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

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Author Topic: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2  (Read 162528 times)

alaricdragon

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #255 on: March 11, 2025, 03:10:40 PM »

@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
hello.
I know what you are talking about, but I cant find were on earth it is decided. I will keep looking, because this bugs me, but for now im sorry to say I am unable to help you.
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Aleksandros

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #256 on: March 12, 2025, 05:26:21 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
hello.
I know what you are talking about, but I cant find were on earth it is decided. I will keep looking, because this bugs me, but for now im sorry to say I am unable to help you.

Found it!

it's in src/starlords/ui/LordsIntelPlugin.java starting line 165:

Code
 // comms
        // TODO this doesnt really work
        float buttonPad = Math.min(Math.max(opad, height - outer.getHeightSoFar() - 160), 100 + pad);
        ButtonAPI button = outer.addButton("Open Comms", OPEN_COMMS_BUTTON, 150, 20, buttonPad);
        button.setShortcut(Keyboard.KEY_C, true);
       if (lord.getPlayerRel() < Utils.getThreshold(RepLevel.COOPERATIVE)
                && !isSubject && !isMarried && !DEBUG_MODE) {
            button.setEnabled(false);
            outer.addTooltipToPrevious(new ToolTip(175, "Requires higher relations"),
                    TooltipMakerAPI.TooltipLocation.BELOW);
        } else if (lord.getCurrAction() == LordAction.IMPRISONED) {
            button.setEnabled(false);
            outer.addTooltipToPrevious(new ToolTip(175, "Lord is imprisoned"),
                    TooltipMakerAPI.TooltipLocation.BELOW);
        }
        panel.addUIElement(outer).inTL(0, 0);
    }                                         

if (lord.getPlayerRel() < Utils.getThreshold(RepLevel.COOPERATIVE) ; apparently you need to have at least 75 relationship. This is definitely too high. I recommend higher than 25 max
« Last Edit: March 12, 2025, 05:28:21 AM by Aleksandros »
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alaricdragon

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #257 on: March 12, 2025, 11:39:14 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
hello.
I know what you are talking about, but I cant find were on earth it is decided. I will keep looking, because this bugs me, but for now im sorry to say I am unable to help you.

Found it!

it's in src/starlords/ui/LordsIntelPlugin.java starting line 165:

Code
 // comms
        // TODO this doesnt really work
        float buttonPad = Math.min(Math.max(opad, height - outer.getHeightSoFar() - 160), 100 + pad);
        ButtonAPI button = outer.addButton("Open Comms", OPEN_COMMS_BUTTON, 150, 20, buttonPad);
        button.setShortcut(Keyboard.KEY_C, true);
       if (lord.getPlayerRel() < Utils.getThreshold(RepLevel.COOPERATIVE)
                && !isSubject && !isMarried && !DEBUG_MODE) {
            button.setEnabled(false);
            outer.addTooltipToPrevious(new ToolTip(175, "Requires higher relations"),
                    TooltipMakerAPI.TooltipLocation.BELOW);
        } else if (lord.getCurrAction() == LordAction.IMPRISONED) {
            button.setEnabled(false);
            outer.addTooltipToPrevious(new ToolTip(175, "Lord is imprisoned"),
                    TooltipMakerAPI.TooltipLocation.BELOW);
        }
        panel.addUIElement(outer).inTL(0, 0);
    }                                         

if (lord.getPlayerRel() < Utils.getThreshold(RepLevel.COOPERATIVE) ; apparently you need to have at least 75 relationship. This is definitely too high. I recommend higher than 25 max
hello.
I have done the things, along with a few other random settings in the same file. so, have fun with the new update that lets you change the relations in the mod settings. and stuff.
and thanks for the help
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Erlkonig

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #258 on: March 14, 2025, 02:21:02 PM »

So there's a pretty serious limitation with how Lords work right now that keeps them from reaching their full potential, and it's their faction assignment. If a Lord gets generated or added manually as part of one of the 'elite' subfactions within a parent faction (See Lion's Guard or Mercenaries), they will inevitably defect from said subfaction because the subfaction owns zero markets. This means that you can only tie Lords to parent factions, and as a result deny them the possibility of being generated with the optimal doctrines and modifiers available to special 'boss' subfactions.

Evidence:
I created an upstanding Lord as part of the 'Great Houses of Kassadar' faction, a part of independents, and he immediately defected at the end of the month. I'm pretty sure an Upstanding Lord shouldn't defect, much less in a month, unless he was triggering the 50% chance prompted by the faction being marketless. 

