Starsector
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xenoargh

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xenoargh

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30 comments

  1. icefoma
    icefoma
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    update pls?
    1. xenoargh
      xenoargh
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      At some point.
  2. Azulius
    Azulius
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    all sounds inviting, bit shame this mod is DEAD
    1. xenoargh
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      It's not dead, it's sleeping.
  3. Nemesees
    Nemesees
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    There is a incompatibility with Terraforming and Station Construction mod.

    giving this

    Fatal: Index 3, Size: 1
    [DIRECTORY: D:\Games\Starsector\starsector-core\..\mods\Terraforming and Station Construction (data\hulls\skins\conquest_olympians_boggled.skin)]
    15482 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
    java.lang.IndexOutOfBoundsException: Index: 3, Size: 1
    at java.util.ArrayList.rangeCheck(Unknown Source)
    at java.util.ArrayList.get(Unknown Source)
    at com.fs.starfarer.loading.ShipHullSpecLoader.Ò00000(Unknown Source)
    at com.fs.starfarer.loading.ShipHullSpecLoader.Object(Unknown Source)
    at com.fs.starfarer.loading.SpecStore.ÒO0000(Unknown Source)
    at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
    at com.fs.state.AppDriver.begin(Unknown Source)
    at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
    at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

    i tried with onli required mods for yours and terraforming
    1. Marwanmimo99
      Marwanmimo99
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      did you find a fix for this one?
    2. grimcreaper
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      Unfortunatly, Xeno hates the idea that people would want to use anything but HIS mods and has made his incompatible with everything else thats been made for starsector. Hes the Arthmoor of starsector.
  4. hammerhoss
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    Is there a version of this that doesn't change any of the graphics or sound effects? I like the way this mod rebalances the weapons, ships, and hullmods, but, I'm sorry, I'm not a fan of the fx.

    Can I just get the rebalance somewhere without all the other stuff tacked on? Because the rebalance itself is honestly great.
  5. coronamorph
    coronamorph
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    something about thruster_fighter_sm not found making the game not run. Narrowed it down to your rebalance mod


    EDIT not its giving me fatal index 3 something something 1
  6. EmoHawkas
    EmoHawkas
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    The mods turn good till I launch a Simulation . It say :

    "Fatal Error: Not supported yet"

    Any idea ? Here are the last lines of the starsector.log :

    81704 [Thread-4] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [data/weapons/lightmg.wpn]
    87413 [Thread-8] INFO sound.oo0O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
    87449 [Thread-10] INFO sound.oo0O - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
    87450 [Thread-10] INFO sound.null - Playing music with id [miscallenous_corvus_campaign_music.ogg]
    88216 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.UnsupportedOperationException: Not supported yet.
    java.lang.UnsupportedOperationException: Not supported yet.
    at data.hullmods.TowCable.init(TowCable.java:28)
    at com.fs.starfarer.loading.specs.private.getEffect(Unknown Source)
    at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
    at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
    at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
    at com.fs.starfarer.combat.A.o00000(Unknown Source)
    at com.fs.starfarer.title.Object.float.addToFleet(Unknown Source)
    at com.fs.starfarer.title.Object.float.addToFleet(Unknown Source)
    at com.fs.starfarer.coreui.refit.newsuper.ôõ0000(Unknown Source)
    at com.fs.starfarer.coreui.refit.newsuper.öõ0000(Unknown Source)
    at com.fs.starfarer.coreui.refit.newsuper.actionPerformed(Unknown Source)
    at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
    at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
    at com.fs.starfarer.ui.I.processInput(Unknown Source)
    at com.fs.starfarer.ui.O0Oo.o00000(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$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)

    The issue seems to coming from @Starsector Rebal@, all others mods are working without problems, except ExplorerSociety of course .

    Edit : Well the solution was simple, just deactivate all others mods, too bad this is not working with any other faction mod....
    1. xenoargh
      xenoargh
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      First, sorry for the late reply; I'm working on my own game now and I haven't been paying much attention.

      Secondly, if you can ever tell me which mod set this off, I'll look at this. "not supported yet" probably means something caught an Exception during initialization, but did not continue properly; I can contact the coder of the mod involved.
    2. EmoHawkas
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      Hi ! Well no problems for the delay, I am not hurry .

      The others mods I tried with were Dassault-Mikoyan Engineering and New Galactic Order .
    3. xenoargh
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      I'll take a look and see if there's anything I can do to get those mods' behaviors fixed so that they're not causing problems when integrated.
    4. EmoHawkas
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      Okay, well thanks I guess lol .
  7. david19777
    david19777
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    my game comes up that this is not compatible
    1. xenoargh
      xenoargh
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      If you add mods in the middle of a game, it'll warn you like that. You really should start a new game with Rebal :-)
  8. Encadiaz
    Encadiaz
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    Error when starting a new game with the AI module activated

    https://i.imgur.com/M9liYM4.png
    1. xenoargh
      xenoargh
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      Your version of Starsector's out of date, I'm afraid! Update, it has lots of wonderful new features
  9. ovanossar
    ovanossar
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    are the AI overhault going to help my missile and other projectiles touch more often the ennemis... or is it going to help fiend ship to be less stupid and use strategie for kicking my butt? (like if remnant have a need of a better AI... they rip my fleets enough XD) i'm not a strategist, i prefer the base development part of the game than the starfight and more of the time just left my capital ship do the job for me... and i'm already sad when i see them go stupidly alone against a dozen of ship without their friend ^^'

    and what doez EZ damage? i dont understand the description.
    1. xenoargh
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      In general... yes? YMMV, but the AI and Rebal is generally designed to be a bit easier at first, harder later. The AI's tuned for Rebal, so YMMV if playing with Vanilla.

      EZ Damage is a Utility mod developed to provide modders with very simple, easy-to-use system for dealing damage to CombatEntityAPIs. This can be surprisingly complex; the only "generic" function for dealing damage in Starsector's API makes some key assumptions, such as, "damage will occur within the entity's hitbox" that my code deals with gracefully.
    2. ovanossar
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      so i have test the mod... and well it's almost impossible! the enemies capital ship became even stronger than before, and i need 4 of mine at full power and full equipment to kill one. but the worst is the forteress... i have try my 4 high tech capital ship on single ludicc path foretress... but even all of them at full power cannot make damage to the flux shield of the central part. i have left the game run for an hour, but after that, the hull are still untouch '-'... why!? i'm happy that my own capital ship become like... godlike machine of destruction that count like 20million on the shop... but if they can make an apocalips against others ship, and nothing agaist others capital or forteress... it's make it not easy to play ^^'
    3. xenoargh
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      I'll test this out and see what's up. Last time I played, I didn't have any trouble taking out space stations, if I outfitted my ships correctly.
  10. TimeDiver0
    TimeDiver0
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    Is it normal that 'Capture' points are now outright ignored, even when a ship is directly ordered to do so?

    That is, ships hover around them, but don't get around to actually capturing them for your fleet's use.

    Applies to everything I've tested, from frigates to capital ships.
    1. xenoargh
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      Hmm. They're supposed to get close to them and stick around until they capture them. I'll take a look at that.