Fractal Softworks Forum

Starsector => Mods => Topic started by: TrashMan on April 29, 2017, 04:35:25 AM

Title: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)
Post by: TrashMan on April 29, 2017, 04:35:25 AM
*** UPDATED *** - 17.11.2019

(https://i.postimg.cc/Jz2FJN9g/starsector-title2-alpha.png)

ABOUT: This mod started as a Total Conversion (made by Okim), set in it's own universe. After it was abandoned, I picked it up, and expanded upon it. Eventually, the TC aspect was dropped (purely for my convenience)
This mod adds several new factions, tons of ships and weapons.

LORE
Spoiler
Before the gate system was created, when the Doman of man was in it's infancy, humanity reached for the stars. Fleets of colony sleeper ships were sent into the void, their primitive hyperdrives enabling what was then considered great speeds, but the journy would last for years. Among the many colonization efforts, there was one particuarly daring - to send a fleet of colony ships across the empty space to the neighbouring arm of the Milky Way galaxy. A dozen ships were assembled, the biggest colony ships yet made, filled with enough supplies and fuel for such a long trip.
Many years after they left, gate technology was finally perfected. Humanity fully united and the spread of the Domain of Man along it's galactic arm was rapid, and soon it begun to spread even further. With it's growing size and time, wars and rebellions broke out, and The Grand Expedition Colony Fleet was forgotten, remembered only as a curiosity by some historians, and considered long lost.

Yet, the fleet survived. Trough greatly diminished, 6 ships survived the journey, but there was no unified colonization effort, for there was no real unity in the fleet. Instead, each ship was loyal to it's own national group and they split to found colonies. For centuries they built and grew, and as their borders grew so did the tensions. Border skirmishes became ever more common and full out war broke out.
That is when the exploration ship belonging to the Domain of Man came in. The wars ceased and trading with the Domain started. Negotiations for inclusion into the Domain were well under way when the gates collapsed.
The balance of power in the sector is more fragile than ever.
[close]


FACTIONS/SHIP
Spoiler
Interstellar States of America is a large, powerful and technicaly advanced faction. ISA spends a lot of its income on technology advancement. Their ships utilize the most effective shield technology in the sector. ISA and UIN recently undergone major ship refit project that installed powerful fortress shield emitters on their cruisers and capital ships. ISA are the first and currently the only faction that mastered plasma technology and phase teleportation
(https://i.postimg.cc/4KrZK98T/ISA.jpg) (https://postimg.cc/4KrZK98T)

Russian Stellar Federation is one of the major factions having the largest territory. RSF went a different technological pass mainly rellying on heavier and bulkier ship designs with hardened armor and reinforced structure. RSF ships utilize standard shield generators that create a stable and fixed fields. Weapons arsenal mainly consist of ballistic weapons of various calibers, laser pulse and beam weapons and ion weapons. Missiles and torpedoes doesn`t differ much from those that other factions use.
(https://i.postimg.cc/cgwWfLjt/RSF.jpg) (https://postimg.cc/cgwWfLjt)

United Interstellar Nations are competing with ISA for the 1st place in a race of the most advanced factions. Many joint-research projects conducted between the two factions lead to a series of interesting technological breakthroughs for both factions. UIN have concentrated their efforts on particle manipulation and acceleration technologies resulting in a series of interesting and unique particle weapons. Recently they have upgraded their DE, CR and BB class ships with a powerful fortress shield emitters. UIN are neutral with other factions, they have trade relations with ISA and are trading technology to XLE in return of the clearance to use their numerous space docks for their needs
(https://i.postimg.cc/T5x60XM7/UIN.jpg) (https://postimg.cc/T5x60XM7)

Xing Luo Empire is a powerful and widespan faction known for it's powerful industrial base and trade network. Their ships resemble dragon-like creatures as well as ship`s name. Weapons are primarily consist of various beams and ballistic weapons
(https://i.postimg.cc/JHQWddR1/XLE.jpg) (https://postimg.cc/JHQWddR1)

A unity of former XLE and UIN colonies that rebelled against their masters and established a self sustaining and relatively economicaly stable faction. FFS or Federation of Free Systems does not possess significant forces due to being quite young and being positioned too far away from other faction`s reach. However, FFS hatred for their former masters results in some captains performing raids in UIN and XLE space regardless of distance and travel time
(https://i.postimg.cc/NyyBf4k4/FFS.jpg) (https://postimg.cc/NyyBf4k4)

Free Traders Guild is an international organisation that focuses on trading between all factions regardless of their political and diplomatic relations with each other. Countless FTG freighter fleets, privateers, bounty hunters and mercenaries can be seen freely operating in any colonised system where there is profit to be found. FTG fleets are using either specifically designed civilian-grade ships or downgraded/decommisioned military vessels provided by each faction as a part of the International Trade Agreement.
(https://i.postimg.cc/2V7FHf02/FTG.jpg) (https://postimg.cc/2V7FHf02)

Commonwealth of Polaris, a small faction formed by various dissidents dissillusioned with the modern society. Polaris is is an isolationist society, not caring much for what happens outside their borders. In general the PNS ships are well rounded, flexible and possessing high flux efficiency, but are expensive to field and have poor fuel and cargo capacity.
(https://i.postimg.cc/gnWHq0Hx/PNS.jpg) (https://postimg.cc/gnWHq0Hx)

Aliens, rogue AI and pirates
(https://i.postimg.cc/QFNgwnPs/OTHER.jpg) (https://postimg.cc/QFNgwnPs)
[close]


>>>Download<<< - 0.91a version
<link removed -Alex>


- Lazy Lib required
- The entire mod has been split into 3 compressed file for ease of distribution and updates
- create Steelclad folder in mods, and unzip all 3 files inside
- Added a little something extra - an OPTIONAL extra music file. More music. Copy it to sounds/music and the sounds.json to data/config if you want.
- Added a little something more - custom player faction flags. NOW INCLUDED INTO MAIN FILE
- extra java file included in data/scripts, depending if you are using Nexirilien or not. Replace SteelcladModPlugin.java in Steelclad/data/scripts with the NONEX one and rename.



KNOWN ISSUES:
- Reflex Cannon may cause crashing when fired
LOG

Spoiler
Log for v1.0.25c
- fix for Tier 3 station upgrade
- changes and optimizations to some weapon scripts

Log for v1.0.25
- PNS battlestation now has 2 full tiers with 3 variants each - RE DOWNLOAD GRAPHICS


Log for v1.0.24
- PNS battlestation can now be upgraded to second tier - RE DOWNLOAD GRAPHICS
- fixes to mission list and intro ships
- pirates get a new ship
- planets are starting to get proper descriptions
- some further tweaks to some ship values

Log for v1.0.23
- quite a few ships recived buffs, increased flux, hull (especially XLE ships)
- OP points increased across the board for most ships
- missile/torpedo OP costs re-worked ,as well as some fighter/bomber OP costs

Log for v1.0.22
- Some weapon rebalances
- 408 shrapnel: reduce number of shrapnel, increased damage
- I have nerfed some weapons into oblivion by mistake (the plasma beam cannon was doing only 50 damage!) so hopefully I fixed everything now

Log for v1.0.21
- More bugfixes and balance changes
- some fighter/bombers are more costly
- minor tweaks to a few weapons
- buffed frigates and some destroyers in terms of hull/armor
- increased shield coverage for some ships (90° is now the minimum value for any ship)

Log for v1.0.20
- Bugfixes and balance changes
- most weapons aren't as flux efficient as they were before
- a few weapons have had more radical changes (the Burtsmaster now fires in bursts)
- some fighters/bombers might be more expensive.
- some ships got a few more OP's or slight buffs in hull/armor (the pirate Hulk being the most prominent)

Log for v1.0.19
- Apocalypse torpedo now deals 1000 explosive damage and 500 energy damage. New graphics
- Dedalus Carrier graphics updated
- Lexington graphics updated. Some weapon mounts have been shuffled around, but remain the same.
- a few miner weapon stat tweaks. Still got a long way to go.

Log for v1.0.18
- Even more ship balance changes. Mostly buffing Widowmaker ships.
- Corvus generation fixes. Economies and market conditions overhauled. All planets got illustrations and initial descriptions. (re-download graphics)


Log for v1.0.17
- Even more ship balance changes. Widowmaker ships got boosted in particular.
- Energy absorbers buffed. Engine booster nerfed.
- Corvus generation fixes. Markets, industries and conditions re-balanced. All planets got proper descriptions and illustrations (re-downlaod graphics)

Log for v1.0.16
- Even more ship balance changes.
- added a new weapons and weapon graphics (download the graphics2.7z for the graphics files and override)
- 2 special bounties for Varayas Sector added

Log for v1.0.15
- Even more ship balance changes.
- added a new hulmod - Optimized Drive Field; half the bonus of Augmented Drive Field, but costs half OP

Log for v1.0.14
- more balance changes. Some weapon tweaked. Ships edited to account for that. RSF ships now have weak frontal shields. Armor, hull, flux disspation and OP points of various ships tweaked.

Log for v1.0.13
- extra custom flags should now show up. They are now part of the main file
- blueprints should now correctly drop. I apologize for not caching the error earlier, I just thought RNG Jesus didn't like me
- PNS flag changed. Bluprint icons updated
- 3 hullmods fixed
- more balance tweaks

Log for v1.0.12
- big balance pass over the weapons (and some ships). Values normalized
- fixed hardpoint graphics for the lance batteries

Log for v1.0.11
- fixes to some hulls never appearing in markets
- another freighter pass. Hopefully now all the freighters will have something to offer.
- Expanded (cargo, fuel, cargo) hullmods now have an armor downside

Log for v1.0.10
- a few more minor balance tweaks
- new hullmods - stealth armor and armor reduction
- fixes to XLE systems and markets in Corvus mode

Log for v1.0.9
- more balance tweaks
- new FTG megaliner. All factions now exclusively use FTG liners/passenger ships
- new troop transports for FFS and XLE.
- previous passenger ships converted to troop transports for UIN, ISA and RSF
- Omnissiah now has repair drones

Log for v1.0.8
- fixed UIN relation issue
- updated some ship values
- fixed some freighters
- Nxirilien compatibility tested. Fixed generation script. Custom stations should now appear.

- more music and more custom faction flags added as separate files.

Log for v1.0.7
- fixed hullmods
- weapons costs and stats balance tweaks
- RSF ships slight balance tweaks
- Omnissiah is now cruiser-sized

Log for v1.0.6
- a few more balance tweaks
- fix for phoenix heavy fighter crash (finally)
- moved SC star systems a bit further away
- fixes to markets

Log for v1.0.5
- graphic tweaks for a few weapons
- fixes on several variants, should fix the pns market crash that can sometimes happen

Log for v1.0.4
- More balancing tweaks
- AI station finally works (see mission Combined Arms)
- fixed issue withe thunderbolt

Log for v1.0.3
- balancing tweaks to some ship. Mostly weapon stat changes.

Log for v1.0.2
- some ship re-balancing (adjusting OP's, buffing RSF flux dissipation)
- some weapon re-balancing (increasing flux cost and ammo for some guns - still needs work)
- small graphic updates and variant changes
- new space station

Log for v1.0.1
- fixed some missing descriptions
- fixed system generation and cleaned up nebulas
- fixed economy files
- ship re-balancings
- new shipsystem

Log for v1.0
- fixed some missing descriptions
- fixed Kores
- fixed some crashes
- 1 new ship and 1 new weapon

Log for v.09
- now works standalone
- fixes, fixes
- re-balances for 0.91
- 1 new ship and 1 new weapon
- more portraits

Log for v.07i
- balance tweaks
- many VNS weapons nerfed
- Macross fixed
- Miner fixed (Nexirlien should recognize it now)

Log for v.07e
- more balance changes, mostly weapon related

Log for v.07d  - DOWNLOAD GRAPHICS.RAR AGAIN
- a few minor tweaks
- a lot of VNS weapon had an OP cost increase
- added a small variant of the X-ray turret
- one new mission added

Log for v.07
- new troop transport added for the VNS
- Avenger Mk2 had 2 turrets removed. Tweaks to FoF and stats.
- armor repair hullmod now working and available
- weapon re-balance, first pass. Ballistic now do cost some flux (but no much).
- new Hullmods available for purchase at SC factions markets
- some ship variants nerfed (were using too much OP's)


Log for v.06
- now Nexirilian compatible (NOT Corvus compatible yet. I think.)
- minor tweak to some weapons
- Infused Hull nerfed

Log for v.05
- XLE spawn fixed
- experimental balance pass (SC ships cost a LOT to field, but their hull and armor and burn levels have seen improvements)


Log for v.03
- more test weapons
- minor fixes
- campaign now works


Log for v.02
- more ships (AI cruiser, Alien destroyer, RSF battleship, ISA carrier)
- more weapons (for VNS)
- more music
- minor fixes
- fixed mission
- VNS now mostly uses own weapons in all ship variants

[close]

WHAT IT HAS:
- custom music. Lots of it
- custom portraits, lots of them.
- new interaction images
- 1 more faction compared to IC (so more than 10 total)
- more ships, more weapons

TO DO LIST:
- custom stations (in progress)
- 1 more ship for the RSF
- AI fleets that roam around some system
- ALIEN fleets spawns and raids
- Rock Fly spawns
- an actual mission chain
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on April 29, 2017, 01:39:09 PM
I have to check something in regards to core starsector - If I add my own faction, do I need a special FleetSpawner script for my factions fleets to spawn, or will the game automatically spawn some?
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Tufted Titmouse on April 29, 2017, 02:11:53 PM
I have to check something in regards to core starsector - If I add my own faction, do I need a special FleetSpawner script for my factions fleets to spawn, or will the game automatically spawn some?
You just need a .faction file and the game should structure the fleet from the ships listed there
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on April 29, 2017, 03:30:55 PM
Hmm...any command to give me a random sector?

I kn ow I can specifiy the sector like this: getSector().getEntityById("testSector");
But what if I want a random one?
And htat includes randomly generated ones..I already know how to do it with fixed sectors
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Pushover on April 29, 2017, 06:09:21 PM
Do you mean generating a random sector or getting a random sector object from all of the sectors?

You could use getEntitiesWithTag and a random number to get a random entity with a tag, or getAllLocations with a random number.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on April 30, 2017, 02:34:26 AM
Do you mean generating a random sector or getting a random sector object from all of the sectors?

You could use getEntitiesWithTag and a random number to get a random entity with a tag, or getAllLocations with a random number.

I mean random sector from all sectors in-game (fixed + randomly generated)
A random number sounds good, but it can't be any old number - I have to know the total number of sectors.


On another note, the AI now wages war by itself, I don't need to spawn war fleet myself, right?
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on April 30, 2017, 09:42:58 AM
Well ***....

After fixing about 100 errors, I ran into one that baffles me.

Code
3805 [Thread-4] INFO  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Applying data from ship_data.csv to [rsf1-drn-combat]
4495 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.thissuper.return(Unknown Source)
at com.fs.starfarer.loading.specs.oOO0.clone(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(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)

RSF Combat Drone,rsf1-drn-combat,,,,30,10,100,,50,,,200,1000,1000,3600,3600,5,NONE,,,,,,,,,,,,,,,,,,,,,,,,,500

Code
{
  "bounds": [],
  "center": [
    8.5,
    12
  ],
  "collisionRadius": 12.727922,
  "engineSlots": [
    {
      "angle": 180,
      "contrailSize": 2,
      "length": 6.5,
      "location": [
        -9,
        1.5
      ],
      "style": "MIDLINE",
      "width": 2
    },
    {
      "angle": -180,
      "contrailSize": 2,
      "length": 6.5,
      "location": [
        -9,
        -1.5
      ],
      "style": "MIDLINE",
      "width": 2
    }
  ],
  "height": 24,
  "hullId": "rsf1-drn-combat",
  "hullName": "Combat Drone",
  "hullSize": "FIGHTER",
  "shieldCenter": [
    0,
    0
  ],
  "shieldRadius": 20,
  "spriteName": "graphics/ships/drones/rsf-combat.png",
  "style": "RSF",
  "viewOffset": 0,
  "weaponSlots": [
    {
      "angle": 0,
      "arc": 6,
      "id": "WS 001",
      "locations": [
        8.5,
        -3
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "BALLISTIC"
    }
  ],
  "width": 17
}

WTF???
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Pushover on April 30, 2017, 01:47:35 PM
Once you have a List of objects, you can get a random one by using Random's nextInt.
Code
list.get(random.nextInt(list.size));

I'm fairly sure the AI will only send small detachments at each other, which isn't quite the same, but is probably decent enough for a first release.

Do all ships need bounds now? That's the one obvious thing that's missing, but I didn't think that's required.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on April 30, 2017, 03:26:48 PM
PROGRESS:
------------------------

ship_data - done
weapon_data- done
wings_data - done
variants - mostly done
factions - mostly done

*********
FleetSpawner - unknown, untested, will probably require a complete re-write. Major factions should work without it, but Rock Flies, AI and Aliens won't spawn, since they have no held systems.

SectorGen - done

economy/markets - this is a big one, since Ironclads had big changes here, and it's a *** mess. Without a extensive re-write, I don't think I can salvage it.
systems - still looking into this, but there seems to have been some changes.

new music - kinda-sorta, big limits on faction music has nuked my current plans





@pushover... hm...still need to get a list of objects(systems). That's the problem. I can't add systems I don't know (ID) into a list
Title: Re: [0.8a]Ironclads revival - WIP
Post by: ChaseBears on April 30, 2017, 03:29:55 PM
i compared the drone's csv entry to a vanilla drone.  It is lacking one field - break prob, not sure if that's necessary or not.  Other than that it looks fine.  The turning values may exceed thresholds-not sure.  Also double check that the number isnt overlapping.

Title: Re: [0.8a]Ironclads revival - WIP
Post by: Pushover on April 30, 2017, 06:54:59 PM

@pushover... hm...still need to get a list of objects(systems). That's the problem. I can't add systems I don't know (ID) into a list
getAllLocations() returns a List of LocationAPI's, which is what you want, I think...

Code
List<LocationAPI> allLocations = Global.getSector().getAllLocations();
boolean randomSystemIsHyperspace = true;
LocationAPI randomSystem;
while (randomSystemIsHyperspace) { //avoid the random system being hyperspace
    randomSystem = allLocations.get(random.nextInt(allLocations.size());
    randomSystemIsHyperspace = randomSystem.isHyperspace();
}
Title: Re: [0.8a]Ironclads revival - WIP
Post by: RandomnessInc on May 01, 2017, 05:24:21 AM
Is it balanced against vanilla, I remember a certain medium energy PD that was stupidly OP
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 01, 2017, 05:53:31 AM
Thanks. Every little bit helps.

The coding part is the hardest for me, not because it's something I can't grasp (I know some programing from college and databases), but m time is limited and to actually write GOOD code takes a lot of time and experience.


So if anyone else wants to try and tackle the economy part, he's more than welcome.
I'm afraid without that the the entire economy will be very bare-bones.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Pushover on May 01, 2017, 08:21:19 PM
Looks like there's actually a getStarSystems() call, so you could use Global.getSector().getStarSystems() with the random method to get a random star system.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 02, 2017, 12:56:31 AM
SectorEntityToken spawnpoint = getSector()..getStarSystems(random);   ????
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Pushover on May 02, 2017, 01:31:06 AM
SectorEntityToken spawnpoint = getSector()..getStarSystems(random).getCenter();   ????

Are you using an IDE for the Java code? If not, IntelliJ is a good free one for Java, really helps figure out what you need to call.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 02, 2017, 04:28:07 AM
SectorEntityToken spawnpoint = getSector()..getStarSystems(random).getCenter();   ????

Are you using an IDE for the Java code? If not, IntelliJ is a good free one for Java, really helps figure out what you need to call.

Actually, I'm editing in Notepad++


EDIT:

Ok, I think I have the AI and Aliens spaww script done.

Now, is there a function to check if a system has asteroids in it?

Also, a function to check who owns the system?
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Pushover on May 02, 2017, 06:43:52 PM
Now, is there a function to check if a system has asteroids in it?
Code
StarSystemAPI system = Global.getSector().getStarSystems().get(...);
if (system.getAsteroids().size() == 0) {
//does not have asteroids
}
else {
//has asteroids
}
Also, a function to check who owns the system?
There isn't really a way to get who owns the system, because no faction technically owns a star system, only a planet/station. Seems like the way it was done before was to add the faction tag to the system via system.addTag("RSF"), and then check with system.hasTag("RSF") and similar.


I'd be happy to look at any code, it's mostly what I'm interested messing around with (along with balance/design stuff).
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 03, 2017, 12:28:36 AM
Thanks.


If anyone wants to lend a hand with novel ways of populating/generating system, be my guest.
I guess I could use a semi-random algorithm that checks close systems and adds a faction tag (thus, only the core system of each faction needs to be defined),
then a second pass that populates that system with markets/stations?



Also, I'm going to do this manually, I'll accept any help in making systems.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 03, 2017, 06:25:26 AM
Code
StarSystemAPI system = Global.getSector().getStarSystems().get(...);
if (system.getAsteroids().size() == 0) {
//does not have asteroids
}
else {
//has asteroids
//SOME SPAWNING CODE HERE
}


Unless I'm mistaken this will run a specific code on EVERY system with an asteroid field?

If I add something like this:
Code
Random rnd = new Random();
int rng = rnd.nextInt(8);

if (rng >= 4)
 {
                    CampaignFleetAPI fleet = FleetFactory.createGenericFleet("ROCK", "Beast", 1f, 0);

                    fleet.getFleetData().sort();
                    FleetFactory.finishAndSync(fleet);

                    spawn.getContainingLocation().addEntity(fleet);
 }

This should spawn the rock bug fleet in roughly half the sectors that have asteroids?
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Pushover on May 03, 2017, 08:23:35 PM
Code
StarSystemAPI system = Global.getSector().getStarSystems().get(...);
if (system.getAsteroids().size() == 0) {
//does not have asteroids
}
else {
//has asteroids
//SOME SPAWNING CODE HERE
}


Unless I'm mistaken this will run a specific code on EVERY system with an asteroid field?

It depends on how you are getting a StarSystemAPI. If would run the code on every system if you put it in a for each loop. The ... I put in the get() isn't valid java, I wasn't sure exactly what you were planning, and if you were trying to do something like pick a random system and check if it has asteroids, or if you had a specific system in mind. StarSystemAPI also inherits from LocationAPI, so it is also your spawn. Putting it all together, so that each time the code runs, it will spawn a rock fleet in an average of 50% of systems that have asteroids (I hope):

Code
Random rnd;
for (StarSystemAPI system : Global.getSector().getStarSystems()) {
    if (system.getAsteroids().size() == 0) {
        //does not have asteroids
    }
    else {
        //has asteroids
        if (rnd.nextInt(8) >= 4) {
            CampaignFleetAPI fleet = FleetFactory.createGenericFleet("ROCK", "Beast", 1f, 0);
            fleet.getFleetData().sort();
            FleetFactory.finishAndSync(fleet);
            system.getContainingLocation().addEntity(fleet);
        }
    }
}

Also, not sure if you want to continue this through PMs, either continuing to post here or PMs works for me.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 05, 2017, 01:20:45 AM
I have been thinking of two ways to do this:

1)
- Let normal sector generation get done
- Add the fixed core systems of each faction (placed in their respective quadrants, X/Y axis)
- make a distance check from core faction sector, and assign systems in vicinity to that faction (give faction tag), within a certain radius
- add markets and stations

2)
Make all faction systems manually


While I PROBABLY could get no1 done, with my coding skills it would be ready somewhere around the heat death of the universe. :P
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Pushover on May 05, 2017, 02:43:01 AM
I think a lot of the code still exists from what Okim made. What you are describing is pretty much exactly what Okim did. If you look in IroncladsModPlugin.java, the code currently:
1) Generates 100 systems in a 10x10 grid shape, adding a little random x and y values to make the stars not perfectly aligned to a grid.
2) Generates planets, stations, moons, etc. through Okim's SystemComposer class. A faction and a 'menace' is assigned to each system based on its x and y location. This appears to be mostly for figuring out which derelict ships to spawn. With 0.8 this may be unneeded.
3) Generates hyperspace entrances automatically through a call to autogenerateHyperspaceJumpPoints()
3) Tags planets and moons with things like "food," "arid," "ore," and/or "gas" for later. The more 'ideal' worlds (terran, water, jungle, etc) get a "colonized" tag, less 'ideal' worlds (molten, barren, etc) get an "outpost" tag.
4) Sets a number of planets for each faction to own, and then goes through and picks random "colonized" planets to become planets colonized by the faction, based on location, then does the same for "outpost" planets. Some randomly selected planets that haven't been taken already become pirate bases.
5) Adds markets/conditions to each planet that has been colonized.

I can try writing/rewriting a lot of this, but I'm not sure of how I would actually test to see if it works... I suppose I might be able to set something up to override the vanilla sector generation, but that's where my lack of experience modding comes in...

Alex has a much more complicated version of this currently running to generate the non-core worlds.


Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 05, 2017, 05:06:57 AM
I'm not sure what code/function changes are made for 0.8a, so I'm not even sure how much of the old code is usable.
Heck, I'm not even sure the fleet spawner script will work (until I get the systems, I can't test it either way), since the move has been made to FleetSpawnerV2 or something.


As for testing, I can easily make everything I currently make available, which at this point should be everything but system generation.
I'm manually making a few planets just to test it, but I expect a LOT of bugs and typos.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 07, 2017, 10:24:04 AM
Progress Report:

- made the systems, made a bunch of stuff, including new stations, new illustrations and music.

- Currently testing (already squashed about 70 bugs, half in the original Ironclads)
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 08, 2017, 02:14:37 AM
Don't hate me guys, but I forgot to copy over the new files on my USB.

See, over the weekends I work on my PC and for the rest of the week I'm in another town and work on my laptop.
Made a LOT of progress over the weekend, but the files are left behind on my PC.

In other words, progress is pretty much frozen until Friday. :P
But for some good news, pretty much everything that's necessary for the mod to work is done. All that's really left is fixing bugs and bad code.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: RandomnessInc on May 08, 2017, 10:19:55 AM
RIP

Hilarious fails aside, is it balanced Okay, I fondly remember a medium energy PD that did damage to Russian destroyer armor. If you know what weapon I'm talking about, how does that balance with vanilla
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 08, 2017, 11:31:51 PM
Given that I still haven't manage to start up the mod (was fixing start-up errors just before I left), I can't tell you that yet.

I have to get the mod working first, balancing comes next.
That said, I haven't touched the default Ironclads values.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Pushover on May 09, 2017, 01:25:17 AM
What are your longer term plans with regards to Ironclads? Sounded like you are planning on adding VNS (you might want to give some background on them as a faction--what's their theme, how do they fight, what do they want?). What else did you have planned?

What are your thoughts on the current balance of Ironclads? Thoughts on every faction's theme?

My comments/opinions on Ironclads before 0.7/0.8:
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 09, 2017, 03:22:38 AM
VNS - small faction, kinda like FFS. Balanced performance, with a mix of new high-tech, expensive ships and modified older standard designs. Not the best ships for long-range travel due to being design more for local defense.


Plans?
Not sure. Aside from adding faction music and faction portraits, just tweaks. Will probably see if I can get some more faction stuff made, like custom stations for each faction. Definitely more ship variants.
 Thinking of making a one lore change - the last Federation dreadnought survived, but horribly damaged, and can be found in RSF space. Or something similar. Basically a way for the player to get it. It's a shame for it to be only in the simulator.

Once the mod is out, if you want to make balance adjustments, I can incorporate them, or make them available as an extra option - it's simple enough to do for ships and weapons.

That said, with all the fighter changes in 0.8, I think carriers will need the most consideration.
You do make very good points. And RSF are kings...ROCKET kings. They have best rockets IIRC.

Aside form a few, all hullmods will be retunred to vanila
Title: Re: [0.8a]Ironclads revival - WIP
Post by: SCC on May 10, 2017, 12:52:50 PM
I think I can provide some feedback too, but I'd rather first play Ironclads on 0.8 and see how AI goes with Ironclads's ships first. It's still trigger-happy about ships without shields...
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Johnny Cocas on May 11, 2017, 10:42:00 AM
SectorEntityToken spawnpoint = getSector()..getStarSystems(random).getCenter();   ????


I am not sure if you are still messing with the spawnpoints but you don't need that anymore. Fleet spawning is a lot easier now, all you need to do is set the ship types and frequency of pick in the .faction files, like you can see below (taken from hegemony.faction):
Code
....

"shipRoles":{
"fastAttack":{
"lasher_Standard":5,
"lasher_Strike":5,
"hound_hegemony_Standard":10,
"wolf_hegemony_Assault":2,
"fallback":{"combatSmall":1},
},

"escortSmall":{
"lasher_CS":3,
"lasher_PD":10,
"wolf_hegemony_CS":10,
"monitor_Escort":2,
"wolf_hegemony_PD":10,
"vigilance_FS":10,
"kite_Interceptor":5,
"fallback":{"combatSmall":1},
},
"escortMedium":{
"enforcer_Escort":10,
"enforcer_Balanced":10,
"enforcer_Outdated":10,
"enforcer_CS":10,
"hammerhead_Balanced":10,
"enforcer_Elite":10,
"enforcer_XIV_Elite":4,
"hammerhead_Elite":10,
"fallback":{"combatMedium":1},
},

"combatSmall":{
"lasher_Standard":5,
"lasher_Strike":5,
"lasher_CS":5,
"lasher_Assault":5,
"vigilance_Standard":10,
"vigilance_FS":10,
"vigilance_Strike":10,
"brawler_Assault":10,
"centurion_Assault":10,
"fallback":{"escortSmall":1},
},
"combatMedium":{
"enforcer_Assault":10,
"enforcer_Balanced":10,
"enforcer_Outdated":10,
"enforcer_CS":10,
"enforcer_XIV_Elite":8,
"hammerhead_Balanced":10,
"sunder_CS":10,
"hammerhead_Elite":10,
"enforcer_Elite":10,
"sunder_Assault":10,
"fallback":{"combatSmall":2},
},
.....

All you need to do is set specific ships to one or more of those categories and the game will automatically pick them based on the type and frequency, which is set by the number after the ship name. Those names in the list are the names of the ship variant, just like the names of the variant file.

I spent too much time trying to fix fleet spawning by messing around with the wrong files and wrong code, hope I can help you not do the same :)
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Pushover on May 11, 2017, 11:09:18 AM
SectorEntityToken spawnpoint = getSector()..getStarSystems(random).getCenter();   ????


I am not sure if you are still messing with the spawnpoints but you don't need that anymore. Fleet spawning is a lot easier now, all you need to do is set the ship types and frequency of pick in the .faction files, like you can see below (taken from hegemony.faction):
Code
....

"shipRoles":{
"fastAttack":{
"lasher_Standard":5,
"lasher_Strike":5,
"hound_hegemony_Standard":10,
"wolf_hegemony_Assault":2,
"fallback":{"combatSmall":1},
},

"escortSmall":{
"lasher_CS":3,
"lasher_PD":10,
"wolf_hegemony_CS":10,
"monitor_Escort":2,
"wolf_hegemony_PD":10,
"vigilance_FS":10,
"kite_Interceptor":5,
"fallback":{"combatSmall":1},
},
"escortMedium":{
"enforcer_Escort":10,
"enforcer_Balanced":10,
"enforcer_Outdated":10,
"enforcer_CS":10,
"hammerhead_Balanced":10,
"enforcer_Elite":10,
"enforcer_XIV_Elite":4,
"hammerhead_Elite":10,
"fallback":{"combatMedium":1},
},

"combatSmall":{
"lasher_Standard":5,
"lasher_Strike":5,
"lasher_CS":5,
"lasher_Assault":5,
"vigilance_Standard":10,
"vigilance_FS":10,
"vigilance_Strike":10,
"brawler_Assault":10,
"centurion_Assault":10,
"fallback":{"escortSmall":1},
},
"combatMedium":{
"enforcer_Assault":10,
"enforcer_Balanced":10,
"enforcer_Outdated":10,
"enforcer_CS":10,
"enforcer_XIV_Elite":8,
"hammerhead_Balanced":10,
"sunder_CS":10,
"hammerhead_Elite":10,
"enforcer_Elite":10,
"sunder_Assault":10,
"fallback":{"combatSmall":2},
},
.....

All you need to do is set specific ships to one or more of those categories and the game will automatically pick them based on the type and frequency, which is set by the number after the ship name. Those names in the list are the names of the ship variant, just like the names of the variant file.

I spent too much time trying to fix fleet spawning by messing around with the wrong files and wrong code, hope I can help you not do the same :)

This would be true if spawning patrols and trade fleets were all that was needed, but there are several factions without their own ports, and several factions that have a single port, but are basically a different pirate faction.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Johnny Cocas on May 11, 2017, 11:19:31 AM
This would be true if spawning patrols and trade fleets were all that was needed, but there are several factions without their own ports, and several factions that have a single port, but are basically a different pirate faction.

What exactly do you mean?
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Pushover on May 11, 2017, 11:50:30 AM
This would be true if spawning patrols and trade fleets were all that was needed, but there are several factions without their own ports, and several factions that have a single port, but are basically a different pirate faction.

What exactly do you mean?

Not sure if you played Ironclads before, but the Rock Flies, Aliens, and AI factions all have no ports on account of not being human. They won't spawn given the lack of ports.

There are also the Black Widow raiders and Marauders, who had a single port, but sent out a lot of fleets to raid/salvage.

There was also the ongoing ISA RSF war with extra large fleet battles, and battles between the FFS and UIN/XLE that was part of a custom fleet spawner.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: Johnny Cocas on May 11, 2017, 12:18:18 PM
Not sure if you played Ironclads before, but the Rock Flies, Aliens, and AI factions all have no ports on account of not being human. They won't spawn given the lack of ports.