Edit: Added a PR in Git that I think might improve the mod, hope you don't mind taking a look.  :)
« Last Edit: March 14, 2025, 05:09:21 PM by Erlkonig »
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xZarif

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #259 on: March 15, 2025, 04:46:10 PM »

So there's a pretty serious limitation with how Lords work right now that keeps them from reaching their full potential, and it's their faction assignment. If a Lord gets generated or added manually as part of one of the 'elite' subfactions within a parent faction (See Lion's Guard or Mercenaries), they will inevitably defect from said subfaction because the subfaction owns zero markets. This means that you can only tie Lords to parent factions, and as a result deny them the possibility of being generated with the optimal doctrines and modifiers available to special 'boss' subfactions.

Evidence:
I created an upstanding Lord as part of the 'Great Houses of Kassadar' faction, a part of independents, and he immediately defected at the end of the month. I'm pretty sure an Upstanding Lord shouldn't defect, much less in a month, unless he was triggering the 50% chance prompted by the faction being marketless. 

Edit: Added a PR in Git that I think might improve the mod, hope you don't mind taking a look.  :)

Do you have a link to the PR? I tried looking in both the original and alaricdragon's github links but I don't think I see your PR.
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alaricdragon

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #260 on: March 16, 2025, 02:32:08 PM »

So there's a pretty serious limitation with how Lords work right now that keeps them from reaching their full potential, and it's their faction assignment. If a Lord gets generated or added manually as part of one of the 'elite' subfactions within a parent faction (See Lion's Guard or Mercenaries), they will inevitably defect from said subfaction because the subfaction owns zero markets. This means that you can only tie Lords to parent factions, and as a result deny them the possibility of being generated with the optimal doctrines and modifiers available to special 'boss' subfactions.

Evidence:
I created an upstanding Lord as part of the 'Great Houses of Kassadar' faction, a part of independents, and he immediately defected at the end of the month. I'm pretty sure an Upstanding Lord shouldn't defect, much less in a month, unless he was triggering the 50% chance prompted by the faction being marketless. 

Edit: Added a PR in Git that I think might improve the mod, hope you don't mind taking a look.  :)
I have so many questions.
for one, are the 'Great Houses of Kassadar' not actually independent (but there one world gets strange ships)? so like, if you were to make a starlord with a json file could you not just put down a 'independent' as the starlords faction, but just have the strange ships? or is there something im missing about this?
if you are talking about generating a starlord with my starlord generator, there is a way to do this. just create a new LordGeneratorListener_base and forcefully change the faction of a lord from the 'Great Houses of Kassadar' to 'independent'. (in all 3 'editLord' functions).

as for having lords of 'elite' sub factions generate with the starlords generator... I suppose its possible. It will likely require each modder to add support to have the sub factions generate, but I could in theory get some type of support for this working. I will look into it.

also... if I missunderstood what on earth you were attempting to do, please please explain. because I am feeling like I am in fact, not understanding anything

edit: also not seeing your PR. I did see you comment on someone else PR, but I dont understand how that would be relevant to this...
« Last Edit: March 16, 2025, 02:35:35 PM by alaricdragon »
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Malice

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #261 on: March 16, 2025, 02:44:44 PM »

 Hi! @alaricdragon, I have an report, momentary crash, that might be related with politics (tab) of Lords.

 
Code
13450470 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.getFaction()" because "target" is null
java.lang.NullPointerException: Cannot invoke "starlords.person.Lord.getFaction()" because "target" is null
at starlords.controllers.PoliticsController.checkProposalValidity(PoliticsController.java:599) ~[?:?]
at starlords.controllers.PoliticsController.advance(PoliticsController.java:123) ~[?:?]
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) [?:?]

 *Another one with some incompatibility with Nexelerin ground battle. Momentary crash, by the way I keep any reports, logs anyway in case of need.

 
Code
29943021 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.Industry.getId()" because "ind" is null
java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.campaign.econ.Industry.getId()" because "ind" is null
at exerelin.campaign.intel.groundbattle.IndustryForBattle.<init>(IndustryForBattle.java:59) ~[?:?]
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.addIndustry(GroundBattleIntel.java:362) ~[?:?]
at exerelin.campaign.intel.groundbattle.GroundBattleIntel.init(GroundBattleIntel.java:290) ~[?:?]
at starlords.ai.LordAI.beginNexGroundBattle(LordAI.java:1166) ~[?:?]
at starlords.ai.LordAI.progressAssignment(LordAI.java:791) ~[?:?]
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 17, 2025, 03:01:13 PM by Malice »
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Erlkonig

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #262 on: March 16, 2025, 03:16:38 PM »

So there's a pretty serious limitation with how Lords work right now that keeps them from reaching their full potential, and it's their faction assignment. If a Lord gets generated or added manually as part of one of the 'elite' subfactions within a parent faction (See Lion's Guard or Mercenaries), they will inevitably defect from said subfaction because the subfaction owns zero markets. This means that you can only tie Lords to parent factions, and as a result deny them the possibility of being generated with the optimal doctrines and modifiers available to special 'boss' subfactions.

