification to last version in near time, because mod author Deluth might be away from modding SS for some time.
 But Alaricdragon, in fact, does fixes in his own pace to maintain mod in playable state, though I do not recommend to push, pressure him to do anything/anything beyond limits of maintaining especially when he's not officially maintaining the mod.
« Last Edit: March 06, 2025, 02:14:02 AM by Malice »
Logged

Jorderon

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #243 on: March 06, 2025, 06:11:11 AM »

I tried this mod out along with Ashes of the Domain. For a change of pace I disabled Nexerelin because I became weary of games degenerating into conquering sprees and AI colony spam. When I declared my independence war (This is an AOTD specific feature) the Star Lords of the faction all decide to invade my system and they're basically invincible all grouped up. 18 fleets with whatever, doom spam, onslaught 14 spam, paragon spam, etc, all pile into my system and annihilate the place no matter how well prepared my defenses are.

Since I don't have Nexerelin on I can't use defensive fleets, and even 400% fleets from 3 High commands with Alpha Cores, it's just not enough to deal with the Lord Spamalot and his 30 Onslaughts and his 17 cousins with basically identical fleets.

I really enjoy the Star Lord mod and think it adds a lot of flavor to a game; makes the game world feel more alive. This specific case is probably just too niche to AOTD independence wars to do anything specific about, but do the Lords really need to all show up for hostile actions? Two or three lords for an offensive action would be a significant challenge for anything. Even when I still ran with my commission faction and participated in Lord-campaigns there wasn't much for me to do on campaigns. The Lords just show up and destroy everything with their very OP fleets. I think even in mount and blade you can't ever get more than 2 or three lords showing up to one major action, let alone a dozen.

An interesting AOTD specific interaction with Star Lords would be a way to convince a few Lords to defect with you in your independence war; kind of like a Crusader Kings faction or something, to give the player a chance. The way it's set up now you basically have to take on the whole faction and their Lord lineup to win the war and that's basically impossible. You could bribe them with domain artifacts, fiefs in the future, unique ships, etc.

What also might make sense is to make the Lords have more endgame player-like fleets, with tankers, cargo vessels, support vessels like salvage rigs and some troop transports to make them more autonomous but powerful expeditionary fleets rather than the 30 capital ship spam they tend to fly around with. It doesn't make sense or even practically work logistically in the players hands to use such fleets. I understand you want the Lords' fleets to be formidable, but the way it shakes out things are just excessive, and they group up in some contexts and become an unstoppable force that's more tedious and annoying than challenging.

Thanks for the great mod I really enjoy paying it. I'm not really asking for anything specific, but I want the Lords to act a little more like quasi-autonomous players that have some tension with their own faction, rather than faction npcs.

 Unfortunately, Star Lords aren't being modified nor officially maintained by other people. I doubt there will be any severe modification to last version in near time, because mod author Deluth might be away from modding SS for some time.
 But Alaricdragon, in fact, does fixes in his own pace to maintain mod in playable state, though I do not recommend to push, pressure him to do anything/anything beyond limits of maintaining especially when he's not officially maintaining the mod.

That's a bummer. It's a great mod concept. Thanks for letting me know though.
Logged

alaricdragon

  • Captain
  • ****
  • Posts: 258
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #244 on: March 06, 2025, 01:58:34 PM »

Hello! @alaricdragon, got an issue Lords AI with 0.3.7v., can't really tell what caused it in game, I can only explain partially the situation in my save and mine presumption: many alliances of factions are tearing apart one hateful alliance, their home system to be exact, perhaps one last market was fallen and remaining lords can't decide where to go (or what to do after their faction lost, destroyed) and the thing is that they're hated mostly by all factions except pirates and independents.
 * Did played for a while and in the end I assume this is not it, save going steadily regardless of destroyed factions and lords whereabouts and etc. 

