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

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Author Topic: [0.98a] Roider Union 2.2.3  (Read 534254 times)

ethantokes

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Re: [0.96a] Roider Union - Expeditions - 1.4.6
« Reply #435 on: August 02, 2023, 07:15:19 AM »

Fighter clamps have become a staple for me, I attach mechs to the hulls of most of my ships now, even with different factions, haha.
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djcian

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Re: [0.96a] Roider Union - Expeditions - 1.4.6
« Reply #436 on: August 28, 2023, 04:51:24 PM »

After an independent Roider base got destroyed in combat(was being chased by a pirate fleet spawned for a dead drop mission and the base joined in the fight), it seems to be crashing a few minutes later when, I assume, it tries to create a new independent Roider base.  This prevents me from continuing my save game cause it crashes a minute or two after starting.  There are quite a few mods and nexerelin, I'm not using nex's random sector, and im using jre8.

The mod really helps to make the game feel more alive, its really nice that there are stations out in unexplored areas that aren't some manner of evil.  The crashing is unfortunate though. if you need anything else to fix this, I'd be happy to help.

Quote
3201342 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at scripts.world.Roider_Gen.pickSystemForRoiderBase(Roider_Gen.java:412)
   at scripts.campaign.bases.Roider_RoiderBaseManager.createEvent(Roider_RoiderBaseManager.java:81)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:147)
   at scripts.campaign.bases.Roider_RoiderBaseManager.advance(Roider_RoiderBaseManager.java:70)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)



Quote
182749 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at scripts.world.Roider_Gen.pickSystemForRoiderBase(Roider_Gen.java:412)
   at scripts.campaign.bases.Roider_RoiderBaseManager.createEvent(Roider_RoiderBaseManager.java:81)
   at com.fs.starfarer.api.impl.campaign.intel.BaseEventManager.advance(BaseEventManager.java:147)
   at scripts.campaign.bases.Roider_RoiderBaseManager.advance(Roider_RoiderBaseManager.java:70)
   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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)



edit: changing roider_minIndieRoiderBases, roider_maxIndieRoiderBases, roider_maxRoiderFringeHQs to 0 in the config did not fix the issue
« Last Edit: August 28, 2023, 05:16:57 PM by djcian »
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Oni

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Re: [0.96a] Roider Union - Expeditions - 1.4.6
« Reply #437 on: August 28, 2023, 05:08:58 PM »

After an independent Roider base got destroyed in combat(was being chased by a pirate fleet spawned for a dead drop mission and the base joined in the fight), it seems to be crashing a few minutes later when, I assume, it tries to create a new independent Roider base.  This prevents me from continuing my save game cause it crashes a minute or two after starting.  There are quite a few mods and nexerelin, I'm not using nex's random sector, and im using jre8.

The mod really helps to make the game feel more alive, its really nice that there are stations out in unexplored areas that aren't some manner of evil.  The crashing is unfortunate though. if you need anything else to fix this, I'd be happy to help.....

edit: changing roider_maxRoiderFringeHQs to 0 prevents attempting to spawn a base and allows you to continue your save, located in the mod folder, in \Starsector\mods\Roider Union\data\config\modSettings.json
Do you also have the 'Random Assortment of Things' mod?
It's v1.5.0 had a conflict with 'Roiders Union', resolved in v1.5.1 and on but it might need to restart to fix after upgrading.
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djcian

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Re: [0.96a] Roider Union - Expeditions - 1.4.6
« Reply #438 on: August 28, 2023, 05:15:25 PM »

I do have Random Assortment of things, but my version of it is 1.5.2 and I've closed and reopened the game many times, though if by "restart"  you mean I need to start a new save, then that might be the cause
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Oni

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Re: [0.96a] Roider Union - Expeditions - 1.4.6
« Reply #439 on: August 28, 2023, 05:22:45 PM »

I do have Random Assortment of things, but my version of it is 1.5.2 and I've closed and reopened the game many times, though if by "restart"  you mean I need to start a new save, then that might be the cause
Yeah, it needs a new save as far as I know.
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djcian

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Re: [0.96a] Roider Union - Expeditions - 1.4.6
« Reply #440 on: August 28, 2023, 05:24:14 PM »

I think its fixed by running this script in the console, provided by Lukas04: https://pastebin.com/kWJF36eF

I don't seem to be crashing anymore

Thank you for pointing out the conflict with Random Assortment of Things
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Coil

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Re: [0.96a] Roider Union - Expeditions - 1.4.6
« Reply #441 on: October 16, 2023, 12:20:02 PM »

Minor quibble, but markets that have roider union hqs, no longer ever offer bar missions. They only offer CEO and retrofits
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SafariJohn

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Re: [0.96a] Roider Union - Expeditions - 1.4.6
« Reply #442 on: November 06, 2023, 06:55:51 PM »

Minor quibble, but markets that have roider union hqs, no longer ever offer bar missions. They only offer CEO and retrofits

Quick test on a new game had an agent extraction bar event and a security codes bar event at Korovin. Random bar events are created when you interact with the market, so if there was something preventing them there would be none. Could be bad luck on your end.
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vorpal+5

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Re: [0.96a] Roider Union - Expeditions - 1.4.6
« Reply #443 on: January 28, 2024, 09:43:20 PM »

- Problem with command of class scripts.campaign.rulecmd.Roider_FreeFringeWarning: com.fs.starfarer.campaign.econ.Market cannot be cast to java.lang.String
java.lang.ClassCastException: com.fs.starfarer.campaign.econ.Market cannot be cast to java.lang.String
   at scripts.campaign.rulecmd.Roider_FreeFringeWarning.isFringeUnionHQSystem(Roider_FreeFringeWarning.java:43)
   at scripts.campaign.rulecmd.Roider_FreeFringeWarning.execute(Roider_FreeFringeWarning.java:36)
   at com.fs.starfarer.campaign.rules.