Evidence:
I created an upstanding Lord as part of the 'Great Houses of Kassadar' faction, a part of independents, and he immediately defected at the end of the month. I'm pretty sure an Upstanding Lord shouldn't defect, much less in a month, unless he was triggering the 50% chance prompted by the faction being marketless. 

Edit: Added a PR in Git that I think might improve the mod, hope you don't mind taking a look.  :)

Do you have a link to the PR? I tried looking in both the original and alaricdragon's github links but I don't think I see your PR.

I'm WeisserRitter in github, I just recently pushed two features there.

Quote
I have so many questions.
for one, are the 'Great Houses of Kassadar' not actually independent (but there one world gets strange ships)? so like, if you were to make a starlord with a json file could you not just put down a 'independent' as the starlords faction, but just have the strange ships? or is there something im missing about this?
if you are talking about generating a starlord with my starlord generator, there is a way to do this. just create a new LordGeneratorListener_base and forcefully change the faction of a lord from the 'Great Houses of Kassadar' to 'independent'. (in all 3 'editLord' functions).

as for having lords of 'elite' sub factions generate with the starlords generator... I suppose its possible. It will likely require each modder to add support to have the sub factions generate, but I could in theory get some type of support for this working. I will look into it.

Factions in starsector can have dependent factions that don't own any markets but have their own separate fleet doctrines and list of ships, as well as officer generation. This affects methods such as createRandomPerson() which can have an impact on all kinds of things including officerLevel and unique skills. An example of this is the 'mercerary' subfaction, which is dependent on the Independents but consistently generates highly skilled officers with fleets that have pristine ships and a number of s-mods. But because they don't have any markets, any lord which is generated within the subfaction will immediately defect because the check looks only for faction markets within its subfaction, and not the parent.
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zwei7

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #263 on: March 16, 2025, 11:40:19 PM »

I got this error, this time the "campaign" is null.

2541285 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "starlords.person.LordEvent.getBattle()" because "campaign" is null
java.lang.NullPointerException: Cannot invoke "starlords.person.LordEvent.getBattle()" because "campaign" is null
   at starlords.ai.LordAI.progressAssignment(LordAI.java:678) ~[?:?]
   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:1575) [?:?]
« Last Edit: March 17, 2025, 11:32:24 AM by zwei7 »
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Gerd Vectid

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #264 on: March 17, 2025, 06:17:47 AM »

Damn the mods seems very ambitious cant wait for future updates enough. ^-^
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*Sips tea* "Spacers am I right?"

alaricdragon

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #265 on: March 18, 2025, 03:26:48 PM »

Hi! @alaricdragon, I have an report, momentary crash, that might be related with politics (tab) of Lords.

 *Another one with some incompatibility with Nexelerin ground battle. Momentary crash, by the way I keep any reports, logs anyway in case of need.
you sure do find a lot and a lot of crashes (your at 9 btw. I think). thank you for the reports, I have hopefully fixed them
(also please send me the logs for the nexerlin ground battle crash. they may be important. the other one was a simple mistake on my part, and should now be fixed.)


I'm WeisserRitter in github, I just recently pushed two features there.

Factions in starsector can have dependent factions that don't own any markets but have their own separate fleet doctrines and list of ships, as well as officer generation. This affects methods such as createRandomPerson() which can have an impact on all kinds of things including officerLevel and unique skills. An example of this is the 'mercerary' subfaction, which is dependent on the Independents but consistently generates highly skilled officers with fleets that have pristine ships and a number of s-mods. But because they don't have any markets, any lord which is generated within the subfaction will immediately defect because the check looks only for faction markets within its subfaction, and not the parent.
I believe I understand. this in theory is something I could do. I am slightly preoccupied right now, but I will be looking into this. thank you for the clarification (and the contributions.)

I got this error, this time the "campaign" is null.