There are also the Black Widow raiders and Marauders, who had a single port, but sent out a lot of fleets to raid/salvage.
In that case yes, he may need to set custom spawnpoints.

There was also the ongoing ISA RSF war with extra large fleet battles, and battles between the FFS and UIN/XLE that was part of a custom fleet spawner.
The ship size preference of the fleets can be set in the "doctrine" part of the faction file, so you can set the main factions to prefer capital ships over frigates for example. If you are speaking of the actual fleet size in terms of number of ships that should be limited by the fleet size cap, which is not set by spawnpoints.

No I have never played Ironclads, I am not a great "total conversion mod" fan when there are dozens of other great quality mods that add the variety and quality of life improvements I usualy want :P
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 11, 2017, 11:22:17 PM
Not sure if you played Ironclads before, but the Rock Flies, Aliens, and AI factions all have no ports on account of not being human. They won't spawn given the lack of ports.

There are also the Black Widow raiders and Marauders, who had a single port, but sent out a lot of fleets to raid/salvage.
In that case yes, he may need to set custom spawnpoints.

It is true.
The FleetSpawner generally doesn't spawn local patrol fleets, but war fleets that travel between RSF and ISA space.

I don't know how AI handles war now, do they send actual fleets into enemy territory?


That said, I don't know of a way to spawn a fleet for a faction wihout port outside of a FleetSpawner script.



Update on the progress:

- begun work on stations. If anyone wants to make a RSF/XLE/ISA/UIN station, I'd appreciate the help.
I COULD go with a generic station, but I'd rather not.

- finished the first pass of new portraits.
XLE: 24 male, 10 female
UIN: 19 male, 10 female
FFS: 19 male, 10 female
RSF - 24 male, 10 female
ISA - 24 male, 11 female
VSN - 17 male, 10 female
Pirate - 17 male, 8 female
Neutral - 13 female, 11 full helmet, 38 male
bonus - 13+1 (logh)+3(joke)


A total of 294 portraits. I'm aiming for a round 300 or so.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 13, 2017, 03:50:44 PM
UPDATE:

- Overshot 300 by a big margin. Let's just say there won't be a shortage of portraits.
- Cleaned up music and the sounds.json. A big selection of nice tracks.
- Added the VNS battelstation
- Found some snazzy various unused ships in Okims files. Will make them functional. Also adding few more of mine.
- Faction-specific stations will have to wait.
- Bugfixing progressing... hullmods are messed up and throwing errors, they are up for fixing tomorrow. 08a added a bunch of new ones.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: SainnQ on May 13, 2017, 04:22:28 PM
Feckin' sweeet.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 14, 2017, 06:06:53 AM
Fixed the hullmods....de-bugging.

Ran into a weird bug telling me there's something wrong with my descriptions. IT's throwing a fit over this:
Code
,,,,
vns_harasser,SHIP,"Fast Frigate.

Created from Hunter template, the Harasser is the Vaynar Navy answer to increased pirate raids. With excellent speed and frontal firepower, it is designed to hunt down retreating enemy frigates and gunships. Efficient engines and extra fuel tanks ensure it can live up to it's name. While faster and better shielded then the Hunter, it had to sacrifice some armor and turret suport systems.",,,
,,,,

And spits outthis error:
Code
org.json.JSONException: Mismatched quotes in the string; last quote: [,,
,,,,
,,,,
Judgment,WEAPON,Fires a cylindrical capacitor shell that picks up charge as is accelerates trough the barrel. The impact causes a devastating explosion that inoizes the sorounding area.,Assault,
vns_mis_cruise1,WEAPON,Vertical launch tube multi-missile system. Capable of delivering long-range firepower.,Anti-Ship Missile,
vns_mis_cruise2,WEAPON,The Kraken Kinetic-Kill Missile is the anti-shield missile of the VNS.,Anti-Ship Missile,
vns_beamcannon1,WEAPON,The Flux beam cannon utilizes excess flux to create a focused beam.,Support,
vns_beamcannon2,WEAPON,The Heavy Flux beam cannon is a bigger and nastier variant of the VNS multi-purpose beam weapon.,Assault,
vns_beamcannon_k,WEAPON,Powerful particle cannon designed to bring down shields.,Assault,
vns_beamcannon_he,WEAPON,Accelerates superheated plasma at great speeds. Suffers form heat issues and requires cooldowns.,Assault,
vns_beamcannon_k2,WEAPON,Larger version of the VNS anti-shield beam.,Assault,
vns_beamcannon_he2,WEAPON,Capable of melting trough a warship in a single blast.,Assault,
vns_sm_torp1,WEAPON,Powerful anti-ship missile designed for the Armageddon bomber.,Anti-Ship Missile,
vns-sm-mis-micro,WEAPON,VNS produced variant of the XLE micro-missile.,universal Missile,
vns-sm-bal-vindicator,WEAPON,A gattling gun specifically designed for the Phoenix fighter. Now converted to a small turret.,Point Defense,
vns-sm-bal-vindicator2,WEAPON,A larger-caliber HE variant of the Vindicator. Slower ROF.,Assault,
vns-sm-gattlas,WEAPON,Laser weapon utilizing gattlling multi-barrel(lens) principle for rapid cooling and ROF. Effective anti-fighter weapon.,Point Defense,
vns_med_redeemer,WEAPON,Powerful ballistic weapon with a big puch and small EMP effect. Low RoF.,Assault,
vns_med_avenger,WEAPON,Powerful energy gattling laser.,Assault,
vns_med_xray,WEAPON,X-Ray pulse laser weapon wtih good range and damage.,Support,
vns_4x_xray,WEAPON,Large X-Ray battery with an efficient cooling system.,Assault,
], last added row:
{
  "id": "Created from Hunter template",
  "text1": " it is designed to hunt down retreating enemy frigates and gunships. Efficient engines and extra fuel tanks ensure it can live up to it's name. While faster and better shielded then the Hunter",
  "text2": " it had to sacrifice some armor and turret suport systems.,,,\n,,,,\nvns_macross,SHIP,Missile Bus.",
  "type": " the Harasser is the Vaynar Navy answer to increased pirate raids. With excellent speed and frontal firepower"
}
at com.fs.starfarer.loading.return.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(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)

It's ignoring the quotes  ??? ??? ???


EDIT:
It derps at EVERY SINGLE SHIP DESCRIPTION, but I can't find ANYTHING wrong when I compare them to core.
WTF is going on?
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 14, 2017, 06:22:52 AM
This just keeps getting weirder.

*SNIP*

I am going insane here.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA


EDIT:
Finally found the issue..
Wew.
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 14, 2017, 07:19:00 AM
Making good progress.

Checking trough the log, it seems all major files are loading correctly.

Except for some reason all the stock hulls, variants and stuff seems to be ALSO loading, even though they don't appear in any of my mod files, and the factions, hulls, variants etc, are all set in mod_info.json.

It also complains about not being able to load STOCK textures for planets.
Code
21527 [Thread-9] ERROR com.fs.graphics.o0oO  - Error loading [graphics/planets/terran_eccentric.png] resource, not found in [G:\GAMES\Starsector\starsector-core\..\mods\Steelclad,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/terran_eccentric.png] resource, not found in [G:\GAMES\Starsector\starsector-core\..\mods\Steelclad,../starfarer.res/res,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
at com.fs.graphics.o0oO.?0000(Unknown Source)
at com.fs.graphics.o0oO.?00000(Unknown Source)
at com.fs.graphics.o0oO$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


It also complains that it cannot load any portraits, crests or half the stuff that IS there and present.
I spend the entire day just bugfixing.
Finally got the load bar to show up and move.

Help me out


uuuuuuugh
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 14, 2017, 09:05:14 AM
Ok, seems this is the last thing to fix.

The Fleet Spawner. Okims old code simply isn't working anymore.
Some help me out here, the file is attached below:

current errror is getContainingLocation(). being a unknown/undefined method

[attachment deleted by admin]
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 14, 2017, 12:59:35 PM
If progress stalls on one side, work on something else.

I figured the AI's and Aliens and pirates could use a more ships

[attachment deleted by admin]
Title: Re: [0.8a]Ironclads revival - WIP
Post by: TrashMan on May 14, 2017, 03:43:53 PM
YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES

I got it to work.

By removing the FleetSpawner script entirely, since I couldn't get it to work. No way, no how.

After a million years of fixing a million bugs and deleting half the stuff from systems (since automatic planet generation gave me errors), IT WORKS.

I'll have a playable version tomorrow, after I added a system with aliens and AI so they can actually spawn.


This is why I want to ask anyone who actually doesn't SUCK with java like me to help me out.
The current script is below, it should be simple to see what I was going for.


[attachment deleted by admin]
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 15, 2017, 09:46:59 AM
WERKING VERSION! ;D

Consult 1st post
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: SCC on May 15, 2017, 10:41:35 AM
You should roll music and mod into one file if mod won't run without the music...
Edit: mreh. Music has to be put in Steelclads/sounds/music, not Steelclads/music.
Aaaand then I can't create a save. Ship selection wasn't even changed, heh.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: joe130794 on May 15, 2017, 11:07:15 AM
I get an error when trying to start a new game. I can do missions fine but when wanting to start a campaign it gives me normal options like picking a wolf and drone tender. I thought it would give me the ships from this mod. Below is the error when I try start a game.

Spoiler
"504607 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.terrain.Planet.<init>(Unknown Source)
   at com.fs.starfarer.combat.entities.terrain.Planet.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.initStar(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.initStar(Unknown Source)
   at data.scripts.world.RSF.Barnard.generate(Barnard.java:34)
   at data.scripts.world.SectorGen.generate(SectorGen.java:49)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.o00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.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)"

theres a few WARN's too.

460619 [Thread-4] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.NGCAddShip: Ship hull variant [shepherd_Starting] not found!
java.lang.RuntimeException: Ship hull variant [shepherd_Starting] not found!
   at com.fs.starfarer.loading.super.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getVariant(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.NGCAddShip.execute(NGCAddShip.java:33)
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.NewGameDialogPluginImpl.fireBest(NewGameDialogPluginImpl.java:153)
   at com.fs.starfarer.api.impl.campaign.NewGameDialogPluginImpl.optionSelected(NewGameDialogPluginImpl.java:114)
   at com.fs.starfarer.ui.newui.OoOo$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.o00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.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)

459438 [Thread-4] WARN  com.fs.starfarer.campaign.rules.oOOO  - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.NGCAddShip: Ship hull variant [wolf_Starting] not found!
java.lang.RuntimeException: Ship hull variant [wolf_Starting] not found!
   at com.fs.starfarer.loading.super.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getVariant(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.NGCAddShip.execute(NGCAddShip.java:33)
   at com.fs.starfarer.campaign.rules.oOOO.execute(Unknown Source)
   at com.fs.starfarer.campaign.rules.ooOO.runScript(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:97)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:47)
   at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:53)
   at com.fs.starfarer.api.impl.campaign.NewGameDialogPluginImpl.fireBest(NewGameDialogPluginImpl.java:153)
   at com.fs.starfarer.api.impl.campaign.NewGameDialogPluginImpl.optionSelected(NewGameDialogPluginImpl.java:114)
   at com.fs.starfarer.ui.newui.OoOo$1.o00000(Unknown Source)
   at com.fs.starfarer.ui.newui.A.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.o00000(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.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)
[close]
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 15, 2017, 11:38:41 AM
Yeah, I noticed. Celebrated too soon.

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU


Now I have to find where the starting ships and sector are defined.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 15, 2017, 11:43:58 AM
You should roll music and mod into one file if mod won't run without the music...

There's a good reason for that - smaller download for new version.
Come to think of it, for new version I'm probably only going to split it into three: data, graphics, sound.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: SCC on May 15, 2017, 11:51:08 AM
Perhaps check Axle's mod (http://fractalsoftworks.com/forum/index.php?topic=12228.0), it's about changing exactly that after all.
It'd be nice if you deleted tutorial option or moved it to option 3, so it won't get clicked accidentally.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Pushover on May 15, 2017, 12:01:00 PM
It's defined in rules.csv, prepare to leave sanity at the door.

I'll look at it later today, as well as the fleet spawner.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Okim on May 15, 2017, 12:40:39 PM
Yeah, I noticed. Celebrated too soon.

FUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU


Now I have to find where the starting ships and sector are defined.

Now i think you feel all the pain it its full capacity, my friend :D

Jokes away - you are doing pretty good out there!
And Steelclad? Nice upgrade XD
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Okim on May 15, 2017, 12:43:48 PM
I would recommend you switch from using notepad to smth like IntelJidea. It takes a hell lot of burden from your shoulders in regards of code errors as well as coding itself. When properly set up it actually provides you with a lot of possibilities to mod. A very lot! :)

Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Pushover on May 15, 2017, 10:12:27 PM
Tried to get the campaign working using the older rules.csv from the last Ironclads version. The big thing is that you absolutely will want a jar to make this work, and you need to provide a modified rules.csv. Stripping down the Ironclads rules.csv or copying from it is probably the best place to start.
Notably, there is no setStartingRep function to be used by the rules to set up your rep with each starting faction, there is no payFee to be used for requisitioning, etc.

I'm sure there are plenty of other things missing still. I can try adding the stuff in bit by bit when I can find the time.

As Okim says, an IDE would be very helpful in figuring out how to code the Java portions. Kazi has a good guide on setting it up for modding Starsector:
http://fractalsoftworks.com/forum/index.php?topic=10057.0
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 15, 2017, 11:29:34 PM
I would recommend you switch from using notepad to smth like IntelJidea. It takes a hell lot of burden from your shoulders in regards of code errors as well as coding itself. When properly set up it actually provides you with a lot of possibilities to mod. A very lot! :)

I'm using Notepad++.
A great upgrade over the normal one, but I guess InterJidea might be better.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 16, 2017, 02:13:23 AM
You can try the fix in the attachment. Don't know if both files will be needed. I couldn't test it yet.



ALSO:
With the fighter changes (fighters tied to carriers), factions don't really work as they are supposed to. The ISA is supposed to be fighter-heavy, but they have only one carrier. Methinks I'll have to make a new ISA ship or give other ships a hangar.
Their BB just became a lot more beastly with the addition of 3 fighter bays. Balance is out of whack.

[attachment deleted by admin]
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Johnny Cocas on May 16, 2017, 02:21:27 AM
You can try the fix in the attachment. Don't know if both files will be needed. I couldn't test it yet.



ALSO:
With the fighter changes (fighters tied to carriers), factions don't really work as they are supposed to. The ISA is supposed to be fighter-heavy, but they have only one carrier. Methinks I'll have to make a new ISA ship or give other ships a hangar.
Their BB just became a lot more beastly with the addition of 3 fighter bays. Balance is out of whack.

You can either increase the number of fighter bays on that carrier, increase the frequency of use in the factions file or both, at least that's what I'd do but our mods may not work similarly in this case...
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Pushover on May 16, 2017, 02:56:09 AM
You can try the fix in the attachment. Don't know if both files will be needed. I couldn't test it yet.



ALSO:
With the fighter changes (fighters tied to carriers), factions don't really work as they are supposed to. The ISA is supposed to be fighter-heavy, but they have only one carrier. Methinks I'll have to make a new ISA ship or give other ships a hangar.
Their BB just became a lot more beastly with the addition of 3 fighter bays. Balance is out of whack.
Tried the fix, didn't work even after modifying mod_info.json. Are you planning to append to the default mod_info, or replace it entirely?
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 16, 2017, 06:32:07 AM
Append.
The rules file has JUST the game start and ship selection.

I'm not sure if the second file is necessary.

EDIT:

The script folder should be PLUGINS, not plugin
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Pushover on May 17, 2017, 02:10:23 AM
Got the rules.csv file working for starting the game, at least. See attached.

I copied the current vanilla rules.csv file, cut out the new game starting options, and replaced them with the ones you provided. I then replaced instead of append in mod_info.json (in general, replace should be used over append with a TC IMO)
I had some trouble with setStartingRep.java compiling that I never resolved, but since you cut it out of the rules.csv, it's unneeded and I deleted it.
I had to doctor the rules a bit to fix some minor issues (extra line with a blank space in it caused a crash, aptitude points no longer exist).

However, the game fails to create the sector. There should be a planets.json (in data/config), but there is not one provided, so barnard_star_red_dwarf is not recognized.
Code
		PlanetAPI barnard_star = system.initStar("barnard", // unique id for this barnard_star 
"barnard_star_red_dwarf",  // id in planets.json
    400f,   // radius (in pixels at default zoom)
    600); // corona radius, from barnard_star edge

[attachment deleted by admin]
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 17, 2017, 04:54:10 AM
Aha...I used a REPLACE TEXT function and it re-named an entry it shouldn't have.
It should be "star_red_dwarf"
delete the barnard bit

Also, currently making new ships for ISA and RSF
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 17, 2017, 10:58:08 AM
I added a proper fix (hopefully, can't test on this laptop ATM)

You can get the fix on the DL link.
Ignore previous "fix" - delete it.


rules.csv goes into data/capaign
Barnard.java goes into data/scripts/world/RSF
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 17, 2017, 12:30:49 PM
WIP of new russian ship:

Going for a blockade breaker. An old-school dreadnought - powerful frontal shield and engines and many, MANY medium weapons.
No heavy weapons and almost nothing can shoot forward.

[attachment deleted by admin]
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 17, 2017, 12:32:42 PM
WIP of ISA carrier

[attachment deleted by admin]
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: SCC on May 17, 2017, 01:13:06 PM
Code
	108796 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [rings1] from category [misc] not found
java.lang.RuntimeException: Texture [rings1] from category [misc] not found
at com.fs.starfarer.settings.StarfarerSettings.?00000(Unknown Source)
at com.fs.starfarer.campaign.RingBand.readResolve(Unknown Source)
at com.fs.starfarer.campaign.RingBand.<init>(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.addRingBand(Unknown Source)
at data.scripts.world.RSF.Barnard.generate(Barnard.java:102)
at data.scripts.world.SectorGen.generate(SectorGen.java:49)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.while.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.float.dismiss(Unknown Source)
at com.fs.starfarer.ui.newui.newsuper.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.ui.fornew.advanceImpl(Unknown Source)
at com.fs.starfarer.ui.o00O.advance(Unknown Source)
at com.fs.starfarer.title.TitleScreenState.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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
So... Did I mess something or do I miss something?
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 17, 2017, 02:24:55 PM
Odd...rings1 refers to the planet rings that the core game uses. ???
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Pushover on May 17, 2017, 08:33:14 PM
You have this code in Barnard.java:
Code
        system.addRingBand(p3, "misc", "rings1", 256f, 1, new Color(75, 37, 15, 179), 256f, 700, 110f);
        system.addRingBand(p3, "misc", "rings1", 256f, 0, new Color(75, 49, 26, 179), 256f, 800, 115f);
        system.addRingBand(p3, "misc", "rings1", 256f, 0, new Color(75, 49, 26, 50), 256f, 900, 115f);
        system.addRingBand(p3, "misc", "rings1", 256f, 2, new Color(75, 49, 26, 50), 256f, 1100, 115f);
        system.addRingBand(p3, "misc", "rings1", 256f, 3, new Color(75, 49, 26, 179), 256f, 1200, 115f);

Vanilla no longer seems to make this call, for example, the code has the following in Aztlan.java:
Code
			//system.addRingBand(aztlan2, "misc", "rings1", 256f, 3, Color.white, 256f, 500, 30f);
system.addRingBand(aztlan2, "misc", "rings_dust0", 256f, 3, Color.white, 256f, 500, 33f, Terrain.RING, null);
Replacing those lines gets further in the generation, but there's a lot of issues.

Next up, it looks like Vega.java references the world type of "rocky" which has been replaced by things like "rocky_metallic".
Also, you try to set up a comm relay for the Hegemony in there.

Lomonosov attempts to create a planet of type "ice" instead of "frozen". The alien base has a duplicate id with the asteroid mining station (in custom_entities.json). It also tries to spawn for the "Alien" faction, instead of "ALIENS"
After that, Lomonosov still fails on the call to autogenerateHyperspaceJumpPoints, and I'm not sure why.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 17, 2017, 11:48:20 PM
Back to the drawing board, I guess.
(http://www.sharegif.com/wp-content/uploads/2014/03/frustratedseinfeldfacepalmgeorge-costanza.gif)

The game has been throwing perplexing errors during the entire process.
For example, I coped a core system file and just changed planet names - game complains about NOT RECOGNIZING the command to auto-generate planets. I haven't touched it or the imported functions.

(http://24.media.tumblr.com/tumblr_m8h68cekeC1qig8s8o1_500.gif)
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Pushover on May 18, 2017, 02:01:06 AM
Nevermind, figured it out, you were using the variable name instead of the planet's ID for the orbit of the alien station, just the error was pointing to a strange line as to where it was failing.

Onward to the next errors!

I need a modified settings.json file to access the images you have provided. (see the illustrations object as well as hab_glows)

Most of this is fairly straightforward debugging, fortunately.



I guess at this point I should either give you a diff, or just pack and send you the modified files when I get through it all.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 18, 2017, 07:16:35 AM
the changed files would be swell.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Pushover on May 19, 2017, 12:02:09 AM
System generation is now error free.
Note that despite this, the game still does not run. Vanilla procedural generation still runs, and crashes because the derelict faction does not exist (and I am sure it will crash for a host of other reasons).

Few things that I need your input on or you did not include:
Line 51 of Shelezyaka.java:
Code
a1.getSpec().setGlowTexture(Global.getSettings().getSpriteName("hab_glows", "stal"));
The graphic "stal", I can't find anywhere. I've replaced it with "barren" for now. If you want to add it, make the proper entry in settings.json, and then you can reference it.

Similar issue again in Grant.java:
Code
simpson.setInteractionImage("illustrations", "simpson");
"simpson" is not an image I found anywhere. Replaced with urban01 for now. Same exists with Gianopolis.java with "vella"

Code
uomoz_scrapyard.setInteractionImage("illustrations", "orbit");
orbit does not exist. Did you mean orbital? terran_orbit? Assumed orbital.

Code
SectorEntityToken centronom_nebula = Misc.addNebulaFromPNG("data/campaign/terrain/centronom_nebula.png",
centronom_nebula is missing. Commented out the lines for now. Same with Gianopolis.

Adra.java:
Code
relay.setCircularOrbitPointingDown(system.getEntityById("zagan"), 120, 5500, 220);
Needs an existing entity to orbit. Chose "unity" for now.

Kores.java:
Code
SectorEntityToken probe = DerelictThemeGenerator.addSalvageEntity(system, Entities.DERELICT_SURVEY_PROBE, Factions.DERELICT);
Derelict faction does not exist. Changed to pirate for now. Either add the derelict faction or assign a better faction to the probe.

Impalo.java
Code
PlanetAPI horizon = system.addPlanet("horizon", impalo_star, "Horizon", "rocky", 220, 160, 4300, 180);
Rocky does not exist. Replaced with rocky_ice for now.

Thule.java: Who owns the system (and the comm relay?) I gave it to pirates.

Various other common errors fixed. Most common is probably that faction names are capitalized when referred to in a string (not "isa", "ISA" is correct)

Changed files are attached. Complete list of changed files below:
Spoiler
       new file:   data/config/settings.json
        modified:   data/campaign/rules.csv
        modified:   data/config/custom_entities.json
        modified:   data/scripts/world/EMPTY/Thule.java
        modified:   data/scripts/world/EMPTY/Valhalla.java
        modified:   data/scripts/world/EMPTY/Zero.java
        modified:   data/scripts/world/FFS/Adra.java
        modified:   data/scripts/world/FFS/Impalo.java
        modified:   data/scripts/world/FFS/Kores.java
        modified:   data/scripts/world/ISA/Argos.java
        modified:   data/scripts/world/ISA/Grant.java
        modified:   data/scripts/world/ISA/Shington.java
        modified:   data/scripts/world/RSF/Barnard.java
        modified:   data/scripts/world/RSF/Gagarin.java
        modified:   data/scripts/world/RSF/Lomonosov.java
        modified:   data/scripts/world/RSF/Shelezyaka.java
        modified:   data/scripts/world/RSF/Vega.java
        modified:   data/scripts/world/UIN/Achiles.java
        modified:   data/scripts/world/UIN/Centronom.java
        modified:   data/scripts/world/UIN/Gianopolis.java
        modified:   data/scripts/world/VNS/GammaDraconis.java
        modified:   data/scripts/world/VNS/Vaynar.java
        modified:   data/scripts/world/XLE/Procyon.java
        modified:   data/scripts/world/XLE/Uomoz.java
        modified:   mod_info.json
[close]

EDIT:
It seems like removing the procgen plugin in settings.json solves part of the problem, but some parts still seem to be running and causing crashes. Seems likely due to the stuff you are trying to spawn in the various files.

[attachment deleted by admin]
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 19, 2017, 01:00:07 AM
Almost all of those errors are the result of replace functions. :P

Bloody hell.

Aha. Procedural generation tries to put derelicts in the systems it spawns. Obviously, the way around it is to copy the derelict faction from vanilla or overwrite it with a different one, but same name.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Pushover on May 19, 2017, 01:11:42 AM
Looks like you need to modify custom_entities.json and figure out what to do with the probe, survey ship, and mothership, since the procgen is trying to create these and crash. We will need the derelict faction or something similar, or to rewrite the procedural generation, or possibly not use it, since it creates various custom entities that you will need to redefine.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 19, 2017, 01:19:07 AM
Yup.
Getting this thing to run is a lot more difficult than imagined. At least as a TC. Things would be simpler if I were to just add factions.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 19, 2017, 12:14:59 PM
Well, found 2 ways of dealing with this.

1) Edit salvage_entity_gen_data.csv. It seems to be responsible for generating derelicts and remnants. Remove or replace them with AI/Aliens

2) Copy Derelict and Remnant faction files and entities, but basically turn them into AI/Aliens


Hm.....
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 19, 2017, 12:34:53 PM
Bloody hell.....



Code
3824 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [G:\GAMES\Starsector\starsector-core\..\mods\Steelclad\data\hulls\isa4-cr-lexington.ship]
4490 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.ShipHullSpecLoader.super(Unknown Source)
at com.fs.starfarer.loading.ShipHullSpecLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(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)

Can't find what is wrong. The editor opens the ship just fine and it's fully defined everywhere.

Is there a limit on Landing bays?

b.t.w. - this is how the Lexingot looks ATM


[attachment deleted by admin]
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 19, 2017, 12:39:04 PM
Oh, and the Leningrad:


"Created 60 years after the Moscow, the Leningrad was the RSF's attempt at creating a ship capable of breaking trough ISA jump point blockades. It is roughly the same size as the Moscow, and borrowing much of it's design (including the entire drive section), but that is where the similarities end.

This warship has more powerful frontal shields - the strongest of any RSF ship - and optimized engines with a powerful booster, giving it surprising speed for it's mass. Both are needed, for it's role is to dive into the enemy fleet and unleash devastating broadsides.

The Leningrad is designed like the old pre-battleship dreadnoughts, with focus on as many medium-caliber guns on each side. As a result, most guns can't face forward and the firepower it can bring forward while protected by it's shield is miniscule. This is also it's greatest weakness. In order to deal damage, the Leningrad must expose itself to return fire.

But, the sheer number of energy and ballistic medium weapons it can bring to bear can break trough the strongest shields and hulls, and heavy armor ensures it can stay alive long enough to deliver the hurt. After the loss of the Federation, some medium turrets have been replaced with powerful flak batteries to protect it from enemy bombers."



[attachment deleted by admin]
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 19, 2017, 03:58:30 PM
Got the rules.csv file working for starting the game, at least. See attached.

I copied the current vanilla rules.csv file, cut out the new game starting options, and replaced them with the ones you provided. I then replaced instead of append in mod_info.json (in general, replace should be used over append with a TC IMO)
I had some trouble with setStartingRep.java compiling that I never resolved, but since you cut it out of the rules.csv, it's unneeded and I deleted it.
I had to doctor the rules a bit to fix some minor issues (extra line with a blank space in it caused a crash, aptitude points no longer exist).

I just tested your rules.csv


Code
4842 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(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)

What the...?
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: SCC on May 19, 2017, 11:34:37 PM
You forgot a comma somewhere, or a quote "". Well, probably, when I was having fun with .csv files that error popped when I forgot to replace all ; with ,.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Pushover on May 20, 2017, 03:17:02 AM
Got the rules.csv file working for starting the game, at least. See attached.

I copied the current vanilla rules.csv file, cut out the new game starting options, and replaced them with the ones you provided. I then replaced instead of append in mod_info.json (in general, replace should be used over append with a TC IMO)
I had some trouble with setStartingRep.java compiling that I never resolved, but since you cut it out of the rules.csv, it's unneeded and I deleted it.
I had to doctor the rules a bit to fix some minor issues (extra line with a blank space in it caused a crash, aptitude points no longer exist).

I just tested your rules.csv


Code
4842 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(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)

What the...?

Was this on load? Or was this when trying to generate a new game? Just in case somehow I had not saved the csv when I attached it or something, see attached? For me, with my mod_info I get to the main screen.

Someone needs to modify a lot of the rules.csv for the dialogue for fleet greetings and such.

[attachment deleted by admin]
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 20, 2017, 03:39:37 AM
I did it for factions, but the error it kepsthrowing out is in the TUTORIAL SECTION

Code
17147 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: Mismatched quotes in the string; last quote: [,
], last added row:
{
  "conditions": " and where there's one",
  "id": "It's a good idea to pick up a mission first",
  "options": " your standing is high enough that such a request would be accepted.",
  "script": " there's often more.\",tutReport3:Continue,\ntut_janContactReport3,DialogOptionSelected,$option == tutReport3,,\"Finally",
  "text": " you could take a comission with the Hegemony - due to the Galatia business",
  "trigger": " so you're not running blind - someone's usually offering good money to analyze this planet or that derelict"
}
org.json.JSONException: Mismatched quotes in the string; last quote: [,
], last added row:
{
  "conditions": " and where there's one",
  "id": "It's a good idea to pick up a mission first",
  "options": " your standing is high enough that such a request would be accepted.",
  "script": " there's often more.\",tutReport3:Continue,\ntut_janContactReport3,DialogOptionSelected,$option == tutReport3,,\"Finally",
  "text": " you could take a comission with the Hegemony - due to the Galatia business",
  "trigger": " so you're not running blind - someone's usually offering good money to analyze this planet or that derelict"
}
at com.fs.starfarer.loading.return.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.campaign.rules.Rules.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(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)

you also left a miner career option in 2 places.


EDIT:
Ok, werks now.


Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: joe130794 on May 20, 2017, 05:09:30 AM
I love the 2 new ships your working on. I love the style of the ships in the mod too. The ISA and the russians are my favourite. Not too keen on the other factions.
Really nice style though.  ;D
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 20, 2017, 06:54:12 AM
Can't find where the procgen remnant/derelict spawning is defined.

I had just hoped to replace the remnant/derelict stations with AI/Alien stations, but no luck yet.


Guess I can re-name alien/AI in the files to derelict/remnant, thus having them spawn... will try making a remnant_station set to being AI faction and see how it goes.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 20, 2017, 09:55:37 AM
Not making much progress with procgen...

On the flipside, I fixed all the missions, added some more and of course, more ships and weapons. I hope I can get the procgen to work soon.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 20, 2017, 02:23:49 PM
Well, I created a remnant_station2_Standard.variant, from a new, single-piece starbase hull for the AI, I put it in the AI faction file, but still no luck.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Alex on May 20, 2017, 02:34:20 PM
Note: if you don't want remnant/derelict/etc generation to take place, the best thing to do would be to call

SectorThemeGenerator.generators.clear()

Sometime before procgen runs, i.e. in ModPlugin.onNewGame(), or even in onApplicationLoad().

That will clear the set of "generators" that are used to populate the Sector with ruins, derelict ships, etc - basically anything salvage or exploration related, except for generating the actual star systems/planets/terrain/etc.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Pushover on May 20, 2017, 05:25:50 PM
Can't find where the procgen remnant/derelict spawning is defined.

I had just hoped to replace the remnant/derelict stations with AI/Alien stations, but no luck yet.


Guess I can re-name alien/AI in the files to derelict/remnant, thus having them spawn... will try making a remnant_station set to being AI faction and see how it goes.

It's defined in DerelictThemeGenerator. If you want to use it, you will need to need a derelict faction, as the faction is hardcoded. The defense encounter is in rules.csv/SalvageDefenderInteraction.java
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 21, 2017, 05:52:57 AM
Well, the remants are throwing out errors anymore (I basically set the AI faction to be remnants), the derelicts are.

