Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.95a is out! (03/26/21); Blog post: Skill Changes, Part 2 (07/15/21)

Pages: 1 ... 8 9 [10] 11 12 ... 197

Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1163156 times)

ValkyriaL

  • Admiral
  • *****
  • Posts: 2145
  • The Guru of Capital Ships.
    • View Profile
Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
« Reply #135 on: May 31, 2014, 09:39:03 AM »

Quote
                Global.getLogger(IIModPlugin.class).log(Level.ERROR, "Starsector+ and Exerelin not found! Interstellar Imperium will not appear in the campaign!");

There's your answer.
Logged

Erick Doe

  • Global Moderator
  • Admiral
  • *****
  • Posts: 2463
  • "Pretty cunning, don't you think?"
    • View Profile
Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
« Reply #136 on: May 31, 2014, 12:35:27 PM »

I don't think the mod itself has Campaign integration, you only get fleets if you play it with Exerelin or Uomoz's Corvus.

Its seems their station does spawn though, and equipment is being delivered:

Something I noticed.
Imperium ships don't seem to spawn, ever. I have been going 45 minutes on the most recent everything and I have yet to see a single Imperium fleet. The mod is clearly integrated--the station is there, pirates sometimes have their ships and weapons--but I haven't seen any Imperium ships spawned.
Am I doing something wrong?

You might have to ask in the Interstellar Imperium thread.
http://fractalsoftworks.com/forum/index.php?topic=8007.0
Logged

Doogie

  • Commander
  • ***
  • Posts: 234
    • View Profile
Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4 (Even more ships!)
« Reply #137 on: May 31, 2014, 01:04:46 PM »

^I figured since its the same author and I'm playing this mod (since I was sure it was for this mod only) it was appropriate here.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2696
    • View Profile
    • Sc2Mafia
    • Email
Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.1 (Even more ships!)
« Reply #138 on: May 31, 2014, 02:50:38 PM »

It was a JSON error.  Fixed now.

By the way, all the built-in ships now have material maps and normal maps.  Check it out!


Version 1.4.1
  • Fixed Interstellar Imperium fleet spawning issue
  • Added material and normal maps to all built-in ships and weapons
« Last Edit: May 31, 2014, 03:06:26 PM by Dark.Revenant »
Logged

TimeDiver

  • Commander
  • ***
  • Posts: 184
    • View Profile
Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.2 (Even more ships!)
« Reply #140 on: June 01, 2014, 02:05:41 AM »

Got an occasional crash within a few minutes of gameplay with Starsector+ v1.4.2, ShaderLib v1.45 Full Edition, and all four SS+ supported mods, along with LazyWizard's LazyLib v1.8c, Combat Radar v0.6e, and Console Commands v2.0 WIP 7:

Spoiler
1331588 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.blackrock.SSP_BRSpawnPoint.rndSystem(SSP_BRSpawnPoint.java:62)
   at data.scripts.world.blackrock.SSP_BRSpawnPoint.spawnFleet(SSP_BRSpawnPoint.java:38)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:42)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I understand that said bug is technically a Blackrock Driveyards-related issue, and that Cycerin has reported that said bug has been fixed for the next release (TBD, stated on page 80 of said mod's thread), but for those of us without access to a DEV release or a Java IDE installed, could the cause of said crash be independently investigated and resolved in a future release of Starsector+?
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2696
    • View Profile
    • Sc2Mafia
    • Email
Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
« Reply #141 on: June 01, 2014, 02:45:56 AM »

If this doesn't fix it, I don't know what will.


Version 1.4.3
  • Improved the Arcade mission
  • Fixed Blackrock Driveyards crash
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2696
    • View Profile
    • Sc2Mafia
    • Email
« Last Edit: June 02, 2014, 02:45:30 AM by Dark.Revenant »
Logged

Debido

  • Admiral
  • *****
  • Posts: 1183
    • View Profile
Logged

HELMUT

  • Admiral
  • *****
  • Posts: 1359
    • View Profile
Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
« Reply #144 on: June 02, 2014, 03:02:25 AM »

It doesn't have to make sense to look awesome.
Logged

Nanao-kun

  • Admiral
  • *****
  • Posts: 824
    • View Profile
    • Email
Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
« Reply #145 on: June 02, 2014, 09:58:34 AM »

I don't understand, why is it spinning.
Logged

ValkyriaL

  • Admiral
  • *****
  • Posts: 2145
  • The Guru of Capital Ships.
    • View Profile
Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 1.4.3 (Even more ships!)
« Reply #146 on: June 02, 2014, 10:03:35 AM »

because its stats were modified by like 1.000.000% from the kill bonus multiplier, which includes its maneuverability.
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2696
    • View Profile
    • Sc2Mafia
    • Email

Arcade has been completely redone as a fully-featured game mode!  Fight through waves of enemies and seven scripted boss fights.  Each boss uses an all-new custom ship with scripted systems and weapons.  Mooks are drawn from all of the variants in SS+, including integrated factions.

Post your high scores!




Oberon











Ultron

Zeus

 











Ezekiel


Cristarium




Hulk Hogan

Ultimate Warrior

Iron Sheik
 
 

Zero

Quote
Kick ass and take names! Fight through a horde of random ships, elite mooks, and seven boss fights.

You earn points by destroying ships and bosses. Chain kills together to gain a combo multiplier for a massive score! The point multiplier increases with each difficulty level. If you beat the final boss, any unused supers are worth 5000 points each.

Yellow: Armored. Slow, tough. 2x Points.
Red: Powered. Extra damage, higher rate of fire. 2x Points.
Blue: Elite. Faster, stronger, better. 4x Points.

Make sure floating messages are enabled.

By the way, in the campaign, endgame boss fleets such as the Crusade Fleet and SDFs are now significantly larger and tougher.


Version 1.5
  • Massive overhaul to Arcade, now called "Super Starsector Arcade"
  • Added Oberon, Ultron, Zeus, Ezekiel, Cristarium, and Zero for arcade boss ships
  • Added a number of new weapons and systems for the arcade boss ships
  • Heavy Machine Gun is no longer considered a point defense weapon
  • Increased Thumper projectile speed and ammo
  • Large NPC fleets are now significantly larger
  • Updated integration for Interstellar Imperium
  • Updated normal and material maps for ShaderLib Alpha v1.5
« Last Edit: June 09, 2014, 07:40:48 PM by Dark.Revenant »
Logged

Cycerin

  • Admiral
  • *****
  • Posts: 1658
  • beyond the infinite void
    • View Profile

Just posting to say that SS+ Arcade is amazing and you all need to play it.
Logged

Sleepyfish

  • Admiral
  • *****
  • Posts: 668
  • Blub
    • View Profile

Ditto!

Suggested Loadout is two neutrino neutron lances in the large slots, two neutrino pulse laser cannons in the medium slots, and two exigency ball lightning guns in the small slots. See results below.

Announcer: Double Kill! Triple Kill! Kill-tacular! Killing God! Massacre! Kill Streak! Kill wh*re! Holy Sh*t!!!!<-(x18)
Logged
Pages: 1 ... 8 9 [10] 11 12 ... 197