Code
 3642166 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" is null
at starlords.person.Lord.setTarget(Lord.java:316) ~[?:?]
at starlords.ai.LordAI.beginAssignment(LordAI.java:411) ~[?:?]
at starlords.ai.LordAI.chooseAssignment(LordAI.java:302) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.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) [?:?]

 UPD* Got another issue later with Lords AI.
Code
17694708 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "com.fs.starfarer.api.util.Misc.findNearestLocalMarket(com.fs.starfarer.api.campaign.SectorEntityToken, float, com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin$MarketFilter)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "com.fs.starfarer.api.util.Misc.findNearestLocalMarket(com.fs.starfarer.api.campaign.SectorEntityToken, float, com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin$MarketFilter)" is null
at starlords.ai.LordAI.beginAssignment(LordAI.java:336) ~[?:?]
at starlords.ai.LordAI.chooseAssignment(LordAI.java:302) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.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) [?:?]
  I must say, that I'm not really interacting with Lords not even fighting them, will check up tomorrow if this crash consistent.
hello. you are quite a lucky person aren't you? finding 2 crashes all on your own. I have fixed them. hopefully.
also, you the version number went up by 2, because I pushed the fix to the main branch, only to read this message and find another fix. (not that im complaining about it. its part of doing anything is finding out you need to do more, you know?)
anyways, please continue to report any of the strange edge cases you find. this has been super useful in not having my game crash whenever I run into this issue at random.

something interesting about starlords is that they will continue to exists and run even if you never interact with them. in case you are wonder why you managed to get crashes even though you are not interacting with them.
Logged

alaricdragon

  • Captain
  • ****
  • Posts: 258
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #245 on: March 06, 2025, 02:11:38 PM »

That's a bummer. It's a great mod concept. Thanks for letting me know though.
hello, its me. the person who was talked about.
this sounds like a bug (all the starlords attacking you all at once (maybe. I dont know for sure)) but I do need to know a little more about what happened?
so, the lords attacking you should be related to the colony crisis system. so my questions are:
were any of the crises events happen at the time of this attack? (like a blockade, or a heg AI inspection)?
how many different factions were attacking you? like, was it just one, or was it every faction that had interest in your system(s)?

as for your gameplay suggesting, this sounds like something from mount and blade warband. were you could have a civil war in your faction. personally, I like the idea. but I 100% do not have the ability to make it happen. like at all.
well, maybe I could. maybe. with a lot of work because of reasons. and It would proboly no wait.
now Im thinking about it. but like, don't expect anything ok? it likely will not happen at all.

secondly, the person who created this mod just said they were bored of starsector right now. they might yet return. just... not right now. give it a year or something.

oh right, last thing: nexerlin can allow you to disable invasions and colony spam and stuff (if you want defense fleets and no invasion's). my modification of starlords should even respect the no invasions rule. (although the base mod didn't, or at least I think it did? I dont know and im sad about this like how does it work arg starlords is really complicated) you can download my version here, so hopefully that helps a little?
Logged

Malice

  • Lieutenant
  • **
  • Posts: 55
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #246 on: March 06, 2025, 02:30:27 PM »

Hello! @alaricdragon, got an issue Lords AI with 0.3.7v., can't really tell what caused it in game, I can only explain partially the situation in my save and mine presumption: many alliances of factions are tearing apart one hateful alliance, their home system to be exact, perhaps one last market was fallen and remaining lords can't decide where to go (or what to do after their faction lost, destroyed) and the thing is that they're hated mostly by all factions except pirates and independents.
 * Did played for a while and in the end I assume this is not it, save going steadily regardless of destroyed factions and lords whereabouts and etc. 

Code
 3642166 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getId()" because the return value of "com.fs.starfarer.api.campaign.SectorEntityToken.getMarket()" is null
at starlords.person.Lord.setTarget(Lord.java:316) ~[?:?]
at starlords.ai.LordAI.beginAssignment(LordAI.java:411) ~[?:?]
at starlords.ai.LordAI.chooseAssignment(LordAI.java:302) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.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) [?:?]