Looks like you're right and I'm going to need the derelict faction
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: TrashMan on May 21, 2017, 07:32:52 AM
It's all confusing.

derelict_survey_mothership seems to be a combat group defined in hte faction file, and in it is the station_derelict_survey_mothership_Standard.variant, itself defined in the stations folder

But rules csv seems to call other things

Code
# Descriptions of automated defenders,,,,,,
sal_printDefaultDefenders,TriggerAutomatedDefenses,,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, new energy signatures are detected near the $shortName.",,
sal_printDebrisDefenders,TriggerAutomatedDefenses,$customType == debris_field_shared,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, new energy signatures are detected near a larger pieces of debris.",,
sal_triggerProbeDefenders,TriggerAutomatedDefenses,$customType == derelict_probe,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, several energy signatures are detected coming online inside the probe's hold.",,
sal_triggerSurveyShipDefenders,TriggerAutomatedDefenses,$customType == derelict_survey_ship,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, multiple energy signatures are detected coming online from various points on and within the flayed hull of the survey ship.",,
sal_triggerMothershipDefendersBoth,TriggerAutomatedDefenses,"$customType == derelict_mothership
$hasStation

Can't find derelict_probe or derelict_survey_ship defined anywhere in any shape or form.
I'm looking into the Starfarer.api.zip, but still can't find DerelictThemeGenerator or SalvageDefenderInteraction....
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: TrashMan on May 21, 2017, 12:37:56 PM
Well, still couldn't get the New Game to work, but did update, add and fix many other things.
Version 0.2 on 1st post.


hopefully v0.3 will be working fully.
Title: Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
Post by: Pushover on May 21, 2017, 02:19:18 PM
It's all confusing.

derelict_survey_mothership seems to be a combat group defined in hte faction file, and in it is the station_derelict_survey_mothership_Standard.variant, itself defined in the stations folder

But rules csv seems to call other things

Code
# Descriptions of automated defenders,,,,,,
sal_printDefaultDefenders,TriggerAutomatedDefenses,,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, new energy signatures are detected near the $shortName.",,
sal_printDebrisDefenders,TriggerAutomatedDefenses,$customType == debris_field_shared,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, new energy signatures are detected near a larger pieces of debris.",,
sal_triggerProbeDefenders,TriggerAutomatedDefenses,$customType == derelict_probe,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, several energy signatures are detected coming online inside the probe's hold.",,
sal_triggerSurveyShipDefenders,TriggerAutomatedDefenses,$customType == derelict_survey_ship,SalvageDefenderInteraction,"As your $shipOrFleet moves in closer, multiple energy signatures are detected coming online from various points on and within the flayed hull of the survey ship.",,
sal_triggerMothershipDefendersBoth,TriggerAutomatedDefenses,"$customType == derelict_mothership
$hasStation

Can't find derelict_probe or derelict_survey_ship defined anywhere in any shape or form.
I'm looking into the Starfarer.api.zip, but still can't find DerelictThemeGenerator or SalvageDefenderInteraction....
Those are defined in custom_entities.json, they refer to the campaign map objects that you interact with.
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: TrashMan on May 23, 2017, 03:37:41 AM
My PC just died.
On the upside, I got a MSI GTX 1060.
Downside is I can't test Starsector for a few days (until it gets back from repair). Laptop just doesn't work nicely with SS.
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: Johnny Cocas on May 23, 2017, 05:07:14 AM
My PC just died.
On the upside, I got a MSI GTX 1060.
Downside is I can't test Starsector for a few days (until it gets back from repair). Laptop just doesn't work nicely with SS.


Just curious, why isn't your laptop handling SS properly?
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: TrashMan on May 23, 2017, 05:48:37 AM
Beats me.
It's a Pavillions Dv6 with 4BG memory, but trying to Load SS with mods nets me "Out of Memeory" errors. Different java version have no effect.
Editing vparam settings in ANY way prevents the game/launcher for starting.
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: Johnny Cocas on May 23, 2017, 06:46:32 AM
Well, some quick questions pop up in my head:

- How are the memory settings set in the vmparams file? like "-Xms1024m -Xmx2048m"?
- Have you installed 64 bit java 7?
- If you answered yes to the previous question, have you copied the "jre" folder from the java installation directory to the Starsector root folder?
- Which file are you using to run the game? The ".exe" or the ".bat"?
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: TrashMan on May 24, 2017, 03:31:07 AM
The laptop has Java 1.79 active (and 1.8.1. turned off) - both 64 bit
edting vparams in any way prevents the exe from starting. Increasing memory was the first thing I tried.
No, I run it with the bundled java (which should be java 7, and should work)
I think I used the exe.
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: Johnny Cocas on May 24, 2017, 12:36:36 PM
well, there's your problem.
It doesn't matter if you have Java 7 64 bit installed, you still need to copy the jre file from your java installation to the Starsector folder. If you don't do that you can't use the increased memory settings that you may set in the vmparams file because the game will run in 32 bit mode anyways...

Simply rename the "jre" folder in the SS installation directory into something like "backup_jre" and copy the "jre" folder from the java installation in the programs fodler into the game root directory and all your problems should disappear.
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: TrashMan on May 24, 2017, 11:08:22 PM
It werks now. ;D

Strangely enough, the one mission I tried had inverted background colors for some reason. Trippy.

Core Starsector works normally. No stuttering anymore.
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: TrashMan on May 25, 2017, 01:25:45 AM
OK, after turning the AI into the remanant (basically, the remnant variants are part of the AI faction) and the derelict into the alines (the survey ship ship class/group in the faction file actually points to the alien mothership and all the ships variants are also alien ships) the game crashes because it cannot find the "warden" variant.

There is no warden ship in any file anywhere I see.  ???
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: Johnny Cocas on May 25, 2017, 01:48:34 AM
OK, after turning the AI into the remanant (basically, the remnant variants are part of the AI faction) and the derelict into the alines (the survey ship ship class/group in the faction file actually points to the alien mothership and all the ships variants are also alien ships) the game crashes because it cannot find the "warden" variant.

There is no warden ship in any file anywhere I see.  ???

Well, that is how it works... If the variant file does not exist an error is given :P Althugh you should not be looking for a warden ship file but for a warden .variant file in the variants folder. You probably have the "warden" variant being used in the .faction file and since the file does not actually exists the game is warning you.
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: TrashMan on May 25, 2017, 03:23:05 AM
I mean to say variant. I know the difference between hull and variant.

Thing is I checked the derelict faction and it definitely doesn't have any ships defined that aren't present. Only Alien frigate and alien mothership (as survey ship)
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: Pushover on May 25, 2017, 03:25:08 AM
OK, after turning the AI into the remanant (basically, the remnant variants are part of the AI faction) and the derelict into the alines (the survey ship ship class/group in the faction file actually points to the alien mothership and all the ships variants are also alien ships) the game crashes because it cannot find the "warden" variant.

There is no warden ship in any file anywhere I see.  ???
The Warden is one of the vanilla Domain drones. See CoreLifecyclePluginImpl, there is a pickShipAI that gives the ship different AI if it is a Domain drone. You can maybe override it, but not exactly sure.
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: TrashMan on June 10, 2017, 04:48:37 AM
My PC is back and running again! YAY!


Code
3580 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (G:\GAMES\Starsector081\starsector-core\..\mods\Steelclad\data\weapons\vns-lrg-shockwave.wpn)]
3843 [Thread-7] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.SectorGen]
3964 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.remove(Unknown Source)
at com.fs.starfarer.loading.specs.S.addTurretAngleOffset(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.WeaponSpecLoader.?00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(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)

Code
{
"id":"vns-lrg-shockwave",  # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"ENERGY",
"size":"LARGE",
"displayArcRadius":900,
"turretSprite":"graphics/weapons/animated/vns_shockwave/vns_shockwave_cannon00.png",
"turretGunSprite":"",
"turretGlowSprite":"",
"hardpointSprite":"graphics/weapons/animated/vns_shockwave/vns_shockwave_cannon00.png",
"hardpointGunSprite":"",
"hardpointGlowSprite":"",
"numFrames":9,
"frameRate":20,
"interruptibleBurst":false,
"visualRecoil":0,
"glowColor":[255,75,0,200],
"renderHints":[RENDER_BARREL_BELOW],
"turretOffsets":[31, 0],
"turretAngleOffsets":[0, 0],
"hardpointOffsets":[31, 0],
"hardpointAngleOffsets":[0, 0],
"barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
"animationType":"GLOW_AND_FLASH",  # NONE, GLOW, MUZZLE_FLASH, SMOKE

"muzzleFlashSpec":{"length":80.0,   # only used if animationType = MUZZLE_FLASH
   "spread":6.0,
   "particleSizeMin":15.0,
   "particleSizeRange":15.0,
   "particleDuration":0.25,
   "particleCount":35,
   "particleColor":[255,75,0,200]},

"projectileSpecId":"vns_bullet_shockwave",  # projectile that will be fired
"fireSoundTwo":"gun_heavy_3",
"autocharge":true,
}

BOOOOOOOOOOO

Wtf.....
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: TrashMan on June 15, 2017, 01:49:53 AM
Ok, WTF already!


The game keeps complainign abou this:
Code
29935 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Ship hull variant [warden_Defense] not found!
java.lang.RuntimeException: Ship hull variant [warden_Defense] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.thissuper$Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.thissuper.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(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)

But I HAVE a warden_Defense variant fully defined. I copied the graphics and the hull and the variant (but changed the weapons) from the core game
Code
{
    "displayName": "Defense",
    "fluxCapacitors": 0,
    "fluxVents": 10,
    "hullId": "warden",
    "hullMods": [],
    "quality": 0,
    "variantId": "warden_Defense",
    "weaponGroups": [
        {
            "autofire": false,
            "mode": "LINKED",
            "weapons": {"WS 001": "med-en-alien-beam"}
        },
        {
            "autofire": true,
            "mode": "LINKED",
            "weapons": {
                "WS 002": "sm-en-alien-laser"
            }
        }
    ]
}
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: faram45 on June 15, 2017, 10:28:56 AM
I may have missed something but... Will this work with Nexerelin when done?
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: Johnny Cocas on June 15, 2017, 11:50:25 AM
I may have missed something but... Will this work with Nexerelin when done?

Total Conversion mods are only compatible with utility mods, so it almost certainly will not work. Nexerelin works with vanilla systems and such which are replaced/removed by this mod. I may be wrong though... I never played Ironclads, only saw some gameplay videos...
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: TrashMan on June 16, 2017, 04:40:52 AM
I may have missed something but... Will this work with Nexerelin when done?

Total Conversion mods are only compatible with utility mods, so it almost certainly will not work. Nexerelin works with vanilla systems and such which are replaced/removed by this mod. I may be wrong though... I never played Ironclads, only saw some gameplay videos...

If you just use the ship and weapons (and the 2-3 custom hullmods included), it should work.
Other than SectorGen, currently no core scripts are overwriten
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: faram45 on June 16, 2017, 09:18:20 AM
So it's still gonna be a standalone Total Conversion?
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: SCC on June 16, 2017, 12:20:50 PM
I don't see SC balance and art style fitting into vanilla in any way. It's better for it to stay TC.
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: TrashMan on June 18, 2017, 11:44:39 AM
So it's still gonna be a standalone Total Conversion?

At the current rate of progress, it's going to be nothing.

Can't get the damn campaign to work (because derelicts and remnants) and I'm running out of drive and patience.
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: TrashMan on August 19, 2017, 04:05:55 AM
Well, I'm officially asking for help.

Without a coder to help me, the TC is not going anywhere.

So I tried to make it a NOT C and simply add he factions and ship to Starsector. Unfortunately, every single mod that adds a faction I downloaded (to take a look how it does what under the hood) ALSO has a complied jar. Is that now a requirement to get a mod to work?
FFS, this isn't user-friendly at all.
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: passwalker on August 19, 2017, 04:42:53 AM
So I tried to make it a NOT C and simply add he factions and ship to Starsector. Unfortunately, every single mod that adds a faction I downloaded (to take a look how it does what under the hood) ALSO has a complied jar. Is that now a requirement to get a mod to work?
FFS, this isn't user-friendly at all.
afaik you don't need scripts at all.
if there is a jar, there should be source(src) laying around for looking undr the hood purposs specifically.

use EZfaction for vanilla campaign intgeration
If you wish to build your own custom Faction using EZ Faction, you only need two things:
1.  A .faction file.
2.  A folder labeled "ezfaction" in your "data" directory, with an .ezfaction file in it.  
or read nexerelin faq for nex.campaign integration.
How do I make my mod compatible with Nexerelin?
There are a few things you need to do.
(note: add needed files and csv entries in your own mod, so you don't need a new Nexerelin release before your mod becomes Nexerelin compatible)
Spoiler
1) Stop it from crashing
Spoiler
Your sector generation code should have something like this:

Code: java
import exerelin.campaign.SectorManager;
//[...]

public class MyModPlugin {
    @Override
    public void onNewGame()
    {
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getCorvusMode())
   new MySectorGen().generate(Global.getSector());
    }
    //[...]
}
If you don't want to use Nexerelin as a library, it may be possible (in principle) to check for Corvus mode at the new game stage, simply by checking if Corvus (or some other vanilla system/planet) exists. I haven't tested this yet however.

Be careful with any code that targets a specific planet or star system by name! Make sure you disable it in non-Corvus mode, and don't assume a given planet will always belong to its original owner.
[close]

2) Add your faction to the list
Spoiler
Open data/config/exerelinFactionConfig and make a .json file with the name of your faction. Actually, copypaste one of the existing ones, like Templars, because it’s faster that way.

Now open your new file and edit it. See this page (https://bitbucket.org/Histidine/exerelin/wiki/FactionConfig) for details on the various tags and what they do.

Then open data/config/exerelinFactionConfig/mod_factions.csv and add your faction to the list.
[close]
3) Add your faction to rules.csv
Spoiler
There are two things to do here: the start faction selection option and faction directory (the latter lets the player find your faction’s planets and stations). Copypaste and modify the entries from Nexerelin's own rules.csv; they're self-explanatory.

(NOTE: Don't include the NGCDoesFactionExist check, it's obviously redundant when called from your faction mod and will cause it to crash to desktop when not using Nexerelin.)
[close]
4) Corvus mode support
Open data/config/exerelin/corvus_capitals.csv and corvus_spawnpoints.csv and add the appropriate entries for your faction. This tells Nexerelin where to spawn the player at start, and which planet or station changes the system relay's faction when captured.
[close]

can't speak for other players, but nexerelin compatibility is the endgoal for me. total conversions are just waste of content that makee people choose between one mod or many.
Title: Re: [0.8a]STEELCLAD v0.2 (Ironclads revival) - 21.5.2017
Post by: TrashMan on August 19, 2017, 12:41:53 PM
Thanks
Title: Re: [0.8a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: TrashMan on August 20, 2017, 12:49:18 PM
CAMPAIGN FINALLY WORKS

Sure, I had to rely on EZ Facion, and get rid of custom starts, rules and all hand-crafted systems (I'll see if I can get them working somehow), BUT IT WEEEEEEEEEEERKS!!!!
Title: Re: [0.8a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: A Random Jolteon on August 20, 2017, 01:07:03 PM
CAMPAIGN FINALLY WORKS

Sure, I had to rely on EZ Facion, and get rid of custom starts, rules and all hand-crafted systems (I'll see if I can get them working somehow), BUT IT WEEEEEEEEEEERKS!!!!
Heh. Good. I will also be saying "Werks" from now on. ;p
Title: Re: [0.8a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: TrashMan on August 20, 2017, 11:45:06 PM
Please provide feedback on balance and improvement ideas.

I know XLE and RSF have similar specials (chaff/flares), but that how the original Ironclads had it, and ATM I have no idea how to make XLE more unique.
Also, the VNS is going to loose most of it's universal slots (though the ships are going to generally have a few Hybrid slots)
Title: Re: [0.8a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: A Random Jolteon on August 21, 2017, 09:55:08 AM
Please provide feedback on balance and improvement ideas.

I know XLE and RSF have similar specials (chaff/flares), but that how the original Ironclads had it, and ATM I have no idea how to make XLE more unique.
Also, the VNS is going to loose most of it's universal slots (though the ships are going to generally have a few Hybrid slots)
Ask and you shall receive...albeit not what you asked for. I ran into a problem when booting up starsector. The following is what the error warning told me after Starsector crashed.

Fatal: Ship hull variant [stunner_wing] not found!
Check starsector.log for more info.

I had this problem with another mod. Something simply wasn't worded correctly, and this may be the problem with the "Stunner wing"...Unfortunately I don't know what it should be called normally. Can you help me please?
Title: Re: [0.8a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: TrashMan on August 21, 2017, 11:11:09 PM
Odd...boots up fine for me.

Check the following:
In the hulls, the ship_data.csv (5th line) and wing_data.csv (38th line) files for the stunner

Then check the variants/FTG folder for ftg1-f-stunner_variant.


It could be corrupt
Title: Re: [0.8a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: A Random Jolteon on August 22, 2017, 07:32:52 AM
Odd...boots up fine for me.

Check the following:
In the hulls, the ship_data.csv (5th line) and wing_data.csv (38th line) files for the stunner

Then check the variants/FTG folder for ftg1-f-stunner_variant.


It could be corrupt
NEVER MIND! Something must have failed to download properly. I downloaded everything again, and it works fine now. Thanks for trying to help! Next comment from me will probably be a first impressions.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: TrashMan on August 22, 2017, 11:37:07 PM
Well, I just realized XLE doesn't get any systems generated. Don't know why, could be some coded limit.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: A Random Jolteon on August 23, 2017, 01:38:52 PM
All right, I have played a little with FFS (I will never stop laughing at that XD). There is some balance issues, but those can be fiddled with. There are really only two issues I see needing to be fixed first. Keep in mind this is purely a first impressions, I haven't actually been able to do TOO much. (I am also using Console Commands to get credits, and jump to systems)

1: XLE. You already know this (I saw your post) but they don't have a planet. ISA has a LOT, so if you need I recommend taking a couple from them and giving the XLE the planets in between ISA and RF...the Russian dudes. There is a nebula just north of the Vanilla area, that is the area I am talking about.

2: Acceleration/Speed/Burn level. This...is just weird to me. I played the Battle of Titans mission for VNS, and holy heck is the player ship fast. And the Zero Flux boost is WAY OP. I recommend taking a serious look all across the board for every ship, and maybe the fighters/bombers. (They just seem a little slow, but may just be me) I also recommend taking a look at the Burn Speeds. I don't know very much about them, but I have yet to get to burn level 18...And I have a mostly Frigate/Gunship fleet, with a couple destroyers.

One last thing: These no flux/second guns are great, but a LITTLE strong when you consider that you could get a wall of fire, and still have a zero flux speed boost. I recommend giving at least 2 flux/second for non-pd guns to negate this.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: TrashMan on August 23, 2017, 10:59:43 PM
Yeah, originally Ironcalds was a TC, so the ships were balanced against themselves, not against core ships. The old Ironclads also didn't generate hyperspace storms and the universe was smaller, so that's why the burn levels are smaller.

SC ships in general have way lower armor and hull values - especially for smaller and civilian ships. The armor value a common SMALL freighter has in core is equal to a cruiser in SC. I'll have to re-balance all of that. But SC ships do seem to have more guns in general.

Yeah, I got my work cut out for me....


P.s. - the Battleship in Battle of Titans - it's a fast battleship, it's supposed to be fast. The dreadnought will murder if you if it can lock you down

Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: A Random Jolteon on August 24, 2017, 07:06:26 AM
Yeah, originally Ironcalds was a TC, so the ships were balanced against themselves, not against core ships. The old Ironclads also didn't generate hyperspace storms and the universe was smaller, so that's why the burn levels are smaller.

SC ships in general have way lower armor and hull values - especially for smaller and civilian ships. The armor value a common SMALL freighter has in core is equal to a cruiser in SC. I'll have to re-balance all of that. But SC ships do seem to have more guns in general.

Yeah, I got my work cut out for me....


P.s. - the Battleship in Battle of Titans - it's a fast battleship, it's supposed to be fast. The dreadnought will murder if you if it can lock you down


You can cut down a LOT of the work by simply not letting Vanilla factions in, at least for a while (or keep as a total conversion until you have more balanced values). I would honestly prefer not having  Vanilla factions right now...Though you can have an option that lets the Vanilla factions in or not, that would actually be cool.

As for the battleship: In that case it's fair enough...though slowing down when sideways is a pain, I can live with that. (Besides, gotta make stuff difficult for a ship that can legit murder an vanilla fleet, and then two Onslaughts after all! ;)...Now if only I could kill that stupid paragon...)
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: A Random Jolteon on August 24, 2017, 04:08:43 PM
Well now. Didn't think I would have to do this quite so soon. I planned on doing a play through and giving you information on it every few days, and I decided to start with RSF. I used Console commands to adjust my relations with the RSF to 80 (command "adjustrelation RSF 80"). Went to get the commission twice, and got it...twice. And lost it, instantly, twice. Yeah, something is bugged with it. No real problem as I can just spawn in the needed ships, but I would prefer not to as that's a little bit of fun taken away.

This is currently the ONLY bug that I have found, so...yeah. Till I actually do stuff with my play through I will list bugs right down here...no further. NOT THAT LOW YA DINGUS! Yeah Yeah, there.
Spoiler
Bug 1: RSF commission causes relation loss. (Loss level: 50:hostile)
Bug 2: AI Fleets (Only RSF confirmed) will pursue allied fleets as if they were a player fleet.
Bug 3: (information is minimal) Destroying a SteelClad fleet causes you to get stuck in the battle finished screen.
[close]

Edit: I have the commission now. I dunno how only thing I did differently was use the "SetCommission" command, and that had the same results when I looked.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: MesoTroniK on August 24, 2017, 04:28:20 PM
I'll have to re-balance all of that. But SC ships do seem to have more guns in general.

Unless you remove many weapon slots on many ships (as a major step of their overall rebalance). SteelClads will *never* balance in a environment outside of the Total Conversion they were originally designed for. Cruisers with 3 large energy hardpoints, and ample turrets etc is completely batshit insane and that is just one example of many :)
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: A Random Jolteon on August 24, 2017, 05:02:05 PM
I'll have to re-balance all of that. But SC ships do seem to have more guns in general.

Unless you remove many weapon slots on many ships (as a major step of their overall rebalance). SteelClads will *never* balance in a environment outside of the Total Conversion they were originally designed for. Cruisers with 3 large energy hardpoints, and ample turrets etc is completely batshit insane and that is just one example of many :)
Tis a very good point fair lad, but taking those away will make the Lord of Ludicrous Firepower mad...I seriously love it though...I do hope the number of guns doesn't get nerfed too hard at the very least.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: MesoTroniK on August 24, 2017, 05:23:37 PM
An alternative way to do it, would be to build in weapons on ships that are over-gunned, and balance the ship around that fact. That would be tricky though, and the smarter move is really to declaw them a bit as needed.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: A Random Jolteon on August 24, 2017, 05:52:38 PM
An alternative way to do it, would be to build in weapons on ships that are over-gunned, and balance the ship around that fact. That would be tricky though, and the smarter move is really to declaw them a bit as needed.
Hmm...What about replacing some of those large mounts with built in weapons for that faction? For example: replacing a large mount on the Kursk mod.3 with a built in missile weapon, and the other large mount for a ballistic weapon?
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: MesoTroniK on August 24, 2017, 07:04:17 PM
That is exactly what I meant, in an overall broad manner of speaking. Ships that have too many weapons, get some modular slots replaced with built-ins that are a bit weak or specialized and the ship balanced for that. Yea that would work fine.

If this was my project, I would probably use both methods. Some modular slots get built-ins in their place, others just get outright removed until all the ships are more or less vanilla compliant balance wise.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: TrashMan on August 24, 2017, 11:38:47 PM
While I have a separate ship_data file where I normalized various values, I'm now thinking I best leave the values.

SS ships have considerably lower hull and armor values, so I guess that it itself balances out more weapons - they simply don't have the staying power. I still don't know exactly what to do in regards to balance with vanilla.

If I can get my own sectorgen going, then maybe I can do a proper TC.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: MesoTroniK on August 25, 2017, 02:27:56 AM
SS ships have considerably lower hull and armor values, so I guess that it itself balances out more weapons - they simply don't have the staying power. I still don't know exactly what to do in regards to balance with vanilla.

Balancing via extremes is a Bad Idea in vanilla, it can sort of work in a TC where that is the standard though. And no, things like cruisers with 3 large energy slots and good number of turrets too is not going to balance out the ships poor durability. That sort of ship can instant alpha strike nuke most anything, and that isn't very fun. I know I keep bringing up that one example, but it is the most obvious one. There are lots of things like that in the mod.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: TrashMan on August 25, 2017, 02:48:36 AM
I figured out why XLE isn't getting planets.

Will update the data files later.


That said, for the first balance pass I think I'll double deployment (and other) costs for SC ships.

Messing with the turret numbers means I have to edit all the hulls, all the variants (that alone would take forever, just to match up what gun I removed with what slot) and probably edit the graphics.

This was never supposed to be a not-TC, the current state of affairs is nothing more than a compromise to have the factions playable.


P.S.
I didn't yet look at weapon balance. At a glance, SC weapons seem comparable of weaker.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: A Random Jolteon on August 25, 2017, 06:49:25 AM
I figured out why XLE isn't getting planets.

Will update the data files later.


That said, for the first balance pass I think I'll double deployment (and other) costs for SC ships.

Messing with the turret numbers means I have to edit all the hulls, all the variants (that alone would take forever, just to match up what gun I removed with what slot) and probably edit the graphics.

This was never supposed to be a not-TC, the current state of affairs is nothing more than a compromise to have the factions playable.


P.S.
I didn't yet look at weapon balance. At a glance, SC weapons seem comparable of weaker.
I would say 1.7 deployment cost for the RSF since they don't have shields, but have a lot of guns and a lot of armor. This does make them really tough, but are vulnerable to torpedoes and torp bombers. I think that'll be a fairer balance for them than a flat double deployment cost all across the board.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: TrashMan on August 25, 2017, 10:54:50 AM
Doing some comparisons now

PARAGON - 18000 Hull, 1500 armor, 25000 flux, 1250 diss, 30 speed - 4 large, 6 medium, 13 small

ISA Michigan battleship - 6500 Hull, 650 armor, 12000 flux, 1200 diss, 45 speed - 4 large, 11 med, 14 small

RSF Moscow battleship - 16000 hull, 2400 armor, 7200 flux (NO SHIELDS), 720 diss, 40 speed - 4(8?) large, 11 med, 8 small

UIN Great Britain battleship - 12000 hull, 1200 armor, 6000 flux, 1200 diss, 20 speed - 2fixed +3 large, 10 med, 16 small

XLE Great Dragon battleship - 14000 hull, 1400 armor, 120000 flux, 600 diss, 40 speed - (1fixed+4) large, 7 medium 9 small

VNS Paladin (A) battleship - 10000 hull, 1100 armor, 9000 flux, 1500 diss, 50 speed - (2+2fixed) large, 12 med, 9 small


VNS Archangel Heavy Battleship (supership, 100 deployment points) - 12500 hull, 1500 armor, 12500 flux, 2000 diss, 45 speed - 5 large (system), 17 med, 21 small



Seems like the unbalance is at the destroyer/cruiser level (SC frigates barely have an average of 1000 flux, vanilla have an average of 2200)


EDIT:
working on making it Nexirilian compaible.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: A Random Jolteon on August 25, 2017, 11:36:21 AM
Doing some comparisons now

PARAGON - 18000 Hull, 1500 armor, 25000 flux, 1250 diss, 30 speed - 4 large, 6 medium, 13 small

ISA Michigan battleship - 6500 Hull, 650 armor, 12000 flux, 1200 diss, 45 speed - 4 large, 11 med, 14 small

RSF Moscow battleship - 16000 hull, 2400 armor, 7200 flux (NO SHIELDS), 720 diss, 40 speed - 4(8?) large, 11 med, 8 small

UIN Great Britain battleship - 12000 hull, 1200 armor, 6000 flux, 1200 diss, 20 speed - 2fixed +3 large, 10 med, 16 small

XLE Great Dragon battleship - 14000 hull, 1400 armor, 120000 flux, 600 diss, 40 speed - (1fixed+4) large, 7 medium 9 small

VNS Paladin (A) battleship - 10000 hull, 1100 armor, 9000 flux, 1500 diss, 50 speed - (2+2fixed) large, 12 med, 9 small


VNS Archangel Heavy Battleship (supership, 100 deployment points) - 12500 hull, 1500 armor, 12500 flux, 2000 diss, 45 speed - 5 large (system), 17 med, 21 small



Seems like the unbalance is at the destroyer/cruiser level (SC frigates barely have an average of 1000 flux, vanilla have an average of 2200)


EDIT:
working on making it Nexirilian compaible.
I'd say to focus on AI a little more before working on that. Not sure about the other factions, but the RSF fleets (combat specifically) like to...not sure what to put it as, but you know when you buy stuff off the black market and a fleet follows you to scan you?
It seems the RSF AI fleets are doing that, but can't follow through since it's not a player fleet. They end up not doing anything but sticking next to each other, and it seems that they do it the instant they see each other. (can't confirm that last part, but it does seem like it to me)

Edit: They continuously pursue each other. That's the what I was trying to say.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: TrashMan on August 25, 2017, 01:33:23 PM
V04 now available.


- fixed XLE not spawning
- temporary balance pass, SC ships have been buffed in the hull and armor (still below average vanilla values), burn level increased, deploymen cost increased. A cruiser costs as much as a Paragon to deploy
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: TrashMan on August 25, 2017, 01:40:15 PM
I'd say to focus on AI a little more before working on that. Not sure about the other factions, but the RSF fleets (combat specifically) like to...not sure what to put it as, but you know when you buy stuff off the black market and a fleet follows you to scan you?
It seems the RSF AI fleets are doing that, but can't follow through since it's not a player fleet. They end up not doing anything but sticking next to each other, and it seems that they do it the instant they see each other. (can't confirm that last part, but it does seem like it to me)

Edit: They continuously pursue each other. That's the what I was trying to say.

That is actually funny. But I didn't touch the AI, there IS no custom AI in this mod.
Title: Re: [0.8.1a]STEELCLAD v0.3 (Ironclads revival) - 20.08.2017
Post by: A Random Jolteon on August 25, 2017, 02:05:03 PM
I'd say to focus on AI a little more before working on that. Not sure about the other factions, but the RSF fleets (combat specifically) like to...not sure what to put it as, but you know when you buy stuff off the black market and a fleet follows you to scan you?
It seems the RSF AI fleets are doing that, but can't follow through since it's not a player fleet. They end up not doing anything but sticking next to each other, and it seems that they do it the instant they see each other. (can't confirm that last part, but it does seem like it to me)

Edit: They continuously pursue each other. That's the what I was trying to say.

That is actually funny. But I didn't touch the AI, there IS no custom AI in this mod.
If you didn't touch the AI, it's possible that it's AI is just outdated, and just broke from this update...Starsector update I mean.
Title: Re: [0.8.1a]STEELCLAD v0.4 (Ironclads revival) - 25.08.2017
Post by: TrashMan on August 26, 2017, 03:47:57 AM
Seems like I managed to make it Nexerilien compatible. Expect that in v0.5.
Also, custom starting systems...maybe
Title: Re: [0.8.1a]STEELCLAD v0.5 ( 27.08.2017) - Now Nexerelin compatible
Post by: TrashMan on August 27, 2017, 11:59:41 AM
v05 is up
Title: Re: [0.8.1a]STEELCLAD v0.5 ( 27.08.2017) - Now Nexerelin compatible
Post by: A Random Jolteon on August 27, 2017, 12:03:54 PM
v05 is up
...I JUST updated to 04. -_-

P.S., RSF info is coming tomorrow. Just trying out a more destroyer centric fleet rather than a Cruiser one like I did previously. (Though I will say one thing: Barracuda missiles need to have a fire rate nerf if they are going to be so common)
Title: Re: [0.8.1a]STEELCLAD v0.5 ( 27.08.2017) - Now Nexerelin compatible
Post by: A Random Jolteon on August 28, 2017, 07:53:34 AM
All right! I have gathered enough info that I can at least start this post...Just keep in mind that I still have a lot to learn about this mod, and that 99% of this only applies to RSF as they are all I have truly played. And because I don't wish to drop a load of stuff on you all at once, I will only talk about the stuff that I feel is major, and that the player WILL end up facing. (you are only one person after all)

P.S., Red = Important, Green = Less Important



With all that said and done, let's FINALLY continue.
First, let's start with the Weapon systems, as there are two things that I REALLY want to talk about.

"Strela-6 AFM Battery"
This is actually a fairly decent missile battery...When you fire it yourself. I have been in at least 15 battles in both the game, and simulation just testing them. The only times I have seen them fire, is when they are on a AI controlled ship. And I had a Moscow with at least 4 of these darn things.

Barracuda LRM Battery
This thing is...Very Powerful. It also gets spammed way too often in my opinion. I have nothing against this weapon other than how often it fires, and how it refuses to react to flares. I recommend making it fire half as often as it does, but do more damage, and be about half the current speed. That, or make it so it is a built in weapon and can't be bought. It's very difficult to attack a ISA fleet without having 70% of your destroyers have to pull back to not destroyed when they finally have something to shoot, and have your cruisers already have heavy damage along their front. And if the cruisers don't have the Powered Armor hullmod, they would basically just be extremely big destroyers to this weapon. Only the Moscow with a Powered Armor hullmod can really shrug off more then 2 in one area, and this I feel will be a problem in the mid game to players who don't have a Battleship yet. Point defense like the 14mm gun helps, but they don't seem that accurate, and there is still a LOT of missiles coming VERY fast.

14mm Dual Machinegun
This is actually pretty good, and I think the cost of putting one on is quite accurate. However, I think it takes a bit long to reload, could use a small damage buff to help deal with fighters, and doesn't seem to track very well. I would take the tracking with a grain of salt however, as I WAS dealing with missile spam.


All right. There's the (surprisingly few) things I think need to be looked at that aren't bugs (which will be listed after this). Even despite these problems this is still a fun mod. I really hope people start giving you more information though, because I am not very good at these things. (I play more for fun)

Bug report below!
Spoiler
Bug 1: Getting an RSF commission will cause you to lose relations with that faction, causing them to be hostile.
Bug 2: RSF AI fleets will randomly pursue each other and will get stuck doing this. They will also randomly flee from each other.
Bug 3: Destroying a fleet may get you stuck in the after combat dialogue, but I have only had this happen once.
[close]

Edit: Nexerelin works btw...but...You apparently need to but in ships for the player to choose. I couldn't choose any ships to pick as all the options were greyed out.
Title: Re: [0.8.1a]STEELCLAD v0.5 ( 27.08.2017) - Now Nexerelin compatible
Post by: TrashMan on August 28, 2017, 11:48:05 PM
Missing ships? For the RSF?
It is possible I forgot to add the variants for it. It's an easy fix, one just has to copy the same code block from another faction file and replace the variant with RSF variants for the variants/RSF folder


AS for the Strela battery, I'm not sure how to address that problem. Your wording implies that the player can't fire them AND that they are great when the player uses them?????
Title: Re: [0.8.1a]STEELCLAD v0.5 ( 27.08.2017) - Now Nexerelin compatible
Post by: A Random Jolteon on September 03, 2017, 07:22:14 PM
Missing ships? For the RSF?
It is possible I forgot to add the variants for it. It's an easy fix, one just has to copy the same code block from another faction file and replace the variant with RSF variants for the variants/RSF folder


AS for the Strela battery, I'm not sure how to address that problem. Your wording implies that the player can't fire them AND that they are great when the player uses them?????
Missing ships for all the factions...SC factions I mean. It's not just the RSF. It is possible that you forgot (that is a fairly minor thing after all!).



