Fractal Softworks Forum

Starsector => Mods => Topic started by: craftomega on March 27, 2012, 03:52:15 AM

Title: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: craftomega on March 27, 2012, 03:52:15 AM
http://www.wolfegames.com/TA_Section/Minimash_054_fixed.zip (http://www.wolfegames.com/TA_Section/Minimash_054_fixed.zip)
.54 compatible


News

Working on balancing races for .60a. Cant wait for it to come out!
If there are any gliches speak up.

Description:

-279 new ships.
-12 new factions.
-134 new weapons.
-54 new missions.

This mod is here to mix all the best mods together; to ensure they are all working and compatible. I tend to be a short and sweet type of person, so I do not like modifying people mods to much; but, if I find stuff (Weapons mainly) that don’t have descriptions I will add them, although I can’t promise they will be very good. If you want a mod added tell me. If you find a problem tell me. If you need a coder tell me (Yes I can code). If you need someone to make sprites or nice descriptions... I am not the person to go to.

Yes this mod is similar to Uomoz's Corvus faction mod. The difference being he is only adding factions and such where I add simply anything good and complete.

(http://fc09.deviantart.net/fs70/f/2012/107/e/d/omegas_minimash_1_83_by_snake40000-d4whdyj.png)


Download link v1.91  
http://www.wolfegames.com/TA_Section/Minimash_054_fixed.zip (http://www.wolfegames.com/TA_Section/Minimash_054_fixed.zip)

Mods added:

-Spiral Arms ships. (http://fractalsoftworks.com/forum/index.php?topic=1131.0)

-Nomads V0.81 (http://fractalsoftworks.com/forum/index.php?topic=162.0)

-Junk Pirates V1.22 (http://fractalsoftworks.com/forum/index.php?topic=161.0)

-Gun Runners V1.04 (http://fractalsoftworks.com/forum/index.php?topic=769)

-Starfarer Extended 0.25 (http://fractalsoftworks.com/forum/index.php?topic=921.0)

-New Weapons V0.27 (http://fractalsoftworks.com/forum/index.php?topic=1283.0)

-The Lotus Conglomerate V1.10 (http://fractalsoftworks.com/forum/index.php?topic=1619.0)

-The Scrappers V1.25 (http://fractalsoftworks.com/forum/index.php?topic=1344.0)

-Omega CC .9a (http://fractalsoftworks.com/forum/index.php?topic=2058.0)

-Trade Scavengers v0.5 (http://fractalsoftworks.com/forum/index.php?topic=2067.0)

-Interstellar Federation v1.21  (http://fractalsoftworks.com/forum/index.php?topic=2012.0)

-Starfarer Plus V1.01 (http://fractalsoftworks.com/forum/index.php?topic=2210.0)

-Neutrino Corp. (v. 1.2) (http://fractalsoftworks.com/forum/index.php?topic=2345.0)

Installation

Extract Omega's Minimash folder from the zip into the mods folder (-/Fractal Softworks/Starfarer/mods/). Start the game, click "Mods" at the bottom of the luncher pop-up, enable Omega's Minimash. Play the game!

For new versions.
Delete the old Minimash folder in your mods folder and then install normally. Your old save may not always work,

Change List:
Code

Update v1.91
Fixed sound glich.

Update v1.90
-Update to new weapons .27
-Update to Interstellar Federation v1.21
-Added Neutrino Corp. v. 1.2
-Update to Junk Pirates V1.22

Update v1.80
-Update to starfarer plus 1.021
-Update to new weapons .25
-Update to Interstellar Federation v1.162
-Update to Nomads V0.81
-update to Starfarer plus V 1.01
-update to lotus 1.10
-update to new weapons .24
-added 54 new ships.
-added 29 new weapons.
-updated to Trade Scavengers v0.5
-updated to Junk Pirates V1.16
-Fixed barnacle weapons glich
-Fixed issues with macs I think.
-Compatible with Relics.
-NOT SAVE COMPATIBLE!!!
-Updates new weapons .23
-Updated starting ships.
-activated Interstellar federation (oops)
-Balenced fleets so more largers ones will be in late game.
-Added Interstellar Federation
-Added new weapon

V 1.7
-Hot fix for Traders
-Attempted to balence alien fleets to make them slower.
-Attempted to balence large fleets with more large ships.
-changes should show up in old saves
-Added new ships and starting ships.
-Added Trade Scavengers.
-fixed a few bugs and gliches.
-Updated nomads to 0.8

V 1.6
-Added Tri-Tachyon Omega class command ship v.0.9a
-Increased spawn rates of hegemony and Tri-Tachyon
-Decreased spawn rates of Nomads
-Added new starting ships
-Added more starting weapons and ships in stations.
-Spent way to much time balencing the spawn rates -_-.
-Removed Demolisher mod.
-Added Brawler Mk2


V 1.5  - Added The Scrappers with full compatiblilty.
- Fixed error with Redoubt and scorcher so they acually spawn, balenced a few ships.
- Updated new weapons. Updated junk pirates.
- Added new ships. Fixed raptor_rack glich.
- fixed errors for macs...
- Updated The Lotus Conglomerate, added new ship Stilletto.
- updated with mac/linux fixes.
- If there are any more issues please send logs.
- doubled amount of shipbuilder ships.
- updated New Weapons mod to 0.21.
 - updated to nomads 0.7, added fix, added new ships.
- Updated Scrappers to 1.25.
- upadated New weapons to .22.