 UPD* Got another issue later with Lords AI.
Code
17694708 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "com.fs.starfarer.api.util.Misc.findNearestLocalMarket(com.fs.starfarer.api.campaign.SectorEntityToken, float, com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin$MarketFilter)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "com.fs.starfarer.api.util.Misc.findNearestLocalMarket(com.fs.starfarer.api.campaign.SectorEntityToken, float, com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin$MarketFilter)" is null
at starlords.ai.LordAI.beginAssignment(LordAI.java:336) ~[?:?]
at starlords.ai.LordAI.chooseAssignment(LordAI.java:302) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.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) [?:?]
  I must say, that I'm not really interacting with Lords not even fighting them, will check up tomorrow if this crash consistent.
hello. you are quite a lucky person aren't you? finding 2 crashes all on your own. I have fixed them. hopefully.
also, you the version number went up by 2, because I pushed the fix to the main branch, only to read this message and find another fix. (not that im complaining about it. its part of doing anything is finding out you need to do more, you know?)
anyways, please continue to report any of the strange edge cases you find. this has been super useful in not having my game crash whenever I run into this issue at random.

something interesting about starlords is that they will continue to exists and run even if you never interact with them. in case you are wonder why you managed to get crashes even though you are not interacting with them.

 If you ask me, I'm quite the beta-tester regarding star lords since their existence 8). Thank you.
Logged

Aleksandros

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #247 on: March 08, 2025, 06:02:40 AM »

Hey guys! Great mod! Sure needs a bit of polishing, but there's plenty of time. Guys, how the F*** do I get a Lord to join my faction? :)))
Logged

Malice

  • Lieutenant
  • **
  • Posts: 55
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #248 on: March 08, 2025, 12:00:38 PM »

 Good day @alaricdragon, got another one. Momentary crash, save is playable.

Code
10848527 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.setCaptor(String)" because "existingPrisoner" is null
java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.setCaptor(String)" because "existingPrisoner" is null
at starlords.listeners.BattleListener.reportBattleFinished(BattleListener.java:230) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.Hyperspace.advanceEvenIfPaused(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.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) [?:?]

  UPD* A little different (if not exactly same), but related to the previous one
Code
9859618 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.getFaction()" because "existingPrisoner" is null
java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.getFaction()" because "existingPrisoner" is null
at starlords.listeners.BattleListener.reportBattleFinished(BattleListener.java:204) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.reportBattleFinished(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.Battle.doAutoresolveRound(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.fleet.Battle.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.BaseLocation.advanceEvenIfPaused(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.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) [?:?]

 UPD** Another one, occured randomly.
Code
16675997 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.lang.Integer.intValue()" because the return value of "java.util.HashMap.get(Object)" is null
java.lang.NullPointerException: Cannot invoke "java.lang.Integer.intValue()" because the return value of "java.util.HashMap.get(Object)" is null
at starlords.controllers.RelationController.getIndexOfLord(RelationController.java:55) ~[?:?]
at starlords.controllers.RelationController.modifyRelation(RelationController.java:143) ~[?:?]
at starlords.ai.LordAI.progressAssignment(LordAI.java:544) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.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) [?:?]

 UPD*** Oh damn, another one. Yeah, this error keeps me out from progressing the save (to find more goodies of course), unfortunately.
Code
6626143 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "com.fs.starfarer.api.util.Misc.findNearestLocalMarket(com.fs.starfarer.api.campaign.SectorEntityToken, float, com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin$MarketFilter)" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.MarketAPI.getPrimaryEntity()" because the return value of "com.fs.starfarer.api.util.Misc.findNearestLocalMarket(com.fs.starfarer.api.campaign.SectorEntityToken, float, com.fs.starfarer.api.impl.campaign.events.BaseEventPlugin$MarketFilter)" is null
at starlords.util.Utils.findNearestMarket(Utils.java:298) ~[?:?]
at starlords.ai.LordAI.beginAssignment(LordAI.java:334) ~[?:?]
at starlords.ai.LordAI.chooseAssignment(LordAI.java:300) ~[?:?]
at starlords.ai.LordAI.progressAssignment(LordAI.java:530) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.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) [?:?]
« Last Edit: March 10, 2025, 02:58:01 PM by Malice »
Logged