As for the missile battery: I mean the AI don't fire it when it's on the player ship. The player can fire them just fine, I never experienced any problems with it in that manner. Here's an example: When you set it into weapon group 2 and set that group to automatically fire, then switch to control group one and fire your weapons on that group, and Strela's still won't fire. Doesn't matter if there are other weapon systems in that group. Those missiles will never fire on their own accord.

I will try to make a recording of it in the morning, but I give no promises on that. My computer doesn't like me trying to record stuff...
Title: Re: [0.8.1a]STEELCLAD v0.5 ( 27.08.2017) - Now Nexerelin compatible
Post by: TrashMan on September 03, 2017, 11:36:46 PM
The AI tends to hold fire with some weapons (especially HE missiles) until the time is right. It usually won't fire unless the target is overloaded, so no not waste limited missiles
Title: Re: [0.8.1a]STEELCLAD v0.5 ( 27.08.2017) - Now Nexerelin compatible
Post by: jupjupy on September 04, 2017, 03:41:47 AM
Grats on finally getting it to work, TrashMan.

My biggest complaint thus far is how absolutely worthless the Archangel's main gun turrets (the Judgement Days) are. They punch for 500 energy and 100 EMP, with 90 rounds. Sounds pretty good, except...

They explode like a flak cannon, dealing essentially no damage to most targets. At least, thats what I observe when firing at targets, the fireball of explosion is typically just a little bit away from the actual hull of the target. This is particularly evident in the Clash of Titans mission, where you can empty your entire clip of 90 x 5 rounds into the RSF ship and not even scratch its hull.

I'd probably suggest either not making it proxy fused or simply bumping up its damage and lowering shot count and fire rate.

I haven't played through the campaign yet, probably going to wait a bit before starting that up.
Title: Re: [0.8.1a]STEELCLAD v0.5 ( 27.08.2017) - Now Nexerelin compatible
Post by: TrashMan on September 04, 2017, 04:34:31 AM
Grats on finally getting it to work, TrashMan.

My biggest complaint thus far is how absolutely worthless the Archangel's main gun turrets (the Judgement Days) are. They punch for 500 energy and 100 EMP, with 90 rounds. Sounds pretty good, except...

They explode like a flak cannon, dealing essentially no damage to most targets. At least, thats what I observe when firing at targets, the fireball of explosion is typically just a little bit away from the actual hull of the target. This is particularly evident in the Clash of Titans mission, where you can empty your entire clip of 90 x 5 rounds into the RSF ship and not even scratch its hull.

I'd probably suggest either not making it proxy fused or simply bumping up its damage and lowering shot count and fire rate.

I haven't played through the campaign yet, probably going to wait a bit before starting that up.

For the next version, I'll tweak the HPPC (Judgment Day). Shorter proximity fuse or greater AoE. And more ammo.
Title: Re: [0.8.1a]STEELCLAD v0.7 ( 09.09.2017) - Now Nexerelin compatible
Post by: TrashMan on September 09, 2017, 02:51:37 AM
0.7 out

EDIT:

v07B is out
Title: Re: [0.8.1a]STEELCLAD v0.7c ( 09.09.2017) - Now Nexerelin compatible
Post by: TrashMan on September 09, 2017, 06:02:23 AM
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

Code
23630 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.loading.specs.HullVariantSpec.isDHull(Unknown Source)
at com.fs.starfarer.codex.CodexData.Ó00000(Unknown Source)
at com.fs.starfarer.codex.CodexData.<init>(Unknown Source)
at com.fs.starfarer.codex.A.<init>(Unknown Source)
at com.fs.starfarer.codex.A.Ô00000(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)

WTF is this s***?

I only edited 12 ship variant files and I double, tripple and quadripple checked. I didn't touch their variant names, only weapon loadouts.


EDIT:

*** it.
Reverted to older version and made some edits. Now it works again.
Title: Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
Post by: TrashMan on September 10, 2017, 07:05:09 AM
Seems XLE fighters, unlike those of other factions, are using normal weapons in the loadouts, instead of figher-variants.

I noticed something odd when a single XLE battlecarrier destroyed me and my AI ally, despie having a dedicated anti-air cruiser. Yeah, 3 wings of fighters, each armed with 4 ship-grade weapons. Not fun.

That said, all fragmentation weapons have been buffed
Title: Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
Post by: lechibang on September 10, 2017, 09:20:21 PM
So how do you install this mod again?
Title: Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
Post by: TrashMan on September 11, 2017, 12:45:30 AM
You use it with EZFaction or NExirilien
Title: Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
Post by: TrashMan on September 12, 2017, 12:09:57 PM
Would appreciate some feedback on weapon balance and new hullmods. Especially hull and armor repair ones.
Title: Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
Post by: lechibang on September 14, 2017, 05:27:03 AM
The Macross class doesn't collide with anything....
Also if it's going to be a missile cruiser, adding an ability that doubles the amount of projectiles fired would be great =D
Title: Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
Post by: TrashMan on September 14, 2017, 07:12:25 AM
The Macross class doesn't collide with anything....
Also if it's going to be a missile cruiser, adding an ability that doubles the amount of projectiles fired would be great =D

You're probably using an old version.
I just checked, the bounding box is OK and the Macros comes with "missileracks2" built-in.
Title: Re: [0.8.1a]STEELCLAD v0.7e ( 10.09.2017) - Now Nexerelin compatible
Post by: TrashMan on September 17, 2017, 01:59:16 AM
OK, seems I was wrong. The Macross has the colission sphere set to 0. Odd.

fixed.
New version up
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: jupjupy on September 17, 2017, 09:35:00 PM
I've been doing my own basic playthroughs, but its rather difficult to test the weapons balance against each other with the vanilla factions running around in campaign.

As for the missions, the only thing I've seen so far that seems a bit overdone is the Barracuda, which has the bad habit of simply deleting the first 1-4 ships that an ISA fleet comes up against. To be fair, that seems like its intended role and maybe it should stay, but some of the ISA ships simply have too many medium missile hardpoints to make it fair. The Michigan, for example, really needs some backup weaponry but insists that it is half a missile boat.

Overall, the ballistic weapons feel a bit weaker than they should, though their flux generation is essentially negligible, their impact (or rather, their overall 'feel', inclusive of projectile size and color and their firing sounds) feel a bit low compared to missiles or energy weapons.

Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on September 18, 2017, 01:01:03 AM
Yeah, originally, the ballistic weapons had 0 flux and fixed ammo (no ammo generation).
I decided to bring them more in-line with vanilla and gave them slow ammo reload and some flux generation. Still balancing and I know there are weapons that are OP ATM.

Missiles also had fixed ammo. Some powerful ones still do.
Generally, single-shot torpedoes take about 50-60 seconds to reload.
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: Lancefighter on September 20, 2017, 04:35:17 PM
So when used with nexerelin, RSF stations seem to spawn as an uninteractable tiny space station item that sorta barely works (it functions, but players cant dock with it). This seems to be related to the RSF.json for nexerelin calling custom stations "stations_rsf", an uninteractable entity. I have swapped that personally for "rsf_orbital" which seems to work as expected.

Unrelated to direct bug fixes - Is it possible at all to make a hull mod to increase ammo reload rate? Some rsf ships seem very hamstrung by reload times, and really isnt helped by ammo racks, as those dont increase the reload rate (1 clip at 120 shots per 60 seconds, with +ammo racks is 180 to start, but reloads 120 per minute still)

Some weapons also, the 76mm battlecannon and tri-beam cannon, have a reload time of zero, causing the tooltip to react weirdly. (stock issue as far as the tooltip goes, mod issue as far as balance goes)
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on September 21, 2017, 03:48:23 AM
Good points. I was thinking of making a hullmod like that
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: Tufted Titmouse on October 19, 2017, 01:04:16 AM
Two things, One: The mod in the launcher shows up as v 0.7e, Two: I keep getting Conversion:r errors anytime i try to add hullmods
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: A Random Jolteon on November 13, 2017, 05:47:39 PM
I've been doing my own basic playthroughs, but its rather difficult to test the weapons balance against each other with the vanilla factions running around in campaign.

As for the missions, the only thing I've seen so far that seems a bit overdone is the Barracuda, which has the bad habit of simply deleting the first 1-4 ships that an ISA fleet comes up against. To be fair, that seems like its intended role and maybe it should stay, but some of the ISA ships simply have too many medium missile hardpoints to make it fair. The Michigan, for example, really needs some backup weaponry but insists that it is half a missile boat.

Overall, the ballistic weapons feel a bit weaker than they should, though their flux generation is essentially negligible, their impact (or rather, their overall 'feel', inclusive of projectile size and color and their firing sounds) feel a bit low compared to missiles or energy weapons.


Bit late, but try making a "random core planets" sector using nexirilian and using the "console commands" mod to give the factions planets. It'll be a lot of work in the beginning, but it's quite effective in the long one.

Tip: "setmarketowner [planetnamehere] [faction name here]", enter it, find the next planet you want that faction to have, then go back into ctrl+backspace, and then click your up arrow. So much time saved!!!!!
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on December 01, 2018, 11:40:42 AM
FYI - I am porting this to 0.9 with some additions and as stand-alone (no EZ Faction or Nexerilien required), bu since I have to essentailly re-make all the systems and their economy, as well as update all faction, weapons, hull and shipclasses files, items, rules and everything else for all the factions, it takes quite a bit of time
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on December 04, 2018, 03:01:59 AM
I'm making decent enough progress and will hopefully be adding a few new bits and pieces.

Given that a TC is just too much of a chore, I was thinking of making changes to Steelclad lore a bit to fit in better.
Basically, a long-forgotten generational colonization feet sent out from Earth just before the gate network ended up in the corner of the sector and gave birth to the factions. Placed in the north-east corner of the map (+x, +y coord), with reduced number of systems, I'm talking 1-3 per faction.

It might be a cliche explanation, but it  neatly ties up all the loose ends.
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: Snrasha on December 04, 2018, 03:57:07 AM
I have see thread, and i have some many remark:

1 - Do not use rar, use zip or 7zip for compile your mod, many applications cannot decompile rar, now, where the zip is often anywhere. (For my case, yeah, but you can always use .rar if you want)
2 - Never use Mediafire, this is dangerous for people and nobody want download on this site.   Use dropfile or bitbucket.
3 - Your thread is ugly, we know nothing about STEELCLAD, you say nothing, this is a mod faction? A total conversion? A utility mod?
EDIT: Look like i have wrong in that, sorry. But look like a typo.
Quote
4 - The first line is very insult for some people, and i cannot believe you do not have see them. I am not a english, i can done some typo, but when i see:
Quote
- For Nexirilien, you will need to place the faction files and the .svs provided in Nexerelin\data\config
You do not respect Nexerelin with this fault, for me.

Edit:
Quote
WHAT IT HAS:
- custom music. Lots of it
- custom portraits, lots of them.
- new interaction images
- 1 more faction compared to IC (so more than 10 total)
- a few more ships (and more to come)
- I don't know
4 - Found the description, this thing look like a troll, because nobody can see it, like this is below the changelog who have the same font....
And for your changelog, put them on a quote or code.

Fix that fastly ><




Thank you.
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on December 04, 2018, 01:05:23 PM
What is wrong with Mediafire? I've been using it for years and you're the first person to complain.

And looks like the old screenshots are gone.. I'll update once a version for 0.9 is done
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: MesoTroniK on December 04, 2018, 02:13:21 PM
Full of ads and potentially malicious code in said ads whether they are clicked on or not. BitBucket is the best file host for this sort of stuff, period.

Also, I would recommend using .zip, since anyone can open the archives then without requiring third party software.
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on December 15, 2018, 04:44:03 AM
(https://i.postimg.cc/WbsmPNfr/ftg-cr-supertanker.png)

red or yellow?
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: A Random Jolteon on December 16, 2018, 09:33:55 PM
(https://i.postimg.cc/WbsmPNfr/ftg-cr-supertanker.png)

red or yellow?
Hmm...If that's a tanker I'd say Red. If it's a freighter, yellow.
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on December 21, 2018, 10:31:06 AM
The armored version of the same tanker:
(https://i.postimg.cc/sQhyF46L/ftg-cr-supertanker-A.png) (https://postimg.cc/sQhyF46L)

And a few more WIP's


(https://i.postimg.cc/WqcVsqx1/isa5-bb-missouri.png) (https://postimg.cc/WqcVsqx1)

(https://i.postimg.cc/BP50bQGc/Omnissiah.png) (https://postimg.cc/BP50bQGc)

(https://i.postimg.cc/YjQkb8mG/Thunderbird.png) (https://postimages.org/)

(https://i.postimg.cc/ppxv78D0/vns-prometheus3.png) (https://postimg.cc/ppxv78D0)
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on December 23, 2018, 11:21:53 AM
Almost done.

I think I have everything assembled - new ships weapons, fixed tables, system file, economy files (will probably have to go trough them one more time).
Some more checks and hen it's time to compile.

Though I suck at coding and I think NetBeans is trash. Even tough I added every friggin .jar to the library there's so many "javadoc not found!" even for some core stuff like sector generation...
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: joe130794 on December 24, 2018, 05:54:50 AM
really like the designs for ISA ships, And the new Missouri looks great, Especially the small different details.  Looks very nice.  As do the Cargo/tanker ship. :) :)
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on December 24, 2018, 11:37:21 AM
frak

Code
data.?scripts
public class SteelcladModPlugin extends BaseModPlugin
Javadoc not found. Either Javadoc documentation for this item does not exist or you have not added specified Javadoc in the Java Platform Manager or the Library Manager.

Also, something to boost the FFS
(https://i.postimg.cc/S2LHX5bb/ffs3-cr-freedom2.png) (https://postimg.cc/S2LHX5bb)

Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on January 02, 2019, 06:07:13 AM
FYI:
https://drive.google.com/file/d/14HqZCuLBdd-ZRXVyGKujNVoOVvIMNO__/view?usp=sharing


On this location is the entire mod - all the files. It is pretty much done, all it needs is compiling the code (the only thing missing is the code for AI and Alien fleets)

EDIT:
Updated the file, cleaned the code, fixed all the errors I could find.

EDIT2:
the settings file is missing the plugins block
Code
    "plugins":{
        "AnimatedGlow":"data.scripts.plugins.AnimatedGlow",
        "AnimatedVents":"data.scripts.plugins.AnimatedVents",
        "RotatingDish":"data.scripts.plugins.RotatingDish",
        "RotatingDishArc":"data.scripts.plugins.RotatingDishArc",
        "EMPEffect":"data.scripts.plugins.EMPEffect",
        "EMPBeamEffect":"data.scripts.plugins.EMPBeamEffect",
        "Shrapnel408mm":"data.scripts.plugins.Shrapnel408mm",
    },
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on January 06, 2019, 07:39:15 AM
My attempts failed (again)

All the latest files are in the upper download.
I'm now asking for help in finally getting this to work.
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: Buscher on April 27, 2019, 02:49:54 PM
Hi there,

I was bored over Easter so I figured I try to fix your mod up a bit. I managed to get it to run. It even creates a sector/campaign.

If you are still around and curious have a look:
https://drive.google.com/file/d/182c-nBS5DHBiavxh1qDp6SW4fQenL7F9/view?usp=sharing

To install the runnable version you start with your latest version
FYI:
https://drive.google.com/file/d/14HqZCuLBdd-ZRXVyGKujNVoOVvIMNO__/view?usp=sharing
and delete everything but the graphics and the sounds folder. Then you put the content of the zip into your modfolder. Of course you can change the mod_info.json back.
Mind you this is a runnable version, not a 100% fixed version. But it should be good enough so you can continue developing.

You can use some diff tool if you would like to see all changes:
https://alternativeto.net/software/winmerge/
I added a few comments (search BUSCHER in the files) giving a bit of context. There are also quite the other files I have changed which didn't get any comments.

A few things you probably should fix:

A few notes which might help you avoid possible problems.
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: Harmful Mechanic on April 28, 2019, 05:29:19 PM
Just a note, it's totally fine to use DME's scripts, but if you're going to, please change the sound IDs so there isn't a resource ID conflict.
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on May 07, 2019, 02:26:16 AM
Hi there,

I was bored over Easter so I figured I try to fix your mod up a bit. I managed to get it to run. It even creates a sector/campaign.

Wow.
Thanks for the help.

I was waiting for 0.91  to continue, as Alex was adding some more debugging help to catch some more fringe cases.

Yeah, I'll have to re-do most of the variants, since I changed the base hull and there might be an old variant file or two remaining. And I'll look into that sound. Change it to a standard sound.
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on May 07, 2019, 01:41:45 PM
I was convinced the error was somewhere in the .jar and I was doing something wrong. But you haven't touched it.
Huh..
 ???

Guess I was looking in the wrong place the whole time
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: Buscher on May 08, 2019, 10:19:58 AM
Yeah, the class and jar files aren't necessary. I also had to learn myself that compiling the Java files wasn't important since Janino does the job when starting the game. Using JD GUI (https://java-decompiler.github.io/) I saw the jar contained the same files, so I ended up ignoring it altogether as they were located elsewhere as source code.
Though I assume that the compiled files help with the loading speed when booting up the game.

As for the sound as far as I could tell it is not being triggered/called by anything yet so you can feel to ignore it for now.
I do understand Soren's concern as he uses the name "istl_ballistic_crit_sm" in his mod, so since there seems to be permission you might consider changing the name to "sc_ballistic_crit_sm" or something like that.
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: Buscher on May 08, 2019, 01:04:40 PM
I was playing around a bit in the campaign and I found two items which crash the game.
In the FFS.faction in knownweapons (line 260) there are "lrg-en-ffs-tribeam" and "lrg-en-ffs-turbolas" which don't have a wpn file and an entry in weapons.csv. I don't know if you want to keep or delete them. For myself I have copied them from the rsf ones for now ("lrg-en-rsf-tribeam" and "lrg-en-ffs-turbolas")

Also since I am running Linux and Linux is a bit finicky with upper and lower cases there a few paths which do not match with the file/dictionary names.
Spoiler
In the folder graphics/illustrations following files should get following names:
  • shipyard5.jpg > Shipyard5.jpg
  • station8.jpg > Station8.jpg
  • station9.jpg > Station9.jpg

Also following paths need to be fixed inside the following files:
  • data/hulls/vns-frg-cobra.ship:  "spriteName": "graphics/ships/vns/vns_Cobra.png",
  • data/hulls/vns-f-lightbringer.ship:  "spriteName": "graphics/ships/vns/Lightbringer.png",
  • data/hulls/vns-de-avenger-mk1.ship:  "spriteName": "graphics/ships/vns/vns_de1.png",
  • data/hulls/vns-de-avenger-mk2.ship:  "spriteName": "graphics/ships/vns/vns_de2.png",
  • data/hulls/vns-frg-cobra-mk2.ship:  "spriteName": "graphics/ships/vns/vns_cobramk3.png",
  • data/hulls/vns-f-phnh.ship:  "spriteName": "graphics/ships/vns/PhnH.png",
  • data/hulls/vns-f-falcon.ship:  "spriteName": "graphics/ships/vns/Falcon.png",
  • data/hulls/vns_avenger_mk2_OLD.ship:  "spriteName": "graphics/ships/vns/vns_de2.png",
  • data/hulls/vns-f-phni.ship:  "spriteName": "graphics/ships/vns/Phoenix_I.png",
  • data/hulls/vns-cr-perserverance.ship:  "spriteName": "graphics/ships/vns/vns_perserverance.png",
  • data/hulls/alien-destroyer2.ship:  "spriteName": "graphics/ships/aliens/alien-destroyer.png"
They all say graphics/ships/vns/* instead of graphics/ships/VNS/* or graphics/ships/aliens/* instead of graphics/ships/ALIENS/*. If you have some time to spend, you may want to fix the paths at some point.
[close]
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on May 08, 2019, 03:36:57 PM
The sound file IS from his mod, I changed it.
I also caught those errors and fixed the. Those are rsf weapons, not ffs.

There's also the issue of wrong blueprint names for the vns (I re-named the bluperint pns_bp1, pns_bp2, etc.. at some point) which caused them to only use stock ships.

Aside from that other errors I discovered are missing planet decriptions (despite them existing), an oddity with FTG (at one point I merged it with the neutral, should probably split them).
Black Widows and Marauders should also not appear among the factions
Also, after I repositioned the systems, kores is not showing up anymore, even though mission involving pirate attacks on it appeared????
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on May 12, 2019, 04:23:16 AM
Well, it kinda-sorta works for 0.91

Except the damn fighter error that I cannot decypher(wings_data look OK, only ISA and VNS fleets seem to have this issue)

And this:
Code
2639718 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteSegment.isInSystem(RouteManager.java:141)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager$RouteData.getInterpolatedHyperLocation(RouteManager.java:379)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.shouldSpawn(RouteManager.java:646)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.spawnAndDespawn(RouteManager.java:612)
at com.fs.starfarer.api.impl.campaign.fleets.RouteManager.advance(RouteManager.java:572)
at com.fs.starfarer.api.impl.campaign.CoreScript.advance(CoreScript.java:126)
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$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

I suspect it might something to do with the fact Kores system does not appear on the map. I cannot figure out why. All I did was change the coordinates of all systems. Kores is the only one that doesn't show up.
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on May 12, 2019, 11:26:14 AM
Here is the latest version if anyone wants to look.
https://drive.google.com/open?id=1Qj1dLIj_zUWa8umRccqrLZhzpdAHJXbf

Kores is still not appearing.
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: Buscher on May 12, 2019, 11:31:18 AM
Could you perhaps share your current mod devel version (funny that you just posted it as I was writing this) and relevant savegames with a bit of description? It's kind of pointless to have a look with different code bases and having to find bugs oneself.
Perhaps it makes sense to use bitbucket/github or some other kind of versioning/collaboration tool/platform as it makes helping a little easier.

For the fighters my first hunch would be to look into the variant files as I had to fix the hullmods by removing empty strings for some VNS craft. For the system I suppose you might look into its java source (ffs_kores.java) generating the system. I'd that a look at the type (third parameter) of the addCustomEntity functions. For some reason they reference pictures in the settings.json instead of entries in the custom_entitties.json. Don't ask me why the problem did not show up earlier. And no idea about your latest NullPointer.

Edit: Nevermind the Kores one. I forgot that there is of course the original custom_entities.json too. And that the type and picture are called the same by chance.
Title: Re: [0.9.1 WIP ]STEELCLAD v0.9 ( 12.05.2019)
Post by: Buscher on May 12, 2019, 12:49:53 PM
But I do think I found the issue for Kores now.
Spoiler
Try adding in the ffs_Kores.java
Code
		system.autogenerateHyperspaceJumpPoints(true, true);
before

   }
    void cleanup(StarSystemAPI system){
        HyperspaceTerrainPlugin plugin = (HyperspaceTerrainPlugin) Misc.getHyperspaceTerrain().getPlugin();

[close]

Edit: The second code block looked weird in different browsers, so I removed the code /code tags.
Title: Re: [0.9.1 WIP ]STEELCLAD v0.9 ( 12.05.2019)
Post by: TrashMan on May 13, 2019, 01:11:48 AM
What confounds me is that every ship works when used in missions - if something was wrong with the variants, I'd expect it to show there.

The only thing come to mind is that there is an unused/old VNS variant left, I'll have to check that. But that wouldn't explain the ISA crashes, since I haven't touched the variants there.

EDIT:
I removed the RetroDrive from the ships (still exists as a shipsystem) because the AI doesn't know how to use it.
Title: Re: [0.9.1]STEELCLAD v1.0 ( 14.05.2019) - please move to MODS
Post by: TrashMan on May 14, 2019, 07:44:16 AM
WOOoooo... several hours of play without errors..
It's good enough to go out I think!


Check first page!
Title: Re: [0.9.1]STEELCLAD v1.0 ( 14.05.2019) - please move to MODS
Post by: TrashMan on May 16, 2019, 12:38:02 AM
I'm going to have to a do a lot of re-balancing. I think I may have used the wrong hull_data as a base, since some of the values leave much to be desired. Especially for fighters. Some are OP as hell and will have to be hit with a nerfbat.
Title: Re: [0.9.1]STEELCLAD v1.0.1 ( 19.05.2019) - please move to MODS
Post by: TrashMan on May 18, 2019, 04:20:01 PM
OK, new version with fixes.  :P
Title: Re: [0.9.1]STEELCLAD v1.0.1 ( 19.05.2019) - please move to MODS
Post by: faram45 on May 19, 2019, 09:47:32 PM
About how unbalanced are these compared to stock ships?

from the pics I see they carry a ton of guns. (double a stock battleship would carry)
Title: Re: [0.9.1]STEELCLAD v1.0.1 ( 19.05.2019) - please move to MODS
Post by: TrashMan on May 20, 2019, 12:55:06 AM
There are 2-3 superships that aren't normally usable on those images.

As far as others go, they are generally more heavily armed, but usually cost more points to bring to the field. They usually have weak hulls and armor (except the RSF, but they usually have no shields at all)
Balance is still WIP, so you can probably expect some more changes in the future.

Any feedback is appreciated.
Title: Re: [0.9.1]STEELCLAD v1.0.1 ( 19.05.2019) - please move to MODS
Post by: TrashMan on May 22, 2019, 01:41:59 AM
I am hereby asking for help in 2 areas:

- coding. I'm not good at it and whatever I code write will probably be grossly inefficient. I am in need of a custom gun fire script (log chargeup sequence), AI to handle Retro Boost shipsystem and maybe script to spawn alien fleets (though I guess I should be able to manage that, I still have the old code that used to work)

- prettyfiyng systems. Right now they are kinda barebones and I'm feeling both uninspired and strapped for time.

I might put the entire code for the mod on github so anyone can help contribute.
Title: Re: [0.9.1]STEELCLAD v1.0.1 ( 19.05.2019) - please move to MODS
Post by: Buscher on May 25, 2019, 10:23:31 AM
I fixed a few things for playing with Nexerlin
Steelclad Nexe Patch (https://drive.google.com/file/d/1jhFNMrlvT_bUQzqqdjSr16XcXU-yr48e/view?usp=sharing)

So far it works best with a random core game playing with FFS, FTG, ISA, RSF, UIN, VNS, XLE and the latest LazyLib + Nexerlin.
Title: Re: [0.9.1]STEELCLAD v1.0.1 ( 19.05.2019) - please move to MODS
Post by: TrashMan on May 25, 2019, 12:38:15 PM
I fixed a few things for playing with Nexerlin
Steelclad Nexe Patch (https://drive.google.com/file/d/1jhFNMrlvT_bUQzqqdjSr16XcXU-yr48e/view?usp=sharing)

So far it works best with a random core game playing with FFS, FTG, ISA, RSF, UIN, VNS, XLE and the latest LazyLib + Nexerlin.

What were the problems?
I noticed you change something in projectiles?
If you compiled things yourself in a .jar I can't really use that since I changed a quite few things in the meantime as I was preparing for a new version.

EDIT: Nevermind, I see you included a readme
Title: Re: [0.9.1]STEELCLAD v1.0.2 ( 26.05.2019) - please move to MODS
Post by: TrashMan on May 27, 2019, 12:50:41 AM
New version up.
Had forum trouble so I couldn't post it before.

As always, report bugs becaue I'm quite sure that are a few.

This version MIGHT break savegames if you have the Avenger Mk1 destroyer in your fleet (changes it's hardpoints and graphics)
Title: Re: [0.9.1]STEELCLAD v1.0.2 ( 26.05.2019) - please move to MODS
Post by: vorpal+5 on May 27, 2019, 06:19:34 AM
I'm overjoyed to see this mod back from the grave! I remember playing it in 2016 or so and I liked these 'Earth nations in space' theme.

Just a note, I vaguely remember that Okim was not super fond of sharing his mod for anything, did you got permission, or you applied a ruling like 'not claimed since 2 years, so public now'?

I'm fine with either, because I'm so much happy to have it back! Okim would probably be happy if he ever read this forum again. Hopefully  ::)
Title: Re: [0.9.1]STEELCLAD v1.0.2 ( 26.05.2019) - please move to MODS
Post by: Lancefighter on May 27, 2019, 12:19:16 PM
http://fractalsoftworks.com/forum/index.php?topic=431.msg205792#msg205792

tldr; 'do whatever you want with the ironclads stuff'
Title: Re: [0.9.1]STEELCLAD v1.0.2 ( 26.05.2019) - please move to MODS
Post by: TrashMan on May 28, 2019, 12:40:44 AM
Yeah, I got his blessing, don't worry.

While the mod is functional, there are still some things left to do:
1) add AI and ALIENS roaming the map and attacking
2) balancing (especially the weapons. Ballstics need a serious revamp.)
3) prettytfying the systems
4) At 1 new ship (RSF), maybe more
5) Bugfixing.
Title: Re: [0.9.1]STEELCLAD v1.0.2 ( 26.05.2019) - please move to MODS
Post by: TrashMan on May 29, 2019, 03:54:15 AM
Wow... I missed some things when going over various ships. The ship_data does not show weapons mounts, and while destroyers and cruisers in this mod have more guns on average than core ships (a destroyer can have 3-4 mediums), one ISA destroyer stood out as quite broken.
A carrier with 3 Launch bays, 2 medium ballistic, 1 medium energy, 1 medium universal, 1 large missile and 3 small... With 5000 flux cap and 500 flux dissipation....and the one attribute that sucks is it's burn speed (6). NEEEEEEEEEEEEEEEEEEEERF.

I'm thinking 2 launch bays, replacing 2 medium ballisitcs with small. For starters. Probably downsizing the energy slot too.
Title: Re: [0.9.1]STEELCLAD v1.0.2 ( 26.05.2019) - please move to MODS
Post by: SpacePoliticianAndaZealot on May 29, 2019, 05:21:29 AM
Game crashes at startup...
Title: Re: [0.9.1]STEELCLAD v1.0.2 ( 26.05.2019) - please move to MODS
Post by: eidolad on May 29, 2019, 05:09:41 PM
OK this mod is tripping my "Starblazers" warning threshold.  Beep beep!  I'm looking forward this mod developing to the balanced endpoint you are envisioning.


Now, if there was an "American space navy" version of the Iowa class battleship design lurking about in the future...aaaah bach.
Title: Re: [0.9.1]STEELCLAD v1.0.2 ( 26.05.2019) - please move to MODS
Post by: vorpal+5 on May 30, 2019, 12:58:02 AM
I have tried this mod in combination of Nexerelin and so far, no issue! I can only applaud that! Having Steelclad compatible with Nexerelin, that will provide a 4X / strategy game framework would be awesome!

I have yet to see a planet take over though, but there are wars at least;

Minor remarks:
ISA color has become grey
ISF color has become (or is?) very dark red, almost close to black

Perhaps these 2 minor issues come from Nexerelin overriding the default color?

The price of some ships are just too low compared to what I would expect, although some are a bit too high. For example a light carrier at 13.000 is too low, in vanilla I think it would be around 30.000.

I'll post my progress...

Title: Re: [0.9.1]STEELCLAD v1.0.2 ( 26.05.2019) - please move to MODS
Post by: TrashMan on May 30, 2019, 03:08:10 AM
OK this mod is tripping my "Starblazers" warning threshold.  Beep beep!  I'm looking forward this mod developing to the balanced endpoint you are envisioning.

Now, if there was an "American space navy" version of the Iowa class battleship design lurking about in the future...aaaah bach.

There is the Missouri I added. I wanted to name it the Iowa, but there is already an Iowa destroyer. Tough I can switch the names.



Quote from: vorpal+5
Minor remarks:
ISA color has become grey
ISF color has become (or is?) very dark red, almost close to black

Perhaps these 2 minor issues come from Nexerelin overriding the default color?

The price of some ships are just too low compared to what I would expect, although some are a bit too high. For example a light carrier at 13.000 is too low, in vanilla I think it would be around 30.000.

It's not just Nex. Since pirates are red, Rsf got a darker color. Faction colors can be edited.
I will look into prices.
As I said, balancing this will be a loong process, so any suggestions are welcome.


Quote from: SpacePoliticanAndAZealot
*game crashes

Odd.. compiles fine on my end.
I'll post a new version, hopefully today.
Title: Re: [0.9.1]STEELCLAD v1.0.2 ( 26.05.2019) - please move to MODS
Post by: vorpal+5 on May 30, 2019, 12:12:31 PM
What are the files to edit to tweak colors?

3 remarks so far on ISA
The Connecticut Frigate has quite some punch, in theory. Except that its logistic points are even below the ones of a Dram Tanker! A Centurion has 55, how about upping it to 45?

The ISA 'Harvester' should probably get a Salvage Gantry as others ships of similar capability.

The ISA 'Crawler' is a total crap, its a very slow freighter that transport 100. It should have one redeeming quality.

Hulk Baseship is ubiquitous in sells
Title: Re: [0.9.1]STEELCLAD v1.0.3 ( 30.05.2019) - please move to MODS
Post by: TrashMan on May 30, 2019, 02:55:01 PM
I will go over your suggestion. All sound good.


That said, new verison up. (just the data folder is updated... so only Steelclads.7z need downloading)
Title: Re: [0.9.1]STEELCLAD v1.0.3 ( 30.05.2019) - please move to MODS
Post by: eidolad on May 30, 2019, 05:20:34 PM
appreciate the Nex campaign feedback from vorpal+5 and TrashMan mod updates! 