It happens each time I get a dialog with a fleet. The game can continue afterward. Might it be linked to an unknown trade goods? It worked well in my previous run, here I added in addition a mod adding Red Water, the mods I added compared to the previous time are Mayasuran Union, Carter Freetrader and HMI.
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SafariJohn

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Re: [0.96a] Roider Union - Expeditions - 1.4.6
« Reply #444 on: January 29, 2024, 07:03:46 PM »

It is from vanilla swapping some things around in 0.96. Don't worry about it.
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lobosan

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Re: [0.96a] Roider Union - Expeditions - 1.4.6
« Reply #445 on: February 08, 2024, 04:30:23 PM »

Is this version 1.4.6 save with release 0.97a or should I wait for an update?
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Farya

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Re: [0.96a] Roider Union - Expeditions - 1.4.6
« Reply #446 on: February 08, 2024, 10:12:02 PM »

I wonder if Roiders would have their own crisis later? Currently Roider HQ is pretty weird and costs too much to set up for what it provides. Maybe you should not need a blueprint (sold only with commission) for one, but it would generate it's own crisis points? And resolving it would boost the HQ.
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SafariJohn

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Re: [0.97a] Roider Union 2.0
« Reply #447 on: February 11, 2024, 07:05:44 PM »

Roider Union v2.0

Download in the OP
Requires RetroLib

This is a big one! New ships and weapons, better code stability, various other stuff!

Version 2.0
 New Features
 - Moved all code from Java to Kotlin
 - Added Doldrums Chaingun - small kinetic burst gun
 - Added Calidor-class carrier - premium destroyer carrier
 - Added Cowboy-class light (frigate) carrier
   - Renamed destroyer Cowboy to Trailboss
 - Added S-Mod effect to MIDAS - reduces kinetic damage to hull/armor
 - Added S-Mod effect to Firestorm Integration -  gives Ballistic Rangefinder's effects
 - Unified fringe mechanics under "nomads" concept
   - Fringe stations come in various sizes and all offer retrofits through special Argosi Bazaari industry
   - Nomad trade fleets travel between fringe stations and core worlds
   - Systems with Roider Union stations display transponder warning on jump points
   - If Korovin is lost, a fringe Roider station will replace it as Roider Union's capital
 - Added an industry BP for Roider Dives, which now costs less to build
 - Improved Sharpshooter's hit chance
 - Moved most retrofitting code to new RetroLib library mod
   - Added generic frame hulls - convert any ship to a Roider ship!
 - Externalized all strings for translators
 - Maybe other stuff not covered in Changes section
 
 
 Changes
 - Reworked Argos mothership
   - Replaced some weapon mounts with drone wings
   - Added Drone Reserves hullmod - 100% replacement rate and replaces whole wing at a time
 - Reworked Ranch carrier into heavy carrier
   - Armor! Guns! Still lots of fighters!
 - Reworked Gambit fast cruiser
   - Added pirate Gambit
 - Gave Bombard destroyer the LIDAR Array system
   - Removed DTC hullmod
 - Blasting Laser is now a Hybrid (Energy) weapon
 - Rotary Hammer Launcher is now a premium 12 OP missile weapon
   - Triple shot with select-fire
 - Added Holistic Gyro-Stabilizer hullmod to Cyclops
   - Reduced recoil, faster turret rotation, increased medium ballistic/hybrid range
 - Added an escape burn system to Hopskip Mk.II bomber
   - Reduced cruise speed
 - Renamed Onager destroyer to Aurochs destroyer
   - Removed old Aurochs
 - Renamed Cowboy light carrier to Trailboss light carrier
   - Changed built-in drones to open slot
   - Added Outrider hullmod - blocks bombers
   - Changed medium ballistic turret to energy
 - Renamed Sheriff frigate to Desperado frigate
   - Removed drone wing and reworked weapon mounts
 - Reworked Rocksaw heavy fighter
   - Now has Doldrums Chaingun as main armament
 - Renamed Armature strike drone to Tracker strike drone
   - Removed old Tracker
   - If carrier has MIDAS, provides a speed boost to carrier's other fighters
 - SP-improved a couple Roider Union industries
 - Removed Ogrov, Dragline, Nolasher
 - Removed ability to build in Tracker Swap
 - Reduced number of particles in Pile Driver's onFire effects
 - Other changes I've lost track of
 
 Bug Fixes
 - Removed a lot of possible NPEs
 - Fixed some issues with Phasenet pull speed
« Last Edit: February 11, 2024, 07:16:42 PM by SafariJohn »
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Shogouki

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Re: [0.97a] Roider Union 2.0
« Reply #448 on: February 11, 2024, 08:46:26 PM »

Woot!  Thanks!
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Izikiel

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Re: [0.97a] Roider Union 2.0
« Reply #449 on: February 12, 2024, 01:58:36 AM »

I've got an issue with that new update, it's been driving me crazy trying to find out what caused it. Hopefully it's an easy fix, or something I messed up on my end instead of something crazy. Can you guys help me out?

It seems to be some weird instability with that tracker swap change, causing a crash to desktop upon loading a Roider Union start in Nexerelin. The only thing I can confirm about it is that it loads normally both on its own and with a low number of other mods, but the instant I try to more than a third of them (around 30 mods) it reliably crashes. No idea what causes it, and I've toggled any combination of mods.

The logs read an error message with java.lang.NoClassDefFoundError, and it shows up at least half a dozen times throughout.
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