Matt_le_bot

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #249 on: March 09, 2025, 02:56:34 PM »

Hello, I got a crash while playing, at the end of the month, when computing the defection, which is weird, maybe it is because a few weeks ago the sindrian got deleted and their starlords bug ?
or maybe, it is because I had a null pointer exception earlier, and I used the .jar that someone suggested using above, and now I get this...



Code
java.lang.ArrayIndexOutOfBoundsException: Index 63 out of bounds for length 63                                                  at starlords.controllers.RelationController.getLoyalty(RelationController.java:95) ~[?:?]                               at starlords.util.DefectionUtils.performDefection(DefectionUtils.java:125) ~[?:?]                                       at starlords.listeners.MonthlyUpkeepListener.calculateLordBetrayal(MonthlyUpkeepListener.java:86) ~[?:?]                at starlords.listeners.MonthlyUpkeepListener.reportEconomyMonthEnd(MonthlyUpkeepListener.java:65) ~[?:?]                at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source) ~[port_obf.jar:?]                     at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source) ~[port_obf.jar:?]         at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source) ~[port_obf.jar:?]                 at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source) ~[port_obf.jar:?]                                     at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]                                   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]                                    at com.fs.starfarer.BaseGameState.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:1447) [?:?] 

any idea for a quick fix ?
Logged

alaricdragon

  • Captain
  • ****
  • Posts: 258
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #250 on: March 10, 2025, 09:19:19 PM »

Good day @alaricdragon, got another one. Momentary crash, save is playable.


  UPD* A little different (if not exactly same), but related to the previous one

 UPD** Another one, occured randomly.

 UPD*** Oh damn, another one. Yeah, this error keeps me out from progressing the save (to find more goodies of course), unfortunately.

ok wow.
this is bad. like, you save should be fine and stuff. so thats something.
worse case I do something drastic. I have updated starlords with fixes to the issues (hopefully) and something that outputs a bunch of random data to the starsector.log whenever you load a save.
please please send me your starsector log just after you load your repeatedly crashing save game please.
(also, thats 6 crashes you have found. if you get 10, I will give you something cool)

Hello, I got a crash while playing, at the end of the month, when computing the defection, which is weird, maybe it is because a few weeks ago the sindrian got deleted and their starlords bug ?
or maybe, it is because I had a null pointer exception earlier, and I used the .jar that someone suggested using above, and now I get this...



Code
java.lang.ArrayIndexOutOfBoundsException: Index 63 out of bounds for length 63                                                  at starlords.controllers.RelationController.getLoyalty(RelationController.java:95) ~[?:?]                               at starlords.util.DefectionUtils.performDefection(DefectionUtils.java:125) ~[?:?]                                       at starlords.listeners.MonthlyUpkeepListener.calculateLordBetrayal(MonthlyUpkeepListener.java:86) ~[?:?]                at starlords.listeners.MonthlyUpkeepListener.reportEconomyMonthEnd(MonthlyUpkeepListener.java:65) ~[?:?]                at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source) ~[port_obf.jar:?]                     at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source) ~[port_obf.jar:?]         at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source) ~[port_obf.jar:?]                 at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source) ~[port_obf.jar:?]                                     at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]                                   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]                                    at com.fs.starfarer.BaseGameState.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:1447) [?:?] 

any idea for a quick fix ?
hello. I do need to ask a question, are you useing my modded version of starlords, or the base version of starlords? if its version 0.3.3 or higher, I might be able to do something if im very very lucky.