Naming of Iowa vs. Missouri doesn't matter much to me...I just might suggest using the naming conventions of the respective ship classes (i.e. such as:  cruisers get state names, destroyers get, well, less stately names).

...man this is the classic situation of being in a good game instance and drooling at the mod choices for the NEXT game instance...
Title: Re: [0.9.1]STEELCLAD v1.0.3 ( 30.05.2019) - please move to MODS
Post by: SpacePoliticianAndaZealot on May 31, 2019, 02:37:35 AM
Update: the mod works now, but because I enabled LazyLib alongside it as well. I assumed it didn't need it to run since OP didn't have any required mods listed  :-X
Title: Re: [0.9.1]STEELCLAD v1.0.3 ( 30.05.2019) - please move to MODS
Post by: TrashMan on May 31, 2019, 02:45:02 AM
That was my bad. I'm not even sure if it DOES need it, but it is in mod file, so the game will look for it.


Another note: Do not use the Thudnerbird fighter wing for now (Until I fix the hull/variant). I suspect it has a broken weapon mount that causes crashing in combat.
Title: Re: [0.9.1]STEELCLAD v1.0.3 ( 30.05.2019) - please move to MODS
Post by: eidolad on May 31, 2019, 10:22:03 AM
you just made my day with this typo in the OP:  rouge AI.

splendid!
Title: Re: [0.9.1]STEELCLAD v1.0.3 ( 1.06.2019) - please move to MODS
Post by: TrashMan on May 31, 2019, 04:45:22 PM
Log for v1.0.4
- More balancing tweaks
- AI station finally works (see mission Combined Arms)
- fixed issue withe thunderbolt (it was the fighter missile pod causing it)
Title: Re: [0.9.1]STEELCLAD v1.0.3 ( 1.06.2019) - please move to MODS
Post by: vorpal+5 on May 31, 2019, 09:06:07 PM
Some of these errors (or all?) pertain to SteelClad, at least the avenger:

6907 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [vns_avenger_mk2] not found in ship_data.csv
6907 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [new_hull] not found in ship_data.csv
6907 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [rsf1-drn-mining] not found in ship_data.csv
6907 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [module_hightech_decor] not found in ship_data.csv
6908 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [vns-f-armageddon] not found in ship_data.csv
6908 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv
6908 [Thread-4] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [vns_armageddon] not found in ship_data.csv
Title: Re: [0.9.1]STEELCLAD v1.0.3 ( 1.06.2019) - please move to MODS
Post by: TrashMan on June 01, 2019, 01:52:08 AM
Did you just override the previous data folder? Don't.
Delete it completely and extract the new one again.
Some old files were removed and they can cause issue if they remain.
Title: Re: [0.9.1]STEELCLAD v1.0.3 ( 1.06.2019) - please move to MODS
Post by: Zoro89 on June 01, 2019, 10:32:45 AM
Thx for your mod. I will try it next time.

Can you check the peak performance for all the ships? Some of them are "unlimited" or "10000000". For example monitor-class. The "better" version (monitor-class mk2) have suddenly only 240 sec.
Title: Re: [0.9.1]STEELCLAD v1.0.3 ( 1.06.2019) - please move to MODS
Post by: vorpal+5 on June 01, 2019, 12:04:59 PM
Did you just override the previous data folder? Don't.
Delete it completely and extract the new one again.
Some old files were removed and they can cause issue if they remain.

No, I know it can cause issue. I deleted the whole folder.
It only happen if you access the Codex



Additions:
You have a vns_avenger_mk2_OLD.ship file, into it the ID is vns_avenger_mk2
I think that's still read...
Title: Re: [0.9.1]STEELCLAD v1.0.3 ( 1.06.2019) - please move to MODS
Post by: TrashMan on June 02, 2019, 02:17:23 AM
vns_avenger_mk2_OLD.ship can be safely deleted
Title: Re: [0.9.1]STEELCLAD v1.0.5 ( 2.06.2019) - please move to MODS
Post by: SpaceJanitor on June 03, 2019, 07:34:22 AM
Fatal: java.Lang.RuntimeException: Market condition [volatiles_moderate] not found
Cause: Market condition [volatiles_moderate] not found

No matter what i do, this prevents me from starting a new game :-[ What's this and how can I possibly fix it?
Title: Re: [0.9.1]STEELCLAD v1.0.5 ( 2.06.2019) - please move to MODS
Post by: vorpal+5 on June 03, 2019, 08:34:38 AM
Ah right, I tried a new game and got it, I thought it was me tweaking settings, but it seems not!
Title: Re: [0.9.1]STEELCLAD v1.0.5 ( 2.06.2019) - please move to MODS
Post by: TrashMan on June 03, 2019, 09:53:40 AM
Fatal: java.Lang.RuntimeException: Market condition [volatiles_moderate] not found
Cause: Market condition [volatiles_moderate] not found

No matter what i do, this prevents me from starting a new game :-[ What's this and how can I possibly fix it?

Could be a typo in the market file, but I find it odd...


volatiles_trace
volatiles_diffuse
volatiles_abundant
volatiles_plentiful

Hmm... edit Steelclad\data\campaign\econ\xle_uomoz_econ.json file and replace it with one of the above.
Title: Re: [0.9.1]STEELCLAD v1.0.5 ( 2.06.2019) - please move to MODS
Post by: TrashMan on June 03, 2019, 10:01:19 AM
Also, list of known issues:

- Power Armor, Deflectors and Absorbers cannot be equipped (don't know why)
- Reflex cannon on the Retribution R crashes game (don't know why yet)
Title: Re: [0.9.1]STEELCLAD v1.0.5 ( 2.06.2019) - please move to MODS
Post by: SpaceJanitor on June 03, 2019, 10:29:08 AM
Edited xle_uomoz_econ.json and game started just fine. Thanks a ton!
Title: Re: [0.9.1]STEELCLAD v1.0.5 ( 2.06.2019) - please move to MODS
Post by: vorpal+5 on June 03, 2019, 11:41:43 AM
Changing to Abundant did the trick!
Title: Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
Post by: TrashMan on June 06, 2019, 07:21:32 AM
I have FINALLY managed to find the cultprit to the Hidden Hardpoint Offset bug. It was the missile for the Phoenix Heavy fighter
New update that should fix that and a few other minor issues
Title: Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
Post by: TrashMan on June 11, 2019, 12:29:14 AM
I need feedback on the RSF.
I'm not sure how well their concept works. No shields nad very high armor seems workable on larger ships, but not so much on small ones.
Also, the concept of low flux capacity/flux dissipation coupled with high-efficiency low-flux weapons brings other problems - like other factions equipping those weapons, making them even stronger.
Title: Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
Post by: xenoargh on June 11, 2019, 12:41:00 AM
Welcome to the problems I've been working on forever, lol.

In all seriousness, no-shield concepts are almost impossible to balance well, short of giving them a built-in Hull Mod that makes them virtually immune to EMP.  A pack of Thunders destroys shieldless ships easily, for example, and Xyphos or a pack of Wolves with Ion Beams, well.

And then there's what happens if they cannot get into range against stuff with Beams.

Giving a Faction broken weapons to make them "work" means that other Factions, and more importantly the player, will now have broken things to use.  Not like this is the first time a mod has done that, lol.

These were problems with the original design of Ironclads that weren't ever really addressed; the original ships were incredibly squishy and it only worked at all because it was a TC. 

Frankly, to make the RSF work... here'd be my suggestions:

1.  Built-in Hull Mod that gives them Beam / EMP resistance, but won't let them install Shields at all.
2.  Give the smaller ships Systems that allow them to choose the range of engagements, whether that means a range-boost or mobility.  It's about the only way to make them at all useful, and even then, it's dicey.
3.  Don't be afraid to keep piling on Armor until they can take some real punches.  Remember, Armor's temporary; Shields are renewable resources.  Balance in favor of survival, and do testing with fleet-scale engagements (I'd modify the Random Mission so that one side spawns RSF, the other is a grab-bag, let them all go at it and see how the dynamics feel).
4.  Don't fix the problems with weapons, Hull Mods that other ships can install, etc.  These are easy crutches that will make the mod broken in a serious game where we're expecting roughly-balanced factions.
Title: Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
Post by: TrashMan on June 11, 2019, 08:22:34 AM
Given that a makeshift shield is trash and RSF have bad flux/disspiation, I don't see the need to block it's installment.
I'm thinking of giving them all shields, but crappy ones.
I'm already tweaking their weapon to make them less flux efficient and boosting the flux on RSF ship to compensate a bit.

The thing that makes balancing harder is that most armor-related hulmods stopped working. I have been looking at them forever but I cannot find anything wrong and it's driving me crazy. I have armor-related hulmods that work, and comparing the code, all looks OK.
Title: Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
Post by: xenoargh on June 11, 2019, 09:43:47 AM
Yeah, all those things may work out; that's essentially how Low Tech works. 

To make them genuinely interesting without shields, that's the hard part.  I remember really struggling with that with the Glaug; they had a self-repair mechanic that was kind of cool, but it only worked if they survived long enough to actually get to repair; the thing about this game is that once stuff gets through Armor, TTK is quite short, usually.

"Stopped working" is pretty vague; usually that means crashy-crashy, but I presume we're talking about the in-game effect not being correct. 

I presume you're compiling your code, not just leaving it loose?  If  you want, post one of the examples that's not working properly, I'll be happy to take a look.
Title: Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
Post by: Lancefighter on June 11, 2019, 12:12:07 PM
ingame 'powered armor' 'deflectors' hull mods should bridge the gap, but they seem uninstallable at the moment. In the older versions, these were a rather strong, but somewhat costly inclusion that generally made rsf ships extremely competitive. Its hard to say what might be needed if these are working.

Most of the rsf seems to be built around the concept of surviving one engagement - the accelerated ammo feeders tend to provide a very substantial burst potential, but the mechanical limits of armor and the frankly sluggish fleet seem to counterbalance that. Additionally, rsf weapons tend to be short on magazine capacity (and thus, staying power) over other weapons, making the accelerated ammo feeders significantly reduce actual available combat time.

If the goal is to make them stand on the power of armor and reload burst windows, giving them enough speed to dictate engagements usually an answer, though speed in starfarer is generally stronger than any other stat overall. Their design is also somewhat that of a traditional slow but bulky fleet, so it doesnt really fit thematically much, but that isnt the worst thing. As mentioned though, armor tends to work better on bigger ships than smaller ones, perhaps this would only need to particularly affect the smaller ones. rsf ships using low flux weapons also tends to mean they get low flux speed boost (with skills) relatively easily, but this is still an investment just to make them 'work'.

I recall there was some work previously on alternate shield types, though I am not sure if any current mods implement them? Giving them a shield slot version of the dampener field for example would help extend armor's usefulness substantially. As mentioned, a repair system that feels functional and usable would go a long way, but I am not sure how to make that a reality. Maybe a sort of 'replacement armor plates' use limited system that repairs some large amount of armor instantly? This at least puts rsf ships in a place where they can take multiple engagements in a battle, then do a limited retreat to start a new engagement with those charges restored?

As for the weapons, making them rely on the rsf's integrated ammo feed system somehow is a bit heavy handed but possibly needed. This at least allows the flux costs to be the low overall, forcing the player to be picky about using non-rsf (and thus, flux heavy) guns on a flux limited ship. Improved magazine loading for ballistics is probably the ideal extra thing to include here, as it already mostly fits within lore. The issue of course is some other weapons (notably, the railguns) are actually pretty good on rsf ships already due to their ability to dictate space with the improved rate of fire and range.

Title: Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
Post by: peterispete on June 11, 2019, 12:55:03 PM
It looks like those hullmods are uninstallable because the code checking if each hullmod is valid excludes the hullmod itself. For example, PoweredArmour.java contains the following code:
Spoiler
@Override
   public boolean isApplicableToShip(ShipAPI ship) {
      return
      ((!ship.getVariant().getHullMods().contains("PoweredArmour")) &&
      (!ship.getVariant().getHullMods().contains("EnergyAbsorbers")) &&
      (!ship.getVariant().getHullMods().contains("comp_armor")) &&
      (!ship.getVariant().getHullMods().contains("Deflectors")));
   }
[close]
I'm not sure when isApplicableToShip is called exactly, but it automatically excludes/removes the hullmod if any of the above are already on the ship. Because Powered Armour = Powered Armour, the hullmod gets kicked off the list every time it is selected. I made it installable by removing the bit of code that checks for it, which shouldn't affect anything in a bad way because the game doesn't allow hullmods to be installed twice regardless of if isApplicableToShip gets overridden. Here's an example of the change:
Spoiler
@Override
   public boolean isApplicableToShip(ShipAPI ship) {
      return
      ((!ship.getVariant().getHullMods().contains("EnergyAbsorbers")) &&
      (!ship.getVariant().getHullMods().contains("comp_armor")) &&
      (!ship.getVariant().getHullMods().contains("Deflectors")));
   }
[close]
I tested it on an RSF battleship in the simulator and now Energy Absorbers, comp armor, and Deflectors can't be installed alongside it, as intended, but Powered Armour doesn't accidentally break itself.
Title: Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
Post by: Recklessimpulse on June 11, 2019, 05:59:32 PM
What about armor attachments for the smaller ships, similar to what a low tech fortress has. Look at how much shield damage a frigate takes and give the armour shields that much health.
Title: Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
Post by: TrashMan on June 12, 2019, 02:15:25 AM
Yeah, all those things may work out; that's essentially how Low Tech works. 

To make them genuinely interesting without shields, that's the hard part.  I remember really struggling with that with the Glaug; they had a self-repair mechanic that was kind of cool, but it only worked if they survived long enough to actually get to repair; the thing about this game is that once stuff gets through Armor, TTK is quite short, usually.

Yes, I have both a hull repair AND an armor repair module (2 separate ones), and bigger RSF ships tend to be far more resillient if you install them, but it comes at the cost of the already poor flux

Quote
"Stopped working" is pretty vague; usually that means crashy-crashy, but I presume we're talking about the in-game effect not being correct. 

I presume you're compiling your code, not just leaving it loose?  If  you want, post one of the examples that's not working properly, I'll be happy to take a look.

I posted all of the code in the Misc Modding Question thread a few days ago - page 308.
Basically, the hullmods show up in the list as available/installable, but when you click on them nothing happens and they do not get applied or installed.
Title: Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
Post by: vorpal+5 on June 12, 2019, 06:09:11 AM
I don't see why RSF need a buff. They chew my ISA ships (which are made of paper despite having good shields) easily.
Title: Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
Post by: TrashMan on June 13, 2019, 12:29:18 AM
It looks like those hullmods are uninstallable because the code checking if each hullmod is valid excludes the hullmod itself.
 
I tested it on an RSF battleship in the simulator and now Energy Absorbers, comp armor, and Deflectors can't be installed alongside it, as intended, but Powered Armour doesn't accidentally break itself.

Weird. I'm quite sure the hullmod that works also has the same check.
But if that was the problem, it's an easy fix and one less thing I have to worry about.
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: TrashMan on June 13, 2019, 06:54:35 AM
New version up.

fixes and balance tweaks.
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: Lancefighter on June 14, 2019, 11:52:40 AM
Im getting a error, no graphics/weapons/vns_supergatt_hard.png, on a full fresh download. Copying vns_supergatt_base.png for now.
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: TrashMan on June 14, 2019, 12:52:41 PM
I forgot about that. Yeah, that's basically the same, just a bit shifted.

I'd upload it, but it's on my other computer, so it will have to wait a bit
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: Lancefighter on June 14, 2019, 07:44:56 PM
overburner (and burn regulator) conflicts with itself as well, similar to the armor hullmods. (idk if you have a better way you want mimor bug reports like this listed I dont think i saw a github or similar). I looked through a couple others and I didnt see any similar incompatibilities so hopefully this is the last one?
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: vorpal+5 on June 14, 2019, 08:38:47 PM
@Trashman

I have played some significant hours with the ISA ships. As I said, despite having good shields, anything under battleship is made of paper. But that's not the subject of my post.

Civilian ships:
Can you please make a comparison between the stats of the  transports/tankers ships of ISA and the ones of Vanilla? Then you should see that you can safely give a +2 burn speed and sometime extra fuel capacity (for tankers) so they stay competitive. Currently they are super slow, so nobody will want them. Also some lack cargo and some lack fuel capacity. Check these two stats too.

As for military ship, the only one that I see having an issue is the Vulture carrier, you can up his burn speed to 9 so it stays competitive with Vanilla carrier.
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: TrashMan on June 15, 2019, 03:27:24 AM
OK, I will look into it and give some speed/cargo boosts.

Fun Fact - the Vulture and all WDW designs (blue/black ships with energy absorbers) were originally a separate faction. I just turned them into a ISA/UIN special anti-alien task force (since aliens use energy weapons)
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: TrashMan on June 15, 2019, 01:20:49 PM
Added a little something extra - a extra music file. More music. Copy it to sounds/music and the sounds.json to data/config.

No new version. I'm trying to get new station variants AND custom fleet working before the next update.
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: TrashMan on June 21, 2019, 03:39:55 AM
I added a little something more - custom player faction flags. Just extract custom.7z into graphics/faction/custom
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: Pupun2542 on July 25, 2019, 08:12:37 AM
I adjust and fix some data in ship_data.csv file according to description
Including add shield to some RSA ship that thier description tell it should have and most of ship now have peak performance
I also fix Krusk name, before : Kurskmod.1, now Kursk mod.1 (mod.2, mod.3) and some text spacing issue

If you want I can give it to you

PS. Thank you for revive this mod I'm waiting it for years
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: TrashMan on July 29, 2019, 03:39:56 AM
Sure, I'll gladly take a look
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: ASSIMKO on July 29, 2019, 04:37:56 PM
Is this mod already working? Is it a mod like [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02) or is it a mod like [0.9.1a] TC: Archean Order: Fighting / RPG Inspired by Star Wars (v1.3.3) Update 7/16 ???????
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: Pupun2542 on August 02, 2019, 12:02:01 AM
Is this mod already working? Is it a mod like [0.9.1a] Vayra's Sector (Dev build v.2.4.3 available 2019-07-02) or is it a mod like [0.9.1a] TC: Archean Order: Fighting / RPG Inspired by Star Wars (v1.3.3) Update 7/16 ???????

Steelclad is a former total conversion mod called Ironclad but its modder abandon the project. This mod, as I play, it have only ships, weapon and factions. and not much balanced for vanilla game (UIN ships are too underpowered, their armor are too low and flux cap are low tho, they're relied on fortress shield system but if you activate it you can't use weapon)

Sure, I'll gladly take a look

here it is : https://docs.google.com/spreadsheets/d/1R8eGFREu0Ilh8bzTzxoIeM0vH6F-8BHkC90PFeeIYio/edit?usp=sharing
You can download it as .CSV file by clicking file -> download as-> comma-separated values

I use this mod with nexerelin and it worked but it maybe causing game not responding when save right after battle end or exit from market (use with autosave) (and maybe it's not the mod's exception but from the game, since my error log show nothing that look like error message)
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: TrashMan on August 04, 2019, 08:30:40 AM
Balancing this to match vanilla is  a nigh impossible task. Mostly due to weapon mounts and faction specifics. And yes, UIN ship could use a buff. I think the last update has some much needed improvements to their weapons.
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: AlwaysAngron on August 05, 2019, 02:55:03 PM
I tried to use this with literally every up-to-date faction mod available. It came out in errors and failed to launch.

Is this compatible with other faction mods, as well as nexerelin?
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: Pupun2542 on August 05, 2019, 11:02:54 PM
I tried to use this with literally every up-to-date faction mod available. It came out in errors and failed to launch.

Is this compatible with other faction mods, as well as nexerelin?

Mod having an issue with a texture file
it's a large Gatling (I cannot remember it name) you should rename it to the right name
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: TrashMan on August 08, 2019, 04:30:41 AM
no graphics/weapons/vns_supergatt_hard.png
Copy vns_supergatt_base.png and re-name for now.
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: FloW on August 08, 2019, 01:20:22 PM
I've generated 3 games now and for some reason the UIN always end up allied with the pirates.
This causes some problems with their markets, which get debuffs for pirate activity, which leads to bounties that you can't cash in, because the pirates are not enemies of the UIN.

Sorry if this was already reported, I've only checked the last 3 pages and the first one.
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: TrashMan on August 09, 2019, 02:15:47 AM
I've generated 3 games now and for some reason the UIN always end up allied with the pirates.
This causes some problems with their markets, which get debuffs for pirate activity, which leads to bounties that you can't cash in, because the pirates are not enemies of the UIN.

Sorry if this was already reported, I've only checked the last 3 pages and the first one.

Weird. Normal game or Nexirilien?
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: FloW on August 09, 2019, 01:27:08 PM

Weird. Normal game or Nexirilien?

Normal game. Loaded mods are:
- LazyLib
- MagicLib
- GraphicsLib
- SkilledUp
- Steelclad

Tried it right now with just Lazylib and Steelclad and still the same result. Here's a link to that savegame: https://drive.google.com/file/d/1uwIQUyM2L-UEYIyLNtnNABr-PgGCA4O_/view?usp=sharing
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: TrashMan on August 10, 2019, 10:23:28 AM
Damn.. Looks like a typo in the SteelCladGen script.

Ok, updated to 1.08.

- fixed UIN relation issue
- updated some ship values
- fixed some freighters to be more durable/viable
- Nxirilien compatibility tested. Fixed generation script. Custom station should now appear.
- re-uplaoded graphics file with that one missing weapon (but it's faster to just copy vns_supergatt_base.png and re-name to vns_supergatt_hard.png if you already have the mod)
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: FloW on August 10, 2019, 12:06:27 PM
New problem, crash on startup. I guess it has something to do with the Nexerelin check:
---------------------------
Starsector 0.9.1a-RC8
---------------------------
Fatal: Error compiling [data.scripts.SteelcladModPlugin]
Cause: File 'data/scripts/SteelcladModPlugin.java', Line 44, Column 44: Imported class "exerelin.campaign.SectorManager" could not be loaded
Check starsector.log for more info.
---------------------------
OK   
---------------------------

Edit: Managed to work around it by commenting out the following lines in SteelcladModPlugin.java:

12: import exerelin.campaign.SectorManager;
43: boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
44: if (!haveNexerelin || SectorManager.getCorvusMode()){
47: }

So basically the entire check for Nexerelin.
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: TrashMan on August 10, 2019, 02:13:57 PM
re-download, I think there was mistake in the file
Works normally for me. No errors.
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: Ranger9000 on August 10, 2019, 06:51:11 PM
I tried running the mod and it seems to be throwing an error due to a missing music file. I'm missing an FFS - Main theme file. It causes the mod to crash and shut down immediately on trying to boot it. Not sure what's going on there. I've tried reinstalling it and it doesn't do anything. And looking into the sound download file it's definately not there.

Edit: Everytime I boot it up or reinstall it seems to be missing other music files constantly. Not sure where the music's gone or the like. But it seems to be missing from nation themes
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: TrashMan on August 12, 2019, 05:02:13 AM
Do you have both music files or just the core?

You can always just copy/paste/rename another music file is a specific track is missing for some reason.
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: Ed on August 12, 2019, 10:43:31 AM
Is it possible to add only the Free Traders Guild faction and ships? I have too many factions already in my world, but i really want more civilian ship variation
Title: Re: [0.9.1]STEELCLAD v1.0.7 ( 13.06.2019) - please move to MODS
Post by: TrashMan on August 13, 2019, 10:35:18 AM
Is it possible to add only the Free Traders Guild faction and ships? I have too many factions already in my world, but i really want more civilian ship variation

Are you playing Nexirliien (non-Corvus mode)? Then yes. Remove the factions you don't want from the config files (config and exirilienConfig folders).
Corvus mode? You'll have to edit SteelCladgen scrip from the scripts too.
Title: Re: [0.9.1a]STEELCLAD v1.0.9 ( 17.08.2019) - please move to MODS
Post by: TrashMan on August 17, 2019, 07:20:38 AM
Another update.
Nothing too major, 3 new ships, tweaks and changes to other ships - mostly civilian ship balance, so they all have something to offer.

EDIT: Updated again. Minor tweaks.
Title: Re: [0.9.1a]STEELCLAD v1.0.9 ( 17.08.2019)
Post by: botherbear on August 19, 2019, 04:04:16 AM
Just tried the most recent version, the game crashes with a null pointer exception whenever I try and land on any FFS planet or station, both my save file a few hours in and a new game. Other factions seem to work so far though. Running just this, Nexerelin and a couple utility mods. Looks really nice though, so it's a bummer I have to wait for an update  :D
Title: Re: [0.9.1a]STEELCLAD v1.0.10 ( 19.08.2019)
Post by: TrashMan on August 19, 2019, 04:12:03 AM
Anything in the starsector log? Are you running Exerelin?


EDIT:
Updated to version 1.0.10.
Title: Re: [0.9.1a]STEELCLAD v1.0.10 ( 19.08.2019)
Post by: Zalpha on August 19, 2019, 07:04:34 AM
I didn't see what the mod requires, does it need GraphicsLib?
Title: Re: [0.9.1a]STEELCLAD v1.0.10 ( 19.08.2019)
Post by: LaymanPhillips on August 19, 2019, 09:04:17 AM
The current version of the mod seems to require the audio file tagged as optional. Crashed on startup without it but works fine with it.
Title: Re: [0.9.1a]STEELCLAD v1.0.10 ( 19.08.2019)
Post by: TrashMan on August 19, 2019, 09:07:08 AM
No.
You should have Lazy Lib though.

The current version of the mod seems to require the audio file tagged as optional. Crashed on startup without it but works fine with it.

Dang. I knew I forgo something. It's just a matter of the sounds.json in the config, I overwritten it with the full file.
Great, now I have to manually hunt down and remove extra sounds to make it non-optional again.

Title: Re: [0.9.1a]STEELCLAD v1.0.10 ( 19.08.2019)
Post by: LaymanPhillips on August 20, 2019, 03:45:11 AM
Be advised, the 2nd day of my run after quitting the game for the night the game now refused to start again citing missing theme in the music folder: Theme - ActsOfCourage.ogg, after re-downloading both of the audio files of the mod and manually transferring the content of the music folder into the sounds folder the game starts successfully again.
Title: Re: [0.9.1a]STEELCLAD v1.0.10 ( 19.08.2019)
Post by: TrashMan on August 20, 2019, 09:02:56 AM
I re-uploaded. Aside from a few tweaks to ship stats, this one has a fixed sounds.json file that has all the extra music removed.
Title: Re: [0.9.1a]STEELCLAD v1.0.10 ( 19.08.2019)
Post by: nitram9 on August 20, 2019, 09:14:59 PM
Are you planning on making a scenario for Nexerellin? since I've played all the Steelclad ships arent balanced to vanilla and even ships of the same class Steelclad ships have a hard time fighting.

This scales up to even battleships/dreadnaughts not being able to fight stations.

Title: Re: [0.9.1a]STEELCLAD v1.0.10 ( 19.08.2019)
Post by: TrashMan on August 21, 2019, 03:57:16 AM
Balancing is very much a work in progress, tough I don't have as much issue with SS ships against vanilla ones.

You have to remember, I took over maintainance and this project has only grown. It is bigger than any other faction mod, given the number of ships, weapons, factions, etc.. Add to I that I' m a *** programmer who never worked with .java and limited time, and you realize why this is moving so slow.

Hence why I welcome any help in any shape of form (though someone that's good with java would be the most welcome)

Aside from that, any specific feedback is welcome.
Title: Re: [0.9.1a]STEELCLAD v1.0.11 ( 21.08.2019)
Post by: CaptainBadger on August 23, 2019, 08:27:01 PM
Anytime I try to interact with any of the ISA planets/stations, the game crashes with a "null" error message.  I was using the Derelict Fleet custom start and as far as I know, I installed this correctly, so I'm at a loss on how to fix this.
Title: Re: [0.9.1a]STEELCLAD v1.0.11 ( 21.08.2019)
Post by: TrashMan on August 24, 2019, 02:25:43 AM
I cannot reproduce the error.

Can you post the bototm of the starsector.log file?
Title: Re: [0.9.1a]STEELCLAD v1.0.12 ( 24.08.2019)
Post by: TrashMan on August 24, 2019, 07:09:42 AM
1.0.12 up

Big weapons re-balance pass.
Title: Re: [0.9.1a]STEELCLAD v1.0.12 ( 24.08.2019)
Post by: flamedeluge on August 25, 2019, 09:45:03 PM
Mods crashes on startup:

Code
---------------------------
Starsector 0.9.1a-RC8
---------------------------
Fatal: Error compiling [data.scripts.SteelcladModPlugin]
Cause: File 'data/scripts/SteelcladModPlugin.java', Line 44, Column 44: Imported class "exerelin.campaign.SectorManager" could not be loaded
Check starsector.log for more info.

Here's the log info:

Code
79861 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/SteelcladModPlugin.java', Line 44, Column 44: Imported class "exerelin.campaign.SectorManager" could not be loaded
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/SteelcladModPlugin.java', Line 44, Column 44: Imported class "exerelin.campaign.SectorManager" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.importSingleType(UnitCompiler.java:8595)
at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:7151)
at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:6801)
at org.codehaus.janino.UnitCompiler.reclassify(UnitCompiler.java:6788)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5419)
at org.codehaus.janino.UnitCompiler.access$15400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitAmbiguousName(UnitCompiler.java:5149)
at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:3135)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2854)
at org.codehaus.janino.UnitCompiler.access$4800(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitMethodInvocation(UnitCompiler.java:2815)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compileBoolean2(UnitCompiler.java:2940)
at org.codehaus.janino.UnitCompiler.access$5000(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$8.visitBinaryOperation(UnitCompiler.java:2809)
at org.codehaus.janino.Java$BinaryOperation.accept(Java.java:3768)
at org.codehaus.janino.UnitCompiler.compileBoolean(UnitCompiler.java:2842)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1752)
at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more

This is without Nexerelin installed/enabled. 

I downloaded the Nexerelin mod and enabled it and the game loaded properly.
Title: Re: [0.9.1]STEELCLAD v1.0.6 ( 6.06.2019) - please move to MODS
Post by: 00lewnor on August 26, 2019, 03:00:46 AM
It looks like those hullmods are uninstallable because the code checking if each hullmod is valid excludes the hullmod itself. For example, PoweredArmour.java contains the following code:
Spoiler
@Override
   public boolean isApplicableToShip(ShipAPI ship) {
      return
      ((!ship.getVariant().getHullMods().contains("PoweredArmour")) &&
      (!ship.getVariant().getHullMods().contains("EnergyAbsorbers")) &&
      (!ship.getVariant().getHullMods().contains("comp_armor")) &&
      (!ship.getVariant().getHullMods().contains("Deflectors")));
   }
[close]
I'm not sure when isApplicableToShip is called exactly, but it automatically excludes/removes the hullmod if any of the above are already on the ship. Because Powered Armour = Powered Armour, the hullmod gets kicked off the list every time it is selected. I made it installable by removing the bit of code that checks for it, which shouldn't affect anything in a bad way because the game doesn't allow hullmods to be installed twice regardless of if isApplicableToShip gets overridden. Here's an example of the change:
Spoiler
@Override
   public boolean isApplicableToShip(ShipAPI ship) {
      return
      ((!ship.getVariant().getHullMods().contains("EnergyAbsorbers")) &&
      (!ship.getVariant().getHullMods().contains("comp_armor")) &&
      (!ship.getVariant().getHullMods().contains("Deflectors")));
   }
[close]
I tested it on an RSF battleship in the simulator and now Energy Absorbers, comp armor, and Deflectors can't be installed alongside it, as intended, but Powered Armour doesn't accidentally break itself.


It looks like this problem still effects overburner, burn regulator and stealth armor.
Title: Re: [0.9.1a]STEELCLAD v1.0.13 ( 26.08.2019)
Post by: TrashMan on August 26, 2019, 11:04:22 AM
New version. Should fix the hullmods, blueprint drops and a few more ship/weapon balance issues
Title: Re: [0.9.1a]STEELCLAD v1.0.12 ( 24.08.2019)
Post by: TrashMan on August 26, 2019, 11:52:18 AM
Mods crashes on startup:

Code
---------------------------
Starsector 0.9.1a-RC8
---------------------------
Fatal: Error compiling [data.scripts.SteelcladModPlugin]
Cause: File 'data/scripts/SteelcladModPlugin.java', Line 44, Column 44: Imported class "exerelin.campaign.SectorManager" could not be loaded
Check starsector.log for more info.

This is without Nexerelin installed/enabled. 

I downloaded the Nexerelin mod and enabled it and the game loaded properly.

FFS....
I have no idea what is causing it, I haven't changed the plugin file, so I suppose it's some other change in the way SS handles things now. It used to work without Nex before.

You can try editing the SteelcladModPlugin.java and remove/edit out the
import exerelin.campaign.SectorManager;
line

then replace
Code
    private static void initSC() {
        boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
        if (!haveNexerelin || SectorManager.getCorvusMode()){
            new SteelcladGen().generate(Global.getSector());
            // Exerelin not found so continue and run normal generation code
        }
    }

with

Code
    private static void initSC() {
        boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");

            new SteelcladGen().generate(Global.getSector());

    }

Note that if you have Nex active it might act up.
Title: Re: [0.9.1a]STEELCLAD v1.0.13 ( 26.08.2019)
Post by: TrashMan on August 27, 2019, 03:51:02 AM
Re-uplaoded again. Not a new version, but a few minor fixes.
Title: Re: [0.9.1a]STEELCLAD v1.0.13 ( 26.08.2019)
Post by: TrashMan on August 29, 2019, 08:31:37 AM
New version will come, with a lot more balancing and tweaking.