2541285 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "starlords.person.LordEvent.getBattle()" because "campaign" is null
java.lang.NullPointerException: Cannot invoke "starlords.person.LordEvent.getBattle()" because "campaign" is null
   at starlords.ai.LordAI.progressAssignment(LordAI.java:678) ~[?:?]
   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:1575) [?:?]
hello.
you seem to be not using my modified version of starlords, but I did (hopefully) fix this issue on my modified version (if you want to update to it, don't do it mid save it will not work). so thanks for the report. and things. I need a nap
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xZarif

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #266 on: March 18, 2025, 04:50:32 PM »

you seem to be not using my modified version of starlords, but I did (hopefully) fix this issue on my modified version (if you want to update to it, don't do it mid save it will not work). so thanks for the report. and things. I need a nap

Is it safe to update mid-campaign from one modified starlords to a newer, like from v0.3.11 to v0.3.12? Just want to double check before I mess up my saves lol
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zwei7

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #267 on: March 18, 2025, 05:25:34 PM »

I got this error, this time the "campaign" is null.

2541285 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException: Cannot invoke "starlords.person.LordEvent.getBattle()" because "campaign" is null
java.lang.NullPointerException: Cannot invoke "starlords.person.LordEvent.getBattle()" because "campaign" is null
   at starlords.ai.LordAI.progressAssignment(LordAI.java:678) ~[?:?]
   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:1575) [?:?]

hello.
you seem to be not using my modified version of starlords, but I did (hopefully) fix this issue on my modified version (if you want to update to it, don't do it mid save it will not work). so thanks for the report. and things. I need a nap
[/quote]

I went https://fractalsoftworks.com/forum/index.php?topic=30548.255, on page 1, I clicked "quick download"
https://github.com/Deluth-git/Starlords/archive/refs/tags/v0.3.2.zip

Did you fork the Original author's mod since he stopped supporting his mod?
Where do I get your version of the mod?
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alaricdragon

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #268 on: March 18, 2025, 07:58:51 PM »

I went https://fractalsoftworks.com/forum/index.php?topic=30548.255, on page 1, I clicked "quick download"
https://github.com/Deluth-git/Starlords/archive/refs/tags/v0.3.2.zip

Did you fork the Original author's mod since he stopped supporting his mod?
Where do I get your version of the mod?
hello.
you can download my modifided version of the mod here
and im about 95% sure that support from Deluth has not ended per say. just went on pause. sometimes people need a break. this is especially true when creating a mod like this. it could not have been easy, with all the mechanics you would need to have a working understanding of to create such a work. I could not have created this mod myself. at least not without a lot of sleepless nights

you seem to be not using my modified version of starlords, but I did (hopefully) fix this issue on my modified version (if you want to update to it, don't do it mid save it will not work). so thanks for the report. and things. I need a nap

Is it safe to update mid-campaign from one modified starlords to a newer, like from v0.3.11 to v0.3.12? Just want to double check before I mess up my saves lol
hello.
yes, it should be safe. I will make sure to put in a warning in the changelog if I ever create a update that is not save combatable.
but as always, create a save-copy of your save before updating any mods mid save. just in case.
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Stevebefe

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Re: [0.97a] Star Lords- Mount & Blade Campaign in Space v0.3.2
« Reply #269 on: March 22, 2025, 04:53:40 PM »

Hello, @alaricdragon
ctd on loading a random sactor with nexerlin

94624     1127522 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NullPointerException: Cannot invoke "java.util.HashMap.put(Object, Object)" because the return value of "java.util.HashMap.get(Object)" is null
94625     java.lang.NullPointerException: Cannot invoke "java.util.HashMap.put(Object, Object)" because the return value of "java.util.HashMap.get(Object)" is null
94626            at starlords.generator.support.AvailableShipData.addShip(AvailableShipData.java:186)
94627            at starlords.generator.support.AvailableShipData.addListShips(AvailableShipData.java:174)
94628            at starlords.generator.support.AvailableShipData.startup(AvailableShipData.java:139)
94629            at starlords.lunaSettings.StoredSettings.getSettings(StoredSettings.java:32)
94630            at starlords.plugins.LordsModPlugin.onGameLoad(LordsModPlugin.java:80)
94631            at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
94632            at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
94633            at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
94634            at com.fs.starfarer.ui.O.dismiss(Unknown Source)
94635            at com.fs.starfarer.ui.newui.M.dismiss(Unknown Source)
94636            at com.fs.starfarer.ui.newui.o0Oo.advanceImpl(Unknown Source)
94637            at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
94638            at com.fs.starfarer.ui.o000.advanceImpl(Unknown Source)
94639            at com.fs.starfarer.ui.thissuper.advance(Unknown Source)
94640            at com.fs.starfarer.title.TitleScreenState.advance(Unknown Source)
94641            at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
94642            at com.fs.state.AppDriver.begin(Unknown Source)
94643            at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
94644            at com.fs.starfarer.StarfarerLauncher.super(Unknown Source)
94645            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
94646            at java.base/java.lang.Thread.run(Thread.java:1575)

I replaced the Star Lords file with your file @alaricdragon

What did I do wrong?
Logged
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