Hey guys! Great mod! Sure needs a bit of polishing, but there's plenty of time. Guys, how the F*** do I get a Lord to join my faction? :)))
I had issues with this as well.
apparently, you need to have really really high relations with a given starlord, then ask them to join. (I think its +50 or higher? but I dont know for sure).
maybe if
maybe someday there will be a different way to get starlords, but not right now I'm only a guest modder and making things is hard.


I am so tired right now I need to go to sleepppp. but I love this mod so mush its so cool
Logged

Matt_le_bot

  • Ensign
  • *
  • Posts: 5
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #251 on: March 11, 2025, 04:09:56 AM »

Good day @alaricdragon, got another one. Momentary crash, save is playable.


  UPD* A little different (if not exactly same), but related to the previous one

 UPD** Another one, occured randomly.

 UPD*** Oh damn, another one. Yeah, this error keeps me out from progressing the save (to find more goodies of course), unfortunately.

ok wow.
this is bad. like, you save should be fine and stuff. so thats something.
worse case I do something drastic. I have updated starlords with fixes to the issues (hopefully) and something that outputs a bunch of random data to the starsector.log whenever you load a save.
please please send me your starsector log just after you load your repeatedly crashing save game please.
(also, thats 6 crashes you have found. if you get 10, I will give you something cool)

Hello, I got a crash while playing, at the end of the month, when computing the defection, which is weird, maybe it is because a few weeks ago the sindrian got deleted and their starlords bug ?
or maybe, it is because I had a null pointer exception earlier, and I used the .jar that someone suggested using above, and now I get this...



Code
java.lang.ArrayIndexOutOfBoundsException: Index 63 out of bounds for length 63                                                  at starlords.controllers.RelationController.getLoyalty(RelationController.java:95) ~[?:?]                               at starlords.util.DefectionUtils.performDefection(DefectionUtils.java:125) ~[?:?]                                       at starlords.listeners.MonthlyUpkeepListener.calculateLordBetrayal(MonthlyUpkeepListener.java:86) ~[?:?]                at starlords.listeners.MonthlyUpkeepListener.reportEconomyMonthEnd(MonthlyUpkeepListener.java:65) ~[?:?]                at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source) ~[port_obf.jar:?]                     at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source) ~[port_obf.jar:?]         at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source) ~[port_obf.jar:?]                 at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source) ~[port_obf.jar:?]                                     at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]                                   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]                                    at com.fs.starfarer.BaseGameState.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:1447) [?:?] 

any idea for a quick fix ?
hello. I do need to ask a question, are you useing my modded version of starlords, or the base version of starlords? if its version 0.3.3 or higher, I might be able to do something if im very very lucky.


Hey guys! Great mod! Sure needs a bit of polishing, but there's plenty of time. Guys, how the F*** do I get a Lord to join my faction? :)))
I had issues with this as well.
apparently, you need to have really really high relations with a given starlord, then ask them to join. (I think its +50 or higher? but I dont know for sure).
maybe if
maybe someday there will be a different way to get starlords, but not right now I'm only a guest modder and making things is hard.


I am so tired right now I need to go to sleepppp. but I love this mod so mush its so cool

Hello again, first thank you very much for your answer, second : I downloaded the mod on the front page, with the quick download, and then added the .jar over at `https://fractalsoftworks.com/forum/index.php?topic=30548.msg456442;topicseen#msg456442`
So, sorry for not being more knowledgeable about this mod, I tried to download your version, but I get a nice :