One thing I'm unsure is how to balance the RSF. They were far too fragile so I gave them weak frontal shields. I also have a very slow armor repair hullmod that I could give them.
Title: Re: [0.9.1a]STEELCLAD v1.0.13 ( 26.08.2019)
Post by: BwenGun on August 29, 2019, 03:02:37 PM
Running into a recurrent crash to desktop with the Retribution R Cruiser with the PNS. Specifically whenever it fires the reflex cannon it crashes the game.

It generates this in the log:

Code
75068 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.entities.ship.A.void.ÖO0000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.void.createBeam(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.class.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.class.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.A.void.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advanceLinked(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.fire(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.CombatState.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)
Title: Re: [0.9.1a]STEELCLAD v1.0.13 ( 26.08.2019)
Post by: SK!LLAR!TY on August 29, 2019, 03:49:09 PM
Are you russian?
Title: Re: [0.9.1a]STEELCLAD v1.0.13 ( 26.08.2019)
Post by: dis astranagant on August 30, 2019, 01:22:26 AM
Your Nexerelin starts don't have a proper starting location and instead put you in hyperspace around Hybrasil.
Title: Re: [0.9.1a]STEELCLAD v1.0.13 ( 26.08.2019)
Post by: SK!LLAR!TY on August 30, 2019, 04:12:15 AM
Mods crashes on startup:

Code
---------------------------
Starsector 0.9.1a-RC8
---------------------------
Fatal: Error compiling [data.scripts.SteelcladModPlugin]
Cause: File 'data/scripts/SteelcladModPlugin.java', Line 44, Column 44: Imported class "exerelin.campaign.SectorManager" could not be loaded
Check starsector.log for more info.

This is without Nexerelin installed/enabled. 

I downloaded the Nexerelin mod and enabled it and the game loaded properly.

FFS....
I have no idea what is causing it, I haven't changed the plugin file, so I suppose it's some other change in the way SS handles things now. It used to work without Nex before.

You can try editing the SteelcladModPlugin.java and remove/edit out the
import exerelin.campaign.SectorManager;
line

then replace
Code
    private static void initSC() {
        boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
        if (!haveNexerelin || SectorManager.getCorvusMode()){
            new SteelcladGen().generate(Global.getSector());
            // Exerelin not found so continue and run normal generation code
        }
    }

with

Code
    private static void initSC() {
        boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");

            new SteelcladGen().generate(Global.getSector());

    }

Note that if you have Nex active it might act up.

It didn't work
 
Code
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/SteelcladModPlugin.java', Line 50, Column 29: Cannot determine simple type name "SteelcladGen"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/SteelcladModPlugin.java', Line 50, Column 29: Cannot determine simple type name "SteelcladGen"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5398)
at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5207)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5188)
at org.codehaus.janino.UnitCompiler.access$12600(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitReferenceType(UnitCompiler.java:5119)
at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2880)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5675)
at org.codehaus.janino.UnitCompiler.access$15000(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitNewClassInstance(UnitCompiler.java:5144)
at org.codehaus.janino.Java$NewClassInstance.accept(Java.java:4082)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2662)
at org.codehaus.janino.UnitCompiler.access$4400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$7.visitMethodInvocation(UnitCompiler.java:2627)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2654)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1643)
at org.codehaus.janino.UnitCompiler.access$1100(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitExpressionStatement(UnitCompiler.java:936)
at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:2097)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more
Title: Re: [0.9.1a]STEELCLAD v1.0.13 ( 26.08.2019)
Post by: TrashMan on August 30, 2019, 06:00:37 AM
OK, new version up.
****************
- tweaked a few weapon graphics
- Big RSF rebalance pass
- more balance tweaks in general
- custom flags should now work

comes with 2 java files. Depending if you're running Nexirilien or not, just put the one you need in Steelclad/data/scripts (after re-naming to SteelCladModPlugin.java). Overwrite if necessary.
Title: Re: [0.9.1a]STEELCLAD v1.0.14 ( 30.08.2019)
Post by: Panzeh on August 30, 2019, 12:18:23 PM
Had a startup crash:

[data.scripts.weapons.ShieldPieceFrag_OnHit]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.ShieldPieceFrag_OnHit]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/weapons/ShieldPieceFrag_OnHit.java', Line 40, Column 31: Cannot determine simple type name "Color"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/weapons/ShieldPieceFrag_OnHit.java', Line 40, Column 31: Cannot determine simple type name "Color"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
   at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5398)
   at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5207)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5188)
   at org.codehaus.janino.UnitCompiler.access$12600(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitReferenceType(UnitCompiler.java:5119)
   at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2880)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1656)
   at org.codehaus.janino.UnitCompiler.access$800(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitFieldDeclaration(UnitCompiler.java:933)
   at org.codehaus.janino.Java$FieldDeclaration.accept(Java.java:1818)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
   at org.codehaus.janino.UnitCompiler.maybeCreateInitMethod(UnitCompiler.java:757)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:504)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
Title: Re: [0.9.1a]STEELCLAD v1.0.14 ( 30.08.2019)
Post by: TrashMan on August 31, 2019, 02:38:22 AM
Had a startup crash:

[data.scripts.weapons.ShieldPieceFrag_OnHit]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.ShieldPieceFrag_OnHit]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/weapons/ShieldPieceFrag_OnHit.java', Line 40, Column 31: Cannot determine simple type name "Color"

Seem like java.awt.Color; is not being imported. Like you are missing it from your computer. First time seeing this.

Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: flamedeluge on August 31, 2019, 08:42:45 PM
Maybe it would be easiest to just state that Nexerelin is a requirement?
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: ASSIMKO on September 01, 2019, 08:33:02 AM
*** UPDATED *** - 31.08.2019

(https://i.postimg.cc/Jz2FJN9g/starsector-title2-alpha.png)

ABOUT: This mod started as a Total Conversion (made by Okim), set in it's own universe. After it was abandoned, I picked it up, and expanded upon it. Eventually, the TC aspect was dropped (purely for my convenience)
This mod adds several new factions, tons of ships and weapons.

LORE
Spoiler
Before the gate system was created, when the Doman of man was in it's infancy, humanity reached for the stars. Fleets of colony sleeper ships were sent into the void, their primitive hyperdrives enabling what was then considered great speeds, but the journy would last for years. Among the many colonization efforts, there was one particuarly daring - to send a fleet of colony ships across the empty space to the neighbouring arm of the Milky Way galaxy. A dozen ships were assembled, the biggest colony ships yet made, filled with enough supplies and fuel for such a long trip.
Many years after they left, gate technology was finally perfected. Humanity fully united and the spread of the Domain of Man along it's galactic arm was rapid, and soon it begun to spread even further. With it's growing size and time, wars and rebellions broke out, and The Grand Expedition Colony Fleet was forgotten, remembered only as a curiosity by some historians, and considered long lost.

Yet, the fleet survived. Trough greatly diminished, 6 ships survived the journey, but there was no unified colonization effort, for there was no real unity in the fleet. Instead, each ship was loyal to it's own national group and they split to found colonies. For centuries they built and grew, and as their borders grew so did the tensions. Border skirmishes became ever more common and full out war broke out.
That is when the exploration ship belonging to the Domain of Man came in. The wars ceased and trading with the Domain started. Negotiations for inclusion into the Domain were well under way when the gates collapsed.
The balance of power in the sector is more fragile than ever.
[close]


FACTIONS/SHIP
Spoiler
Interstellar States of America is a large, powerful and technicaly advanced faction. ISA spends a lot of its income on technology advancement. Their ships utilize the most effective shield technology in the sector. ISA and UIN recently undergone major ship refit project that installed powerful fortress shield emitters on their cruisers and capital ships. ISA are the first and currently the only faction that mastered plasma technology and phase teleportation
(https://i.postimg.cc/4KrZK98T/ISA.jpg) (https://postimg.cc/4KrZK98T)

Russian Stellar Federation is one of the major factions having the largest territory. RSF went a different technological pass mainly rellying on heavier and bulkier ship designs with hardened armor and reinforced structure. RSF ships utilize standard shield generators that create a stable and fixed fields. Weapons arsenal mainly consist of ballistic weapons of various calibers, laser pulse and beam weapons and ion weapons. Missiles and torpedoes doesn`t differ much from those that other factions use.
(https://i.postimg.cc/cgwWfLjt/RSF.jpg) (https://postimg.cc/cgwWfLjt)

United Interstellar Nations are competing with ISA for the 1st place in a race of the most advanced factions. Many joint-research projects conducted between the two factions lead to a series of interesting technological breakthroughs for both factions. UIN have concentrated their efforts on particle manipulation and acceleration technologies resulting in a series of interesting and unique particle weapons. Recently they have upgraded their DE, CR and BB class ships with a powerful fortress shield emitters. UIN are neutral with other factions, they have trade relations with ISA and are trading technology to XLE in return of the clearance to use their numerous space docks for their needs
(https://i.postimg.cc/T5x60XM7/UIN.jpg) (https://postimg.cc/T5x60XM7)

Xing Luo Empire is a powerful and widespan faction known for it's powerful industrial base and trade network. Their ships resemble dragon-like creatures as well as ship`s name. Weapons are primarily consist of various beams and ballistic weapons
(https://i.postimg.cc/JHQWddR1/XLE.jpg) (https://postimg.cc/JHQWddR1)

A unity of former XLE and UIN colonies that rebelled against their masters and established a self sustaining and relatively economicaly stable faction. FFS or Federation of Free Systems does not possess significant forces due to being quite young and being positioned too far away from other faction`s reach. However, FFS hatred for their former masters results in some captains performing raids in UIN and XLE space regardless of distance and travel time
(https://i.postimg.cc/NyyBf4k4/FFS.jpg) (https://postimg.cc/NyyBf4k4)

Free Traders Guild is an international organisation that focuses on trading between all factions regardless of their political and diplomatic relations with each other. Countless FTG freighter fleets, privateers, bounty hunters and mercenaries can be seen freely operating in any colonised system where there is profit to be found. FTG fleets are using either specifically designed civilian-grade ships or downgraded/decommisioned military vessels provided by each faction as a part of the International Trade Agreement.
(https://i.postimg.cc/2V7FHf02/FTG.jpg) (https://postimg.cc/2V7FHf02)

Commonwealth of Polaris, a small faction formed by various dissidents dissillusioned with the modern society. Polaris is is an isolationist society, not caring much for what happens outside their borders. In general the PNS ships are well rounded, flexible and possessing high flux efficiency, but are expensive to field and have poor fuel and cargo capacity.
(https://i.postimg.cc/gnWHq0Hx/PNS.jpg) (https://postimg.cc/gnWHq0Hx)

Aliens, rogue AI and pirates
(https://i.postimg.cc/QFNgwnPs/OTHER.jpg) (https://postimg.cc/QFNgwnPs)
[close]


>>>Download<<< - 0.91a version
https://drive.google.com/open?id=1Qj1dLIj_zUWa8umRccqrLZhzpdAHJXbf


- The entire mod has been split into 3 compressed file for ease of distribution and updates
- create Steelclad folder in mods, and unzip all 3 files inside
- Added a little something extra - an OPTIONAL extra music file. More music. Copy it to sounds/music and the sounds.json to data/config if you want.
- Added a little something more - custom player faction flags. NOW INCLUDED INTO MAIN FILE
- 2 java files are included, depending if you are using Nexirilien or not. Replace SteelcladModPlugin.java in Steelclad/data/scripts with the one you want



KNOWN ISSUES:
- Reflex Cannon may cause crashing when fired
LOG

Spoiler
Log for v1.0.15
- Even more ship balance changes.
- added a new hulmod - Optimized Drive Field; half the bonus of Augmented Drive Field, but costs half OP

Log for v1.0.14
- more balance changes. Some weapon tweaked. Ships edited to account for that. RSF ships now have weak frontal shields. Armor, hull, flux disspation and OP points of various ships tweaked.

Log for v1.0.13
- extra custom flags should now show up. They are now part of the main file
- blueprints should now correctly drop. I apologize for not caching the error earlier, I just thought RNG Jesus didn't like me
- PNS flag changed. Bluprint icons updated
- 3 hullmods fixed
- more balance tweaks

Log for v1.0.12
- big balance pass over the weapons (and some ships). Values normalized
- fixed hardpoint graphics for the lance batteries

Log for v1.0.11
- fixes to some hulls never appearing in markets
- another freighter pass. Hopefully now all the freighters will have something to offer.
- Expanded (cargo, fuel, cargo) hullmods now have an armor downside

Log for v1.0.10
- a few more minor balance tweaks
- new hullmods - stealth armor and armor reduction
- fixes to XLE systems and markets in Corvus mode

Log for v1.0.9
- more balance tweaks
- new FTG megaliner. All factions now exclusively use FTG liners/passenger ships
- new troop transports for FFS and XLE.
- previous passenger ships converted to troop transports for UIN, ISA and RSF
- Omnissiah now has repair drones

Log for v1.0.8
- fixed UIN relation issue
- updated some ship values
- fixed some freighters
- Nxirilien compatibility tested. Fixed generation script. Custom stations should now appear.

- more music and more custom faction flags added as separate files.

Log for v1.0.7
- fixed hullmods
- weapons costs and stats balance tweaks
- RSF ships slight balance tweaks
- Omnissiah is now cruiser-sized

Log for v1.0.6
- a few more balance tweaks
- fix for phoenix heavy fighter crash (finally)
- moved SC star systems a bit further away
- fixes to markets

Log for v1.0.5
- graphic tweaks for a few weapons
- fixes on several variants, should fix the pns market crash that can sometimes happen

Log for v1.0.4
- More balancing tweaks
- AI station finally works (see mission Combined Arms)
- fixed issue withe thunderbolt

Log for v1.0.3
- balancing tweaks to some ship. Mostly weapon stat changes.

Log for v1.0.2
- some ship re-balancing (adjusting OP's, buffing RSF flux dissipation)
- some weapon re-balancing (increasing flux cost and ammo for some guns - still needs work)
- small graphic updates and variant changes
- new space station

Log for v1.0.1
- fixed some missing descriptions
- fixed system generation and cleaned up nebulas
- fixed economy files
- ship re-balancings
- new shipsystem

Log for v1.0
- fixed some missing descriptions
- fixed Kores
- fixed some crashes
- 1 new ship and 1 new weapon

Log for v.09
- now works standalone
- fixes, fixes
- re-balances for 0.91
- 1 new ship and 1 new weapon
- more portraits

Log for v.07i
- balance tweaks
- many VNS weapons nerfed
- Macross fixed
- Miner fixed (Nexirlien should recognize it now)

Log for v.07e
- more balance changes, mostly weapon related

Log for v.07d  - DOWNLOAD GRAPHICS.RAR AGAIN
- a few minor tweaks
- a lot of VNS weapon had an OP cost increase
- added a small variant of the X-ray turret
- one new mission added

Log for v.07
- new troop transport added for the VNS
- Avenger Mk2 had 2 turrets removed. Tweaks to FoF and stats.
- armor repair hullmod now working and available
- weapon re-balance, first pass. Ballistic now do cost some flux (but no much).
- new Hullmods available for purchase at SC factions markets
- some ship variants nerfed (were using too much OP's)


Log for v.06
- now Nexirilian compatible (NOT Corvus compatible yet. I think.)
- minor tweak to some weapons
- Infused Hull nerfed

Log for v.05
- XLE spawn fixed
- experimental balance pass (SC ships cost a LOT to field, but their hull and armor and burn levels have seen improvements)


Log for v.03
- more test weapons
- minor fixes
- campaign now works


Log for v.02
- more ships (AI cruiser, Alien destroyer, RSF battleship, ISA carrier)
- more weapons (for VNS)
- more music
- minor fixes
- fixed mission
- VNS now mostly uses own weapons in all ship variants

[close]

WHAT IT HAS:
- custom music. Lots of it
- custom portraits, lots of them.
- new interaction images
- 1 more faction compared to IC (so more than 10 total)
- more ships, more weapons

TO DO LIST:
- custom stations (in progress)
- 1 more ship for the RSF
- AI fleets that roam around some system
- ALIEN fleets spawns and raids
- Rock Fly spawns
- an actual mission chain

It is showing an error.
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: TrashMan on September 01, 2019, 06:24:22 PM
Maybe it would be easiest to just state that Nexerelin is a requirement?

It shouldn't be


@ASSIMKO - use the SteelcladModPlugin_NONEX.js file in the download. RE-name it (remove the NONEX part and replace the SteelcladModPlugin in the scripts folder).
If that fails to work, download Nexerelin
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: Innominandum on September 02, 2019, 04:45:57 AM
Cool stuff, the ships look a lot better than advertised, must be that black background doing them a disfavor (a mighty one at that). I had a problem with the mission list, ii_almamater to be more precise, probably also with the rest of them (the ones starting with ii_ -> del ... and ... its gone).  The music has a nice variety to it, good stuff, honestly if not for the naming X3tC mars hyper i wouldn't have recognized it, LU added 2 Gigs of Sounds and i usually listen to audiobooks while playing so no wonder i guess.

This one will keep me entertained for a while (that is once i get my CH341A) i bet, so hvala toni, vozdrav.

 
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: TrashMan on September 02, 2019, 07:19:25 AM
Cool stuff, the ships look a lot better than advertised, must be that black background doing them a disfavor (a mighty one at that). I had a problem with the mission list, ii_almamater to be more precise, probably also with the rest of them (the ones starting with ii_ -> del ... and ... its gone).  The music has a nice variety to it, good stuff, honestly if not for the naming X3tC mars hyper i wouldn't have recognized it, LU added 2 Gigs of Sounds and i usually listen to audiobooks while playing so no wonder i guess.

This one will keep me entertained for a while (that is once i get my CH341A) i bet, so hvala toni, vozdrav.

Thanks

The mission list seem to have a few mission left from Argenikis and Stellar imperium (alas, the mission list does not append, they overwrite eachother)
The fix is easy - jsut remove the last few entries from the missions_list.csv
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: Innominandum on September 02, 2019, 07:57:14 AM
... - unique bounty data list contains: [SC_stolen_PNS_prototype, vayra_caliph_bounty, vayra_test_unique_bounty]
3872770 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:82)

-->SC_stolen_PNS_prototype  ... , vns_archangel_standard, , 200,1.25, ,TRUE,FALSE,208,25,150
--  vayra_test_unique_bounty ... , sunder_CS",                    200,1.1,,FALSE,FALSE,206,1,1
--  vayra_caliph_bounty,        ... , vayra_hyena_cs",             300,1.2,,TRUE,FALSE,208,30,100

You've got an additional comma(Column) up there at your unique bounty row, interestingly enough the game seems to ignore this somehow sometimes.

VayraUniqueBountyManager.java:82 -- this.neverSpawnWhenFactionHostile
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: TrashMan on September 02, 2019, 08:12:15 AM
... - unique bounty data list contains: [SC_stolen_PNS_prototype, vayra_caliph_bounty, vayra_test_unique_bounty]
3872770 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:82)

-->SC_stolen_PNS_prototype  ... , vns_archangel_standard, , 200,1.25,,TRUE,FALSE,208,25,150
--  vayra_test_unique_bounty ... , sunder_CS",                    200,1.1,,FALSE,FALSE,206,1,1
--  vayra_caliph_bounty,        ... , vayra_hyena_cs",             300,1.2,,TRUE,FALSE,208,30,100

You've got an additional comma(Column) up there at your unique bounty row, interestingly enough the game seems to ignore this somehow sometimes.

Shouldn't be - I copied the entire line from thgualsno

# intelText : text what goes in the intel panel,,,,,,,,,,,,,,,,,,,,,,,,,
# flagshipVariant : variant ID of bounty flagship. Will NOT use autofit,,,,,,,,,,,,,,,,,,,,,,,,,
# fleetVariants : comma seperated list of variant ids for rest of bounty fleet. Will NOT use autofit,,,,,,,,,,,,,,,,,,,,,,,,,
# minimumFleetFP : random faction ships will be added to fleet until its FP passes this number.,,,,,,,,,,,,,,,,,,,,,,,,,

Will double-check
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: Innominandum on September 02, 2019, 08:28:17 AM
# fleetVariants : comma seperated list of variant ids for rest of bounty fleet. Will NOT use autofit,,,

Mhhm i see so thats a dead end. Vayra has a player_bounty_factions.csv where it is determined which faction can or can't post a bounty but thats prob not relevant seeing as the problem starts with
  if (this.neverSpawnWhenFactionHostile && Global.getSector().getFaction(this.factionId).isHostileTo(Factions.PLAYER)) {
                return false;

thanks for your time nonetheless
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: TrashMan on September 02, 2019, 10:29:08 AM
If it's giving you problems, simply remove hte file altogehter. The missing bounty will not affect anything else


I will do some testing and put a new version soon
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: Innominandum on September 02, 2019, 11:19:24 AM
If it's giving you problems, simply remove hte file altogehter. The missing bounty will not affect anything else


I will do some testing and put a new version soon

Thanks, its probably smthing menial like faulty ram or some bad sectors on my HDD, jjk.
Btw i saw some scav's out there that are not independent faction scavs with different composition in comparison to the usual scavs that are pretending not to be pirates. Did you add them as a special sub faction or do some of you main Factions employ scavs themselves ?
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: TrashMan on September 02, 2019, 12:35:16 PM
If you referring to FTG ships, they are something all faction can use (they are flagged in both basic_bp and FTG_bp), so they can appear everywhere.

The Free Traders Guild has been removed as a playable faction, so you won't see them if you play core worlds. They should appear in corvus mode. Making them playable is simply a matter of changing playable to true in the faction file.

And yes, I did spend a lot of time searching for good music ad portraits. Glad someone appreciates it. Narrowing down what to use was suffering.
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: TrashMan on September 02, 2019, 01:58:08 PM
3872770 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.campaign.intel.VayraUniqueBountyManager$UniqueBountyData.conditionsMet(VayraUniqueBountyManager.java:82)


Yup, can confirm it now. Will have to look into this
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: Innominandum on September 02, 2019, 02:44:37 PM
Domo arigato.

Those hull mods are great, adding to the logistics department while proving drawbacks to combat effectiveness and vice versa. The Supply Ships, freighters, tankers and esp utility ships like the small sensor ones a are definitive step up from the vanilla and other modded ones that i know of (HMI, DME, VAYRA's, LOA, Artefact) and feel dirt cheap in regards to their pricing. As for the more combat oriented ships, no clue Im still in the phase of doing non combat oriented mission, scuttling along as i go. Playing with Ruthless Sector and Bigger-AI Fleets makes the beginning a bit more unpredictable and combat less viable, even if there is significantly more salvage to be found.         

Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: TrashMan on September 03, 2019, 12:55:51 AM
The balance is still work in progress.
For the most part you'll find that SC ships are somewhat more heavily armed, but less armored (except the RSF, who are all armor and guns, but weak or no shields)

I'll probably have to bump the price of the Prober (and boost it's sensors) and especially Copernicus. Normally, small sensors ships are trash because of the way vanilla sensor mods work (+50% sensor range, with small ships having short ranges. So a frigate with the best sensor upgrades possible might be only as good as s stock destroyer). This is why for Copernicus, I made a sensor upgrade a flat bonus (+200), since it's basically a flying sensor with no shields.

For actual transports, space ruskies have great ones (in terms of cargo efficiency, Ox is great), with the UIN and XLE having the most heavily armed ones (but slow). The Tortoise and Manta are quite capable of defending themselves.
The best SC fuel carrier would the Poseidon (FTG design)
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: TrashMan on September 04, 2019, 05:49:53 AM
Here. New version that should fix the bounty ,added another special bounty and tweaks weapons. New weapon graphics (graphics2 file added so you don't have to download the entire graphics file just for that)
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Innominandum on September 04, 2019, 05:59:14 AM
Nice ill try it out later, hope you haven't increased any fuel consumption or maintenance values cause I'm kinda drifting lost in space style right now in my current save.
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: TrashMan on September 04, 2019, 11:33:49 AM
Nice ill try it out later, hope you haven't increased any fuel consumption or maintenance values cause I'm kinda drifting lost in space style right now in my current save.

No, I haven't. Mostly some weapons tweak.
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: saqib126 on September 05, 2019, 04:06:43 PM
Nice, its great to see Steelclad back, and even if it doesn't make any lore sense, gonna play it with Nexrelin for ALLTHEFACTIONS!

EDIT: Doesn`t appear that you`ve set up starting relations with the GMDA mod in Nexrelin, as the GMDA start at war with most factions but the independents(and the ASP Syndicate?)(as they raid non-independent trade fleets), and all the Steelclad factions seem not to be at war with the GMDA.
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Dwarden on September 05, 2019, 05:55:38 PM
little confusing that Steelclad_1016.7z
contains  mod_info.json
with    'version':'1.0.15',

btw. can you add support for version checker ?

p.s. keep up good work
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: TrashMan on September 06, 2019, 04:47:35 AM
Nice, its great to see Steelclad back, and even if it doesn't make any lore sense, gonna play it with Nexrelin for ALLTHEFACTIONS!

The backstory has been changed to make more sense. Not perfect, but best I could do without changing everything. Unless someone has a better idea?

Quote
EDIT: Doesn`t appear that you`ve set up starting relations with the GMDA mod in Nexrelin, as the GMDA start at war with most factions but the independents(and the ASP Syndicate?)(as they raid non-independent trade fleets), and all the Steelclad factions seem not to be at war with the GMDA.

That faction must have been added after I made the nex file, since I coped the entires (and tweaked values) from another mod
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Nautilus81 on September 06, 2019, 01:53:49 PM
Was the Free Traders Guild removed from the base mod? I've noticed that they no longer show up in the faction directory in Nex, nor do most of their better ships spawn in the faction markets. I've been trying to track down some Poseidon tankers across the sector but they seem to not want to spawn anywhere. Enabling the independents in the faction settings doesn't correct that issue either, as they just use vanilla ships instead.
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: ASSIMKO on September 06, 2019, 04:58:14 PM
Maybe it would be easiest to just state that Nexerelin is a requirement?

It shouldn't be


@ASSIMKO - use the SteelcladModPlugin_NONEX.js file in the download. RE-name it (remove the NONEX part and replace the SteelcladModPlugin in the scripts folder).
If that fails to work, download Nexerelin

I already did what you said, but still giving error or fatal error. Is there a way you can provide the mode you tested and it is working, but without splitting the download? putting in a folder only?
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: Innominandum on September 06, 2019, 05:29:09 PM
Maybe it would be easiest to just state that Nexerelin is a requirement?

It shouldn't be


@ASSIMKO - use the SteelcladModPlugin_NONEX.js file in the download. RE-name it (remove the NONEX part and replace the SteelcladModPlugin in the scripts folder).
If that fails to work, download Nexerelin

I already did what you said, but still giving error or fatal error. Is there a way you can provide the mode you tested and it is working, but without splitting the download? putting in a folder only?

Whats the error `?
Title: Re: [0.9.1a]STEELCLAD v1.0.15 ( 31.08.2019)
Post by: ASSIMKO on September 06, 2019, 06:44:14 PM
Maybe it would be easiest to just state that Nexerelin is a requirement?

It shouldn't be


@ASSIMKO - use the SteelcladModPlugin_NONEX.js file in the download. RE-name it (remove the NONEX part and replace the SteelcladModPlugin in the scripts folder).
If that fails to work, download Nexerelin

I already did what you said, but still giving error or fatal error. Is there a way you can provide the mode you tested and it is working, but without splitting the download? putting in a folder only?

Whats the error `?

These errors in the annex
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: TrashMan on September 07, 2019, 12:44:56 AM
Missing graphics errors?
Re-download the graphics file.

Quote
Was the Free Traders Guild removed from the base mod? I've noticed that they no longer show up in the faction directory in Nex, nor do most of their better ships spawn in the faction markets. I've been trying to track down some Poseidon tankers across the sector but they seem to not want to spawn anywhere. Enabling the independents in the faction settings doesn't correct that issue either, as they just use vanilla ships instead.

The only difference is that FG faction is set as non-playable. You can change that in the FTG.faction file.
The Poseidon is both a ftg and basic blueprint, so it should spawn everywhere.
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: ASSIMKO on September 07, 2019, 01:56:03 AM
Missing graphics errors?
Re-download the graphics file.

Quote
Was the Free Traders Guild removed from the base mod? I've noticed that they no longer show up in the faction directory in Nex, nor do most of their better ships spawn in the faction markets. I've been trying to track down some Poseidon tankers across the sector but they seem to not want to spawn anywhere. Enabling the independents in the faction settings doesn't correct that issue either, as they just use vanilla ships instead.

The only difference is that FG faction is set as non-playable. You can change that in the FTG.faction file.
The Poseidon is both a ftg and basic blueprint, so it should spawn everywhere.



Which one, because there are 2? One has more files than the other. I already put one and then the other, and also later I joined the graphic with graphic2 and nothing. I downloaded again and still giving the same error. Is there how you make the mod available without separation as you use there in your game?
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Innominandum on September 07, 2019, 03:49:48 AM
Which one, because there are 2? One has more files than the other. I already put one and then the other, and also later I joined the graphic with graphic2 and nothing. I downloaded again and still giving the same error. Is there how you make the mod available without separation as you use there in your game?


Can you give a screenshot of your mods folder, one of your steelclad folder and one of your nexerelin folder ?
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: TrashMan on September 07, 2019, 07:27:08 AM
All of this is very odd. I will re-upload the entire graphics folder (just one, graphics2.7z was temporary) later, together wi ha new version.

Also, how come no one noticed that some major sectors were missing comm boys?

Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: SierraTangoDelta on September 07, 2019, 09:09:05 AM
This is an interesting mod to play with when mixed into the other mod sets, since all the ships in it seem to be heavily gunned but with average shields and weaker hulls. Very aggressive playstyles can make these fun to use, too.
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Bizarro on September 07, 2019, 09:25:47 AM
Why is this so many separate files?  The OP says I just need three files but there's eight of them in the google doc and I'm not sure which ones are necessary and which ones are extra. I've tried downloading twice now and I get a fatal error about not finding VNS - Oren Theme.ogg.
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: ASSIMKO on September 07, 2019, 09:39:23 AM
Which one, because there are 2? One has more files than the other. I already put one and then the other, and also later I joined the graphic with graphic2 and nothing. I downloaded again and still giving the same error. Is there how you make the mod available without separation as you use there in your game?


Can you give a screenshot of your mods folder, one of your steelclad folder and one of your nexerelin folder ?

Here are the pictures you ask me. I downloaded the new graphics folder and still giving error. I wonder what I'm doing wrong. I just read Bizarro's comment, I thought that only I was having error. So I would like a folder with the mod already mounted, to avoid mounting error.
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Bizarro on September 07, 2019, 10:04:05 AM
Which one, because there are 2? One has more files than the other. I already put one and then the other, and also later I joined the graphic with graphic2 and nothing. I downloaded again and still giving the same error. Is there how you make the mod available without separation as you use there in your game?


Can you give a screenshot of your mods folder, one of your steelclad folder and one of your nexerelin folder ?

Here are the pictures you ask me. I downloaded the new graphics folder and still giving error. I wonder what I'm doing wrong. I just read Bizarro's comment, I thought that only I was having error. So I would like a folder with the mod already mounted, to avoid mounting error.

Well I'm glad I'm not the only one who's confused about this!
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: TrashMan on September 07, 2019, 11:18:33 AM
Why is this so many separate files?  The OP says I just need three files but there's eight of them in the google doc and I'm not sure which ones are necessary and which ones are extra. I've tried downloading twice now and I get a fatal error about not finding VNS - Oren Theme.ogg.

Hmm...I must have put the full sounds.json in the files again?

Try downloading extra music, that should fix any music issues.

Ok, I'm re-uploading the graphics files. Stand by.
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Bizarro on September 07, 2019, 11:23:24 AM
Why is this so many separate files?  The OP says I just need three files but there's eight of them in the google doc and I'm not sure which ones are necessary and which ones are extra. I've tried downloading twice now and I get a fatal error about not finding VNS - Oren Theme.ogg.

Hmm...I must have put the full sounds.json in the files again?

Try downloading extra music, that should fix any music issues.

Ok, I'm re-uploading the graphics files. Stand by.

Dawg I appreciate the fast reply but please just put the dang mod in one zip file lol. Trust me. We can handle it.
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: TrashMan on September 07, 2019, 11:37:24 AM
I's just 3 files.

Graphics for graphics
Sounds for sounds/music (+extra music of you want more)
And steelclad (now 1017)

Uploaded. Re-download and try now

Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Innominandum on September 07, 2019, 11:44:58 AM
Here are the pictures you ask me. I downloaded the new graphics folder and still giving error. I wonder what I'm doing wrong. I just read Bizarro's comment, I thought that only I was having error. So I would like a folder with the mod already mounted, to avoid mounting error.
I'm not sure but are you trying to start steallclad with or without Nex ? Cause that one file SteelcladModPlugin_NEX should be renamed to SteelcladModPlugin and put into the scripts folder if you want to play with nex otherwise the other one _NONEX  should be renamed and put into the scripts folder
(https://i.imgur.com/MTWNolo.png)
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Bizarro on September 07, 2019, 11:53:57 AM
I's just 3 files.

Graphics for graphics
Sounds for sounds/music (+extra music of you want more)
And steelclad (now 1017)

Uploaded. Re-download and try now

Alright, trying now...
...And I'm still getting the same error about the oren theme.
https://i.imgur.com/LsByAWU.jpg

EDIT: It works for a moment if I edit the sounds.json and remove the music section but now I'm getting this error.
https://i.imgur.com/gpuGwE0.jpg
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Innominandum on September 07, 2019, 12:11:08 PM
EDIT: It works for a moment if I edit the sounds.json and remove the music section but now I'm getting this error.
https://i.imgur.com/gpuGwE0.jpg
(https://i.imgur.com/zatFgq2.png)
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Innominandum on September 07, 2019, 12:15:22 PM
I's just 3 files.

