Starpoint Gemini Warlords

Starpoint Gemini Warlords

Carriers: Reduxed
Astarte  [developer] May 18, 2017 @ 3:36pm
Glitches, Bugs, and Errors thread.
BUGS! We all hate them. This discussion was specifically created for you to complain about and describe those creepy crawlies to us.
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Showing 1-15 of 15 comments
Pixel Jay May 27, 2017 @ 11:08pm 
cant click on certain perks after installing?
ElminsterMage May 30, 2017 @ 2:55am 
Yes, same Problem, the Perklist seems to be bugged now. Some are not visible, worked or markable.
FloridaMan Jun 1, 2017 @ 1:53am 
step 1 start star point warlords gemini
step 2 play game till you have all the proxima stuff researched and then to the point where you talk to the green chick who gives you weapon parts for the proxima. in my case a negotiated 40 mil while flying the 70 mil borealis
step 3 your at the dock screen
step 4 press leave
step 5 you appear outside planet
step 6 I level up from quest completion and trace is like yo the proxima is complete lets blow up planets come meet me
step 7 I click the advance dialogue button
result: the game crashes to desktop offering debug, visual studio is like what no
expected result, I go complete the mission and finally get to siege planets. and advance the main story line.
Pvt. Gomer Pyle Jun 1, 2017 @ 7:55am 
Originally posted by ElminsterMage:
Yes, same Problem, the Perklist seems to be bugged now. Some are not visible, worked or markable.

Originally posted by Captain Hindsight:
cant click on certain perks after installing?


Same issue, I play on a 4K TV in 2560x1440 resolution and have tried both fullscreen and borderless windowed and I still get the issue reported by those above. Currently "Space wolf" overlaps with "Sensor master 1" under the Engineering perks tab (this happens with another two perks under the Personal tab; "Treasure Hunter" and "Junker I" however they are selectable where neither Space wolf nor Sensor master 1 can be clicked to be upgraded (if they are clicked they are highlighted for about 1/10 of a second or so before it deselects and highlights the previously highlighted perk).

Furthermore there are a handful of other perks that are not selectable, however they appear like normal.

In total, the following 26 perks are unable to be upgraded:

1.Governing

  • Field Logistics II
  • Empirical scientist
  • Governor I, Governor II, Staunched defender I, Staunched defender II
  • Entrepreneur

2.Personal

  • Negotiations 1 through 3
  • Savvy Chief 1 through 4

3.Engineering

  • Environmentalist I and II
  • Space wolf
  • Sensor master I and II
  • Clairvoyance

4.Warfare

  • Tactical appraisal II and III

I'm looking into editing the perks.wdt file to see if disabling one of the vanilla perks I don't use eliminates the overlapping perks, but I honestly can't say what could be causing the issue since it affects seemingly random perks (in the case of Tactical appraisal just the second and third part of the chain) and not all of the broken perks are from the mod.

This is how the issue looks on screen:
Screenshot on Imgur[imgur.com]

*Update* For now I've replaced the contents of the perks.wdt file in the mod with the contents of the default perks.wdt from the base game and locked the file so it doesn't regenerate so I can at least get the other aspects of the mod to work, just don't have the mod specific perks anymore. I have no idea what I could do to fix this as I looked through the mods perk file and I didn't find any errors or anything that should cause an issue (like maybe locked perks or something) like this. Hopefully the mod author will be able to rectify this issue soon because I like this mod and would like to be playing the "full" version of it.
Last edited by Pvt. Gomer Pyle; Jun 2, 2017 @ 7:45am
Azriel Ragia Jun 1, 2017 @ 1:04pm 
I to have this exact same issue with perks that shoe7ess has. very irksome and makes the game unplayable for me. but i love the concept behind this Mod and eagerly look forward to being able to play it.
Astarte  [developer] Jun 21, 2017 @ 11:04am 
Ok, finals are over now. Will devote time to fixing this and also making the other reduxed classes.

Ended my final year of high school on strait A's, so cant wait to get started :D

P.S.
@FloridaMan The Borealis is not suppose to be 70 mil. I found that after the update all of the ships stat pages (.shp files) had been altered in layout causing the ship stats to be reset to the default ones. In this last update pass I fixed it. It is possible the crash was caused by the faulty .shp files, and in that case it should be fixed now.

Everyone else: I moved the perks portion into a seperate mod. It is published, but I have yet to test it myself. Either way, it means that errors with the perks and perk screen should no longer be origionating from this mod.
Last edited by Astarte; Jun 21, 2017 @ 6:09pm
Denning Jul 14, 2017 @ 5:33pm 
With the recent update that allowed firing from all heavy weapons regardless of the side the target is facing, with this mod carriers can still only fire from one side. Only seems to be happening with carriers though.
Last edited by Denning; Jul 14, 2017 @ 5:33pm
Astarte  [developer] Jul 25, 2017 @ 3:30pm 
Yeh, still need to update the files. Been very busy with work, and by the time I get home I am usually fed up with looking at computer screens. Will try to get it done this weekend.
SilleeCookie Jul 26, 2017 @ 1:50am 
Another bug since the update is that it will not allow any fighter/interceptor/bombers be added to the wings. Receive a message along the lines of "Fighter does not meet requirements of hanger"
MinoraMarine May 15, 2018 @ 12:16pm 
I have found an issue and I am not sure if it is one of your two mods. The fighters engage targets up to 10 000m away however they do not do any damage until the player carrier is within 3500m. so this makes the fighters useless as they engage enemies but do not do damage..I am using one of each Lupis, Assasin and Canis. Not sure if you have come across this before as I have only recently played with your mods and not sure if this IS in fact a Vanilla issue?

MinoraMarine May 15, 2018 @ 12:17pm 
Apon further testing This is only a issue with the Canis Assasin and Lupis. The normal fighters do not have this issue
Astarte  [developer] May 15, 2018 @ 10:37pm 
I can understand the Assassin, but the Canis and Lupis exist and are obtainable in the vanilla game (last I checked), and I did not do anything special to them beyond what I did to all of the other fighters aside from make them more available for purchase outright.
MinoraMarine May 16, 2018 @ 6:08am 
Very strange then as I dont have this issue with the cheaper fighters and if it is happening its at much higher ranges. Just though I should let you know. Might be an actual vanilla issue as I haven't played in almost a year and when I started now was with mods.
Astarte  [developer] May 16, 2018 @ 10:34am 
Lol same: haven't played since before the beta ended. At this point, mostly relying on my subscribers and my co-authors to keep this in working order.

Have you tried starting a game with C:R disabled? That should help us tell if it is something to do with this mod.
MinoraMarine May 16, 2018 @ 2:19pm 
I have disabled both the Perks mod and Carriers mod however it is difficult to see as with such a small number of fighters doing so little damage. However I do think it might be a vanilla issue. as all groups of 25 fighters attack, it is as if they all miss the target heavily (or the rounds fly through enemy ships) I have been experiencing this with the freighter Titan with the turrets as well. all the turrets fire just before the target essentially missing it completely. aspecialy stationairy targets like anomoly generators. The only way to destroy them is either with skills or constantly moving around hoping to get a sweet spot where they actualy hit and with a brick like that it is a pain. As I only saw this with the fighters initialy i thought it might be your mod and figured I should give you a heads up but the more I play the more it seems a vanilla bug. Thanks for responding though :)
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