Code
375310 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "java.util.HashMap.get(Object)" because "starlords.controllers.RelationController.instance.lordMap" is null                         java.lang.NullPointerException: Cannot invoke "java.util.HashMap.get(Object)" because "starlords.controllers.RelationController.instance.lordMap" is null                                                                                               at starlords.controllers.RelationController.getIndexOfLord(RelationController.java:57) ~[?:?]                           at starlords.controllers.RelationController.getRelation(RelationController.java:164) ~[?:?]                             at starlords.controllers.EventController.getMilitaryOpWeight(EventController.java:619) ~[?:?]                           at starlords.controllers.EventController.getPreferredRaidLocation(EventController.java:357) ~[?:?]                      at starlords.ai.LordAI.chooseAssignment(LordAI.java:145) ~[?:?]                                                         at starlords.ai.LordAI.progressAssignment(LordAI.java:497) ~[?:?]                                                       at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]                                                                   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]                                   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]                                    at com.fs.starfarer.BaseGameState.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:1447) [?:?]                                                       [392.862s][info   ][gc        ] Cancelling GC: Stopping VM   

So I suppose this mean I have to keep the "official" 0.3.2 for now, I don't want to take up too much of your time, especially if you need to sleep !
So I just want to ask, what can I do myself to fix this ? I just want to play the game !!
I tried to add try/catch to the program, but the changes weren't accounted for, so I suppose I must be missing something, I'll think i'll go ask the discord about this.
Thanks a lot for the rapid response !
Logged

Malice

  • Lieutenant
  • **
  • Posts: 55
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #252 on: March 11, 2025, 06:09:14 AM »

Good day @alaricdragon, got another one. Momentary crash, save is playable.


  UPD* A little different (if not exactly same), but related to the previous one

 UPD** Another one, occured randomly.

 UPD*** Oh damn, another one. Yeah, this error keeps me out from progressing the save (to find more goodies of course), unfortunately.

ok wow.
this is bad. like, you save should be fine and stuff. so thats something.
worse case I do something drastic. I have updated starlords with fixes to the issues (hopefully) and something that outputs a bunch of random data to the starsector.log whenever you load a save.
please please send me your starsector log just after you load your repeatedly crashing save game please.
(also, thats 6 crashes you have found. if you get 10, I will give you something cool)

Hello, I got a crash while playing, at the end of the month, when computing the defection, which is weird, maybe it is because a few weeks ago the sindrian got deleted and their starlords bug ?
or maybe, it is because I had a null pointer exception earlier, and I used the .jar that someone suggested using above, and now I get this...



Code
java.lang.ArrayIndexOutOfBoundsException: Index 63 out of bounds for length 63                                                  at starlords.controllers.RelationController.getLoyalty(RelationController.java:95) ~[?:?]                               at starlords.util.DefectionUtils.performDefection(DefectionUtils.java:125) ~[?:?]                                       at starlords.listeners.MonthlyUpkeepListener.calculateLordBetrayal(MonthlyUpkeepListener.java:86) ~[?:?]                at starlords.listeners.MonthlyUpkeepListener.reportEconomyMonthEnd(MonthlyUpkeepListener.java:65) ~[?:?]                at com.fs.starfarer.campaign.CampaignEngine.reportEconomyMonthEnd(Unknown Source) ~[port_obf.jar:?]                     at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.doEndOfMonthStuff(Unknown Source) ~[port_obf.jar:?]         at com.fs.starfarer.campaign.econ.reach.ReachEconomyStepper.nextFrame(Unknown Source) ~[port_obf.jar:?]                 at com.fs.starfarer.campaign.econ.Economy.advance(Unknown Source) ~[port_obf.jar:?]                                     at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]                                   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]                                    at com.fs.starfarer.BaseGameState.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:1447) [?:?] 

any idea for a quick fix ?
hello. I do need to ask a question, are you useing my modded version of starlords, or the base version of starlords? if its version 0.3.3 or higher, I might be able to do something if im very very lucky.


Hey guys! Great mod! Sure needs a bit of polishing, but there's plenty of time. Guys, how the F*** do I get a Lord to join my faction? :)))
I had issues with this as well.
apparently, you need to have really really high relations with a given starlord, then ask them to join. (I think its +50 or higher? but I dont know for sure).
maybe if
maybe someday there will be a different way to get starlords, but not right now I'm only a guest modder and making things is hard.