Graphics for graphics
Sounds for sounds/music (+extra music of you want more)
And steelclad (now 1017)

Uploaded. Re-download and try now
He simply doesn't know how a mod folder is build Just a basic *** up. He probably put all other folders into data, you should put up a screenshot or smthing if you still want to keep the files segregated.
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Bizarro on September 07, 2019, 12:17:01 PM
(https://i.imgur.com/zatFgq2.png)
That fixed it. Super smoothbrained moment here considering I've edited so many other mods... I think our other friend should try doing this too.
I still think you should bundle it as one file, just for when people like me have times like this! :P But thanks! Happy to have it working finally. :)
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Innominandum on September 07, 2019, 12:21:34 PM
I think our other friend should try doing this too.
ASSIMKO just forgot to rename the plugin file ... probably
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: saqib126 on September 07, 2019, 04:55:58 PM
You might want to rebalance the burn speeds of most ships, i.e the Dragoon cruiser from the XLE has a base burn of 5, and a Hegemony Onslaught has a base burn of 7. Also, much harder to change and a more minor inconsistency, the ships from all the Steelclad factions seem to be a ship hull class size higher(i.e. a Steelclad frigate looks the size of a vanilla or modded faction destroyer and so on), which is a bit strange.
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 07, 2019, 05:30:26 PM
You might want to rebalance the burn speeds of most ships, i.e the Dragoon cruiser from the XLE has a base burn of 5, and a Hegemony Onslaught has a base burn of 7. Also, much harder to change and a more minor inconsistency, the ships from all the Steelclad factions seem to be a ship hull class size higher(i.e. a Steelclad frigate looks the size of a vanilla or modded faction destroyer and so on), which is a bit strange.
Yep work in progress...
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: blueberry on September 07, 2019, 06:05:34 PM
Hey everytime i try to start the game it gives me a fatal:null, i can still get to the menu of the game but can't play,here is the log
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 07, 2019, 07:02:57 PM
Hey everytime i try to start the game it gives me a fatal:null, i can still get to the menu of the game but can't play,here is the log

Mhhmm that's strange can you give me your mod list ? Take look at the previous posts to see if everything matches up with your path structure
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: blueberry on September 07, 2019, 07:19:44 PM
here is the mod list
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 07, 2019, 07:23:35 PM
here is the mod list
Everything works without steelclad ?
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: blueberry on September 07, 2019, 07:30:05 PM
yep
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 07, 2019, 07:33:19 PM

- The entire mod has been split into 3 compressed file for ease of distribution and updates
- create Steelclad folder in mods, and unzip all 3 files inside
- Added a little something extra - an OPTIONAL extra music file. More music. Copy it to sounds/music and the sounds.json to data/config if you want.
- Added a little something more - custom player faction flags. NOW INCLUDED INTO MAIN FILE
---->>> 2 java files are included, depending if you are using Nexirilien or not. Replace SteelcladModPlugin.java in Steelclad/data/scripts with the one you want

Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: blueberry on September 07, 2019, 07:46:11 PM
yep i have all of the right files,i hope atleast
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 07, 2019, 08:11:51 PM
yep i have all of the right files,i hope atleast
(https://i.imgur.com/MTWNolo.png)
When you extract the main archive of Steelclad you get 2 files one ends with nex and the other with no nex ... and if you play with nex you put that file into the scripts folder exchanging the file with the one that is already in the folder ... once you have done that you just need to rename it as is in the picture and then everything will be alright ... very probable
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: blueberry on September 07, 2019, 08:57:07 PM
thanks man now it works
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: ASSIMKO on September 08, 2019, 05:55:33 AM
I think our other friend should try doing this too.
ASSIMKO just forgot to rename the plugin file ... probably


Not my young man. I renamed the files with "nex" and then "without it", and in both cases gave error. I would like to test this mod, I did everything that is written in the description and beyond what you asked me and so far still giving error. There may be something you should not have in a folder, or if you are missing a calibration, look at the new error.
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: OrangeBanana on September 08, 2019, 07:22:09 AM
Hi. There are a lot of incorrectly named files in graphics folder.
Uppercase / lowercase related errors for and instance:
graphics/illustrations station8 and station9 are lowercase instead of uppercase.

graphics/icons/cargo bp_"put faction name here"_S not found while in folder we have bp_"put faction name here"_s. If we rename it for uppercase next error shows me that i need the lowercase version as well (Basicly there is 1 file missing?)

Some upper/lowercase misspells in sounds folder ("The" instead of "the" etc.)

Edit:
Found more:
graphics/ships folders ALIENS, VNS need a lowercase copy to run.

Also after all of this I also get a Null error when i start a new game and i get through the nex start game prompts (yes i used the java file for nex mod)
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Medieval Chicken on September 08, 2019, 07:30:15 AM
Hey, not sure what changed between them but 1017 is giving me the same error as what blueberrymoose was getting but 1016 is not. Ive got the files in the correct spots, etc.

Playing with Nexerelin and a couple other factions but thats about it.

Also, there wasnt a sounds.json in the sounds dl, only in the extra music one. Don't know if theres supposed to be or not
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: ASSIMKO on September 08, 2019, 07:41:32 AM
I think our other friend should try doing this too.
ASSIMKO just forgot to rename the plugin file ... probably


Not my young man. I renamed the files with "nex" and then "without it", and in both cases gave error. I would like to test this mod, I did everything that is written in the description and beyond what you asked me and so far still giving error. There may be something you should not have in a folder, or if you are missing a calibration, look at the new error.

After some changes I made here the game loads, but then when I choose the character and goes to save and generate the sector gives fatal error "null". ¬¬ I'll wait when the mod is being downloaded without separate parts, because I believe that what is functional is not separate. Still vlw for the mod, attention and patience.
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: TrashMan on September 08, 2019, 08:07:56 AM
You might want to rebalance the burn speeds of most ships, i.e the Dragoon cruiser from the XLE has a base burn of 5, and a Hegemony Onslaught has a base burn of 7. Also, much harder to change and a more minor inconsistency, the ships from all the Steelclad factions seem to be a ship hull class size higher(i.e. a Steelclad frigate looks the size of a vanilla or modded faction destroyer and so on), which is a bit strange.

That was the original design by Okim. Steelclad ships are slightly bigger, but honestly I think it looks better, because vanilla ships look far too cluttered when you put weapons on them. Especially small ones.

And XLE need a good balance pass. In terms of weapons/armor/shields they are OK-ish, but I have to go over burn, cargo, crew, etc...
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: TrashMan on September 08, 2019, 08:11:44 AM
Hey everytime i try to start the game it gives me a fatal:null, i can still get to the menu of the game but can't play,here is the log


Open \Steelclad\data\scripts\world\systems\isa_Argos.java in a text editor, line 73

Quote
SectorEntityToken argos_comms = system.addCustomEntity("argos_comms", "Argos Communication Array", "comm_relayt", "ISA");

There's a typo there. Remove the t.
Will re-upload once I test a bit more

Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: TrashMan on September 08, 2019, 08:13:26 AM
I think our other friend should try doing this too.
ASSIMKO just forgot to rename the plugin file ... probably


Not my young man. I renamed the files with "nex" and then "without it", and in both cases gave error. I would like to test this mod, I did everything that is written in the description and beyond what you asked me and so far still giving error. There may be something you should not have in a folder, or if you are missing a calibration, look at the new error.

Do you have MagicLib and LazyLib?
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 08, 2019, 08:18:32 AM
Hi. There are a lot of incorrectly named files in graphics folder.
Uppercase / lowercase related errors for and instance:
graphics/illustrations station8 and station9 are lowercase instead of uppercase.

graphics/icons/cargo bp_"put faction name here"_S not found while in folder we have bp_"put faction name here"_s. If we rename it for uppercase next error shows me that i need the lowercase version as well (Basicly there is 1 file missing?)

Some upper/lowercase misspells in sounds folder ("The" instead of "the" etc.)

Edit:
Found more:
graphics/ships folders ALIENS, VNS need a lowercase copy to run.

Also after all of this I also get a Null error when i start a new game and i get through the nex start game prompts (yes i used the java file for nex mod)

Regarding those Upper lower case discrepancy's, they  shouldn't matter, if they matter to you then there is a high probability that there is smthing wrong with your chosen/installed JRE. Post the error code/log ... I mean its there for a reason 
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Innominandum on September 08, 2019, 08:22:02 AM
I think our other friend should try doing this too.
ASSIMKO just forgot to rename the plugin file ... probably


Not my young man. I renamed the files with "nex" and then "without it", and in both cases gave error. I would like to test this mod, I did everything that is written in the description and beyond what you asked me and so far still giving error. There may be something you should not have in a folder, or if you are missing a calibration, look at the new error.

Do you have MagicLib and LazyLib?
Bump ... cannot determine simple type color ... kinda giveaway that there is smthing fundamentally wrong with his setup
"Not my young man" ... I'm as old as the ground you walk on. 
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: TrashMan on September 08, 2019, 08:54:00 AM
I uploaded a file called data_latest.7z.

That's my data folder. Tested a new game with it. Works normally
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 08, 2019, 09:10:19 AM
Hey everytime i try to start the game it gives me a fatal:null, i can still get to the menu of the game but can't play,here is the log


Open \Steelclad\data\scripts\world\systems\isa_Argos.java in a text editor, line 73

Quote
SectorEntityToken argos_comms = system.addCustomEntity("argos_comms", "Argos Communication Array", "comm_relayt", "ISA");

There's a typo there. Remove the t.
Will re-upload once I test a bit more
ufff i missed that one when i read the error logs ... seeing as it doesn't matter when you start with a random sector.
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: OrangeBanana on September 08, 2019, 09:27:20 AM
Hi. There are a lot of incorrectly named files in graphics folder.
Uppercase / lowercase related errors for and instance:
graphics/illustrations station8 and station9 are lowercase instead of uppercase.

graphics/icons/cargo bp_"put faction name here"_S not found while in folder we have bp_"put faction name here"_s. If we rename it for uppercase next error shows me that i need the lowercase version as well (Basicly there is 1 file missing?)

Some upper/lowercase misspells in sounds folder ("The" instead of "the" etc.)

Edit:
Found more:
graphics/ships folders ALIENS, VNS need a lowercase copy to run.

Also after all of this I also get a Null error when i start a new game and i get through the nex start game prompts (yes i used the java file for nex mod)

Regarding those Upper lower case discrepancy's, they  shouldn't matter, if they matter to you then there is a high probability that there is smthing wrong with your chosen/installed JRE. Post the error code/log ... I mean its there for a reason

Hi thanks for the info. My jre is:
Spoiler
openjdk version "11.0.4" 2019-07-16
OpenJDK Runtime Environment (build 11.0.4+11-post-Ubuntu-1ubuntu218.04.3)
OpenJDK 64-Bit Server VM (build 11.0.4+11-post-Ubuntu-1ubuntu218.04.3, mixed mode, sharing)
[close]

starsector log error:
Spoiler
1583772 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at data.scripts.world.systems.isa_Argos.generate(isa_Argos.java:73)
   at data.scripts.world.SteelcladGen.generate(SteelcladGen.java:38)
   at data.scripts.SteelcladModPlugin.initSC(SteelcladModPlugin.java:51)
   at data.scripts.SteelcladModPlugin.onNewGame(SteelcladModPlugin.java:45)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.new(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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)
[close]

I can run missions normally but starting a new game crashes it.
I have Lazylib and MagicLib.
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: TrashMan on September 08, 2019, 09:47:54 AM
Download the latest data, overwrite and try again
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 08, 2019, 09:49:11 AM
Hi thanks for the info. My jre is:
Spoiler
openjdk version "11.0.4" 2019-07-16
OpenJDK Runtime Environment (build 11.0.4+11-post-Ubuntu-1ubuntu218.04.3)
OpenJDK 64-Bit Server VM (build 11.0.4+11-post-Ubuntu-1ubuntu218.04.3, mixed mode, sharing)
[close]

starsector log error:
Spoiler
1583772 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CustomCampaignEntity.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CustomCampaignEntity.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addCustomEntity(Unknown Source)
   at data.scripts.world.systems.isa_Argos.generate(isa_Argos.java:73)
   at data.scripts.world.SteelcladGen.generate(SteelcladGen.java:38)
   at data.scripts.SteelcladModPlugin.initSC(SteelcladModPlugin.java:51)
   at data.scripts.SteelcladModPlugin.onNewGame(SteelcladModPlugin.java:45)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.k.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.new(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.super(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)
[close]

I can run missions normally but starting a new game crashes it.
I have Lazylib and MagicLib.

your problem probably lies at data.scripts.world.systems.isa_Argos.generate(isa_Argos.java:73) scroll up to find solutions
Edit: Refer to post above this -> easy mode
as for your Environment starsector basically requires JRE 7, but as you are running ubuntu with an open version of the Development kit (11) i doubt that it would create something out of the norm not that i have much exp in regards to openjdk.
https://www.baeldung.com/oracle-jdk-vs-openjdk
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: ASSIMKO on September 08, 2019, 10:29:08 AM
I think our other friend should try doing this too.
ASSIMKO just forgot to rename the plugin file ... probably


Not my young man. I renamed the files with "nex" and then "without it", and in both cases gave error. I would like to test this mod, I did everything that is written in the description and beyond what you asked me and so far still giving error. There may be something you should not have in a folder, or if you are missing a calibration, look at the new error.

Do you have MagicLib and LazyLib?
Bump ... cannot determine simple type color ... kinda giveaway that there is smthing fundamentally wrong with his setup
"Not my young man" ... I'm as old as the ground you walk on.

hahahahaha! I'm not young, but I'm not a floor either. I'm just as old as walking forward hahahahahahaha! And yes I have MagicLib and LazyLib. but at the moment I'm going to enjoy the starsector the way it was, then I'll try the steelclad again.
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Dwarden on September 08, 2019, 10:33:55 AM
1.0.16 = was working with Nexerelin
1.0.17+data_latest = ends with crash when starting generation of new game

Spoiler
252342 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: z:\Raw\StarSector\starsector-core\..\mods\Nexerelin]
254024 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CircularOrbit.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.setOrbit(Unknown Source)
   at com.fs.starfarer.campaign.BaseCampaignEntity.setCircularOrbit(Unknown Source)
   at data.scripts.world.systems.ffs_Impalo.generate(ffs_Impalo.java:73)
   at data.scripts.world.SteelcladGen.generate(SteelcladGen.java:51)
   at data.scripts.SteelcladModPlugin.initSC(SteelcladModPlugin.java:51)
   at data.scripts.SteelcladModPlugin.onNewGame(SteelcladModPlugin.java:45)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.I.?00000(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)
[close]
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 08, 2019, 10:56:58 AM
1.0.16 = was working with Nexerelin
1.0.17+data_latest = ends with crash when starting generation of new game

Spoiler
Code
252342 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: z:\Raw\StarSector\starsector-core\..\mods\Nexerelin]
254024 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.CircularOrbit.advance(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.setOrbit(Unknown Source)
at com.fs.starfarer.campaign.BaseCampaignEntity.setCircularOrbit(Unknown Source)
at data.scripts.world.systems.ffs_Impalo.generate(ffs_Impalo.java:73)
at data.scripts.world.SteelcladGen.generate(SteelcladGen.java:51)
at data.scripts.SteelcladModPlugin.initSC(SteelcladModPlugin.java:51)
at data.scripts.SteelcladModPlugin.onNewGame(SteelcladModPlugin.java:45)
[close]
Taking a shot in the dark here but could you try reapplying steelcladmodpluginNEX into scripts from the 017 archive  ?
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Dwarden on September 08, 2019, 11:19:14 AM
...
Taking a shot in the dark here but could you try reapplying steelcladmodpluginNEX into scripts from the 017 archive  ?

\StarSector\mods\Steelclad\data\scripts\SteelcladModPlugin.java
seems same as 
\starsector_mods\Steelclad_1017.7z\SteelcladModPlugin_NEX.java

hashes
CRC32: EB5DAB47
MD5: 321DE8C2E068250BC35B759AA3D8A5AA
SHA-256: 63410478197532D489DA56A858D020521A23162D62D5BA631344BC344E443CB6
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Dwarden on September 08, 2019, 11:30:19 AM
\StarSector\mods\Steelclad\data\scripts\world\systems\ffs_Impalo.java
line 73
Code
			relay_comms.setCircularOrbit(system.getEntityById("implao_star"), 100.0F, 2000.0F, 120.0F);
i guess that text should be impalo_star there

but still crashing :( after fixing it
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 08, 2019, 11:38:49 AM
\StarSector\mods\Steelclad\data\scripts\world\systems\ffs_Impalo.java
line 73
Code
			relay_comms.setCircularOrbit(system.getEntityById("implao_star"), 100.0F, 2000.0F, 120.0F);
i guess that text should be impalo_star there

but still crashing :( after fixing it
yeah im looking at it atm, doing something on the side will take some time
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Dwarden on September 08, 2019, 12:05:31 PM
probably also

\StarSector\mods\Steelclad\data\scripts\world\systems\ffs_Impalo.java
line 111

Code
			impalo_station1.setCustomDescriptionId("station_impalo");
should be
Code
			impalo_station1.setCustomDescriptionId("impalo_station");

and in
\StarSector\mods\Steelclad\data\scripts\world\systems\ffs_Kores.java
i guess all names `star` for kores shall be `kores_star`

for sake of uniformity and naming as in the other files
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 08, 2019, 12:12:01 PM
probably also

\StarSector\mods\Steelclad\data\scripts\world\systems\ffs_Impalo.java
line 111

Code
			impalo_station1.setCustomDescriptionId("station_impalo");
should be
Code
			impalo_station1.setCustomDescriptionId("impalo_station");


and in
\StarSector\mods\Steelclad\data\scripts\world\systems\ffs_Kores.java
i guess all names `star` for kores shall be `kores_star`

for sake of uniformity and naming as in the other files

Nahh just delete that effing relay out of ffs_impalo -> L 72 and 73 and it will work ... lacking insight into stargen as to why those arguments for setOrbit are malformed.
Also sry i guess trashman doesn't play without random sector and neither do i ... whooopsies
Edit:
Code
relay_comms.setCircularOrbit(system.getEntityById("implao_star"), 100.0F, 2000.0F, 120.0F); --> change into
relay_comms.setCircularOrbit(impalo_star, 100, 2000, 120);
starts but ... Legal Disclaimer:
no guarantees that the comms relay will be placed as intended
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Dwarden on September 08, 2019, 01:04:49 PM
ye i forgot to include how fast replicate the crash (facepalm)

load game up

1. New Game (with Nexerelin)
2. continue
3. start random solo ship

crash

anyway i just found the fix

remove the "impalo_star" it needs to be name of system defined in planetapi :)

Code
impalo_relay.setCircularOrbit(system.getEntityById("impalo"), 100.0F, 2000.0F, 120.0F);
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Dwarden on September 08, 2019, 01:11:11 PM
because i was cleaning up all the files for naming, here are all the starsystems

https://www.dropbox.com/s/8sg0tvjwt0grc3d/StarSector_fix_systems_Dwarden.7z?dl=0
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 08, 2019, 01:41:13 PM
because i was cleaning up all the files for naming, here are all the starsystems

https://www.dropbox.com/s/8sg0tvjwt0grc3d/StarSector_fix_systems_Dwarden.7z?dl=0

m8 look up 2 posts before your post, but well cool anyway
Edit: impalo and impalo_star are not the same thing ... o boy
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Dwarden on September 08, 2019, 01:50:04 PM
...

m8 look up 2 posts before your post, but well cool anyway

i actually fixed it w/o need to remove anything or change the orbit values
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 08, 2019, 01:58:57 PM
...

m8 look up 2 posts before your post, but well cool anyway

i actually fixed it w/o need to remove anything or change the orbit values
I actually didn't remove anything nor did i change the values ... but nevermind
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: saqib126 on September 08, 2019, 04:59:36 PM
Pretty sure the Integrated Radiators hullmod are not supposed to vent hard flux while the shields are up, I think it only vents the 20% passive vent rate it adds. If that is working as intended, then that hullmod is incredibly overpowered.
Title: Re: [0.9.1a]STEELCLAD v1.0.16 ( 4.09.2019)
Post by: Albarra on September 08, 2019, 07:56:03 PM
(https://i.imgur.com/zatFgq2.png)
That fixed it. Super smoothbrained moment here considering I've edited so many other mods... I think our other friend should try doing this too.
I still think you should bundle it as one file, just for when people like me have times like this! :P But thanks! Happy to have it working finally. :)

+1 for the bundle idea, I had to delve into the comments to find the solution, I thought "sounds" folder was optional as per "music is optional"
If you are truly opposed to the bundle idea then maybe use this SS for clarification for new comers
Thanks
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: TrashMan on September 09, 2019, 12:43:36 AM
Nahh just delete that effing relay out of ffs_impalo -> L 72 and 73 and it will work ... lacking insight into stargen as to why those arguments for setOrbit are malformed.
Also sry i guess trashman doesn't play without random sector and neither do i ... whooopsies

I do actually. I have two test games running, one Corvus mode, one random.
But damn, every time I try to fix one thing, something else gets borked.

All of this is due to adding missing sensors/comms/nav beacons to missing systems in Corvus mode.

So basically, it's the systems (specifically the XLE, ISA and RSF ones, as those the ones I edited). And the PNS main system.

*Sigh*

Time to test again....
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: TrashMan on September 09, 2019, 05:14:35 AM
I put in a new DATA_LATEST. Didn't have time to test, but it should have all system generation and typos fixed. Every system should now have a com node.
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Dwarden on September 09, 2019, 05:32:07 AM
i'm afraid there were issues with mass edit
e.g. file
ffs_Kores.java

import section has
Code
.starfarer.api.
where it got replaced with
Code
.star_koresfarer.api.
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 09, 2019, 08:21:01 AM
I put in a new DATA_LATEST. Didn't have time to test, but it should have all system generation and typos fixed. Every system should now have a com node.
I don't know which IDE you are using but refactor > find/replace at least for eclipse

i'm afraid there were issues with mass edit
e.g. file
ffs_Kores.java

import section has
Code
.starfarer.api.
where it got replaced with
Code
.star_koresfarer.api.
Thanks for your commitment, 
I don't know if your gotten yourself an IDE yet or are editing files through some other means, but there are things you can't fix yourself without one, like Jar files, also it makes replacing/ refactoring stuff a breeze.
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Dwarden on September 09, 2019, 10:08:02 AM
erm, i'm confused now hastur, those edits weren't by me, that's how i discovered it

just doing diffs vs mine
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: Innominandum on September 09, 2019, 10:16:36 AM
erm, i'm confused now hastur, those edits weren't by me, that's how i discovered it

just doing diffs vs mine
Got that, my last statement was a general statement about your efforts in no way did i insinuate that you are responsible for those edits, whats your main lingua ?   
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: TrashMan on September 09, 2019, 10:27:16 AM
i'm afraid there were issues with mass edit
e.g. file
ffs_Kores.java

import section has
Code
.starfarer.api.
where it got replaced with
Code
.star_koresfarer.api.

Thank you. Fixed and re-uploaded.

EDIT: Another error found and fixed. Compressed file is now just called data
Title: Re: [0.9.1a]STEELCLAD v1.0.17 ( 7.09.2019)
Post by: TrashMan on September 11, 2019, 11:41:14 AM
FYI, if you are using Varayas sector, there is one typo in the special bounties unique_bounty_dat.csv

the SC_stolen_PNS_prototype entry should have VNS as faction ID, not PNS (in two places)
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TrashMan on September 14, 2019, 07:43:50 AM
update.

Log for v1.0.18
- Even more ship balance changes. Mostly buffing Widowmaker ships.
- Corvus generation fixes. Economies and market conditions overhauled. All planets got illustrations and initial descriptions. (re-download graphics)
- fixed bounty faction typo
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: Dwarden on September 14, 2019, 08:43:33 AM
in \steelclad\data\scripts\world\system\impalo_ffs.java
there is
Code
impalo_station1.setCustomDescriptionId("station_impalo");

yet in
steelclad\data\strings\description.csv
Code
impalo_station,CUSTOM,"Main refining center for the FFS. The mushc needed ores from Kaykos are processed and shipped to Freedom.",,

if i'm not mistaken those two shall match

was part of the file fixes i mentioned in my previous post
https://fractalsoftworks.com/forum/index.php?topic=12119.msg261947#msg261947
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: Miraisuki on September 14, 2019, 02:45:12 PM
Psst, you forgot to put some code in \data\config\settings.json
Code
"Jungle_City2":"graphics/illustrations/Jungle_City2.jpg",
"Jungle_City3":"graphics/illustrations/Jungle_City3.jpg",
"Terran_City9":"graphics/illustrations/Terran_City9.jpg",
"Terran_City10":"graphics/illustrations/Terran_City10.jpg",
"Terran_City11":"graphics/illustrations/Terran_City11.jpg",
"Underground_City1":"graphics/illustrations/Underground_City1.jpg",
"Underground_City2":"graphics/illustrations/Underground_City2.jpg",
You also need to change the shipyard 5 capitalization to this since it's lowercase in your script and filename
Code
"shipyard5":"graphics/illustrations/shipyard5.jpg",
Line 74 in \data\scripts\world\system\ffs_Impalo.java is incorrect, throwing a null pointer exception.
Code
relay_comms.setCircularOrbit(system.getEntityById("implao_star"), 100.0F, 2000.0F, 120.0F);
Should be
Code
relay_comms.setCircularOrbit(system.getEntityById("impalo"), 100.0F, 2000.0F, 120.0F);
Line 46 in \data\campaign\econ\uin_centronom_econ.json has a typo. Missing the T in industry
Code
"heavyindusry",
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: diepie2635 on September 14, 2019, 03:41:22 PM
hey i am haveing an issue with steelclad and nexerelin. i have changed the plug in that was said to change and now the game will not load. attachements are pictures of what my file for steelclad looks like just to make sure i set it up correctly and my mod list. thankyou in advance for the help. heres the part of the log that crashed to.

https://imgur.com/n7DwYBW (steelclad setup)
https://imgur.com/WrwWV1a (mod list)

log:

268348 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.SteelcladModPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: Miraisuki on September 14, 2019, 03:59:17 PM
hey i am haveing an issue with steelclad and nexerelin. i have changed the plug in that was said to change and now the game will not load. attachements are pictures of what my file for steelclad looks like just to make sure i set it up correctly and my mod list. thankyou in advance for the help. heres the part of the log that crashed to.

https://imgur.com/n7DwYBW (steelclad setup)
https://imgur.com/WrwWV1a (mod list)

log:

268348 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.SteelcladModPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

You need to rename SteelcladModPlugin_NEX.java to SteelcladModPlugin.java
If you're using the new 1018 version, the mod will not work even after fixing that due to all of the problems I have listed above your post. It didn't work for me until I fixed them all.
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: diepie2635 on September 14, 2019, 10:54:31 PM
hey i am haveing an issue with steelclad and nexerelin. i have changed the plug in that was said to change and now the game will not load. attachements are pictures of what my file for steelclad looks like just to make sure i set it up correctly and my mod list. thankyou in advance for the help. heres the part of the log that crashed to.

https://imgur.com/n7DwYBW (steelclad setup)
https://imgur.com/WrwWV1a (mod list)

log:

268348 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.SteelcladModPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

You need to rename SteelcladModPlugin_NEX.java to SteelcladModPlugin.java
If you're using the new 1018 version, the mod will not work even after fixing that due to all of the problems I have listed above your post. It didn't work for me until I fixed them all.


Thanks all that stuff worked! ur the best lol
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TrashMan on September 15, 2019, 12:25:00 PM
1018b uploaded

Should fix all the issue. Also, graphics might need to be re-doenloaded.

If you have Nex, the SteelcladModPlugin that comes standard is OK.
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: Caddock93 on September 16, 2019, 03:16:27 AM
I get a error every time I start a new campaign.

Fatal:Texure [shipyard5] from category [illustrations] not found.
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TrashMan on September 16, 2019, 05:18:48 AM
sigh....

Uploaded Starsector_10018c.7z

Should fix that and a bounty crash
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TBGamer on September 16, 2019, 08:45:03 AM
Not sure if I did something wrong or not, but when I tried to start a new game, it said that "Terran_City9" wasn't found in Illustrations, despite it being there. Any ideas on how to fix?
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: kilerdude56 on September 16, 2019, 06:15:07 PM
So is this a total conversion mod? Or is it slightly flexible?
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TrashMan on September 16, 2019, 11:53:58 PM
Not sure if I did something wrong or not, but when I tried to start a new game, it said that "Terran_City9" wasn't found in Illustrations, despite it being there. Any ideas on how to fix?

Not at my computer ATM
in the Steelclad/data/config folder, settings.json file.
Check to see if the image is referenced in there under the illustrations tab.
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TrashMan on September 16, 2019, 11:54:52 PM
So is this a total conversion mod? Or is it slightly flexible?

Was a TC. Now it is a faction pack. Best usable with Nex, but should work without.
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: morriganj on September 17, 2019, 08:27:07 AM
I get a crash to desktop every time I start a new game with this mod
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TrashMan on September 17, 2019, 11:36:32 AM
I get a crash to desktop every time I start a new game with this mod

Playing with or without Nex?

What does starsector.log say?
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TBGamer on September 17, 2019, 08:11:22 PM
Got the settings all fixed up, however now there's another issue in regards to the illustrations again. For some reason, it says "shipyard5" isn't found under illustrations, despite both the image file being there and the settings saying it is also there. Not quite sure what to do in regards to this.
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: Dwarden on September 18, 2019, 12:14:55 AM
@TBGamer check your
\StarSector\mods\Steelclad\data\config\settings.json

for line
Code
"Shipyard5":"graphics/illustrations/Shipyard5.jpg",

most likely you got there small not capital letters

as the there code in
\StarSector\mods\Steelclad\data\scripts\world\systems\rsf_Lomonosov.java
Code
denisovkaStation.setInteractionImage("illustrations", "Shipyard5");

which requests that capital S
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TrashMan on September 18, 2019, 02:04:07 AM
I'm pretty sure I double-checked the capitalization in the last update.


@morriganj:
if the errors you are getting are complaining about images, try re-downloading the graphics.7z, as I did add some new illustration images
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TBGamer on September 18, 2019, 05:50:07 AM
Cheers Dwarden, the image file had a lowercase S. On checking it, I also found that "entering_hyperspace.jpg" was named "entering_hyperspace-.jpg" in the illustrations folder which I also fixed up.

Edit: Still getting the error. "Fatal: Texture [shipyard5] from category [illustrations] not found. Check starsector.log for more info."
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: Dwarden on September 18, 2019, 06:09:43 AM
i was getting the same error, because of the settings.json entry

inside settings.json : filename entry must match the filenames
inside settings.json : name declaration must match the script entry (aka both same capitals)

Question 1, do you have linux or mac ?
i that case the filenames must match ini

Question 2, did you check the settings.json file entry for Shipyard5 ?

good job on finding that entering_hyperspace-.jpg because in settings.json
Code
"entering_hyperspace":"graphics/illustrations/entering_hyperspace.jpg",


Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TBGamer on September 18, 2019, 07:37:05 AM
See, thats the issue. Both the file in the doc and the file in the folder are of the same name, but i still get the error. Not sure what to do in regards to that.
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: Dwarden on September 18, 2019, 06:18:30 PM
@tbgamer , one more question , the code in
\StarSector\mods\Steelclad\data\scripts\world\systems\rsf_Lomonosov.java
Code
denisovkaStation.setInteractionImage("illustrations", "Shipyard5");

does it have uppercase or lowercase letter "S" at the line ?
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TBGamer on September 19, 2019, 06:01:03 AM
It was lowercase. I fixed it and tried to start my game up again, only to be met with another error. "Fatal: null Check starsector.log for more info." I'd include the log itself, but It'd go over the limit. I think I messed up somewhere on the installation process? What files did I have to even download and install, since there were far more than just three and the instructions aren't all that helpful in telling which ones are the needed ones.
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TrashMan on September 19, 2019, 11:47:26 AM
It was lowercase. I fixed it and tried to start my game up again, only to be met with another error. "Fatal: null Check starsector.log for more info." I'd include the log itself, but It'd go over the limit. I think I messed up somewhere on the installation process? What files did I have to even download and install, since there were far more than just three and the instructions aren't all that helpful in telling which ones are the needed ones.

You don't need the whole log, just the bottom.

Also, did you download the LATEST version of the mod?

EDIT: I tested a new game, works wihout isses.
Just in case, I've put my data folder in the downloads - data_LATEST.7z
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: TBGamer on September 20, 2019, 05:51:12 AM
I downloaded the data_LATEST and basically did a fresh install. Works like a charm!
Title: Re: [0.9.1a]STEELCLAD v1.0.18 ( 14.09.2019)
Post by: Miraisuki on September 20, 2019, 09:43:31 PM
Got a bug report for you. The Weapon Boost System hullmod is using the Bullet Accelerators script.
Title: Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
Post by: TrashMan on September 26, 2019, 02:16:57 AM
I forgot to fix that. Will hotfix it later.

Also, methinks I'll have to build a jar again, just to speed up loading.

Anyway, new version up

Log for v1.0.19
- Apocalypse torpedo now deals 1000 explosive damage and 500 energy damage. New graphics
- Dedalus Carrier graphics updated
- Lexington graphics updated. Some weapon mounts have been shuffled around, but remain the same.
- a few miner weapon stat tweaks. Still got a long way to go.
Title: Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
Post by: Innominandum on September 26, 2019, 04:07:01 AM
I forgot to fix that. Will hotfix it later.
Also, methinks I'll have to build a jar again, just to speed up loading.
Still got a long way to go.
You are doing great, m8.
I don't know about the speeding up part, but please always add the source files with the jar maybe as a separate DL if you are willing to share it. 
Title: Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
Post by: TrashMan on September 28, 2019, 04:43:03 AM
Hrr.. my .jar used to work before. I re-compiled but I'm getting a null error.

Well, guess no jar far now.

