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problem is every time i pick and command ship with mod weapon parts in it to attack(or simpy turn auto mode )game crushes

    image https://i.imgur.com/Mt75VT3.jpg

      RedAndCosmoteer Except for those listed in the release notes most of the problems are in SW:ACD v.0.3.0. Currently, it's getting updated so it's not worth it to do anything on my end. Besides Cosmoteer 0.14.5 comes with tonnes of changes so I won't invest in any changes now especially since the prototypes are buggy and things change constantly.

      slava_v I need the whole text file to see where the problem is. I'm guessing it's because of too many mods or one of them is outdated.

        6 days later

        Lafiel So I recently downloaded the new update (0.6.0) and been trying out the organic based weaponry. However, I can't seem to get any of the weapons to actually hit anything, the shots disappear once fired. This has been happening to me with all Tech 4 Bio Convergent weaponry. I'll clip a video:

        This a bug or am I doing something wrong? I already re-downloaded the modification, tried restarting my game dozens of times, and tried different builds. Still doesn't produce the desired result.
        (Edit: FPS in-game was stable 60+, video seems to be kinda trash, sorry)

          PurpleRoses Hmm, strange. Please post our ship so I can check whether you build it wrong or is something else.

            Lafiel Hopefully this image link works:
            (ship design used in the video)

              PurpleRoses Thanks.
              I think the problem has something to do with multi-ammo use and proxies. It seems the combination is unholy 😆 The weapon is designed to cover all possible combinations with multi-ammo usage and this seems to fail if either the right (first) or some proxy storage don't exist. This is a game mechanics problem I cannot fix. @Walt

              I could fake consumption but then the weapon would always fire. So not gonna do that. The weapon already activates prematurely when loading but won't fire until all is actually loaded.

                22 days later

                Lafiel Hello, Lafiel. Somehow my game keeps crashing when engaging in battles on creative. I haven't been able to specifically pinpoint what's causing the crashes. I do have a log from the last time the game crashed. I'm assuming this is a bug of some kind? (Log File)

                  PurpleRoses I haven't seen this bug yet. So I'm not certain but since it's related to weapon's range and nullreference it could mean some range attribute is missing somewhere.
                  Then again I've seen various weapons bugs with 0.14.5 prototypes 1-3. So it might be a bug with 0.14.4 but just less likely. 0.14.4 and 0.14.5 have a lot of bugs so things won't improve for quite a while.

                  a month later

                  Lafiel Yes! I can run SW:ACD with ABH now!

                  Also, question: Why did you add all those decals?

                    RedAndCosmoteer Most of the new decals are for creating circular shapes of differing sizes with or without inner circle. I've made it so both can be used with the same ones to avoid redundancies. Also each one is unique and a few are (edge) shaded. So they can be used for e.g. battle damage etc.

                    Lafiel Ah. I suppose the load of decals you put in ABH are why i always seem to crash whenever i load it with Kroom's Decals...

                      RedAndCosmoteer Cosmoteer should be able to handle this in the next version if Walt expanded the atlas size as said in another thread. Also it seems Kroom's Decals has a few that are the same. It would be nice if there's a way to define same decals in a txt file so the game uses only one sprite instead of loading all the same.

                        Lafiel why do the strongest armors have so little hp compared to lower lvl items

                          dafeeeeeeeeeesh Because they use different technology in fact they use actual technology different from ordinary matter-dependent-armor and their related physical strength. The technological (magic) armor don't have to rely on matter, hence, they can skip using matter related difficult production technique. This doesn't mean the technology production technique is easier or cheaper. You just save one unnecessary cost portion.
                          And this is also away to introduce weaknesses or strengths for these different types of armors. 😉

                            13 days later

                            Lafiel Can you take every part related to StarTrek and make a mod out of that? because there is some that want StarTrek stuff but don't want the other, it should not be that hard.

                              Run into an odd issue that only showed up after installing this mod; Crew want to endlessy shuffle power back and forth between storage rooms. Doesn't matter if its vanilla power or Anti-Mater power, they just shuffle it around leaving weapons unmanned and without ammo.
                              Made a few attempts to add/remove and reposition generators/storage, but even after leaving the game running for over an hour, they still would endlessly move power around.

                                soulofmen It's some game mechanic issue that's been around since 0.13.x. Crew supply mechanics now (0.14.x) a bit more strange at times due to the new priority system or other changes undeneath.