I am so tired right now I need to go to sleepppp. but I love this mod so mush its so cool

 As always, thanks for your support. To be honest, you might as well go wild with codding and stuff, disregarding my saves. I mean, I will enjoy Starsector with SL anyway with new save, but of course there're other people with probably opposite opinion, so it's difficult.
 Oh, and I'm on a counter or something, very interesting. Got it, will send logs with repetitive crashes, but the thing is due to limitations of forum I can't really send full log, site will deny or lag out to me, so if you don't mind I could send these cases, logs with repetitive crashes in direct messages to your Discord. As much as you like the mod, don't overdo it and get nice sleep :)
 
 UPD* Yep, another and repetitive one, same save after updating to 3.10.
 I presume, this might be 'save-update with bunch of data' thing and there's nothing we can do, anyway, I will play another save, as I said, this doesn't concerns me much.

Code
703178 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getFaction()" because the return value of "starlords.person.Lord.getTarget()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getFaction()" because the return value of "starlords.person.Lord.getTarget()" is null
at starlords.ai.LordAI.progressAssignment(LordAI.java:442) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.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) [?:?]



« Last Edit: March 11, 2025, 08:49:33 AM by Malice »
Logged

Aleksandros

  • Ensign
  • *
  • Posts: 11
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #253 on: March 11, 2025, 06:42:12 AM »

@alaricdragon thank you!!! One more question. I've tried changing the values for "Open Comms" in data/campaign/rules.csv so I can at least talk to the lords without scouring the sector for them. But I had no success.

What's the current minimum relationship required for Open Comms and where can that be changed?

Thanks
Logged

alaricdragon

  • Captain
  • ****
  • Posts: 258
    • View Profile
Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #254 on: March 11, 2025, 02:13:29 PM »

As always, thanks for your support. To be honest, you might as well go wild with codding and stuff, disregarding my saves. I mean, I will enjoy Starsector with SL anyway with new save, but of course there're other people with probably opposite opinion, so it's difficult.
 Oh, and I'm on a counter or something, very interesting. Got it, will send logs with repetitive crashes, but the thing is due to limitations of forum I can't really send full log, site will deny or lag out to me, so if you don't mind I could send these cases, logs with repetitive crashes in direct messages to your Discord. As much as you like the mod, don't overdo it and get nice sleep :)
 
 UPD* Yep, another and repetitive one, same save after updating to 3.10.
 I presume, this might be 'save-update with bunch of data' thing and there's nothing we can do, anyway, I will play another save, as I said, this doesn't concerns me much.

Code
703178 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getFaction()" because the return value of "starlords.person.Lord.getTarget()" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.SectorEntityToken.getFaction()" because the return value of "starlords.person.Lord.getTarget()" is null
at starlords.ai.LordAI.progressAssignment(LordAI.java:442) ~[?:?]
at starlords.ai.LordAI.advance(LordAI.java:94) ~[?:?]
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source) ~[port_obf.jar:?]
at com.fs.starfarer.BaseGameState.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) [?:?]
yes please sneaky sneak into my discord and send me the thing. I should be around with the same username in the unofficial starsector discord, and that one freeport place with the lobster and edgy people.
as for the none save combatable update comment, I still don't know if its required! all I know for sure is something is very very wrong. but until I learn what is causing the issues (or even if there is something, or if you are just the most (un)lucky starsector player ever. most your issues are something that one could 100% run into at random), I cant solve it. also it might be in normal starlords, just less pronounced there. and yes, I got some sleep. it was nice. but now is not the time for sleeping. never again arg.

also your counter is now at 7.

edit: I have now updated starlords with another fix for your thing
« Last Edit: March 11, 2025, 03:09:50 PM by alaricdragon »
Logged
Pages: 1 ... 15 16 [17] 18 19 ... 24