But,. have a hotfix... 10019b uploaded
Title: Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
Post by: Miraisuki on September 28, 2019, 05:28:22 PM
Personally I'd prefer not having a jar unless you need it for generics or whatever, at least until the mod is not being updated quite so often (closer to a "finished" state). Makes it easy to modify stuff. It doesn't seem to load slowly for me either.

It's your mod so do whatever you think is right; just giving my preference.

I found a few things to fix. The energy weapon blueprint has a typo: eb instead of en. I dunno if you want them to use the weapon blueprint graphic; if you do they need to be set to bp_rsf_w.png
Code
"rsf_wpackage_bal":"graphics/icons/cargo/bp_rsf.png",
"rsf_wpackage_eb":"graphics/icons/cargo/bp_rsf.png",
"rsf_wpackage_mis":"graphics/icons/cargo/bp_rsf.png",
Same thing on these: typo and not set to weapon blueprint graphic.
Code
"isa_wpackage_eb":"graphics/icons/cargo/bp_isa.png",
"xle_wpackage_eb":"graphics/icons/cargo/bp_xle.png",
"uin_wpackage_eb":"graphics/icons/cargo/bp_uin.png",
In special_items.csv the RSF energy weapons blueprint tag (plugin params column) has incorrect capitalization, so the blueprint package doesn't give any of the weapons.
Code
RSF_en_wbp
Should be
Code
rsf_en_wbp
You're making good progress, keep it up!  :)
Title: Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
Post by: Dwarden on September 29, 2019, 04:50:41 AM
some more minor typos
in files
\Steelclad\data\ezfaction\WDW.ezfaction
\Steelclad\data\ezfaction\MAR.ezfaction

Code
		"independant",
should be
Code
		"independent",

this will fix those for use with EZ Factions
Title: Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
Post by: TrashMan on October 01, 2019, 01:21:58 AM
Thanks for brining those to my attention. Will fix it later today.

But I have to ask - balance wise, do you feel the weapons are OP? I feel like they need more flux cost.
Title: Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
Post by: th3boodlebot on October 02, 2019, 05:47:08 PM
could you make a more detailed explanation of how to add steelclad that works with nexerelin? thanks!
just so you know ive tried and figured out that (im guessing) the one that has nex at the end in the folder is the one that is for nexerelin

edit- it says im missing underground city 1.jpg but i found that in graphics so i dont know what the issue is

edit 2- i turned off all other mods and now it says that it cant find asteroids.jpg
Title: Re: [0.9.1a]STEELCLAD v1.0.19 ( 25.09.2019)
Post by: TrashMan on October 03, 2019, 10:41:53 AM
Try re-downaloding.

Also check the folder structure, if you extracted properly.

The Nex file is default, so you don't need to override anything. NoNex is for overriding.
Title: Re: [0.9.1a]STEELCLAD v1.0.20 ( 6.10.2019)
Post by: TrashMan on October 06, 2019, 07:21:24 AM
New version - 1.0.20
Bugfixes and Balance tweaks. Nerfed quite a few weapons.


EDIT:
FYI, I did add a few more lines in the setting.json (officers, ship values). Be sure to check the top and remove the lines or change the settings.
Title: Re: [0.9.1a]STEELCLAD v1.0.20 ( 6.10.2019)
Post by: saqib126 on October 07, 2019, 04:58:44 PM
Been trying to do a ISA only ship run, and while I`ve been able to get a good amount of support vessels(i.e carriers, missile boats, etc) that preform well(though the Connecticut is kinda underwhelming in the firepower department), for mainline ships I havent found any that can compare to Sector vessels(atleast in frigates and destroyers, sofar), for ex. testing against a BRDY Scorpion destroyer, I havent been able to defeat it in the sims using a 'line' vessel(despite carrier and missile ships managing it, as well as other Sector vessels), mainly due to the fact ISA ships are made out of paper(i.e California has 100 armor and 1.2k Hull, died to 2 harpoons from full hp), and they have lacking shield arcs(usually 90, which leads, combined with paper thin hulls, to death in under 10 seconds to a single flanking ship). I think you need to buff the resilience of the ISA Ships.(and likely the FTG, XLU, etc, in addition to buffing burn speeds(i.e a XLU crusier shouldn`t go 1 burn slower than an Onslaught)

EDIT: Also, unsure if its a bug or not, but none of the Steelclad ships seem to have preset variants in the refit screen, unlike Sector ships.

EDIT #2: Also, Steelclad may be stopping other mods from displaying missions as no other mod(despite me having multiple mods that add missions such as the Kadur Theocracy and the SCY) displays missions in the mission screen(and Steelclad seems to affect the menu screen alot, with Steelclad music in the background and only Steelclad vessels flying the the background aswell, it might be a holdover from when you ported the mod over to 9.1)
Title: Re: [0.9.1a]STEELCLAD v1.0.20 ( 6.10.2019)
Post by: TrashMan on October 11, 2019, 12:30:28 AM
That's some good balance feedback. Thanks, I really lack good feedback as there are so many ships that are nigh impossible for me to test in my limited time.
If you are comparing frigates vs destroyers then it's an uneven matchup from the start, but some frigates could use some armor boosting. Try something like the Indiana destroyer, it tended to perfoam well in my tests.

I actually have no idea how presets work or where tehy are defined. Will have to look into that.

Regarding the intro screen, I don't know what I can do about it. While most files get appended, some, like the one with the intro ships, seems to get overwritten. So while vanilla ships could be added to the list (it is a simple txt file after all), there's no way for me to accomodate all mods.
I think the same applies to missions.
However, there is a fix - you simply make your own mission/introships file (or edit the steelclad one) and add the mission names/ship variants from the other mods in there

This will 100% work as I tested it.
Title: Re: [0.9.1a]STEELCLAD v1.0.20 ( 6.10.2019)
Post by: TrashMan on October 12, 2019, 04:37:26 AM
Updated.

- Buffed most frigates in terms of hull/armor.
- all sub-90° shield arcs buffed to 90
- Increased burn on some ships.
- Made some fighter/bomber wings more costly.
- a few minor tweaks to some weapon values.
Title: Re: [0.9.1a]STEELCLAD v1.0.21 ( 12.10.2019)
Post by: az879 on October 12, 2019, 04:52:28 AM
I am glad this mod is getting updates. I have some balance suggestions:

The RSF 408mm Shrapnel cannon feels too powerful. The projectiles also causes some lag for me.
I suggest to reduce the amount of shrapnel projectiles to 15-20 and perhaps to increase the damage of the shrapnel if it it too weak.

The RSF leningrad battleship lacks the 'Ammofeeder' hullmod which is found on other RFS ships.

The RSF Moscow battleship does not have a shield. I am unsure if it is balanced. I would suggest to add a shield just like the leningrad or add the 'rsfarmorrepair' hullmod.
Title: Re: [0.9.1a]STEELCLAD v1.0.21 ( 12.10.2019)
Post by: saqib126 on October 12, 2019, 08:04:03 AM
Good to see your heading feedback, gonna go test the frigates soon(i.e last time(before the armor buff) I tried using the California class it got massacred(didnt have a realistic chance of winning) against a basegame 'elite' lasher(4 deployment points vs 4 deployment points), hopefully it can win this time). As for comparing destroyers to frigates, I didnt mean to indicate that, the 'line' ship I was using to try and defeat a BRDY Scorpion in a 1v1 was a 'Indiana-A"(large energy destroyer), though I have managed to get the Indiana to win with a safety override plasma cannon build(still tends to die half the time lol).

EDIT: Why is the ISA neutral to AI remanants?
Title: Re: [0.9.1a]STEELCLAD v1.0.21 ( 12.10.2019)
Post by: TrashMan on October 14, 2019, 12:09:43 AM
It shouldn't be neutral. I'll have to check the initial faction settings.
Title: Re: [0.9.1a]STEELCLAD v1.0.21 ( 12.10.2019)
Post by: Sanguinius on October 15, 2019, 10:47:20 AM
hi everyone o/

I have a problem for use this mod when I put the file in Mod folder.

Quote
16132 [Thread-4] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/ships/wasp_ftr.png (using cast)
16419 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.SteelcladModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.SteelcladModPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more

I don't knwo how can I fix it.

Thanks for any answers

ps: I'm french, sorry for my bad english  :-X
Title: Re: [0.9.1a]STEELCLAD v1.0.21 ( 12.10.2019)
Post by: TrashMan on October 16, 2019, 12:15:33 AM
Are you using Nexirilien or not?

If you are NOT, then you should try using the SteelCladMod_NONEX file (replace the original file after re-naming)
Title: Re: [0.9.1a]STEELCLAD v1.0.21 ( 12.10.2019)
Post by: Sanguinius on October 16, 2019, 12:55:29 AM
Are you using Nexirilien or not?

If you are NOT, then you should try using the SteelCladMod_NONEX file (replace the original file after re-naming)

Ah thanks you, I forgot to change the name  ::)

But now I have new error --"

Quote
20050 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.weapons.OnHit_APOC]
java.lang.RuntimeException: Error compiling [data.scripts.weapons.OnHit_APOC]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/weapons/OnHit_APOC.java', Line 25, Column 31: Cannot determine simple type name "Color"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/weapons/OnHit_APOC.java', Line 25, Column 31: Cannot determine simple type name "Color"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
   at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5398)
   at org.codehaus.janino.UnitCompiler.getReferenceType(UnitCompiler.java:5207)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5188)
   at org.codehaus.janino.UnitCompiler.access$12600(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitReferenceType(UnitCompiler.java:5119)
   at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2880)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1656)
   at org.codehaus.janino.UnitCompiler.access$800(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitFieldDeclaration(UnitCompiler.java:933)
   at org.codehaus.janino.Java$FieldDeclaration.accept(Java.java:1818)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
   at org.codehaus.janino.UnitCompiler.maybeCreateInitMethod(UnitCompiler.java:757)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:504)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
Title: Re: [0.9.1a]STEELCLAD v1.0.21 ( 12.10.2019)
Post by: TrashMan on October 16, 2019, 09:02:40 AM
Do you have the library mods installed?

CrazyLib, MagicLib?
IIRC, you will need those
Title: Re: [0.9.1a]STEELCLAD v1.0.21 ( 12.10.2019)
Post by: Sanguinius on October 16, 2019, 09:15:48 AM
Do you have the library mods installed?

CrazyLib, MagicLib?
IIRC, you will need those

No I have only your mod in the folder.
I just need CrazyLib and MagicLib that right?

PS: Ok now it's working! Thanks you a lot for revive this mod from Okim!
Title: Re: [0.9.1a]STEELCLAD v1.0.22 ( 17.10.2019)
Post by: TrashMan on October 18, 2019, 12:42:04 AM
Log for v1.0.22
- Some weapon rebalances
- 408 shrapnel cannon: reduce number of shrapnel, increased damage. Should improve performance. The stock values were (radnom*50+100) shrapnel pieces!
- I have nerfed some weapons into oblivion by mistake (the plasma beam cannon was doing only 50 damage!) so hopefully I fixed everything now
Title: Re: [0.9.1a]STEELCLAD v1.0.22 ( 17.10.2019)
Post by: Isaew on October 20, 2019, 12:07:17 PM
Dear TrashMan,
thank you for this mod. It is one of the most prominent in the game.
However, I cannot enjoy it because it crashes on my machine.

Would you be so kind as to take a look at the logs that I've attached here? I'd appreciate the chance to play through your mode.

Code
23126 [Thread-5] INFO  sound.public  - Creating streaming player for music with id [Blackrock_Market.ogg]
23128 [Thread-5] INFO  sound.public  - Cleaning up music with id [Blackrock_Market.ogg]
23131 [Thread-5] INFO  sound.public  - Creating streaming player for music with id [faction_hegemony_encounter_02_hostile.ogg]
23131 [Thread-5] INFO  sound.public  - Cleaning up music with id [faction_hegemony_encounter_02_hostile.ogg]
23131 [Thread-5] INFO  sound.public  - Creating streaming player for music with id [blackrock_encounter.ogg]
23131 [Thread-5] INFO  sound.public  - Cleaning up music with id [blackrock_encounter.ogg]
23131 [Thread-5] INFO  sound.public  - Creating streaming player for music with id [sra_encounter_friendly.ogg]
23132 [Thread-5] INFO  sound.public  - Cleaning up music with id [sra_encounter_friendly.ogg]
23132 [Thread-5] INFO  sound.public  - Creating streaming player for music with id [ii_interaction_neutral.ogg]
23132 [Thread-5] INFO  sound.public  - Cleaning up music with id [ii_interaction_neutral.ogg]
23133 [Thread-5] INFO  sound.public  - Creating streaming player for music with id [faction_luddite_market_02_hostile_var01.ogg]
23133 [Thread-5] INFO  sound.public  - Cleaning up music with id [faction_luddite_market_02_hostile_var01.ogg]
23133 [Thread-5] INFO  sound.public  - Creating streaming player for music with id [blackrock_encounter_hostile.ogg]
23133 [Thread-5] INFO  sound.public  - Cleaning up music with id [blackrock_encounter_hostile.ogg]
23133 [Thread-5] INFO  sound.public  - Creating streaming player for music with id [VNS - Oren Theme.ogg]
23226 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [sounds/music//VNS - Oren Theme.ogg] resource, not found in [/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Arsenal Expansion 1.5.3g,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Artefact,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Blackrock Drive Yards,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Celestial Mount Circle,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Dassault-Mikoyan Engineering,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/DIABLEAVIONICS,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/DisassembleReassemble_v1.6.9,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Extratential Lanestate Union,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/FDS,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/GKSec,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Gladiator,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/GrytpypeMoriarty,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/HMI,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/HighTechArmada,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Interstellar Imperium,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/JP_RC,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Kadur Remnant,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/LazyLib,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/MagicLib,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Mayasuran Navy,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/SanguinaryAnarchisticDefectors,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/SCY,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Shadowyards,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Ship and Weapon Pack,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/SkilledUp,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Starship Legends,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Steelclad_10019b,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/tahlan,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/thgualsno,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Underworld,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/UnknownSkies,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/UpgradedRotaryWeapons,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Vayra's Sector,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Vayra's Ship Pack,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [sounds/music//VNS - Oren Theme.ogg] resource, not found in [/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Arsenal Expansion 1.5.3g,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Artefact,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Blackrock Drive Yards,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Celestial Mount Circle,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Dassault-Mikoyan Engineering,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/DIABLEAVIONICS,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/DisassembleReassemble_v1.6.9,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Extratential Lanestate Union,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/FDS,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/GKSec,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Gladiator,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/GrytpypeMoriarty,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/HMI,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/HighTechArmada,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Interstellar Imperium,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/JP_RC,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Kadur Remnant,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/LazyLib,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/MagicLib,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Mayasuran Navy,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/SanguinaryAnarchisticDefectors,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/SCY,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Shadowyards,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Ship and Weapon Pack,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/SkilledUp,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Starship Legends,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Steelclad_10019b,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/tahlan,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/thgualsno,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Underworld,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/UnknownSkies,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/UpgradedRotaryWeapons,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Vayra's Sector,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/Vayra's Ship Pack,/Applications/Starsector.app/Contents/Resources/Java/../../../mods/GraphicsLib,../starfarer.res/res,CLASSPATH]
at com.fs.util.C.Object(Unknown Source)
at com.fs.util.C.Ô00000(Unknown Source)
at com.fs.starfarer.loading.oooO$1.super(Unknown Source)
at sound.K.<init>(Unknown Source)
at sound.public.<init>(Unknown Source)
at sound.H.super(Unknown Source)
at com.fs.starfarer.loading.oooO.void(Unknown Source)
at com.fs.starfarer.loading.oooO.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÕO0000(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(Thread.java:745)

It seems like an issue with the audio? Thank you for your time and attention. I'd really appreciate your help or anyone's help.
Title: Re: [0.9.1a]STEELCLAD v1.0.22 ( 17.10.2019)
Post by: TrashMan on October 21, 2019, 03:49:35 AM
Hmmm....
You did download the sounds file right? And checked if everything is properly extracted?
It seems like your folder structure might be off.

Check the structure of other mods, Steelclads should be the same.
mods/Steelclad and inside:
data
graphics
sounds

And check each of the three to see if the files are in there. I often see poeple with issues extracting and they get something like "mods/steelclad/sounds/sounds" instead.

Title: Re: [0.9.1a]STEELCLAD v1.0.23 ( 21.10.2019)
Post by: TrashMan on October 21, 2019, 03:30:59 PM
Log for v1.0.23
- quite a few ships recieved buffs, increased flux, hull (especially XLE ships)
- OP points increased across the board for most ships
- missile/torpedo OP costs re-worked ,as well as some fighter/bomber OP costs
Title: Re: [0.9.1a]STEELCLAD v1.0.23 ( 21.10.2019)
Post by: TrashMan on October 22, 2019, 03:50:00 AM
FYI - to fix the title screen variants and mission lists, simply open up mod_info.json and delete the entire replace line.
Title: Re: [0.9.1a]STEELCLAD v1.0.24( 24.10.2019)
Post by: TrashMan on October 24, 2019, 12:33:57 PM
New version up! - RE DOWNLOAD GRAPHICS

- PNS battlestation can now be upgraded to second tier
- fixes to mission list and intro ships
- pirates get a new ship
- planets are starting to get proper descriptions
- some further tweaks to some ship values
Title: Re: [0.9.1a]STEELCLAD v1.0.21 ( 12.10.2019)
Post by: ASSIMKO on October 24, 2019, 01:29:04 PM
Do you have the library mods installed?

CrazyLib, MagicLib?
IIRC, you will need those


Can you put the links to the mods that steelclad needs to run, like: CrazyLib, MagicLib and the others ???
Title: Re: [0.9.1a]STEELCLAD v1.0.24( 24.10.2019)
Post by: TrashMan on October 25, 2019, 04:41:41 AM
IIRc, it should only need crazy Lib. I really should put the link in the OP.


LAZY LIB:
https://fractalsoftworks.com/forum/index.php?topic=5444.0


MAGIC LIB:
http://fractalsoftworks.com/forum/index.php?topic=13718.0
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: TrashMan on October 25, 2019, 03:32:59 PM
v1.0.25

PNS battlestation fixes, now has 3 tiers, each with 3 variants.
Title: Re: [0.9.1a]STEELCLAD v1.0.24( 24.10.2019)
Post by: ASSIMKO on October 30, 2019, 09:06:37 PM
IIRc, it should only need crazy Lib. I really should put the link in the OP.


LAZY LIB:
https://fractalsoftworks.com/forum/index.php?topic=5444.0


MAGIC LIB:
http://fractalsoftworks.com/forum/index.php?topic=13718.0

Thank you
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: ASSIMKO on November 01, 2019, 06:23:18 AM
Congratulations. Since yesterday I'm playing with my 55 mods and along with steelclad. Now it's working perfectly. Thanks for the improvements on mod.
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: TrashMan on November 02, 2019, 04:14:10 AM
55 mods?
Dang. I'm surprised your performance doesn't tank.
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: ASSIMKO on November 05, 2019, 08:32:30 AM
KKKKKKKKK. Today as I am doing some updates on the mods is 51, because I test each one individually so I can play quiet. But already with maybe more, I saw some that I want to test, and I'm waiting for the updates of: Knights Templar, The Nomads, Red, Thule Legacy, Tore Up Plenty, The Vass and ApproLight this last one that urges me today to fix the Chinese version link because I really want to play with it. My settings in the attachment.
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: ASSIMKO on November 05, 2019, 08:34:44 AM
LOOK
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: ASSIMKO on November 05, 2019, 08:36:00 AM
LOOK
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: I_is_nublet on November 06, 2019, 06:42:57 AM
Hi Trashman, I'm interested in using your mod in conjunction with a bunch of others. But your music file seems to be interrupting it:

Spoiler
59632 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [sounds/music//VNS - Oren Theme.ogg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Another Portrait Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ApproLight,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arsenal Expansion 1.5.3h,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Cari UI Lite,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Commissioned Crews,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DisassembleReassemble_v1.6.9,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ED Shipyard,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Extratential Lanestate Union,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Fix All Empty Planets,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Foundation Of Borken,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gates-Awakened,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Girls Frontline Portrait Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interesting Portraits Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kadur Remnant,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Luddic_Enhancement,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MagicLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Save Transfer,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SkilledUp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SpeedUp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starship Legends,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Steelclad,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UnofficialNewGamePlus,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Sector,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Ship Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\vesperon-1.2.0,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ToggleWeaponGroup,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\YRXP,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Audio Plus,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ApproLightPlus,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [sounds/music//VNS - Oren Theme.ogg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Another Portrait Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ApproLight,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arsenal Expansion 1.5.3h,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Autosave,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Cari UI Lite,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Commissioned Crews,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DisassembleReassemble_v1.6.9,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ED Shipyard,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Extratential Lanestate Union,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Fix All Empty Planets,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Foundation Of Borken,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Gates-Awakened,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Girls Frontline Portrait Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interesting Portraits Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\JP_RC,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Kadur Remnant,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Leading Pip,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Luddic_Enhancement,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\MagicLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Save Transfer,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SkilledUp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SpeedUp,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Starship Legends,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Steelclad,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\tahlan,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UnofficialNewGamePlus,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Sector,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Vayra's Ship Pack,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\vesperon-1.2.0,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ToggleWeaponGroup,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\YRXP,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Audio Plus,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib,C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ApproLightPlus,../starfarer.res/res,CLASSPATH]
   at com.fs.util.C.Ó00000(Unknown Source)
   at com.fs.util.C.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.int$1.o00000(Unknown Source)
   at sound.float.<init>(Unknown Source)
   at sound.oo0O.<init>(Unknown Source)
   at sound.null.super(Unknown Source)
   at com.fs.starfarer.loading.int.void(Unknown Source)
   at com.fs.starfarer.loading.int.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ÕO0000(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)
[close]
I could very well have installed it incorrectly. But I'll try to re-install it without the extra music, and if that fails without music period.

Edit: And ah yes, the custom flags folder goes into the graphics folder yes? Nevermind, found it in the faction folder in the graphics folder.

Edit2: Got it to work. Had to re-install it. LoL. All I had to do was whine about it after I tried to fix it a few times then BAM, fixed after 1 try.
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: TrashMan on November 07, 2019, 02:28:34 AM
LOOK

You PC is actually weaker than mine.. And in big battles with pillum spam I get slowdowns.



Hi Trashman, I'm interested in using your mod in conjunction with a bunch of others. But your music file seems to be interrupting it:

59632 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [sounds/music//VNS - Oren Theme.ogg] resource, not found
Edit: And ah yes, the custom flags folder goes into the graphics folder yes? Nevermind, found it in the faction folder in the graphics folder.

Edit2: Got it to work. Had to re-install it. LoL. All I had to do was whine about it after I tried to fix it a few times then BAM, fixed after 1 try.

Again the Oren Theme. Older download or corrupted file. Not sure which.
Could it be that it's from the ExtraMusic and that I left it references in the basic sounds.json? I will have to check, but it shouldn't be the case. Oren Theme should be part of the base music...
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: Harmful Mechanic on November 07, 2019, 06:44:52 AM
Just a note, it's totally fine to use DME's scripts, but if you're going to, please change the sound IDs so there isn't a resource ID conflict.

After your behavior in the Vayra's Sector thread I would like to revoke your permission to use DME's scripts in your mod. Please remove all of the code and any other resources you have copied from Dassault-Mikoyan Engineering from Steelclad.
Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: Alex on November 08, 2019, 09:11:10 AM
Just a note, it's totally fine to use DME's scripts, but if you're going to, please change the sound IDs so there isn't a resource ID conflict.

After your behavior in the Vayra's Sector thread I would like to revoke your permission to use DME's scripts in your mod. Please remove all of the code and any other resources you have copied from Dassault-Mikoyan Engineering from Steelclad.

Just wanted to confirm that I take the rights of modders very seriously and that using other modders' stuff without their permission (or after said permission has been revoked) will not be allowed on the forum. In light of that, I ask that you please comply with Soren's request within a reasonable timeframe.
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: WeWickYou on November 10, 2019, 08:20:14 AM
v1.0.25

PNS battlestation fixes, now has 3 tiers, each with 3 variants.

Hi, there is no way to upgrade to tier 3 battlestation, with the current mod.
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: Optiso on November 10, 2019, 10:56:30 AM
quite an escalation over a user posting bug logs
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: Alex on November 10, 2019, 12:06:35 PM
quite an escalation over a user posting bug logs

Hi - please don't escalate the situation further. Regardless of how you feel about it, Soren is well within his rights, and derailing the thread is not going to help things one way or another.

Title: Re: [0.8.1a]STEELCLAD v0.7i ( 17.09.2017)
Post by: TrashMan on November 14, 2019, 04:26:23 AM
Just wanted to confirm that I take the rights of modders very seriously and that using other modders' stuff without their permission (or after said permission has been revoked) will not be allowed on the forum. In light of that, I ask that you please comply with Soren's request within a reasonable timeframe.

Yeah, sure, whatever. I wasn't using the Drama Queens bladebreakers spawn code anyway (turned out to not be what I needed, so it just sits there unused). Not sure if there's anything else. I think there might be one OnHit effect. Will have to check.
Don't know when the next update is going to be tough, since I'm dealing with a lot of RL stuff atm, including job switching and moving.
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: Massaraksh on November 14, 2019, 07:15:59 AM
Ah, modder drama over absolutely nothing. Sure feels like the doom community in here.
Also, I've noticed several typos and inconsistencies in the mod's descriptions for various things, like the PNS not always being called PNS, and rogue apostrophes. Hope it'll get fixed come next update.
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: TrashMan on November 14, 2019, 07:39:48 AM
Ah, modder drama over absolutely nothing. Sure feels like the doom community in here.
Also, I've noticed several typos and inconsistencies in the mod's descriptions for various things, like the PNS not always being called PNS, and rogue apostrophes. Hope it'll get fixed come next update.

That's because it was called VNS before. And re-balancing necessiated changes to some ship, which means their descriptions need updating too. I need to go over the entire descriptions file when I find time.
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: TrashMan on November 14, 2019, 07:40:54 AM
v1.0.25

PNS battlestation fixes, now has 3 tiers, each with 3 variants.

Hi, there is no way to upgrade to tier 3 battlestation, with the current mod.

Huh.. Alas, didn't have time to test it, might be a made a typo somewhere in the industries file. You can upgrade to tier 2, right?
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: Innominandum on November 14, 2019, 08:51:00 AM
Sure feels like the a doom community in here.
(https://i.ibb.co/Wpshdv2/TheEnd.jpg)
Nah, its all just some friendly banter.
On the other its only half the 'immersion' when Changelogs don't contain 'honorable' mentions of Community members OP disagrees with. 
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: Alex on November 14, 2019, 03:12:20 PM
Yeah, sure, whatever. I wasn't using the Drama Queens bladebreakers spawn code anyway (turned out to not be what I needed, so it just sits there unused). Not sure if there's anything else. I think there might be one OnHit effect. Will have to check.
Don't know when the next update is going to be tough, since I'm dealing with a lot of RL stuff atm, including job switching and moving.

I'm pretty sure English is not your first language, but you're aware that "yeah, sure, whatever" is considered rude and dismissive, right? Name-calling someone that was at some point in the past kind enough to let you use their code is also not a great look. Please try to be more polite going forward.

In any case: fair enough about RL; I'll check back here by the end of November. Beyond that, it's basically up to Soren how long he's willing to give you. My point is that the wishes of modders with regard to how their work is re-used (or not reused) will be enforced here.

That said, to everyone else: please let's not derail this thread by discussing this further.
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: TrashMan on November 15, 2019, 04:48:50 AM
If anyone can confirm the station upgrade problem. Like I said, I wasn't able to test it and there was no tutorial or even a mod example of how it works, so I was bumbling my way trough.
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: WeWickYou on November 15, 2019, 01:36:28 PM
v1.0.25

PNS battlestation fixes, now has 3 tiers, each with 3 variants.

Hi, there is no way to upgrade to tier 3 battlestation, with the current mod.

Huh.. Alas, didn't have time to test it, might be a made a typo somewhere in the industries file. You can upgrade to tier 2, right?

Upgrade to tier 2 work, it's just yeah you have industries name tier 3 battlestation.
2nd point you should neff turbolaser :) when fighting ship with it it's insane how fast my ship die or kill with it.
Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: Morrokain on November 15, 2019, 01:55:45 PM
If anyone can confirm the station upgrade problem. Like I said, I wasn't able to test it and there was no tutorial or even a mod example of how it works, so I was bumbling my way trough.

You may already know this and apologies if you do, but just in case because it took me forever to figure out all the details:

Making a station upgrade to the next tier is handled in the industries.csv file under "data\campaign". Look at the "upgrade" column. The value there must be the industry id (not the station id) of the station you are upgrading to. Its the same thing with the "downgrade" column just before it. Put the id of the industry that defines your downgrade option there.

Title: Re: [0.9.1a]STEELCLAD v1.0.25( 25.10.2019)
Post by: TrashMan on November 16, 2019, 04:33:11 PM
Upgrade to tier 2 work, it's just yeah you have industries name tier 3 battlestation.
2nd point you should neff turbolaser :) when fighting ship with it it's insane how fast my ship die or kill with it.

Turbolaser?
You mean X-Ray laser batteries (they are pretty effective) or do you mean the one mega-beam?


If anyone can confirm the station upgrade problem. Like I said, I wasn't able to test it and there was no tutorial or even a mod example of how it works, so I was bumbling my way trough.
You may already know this and apologies if you do, but just in case because it took me forever to figure out all the details:

Making a station upgrade to the next tier is handled in the industries.csv file under "data\campaign". Look at the "upgrade" column. The value there must be the industry id (not the station id) of the station you are upgrading to. Its the same thing with the "downgrade" column just before it. Put the id of the industry that defines your downgrade option there.

Yeah, I knew. And I see I did specify the downgrade options for all bases, but forgot to fill in the upgrade column for Tier 2. Easily fixable.
Title: Re: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)
Post by: TrashMan on November 17, 2019, 01:47:25 AM
1.025c uploaded.

Should fix the battlestation Tier 3 upgrade
Since I didn't have time to test it properly, I'm leaving older versions available for a while.
Also some optimizations and changes to some weapon scripts.
Title: Re: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)
Post by: mootiethecow on November 17, 2019, 07:48:32 AM
Thanks for the update, much appreciated.
Regarding autofit presets, would you mind adding them at some point in the future?
I looked at the .variant files and it pretty much requires one extra line of code:

"goalVariant": true,

Some ships have more than four variants and autofit presets only support four presets (as far as I can tell), so you would have to make some choices.
This is just a small QoL patch and I suppose there are bigger priorities, but it would be nice if you could add this.
Thanks, I really appreciate this mod and the factions in this mods always play important roles in my playthroughs.
Title: Re: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)
Post by: WeWickYou on November 17, 2019, 09:40:09 AM
1.025c uploaded.

Should fix the battlestation Tier 3 upgrade
Since I didn't have time to test it properly, I'm leaving older versions available for a while.
Also some optimizations and changes to some weapon scripts.

Turbolaser ID is: lrg-en-rsf-turbolas it's large energie low flux cost high damage
Title: Re: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)
Post by: TrashMan on November 18, 2019, 12:25:48 AM
Hmm...yeah, it's efficiency is a bit too high. Will have to nerf it a bit
Title: Re: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)
Post by: Harmful Mechanic on December 01, 2019, 06:38:12 PM
I gave you until today (Dec 1) to remove DME scripts from your mod. You have not done so.

The scripts "OnHit_APOC.java", "OnHit_EXPL.java", "OnHit_FRAG.java", "ShieldPieceExpl_OnHit.java", "ShieldPieceFrag_OnHit.java", and "VariableHit.java" are all simple renamed versions of DME scripts. I asked you to remove them and gave you just under a month to do so. This isn't hard; all you had to do was comment them out of the projectile files that referenced them and delete the scripts. This can be done in an evening. Similar scripts are easy to write, or even to borrow out of a different mod with permission. You put out an update on the 17th, ten days after I PMed you that request, so I know you've had at least some modding time.

You're also using badly-recolored or edited versions of my sprites ("HPPC_shell.png", "vns_sm_emiya_turret_base.png" "vns_med_emiya_turret_base.png" and "vns_X_launcher_hardpoint_base.png"). That's just what I've found so far; I'll keep editing this as I find more, and I'm sure I'll find more. You've never had permission for that, unlike the scripts. Those have to go as well.

I am going to note also that there is a truly stupendous amount of commercial, pirated content in this mod - really stunning. I think everything that isn't Okim's original mod is taken from some piece of commercial work you couldn't possibly have the rights to - it's a DMCA waiting to happen. That's beyond the scope of my interest, though.
Title: Re: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)
Post by: Alex on December 01, 2019, 06:54:41 PM
@TrashMan:

Per what I said earlier re: taking the use of the work of other modders without their permission seriously, I'm locking this thread. Please send me a PM when you're ready to put out a new update that does not include Soren's work.

I am going to note also that there is a truly stupendous amount of commercial, pirated content in this mod - really stunning. I think everything that isn't Okim's original mod is taken from some piece of commercial work you couldn't possibly have the rights to - it's a DMCA waiting to happen. That's beyond the scope of my interest, though.

If this is correct, then I would also advise you to take the opportunity to remove all such content from your mod. If I - or any of the moderators - end up having to dig through it looking for such content (such as, say, due to receiving a valid DMCA claim from one of the parties that own the content), the consequences will inevitably be the deletion of this thread and a ban.

(Edit: briefly unlocked thread to let Soren update the list of stuff used without permission.)

Edit #2: I'd like to make it very clear that this is not going to be an iterative process with second chances. Both finding the content in question and confirming that it was removed is time-consuming, and the burden of that falls on either the content author or the moderators. That's not fair to ask of people that didn't do anything wrong here. So, please make sure you get it right the first time around.

Edit #3: Another of Soren's assets:
Quote from: Soren
"vns_reaper_turret_base.png" - it's a bash, but it's using my artwork.

Edit #4: removed download link from the OP.