V 1.4
- Added descriptions for all (But 2) weapons, removed a few unbalanced or incomplete weapons.
- added The Lotus Conglomerate and New Weapons 0.19.
- Added more discriptions (thank maffo, Ralkern and Apophis)
- updated Nomads to 0.6
- added full compatibility with lotus pirates.

Notes:

Ships that still need Descriptions:

Code
Artifact
Assel
Creeper
Fireant
Gate
Goose MKII
Knife Edge
Lyft
Magister
Mephisto
Mynar
nevermore
Scythe
Grizzly
Hobbler
Mended
Dart
Templar
stilletto
boomer
Title: Re: Omega's Mishmash V1.4 (Continuation of DeathSG Minimash)
Post by: Apophis on March 27, 2012, 04:23:50 AM
Change List:
V 1.4- Added descriptions for all (But 2) weapons, removed a few unbalanced or incomplete weapons.; added The Lotus Conglomerate and New Weapons 0.19.
Thanks, i'll add them to the weapons pack  :)
Title: Re: Omega's Mishmash V1.4 (Continuation of DeathSG Minimash)
Post by: Upgradecap on March 27, 2012, 05:03:20 AM
I see this is a new minimash?  So, are you taking new mods in? In that case, can you consider my mod? Pretty please :)?
Title: Re: Omega's Mishmash V1.4 (Continuation of DeathSG Minimash)
Post by: ciago92 on March 27, 2012, 09:19:56 AM
I would love to see TimCORP added to the Minimash, but you'll have to check for compatibility I know I can't just enable both. Still, hope you can work it out, I love both Minimash and TimCORP!
Title: Re: Omega's Mishmash V1.4 (Continuation of DeathSG Minimash)
Post by: daggertx on March 27, 2012, 11:02:28 AM
TimCORP is already compatible with all of those because I am running all of them right now plus a few more.
Title: Re: Omega's Mishmash V1.4 (Continuation of DeathSG Minimash)
Post by: ciago92 on March 27, 2012, 11:07:31 AM
Really? I have the big battles and tim corp, and when I add minimash and weapons it doesn't work
Title: Re: Omega's Mishmash V1.4 (Continuation of DeathSG Minimash)
Post by: maffo on March 27, 2012, 11:58:54 AM
would you like me to make some good ship descriptions craftomega?
Title: Re: Omega's Mishmash V1.4 (Continuation of DeathSG Minimash)
Post by: Upgradecap on March 27, 2012, 12:06:39 PM
I do hope there will be more factions added to this, will there?  And more mods, though that might be somewhat difficult, but i'm sure my mod can fit somewhere there, cramped in ;D
Title: Re: Omega's Mishmash V1.4 (Continuation of DeathSG Minimash)
Post by: craftomega on March 27, 2012, 12:24:15 PM
would you like me to make some good ship descriptions craftomega?

Oh god yes! Seeing all the ships with no discriptions just annoys the crap out of me.
Title: Re: Omega's Mishmash V1.4 (Continuation of DeathSG Minimash)
Post by: maffo on March 27, 2012, 12:25:54 PM
very well, they will be delivered in a unmarked enveloppe at a adress of your choice, or i post them here, your choice
Title: Re: Omega's Mishmash V1.4 (Continuation of DeathSG Minimash)
Post by: Upgradecap on March 27, 2012, 12:34:40 PM
Then i recommend you to wait with adding my mod yet, because there's a major update coming this week :D
Title: Re: Omega's Mishmash V1.4 (Continuation of DeathSG Minimash)
Post by: craftomega on March 27, 2012, 01:28:05 PM
very well, they will be delivered in a unmarked enveloppe at a adress of your choice, or i post them here, your choice

Ill take the less creepy option please.
Title: Re: Omega's Mishmash V1.5 (Continuation of DeathSG Minimash)
Post by: maffo on March 27, 2012, 02:00:27 PM
here you go, the first six ship descriptions i made:

Cerebus

This alien ship sprouts from an alien refitting project. By taking a hound
hull  and refitting it with a high intensity shield, highspeed engine and a additional assault gun,
they created a very potent ship.

Dragoon

The Dragoon is a impressive Midline cruiser. Very similar to the eagle in size and role.
Sporting several large universal slots, this ship can be used in all roles/place of your fleet.

Komodo

A ultra light cruiser, this ship is the nomad can-it-all.
It lays down a lot of fire with its light and heavy blasters, while being very quick.
will be overwhelmed by fellow cruisers fairly quick.

Sheperd

A pinnacle of pirate engineering. The shipyards of Corvus III-A deliver this highly versatile frigate.
Its medium universal slots makes it a threat to any destroyer/cruiser coming close.

Wurm

Practically a oversized fighter, the wurm fits in 3 light and 1 heavy blaster on its small hull,
making it pack a punch in a small and quick package.

Saint-Bernard

Seeing their hound classes getting ripped to shreds by modern fighters and destroyers, the pirates went back to the drawing table.
Coming up with the Saint-Bernard, a unholy mix of 2 hound classes, combining their engines, weapons and armor, but still without a shield generator,
making this destroyer cheap yet easely destroyed by higher tier ships

more will be on its way when i have played with those a bit more

Maffo
Title: Re: Omega's Mishmash V1.5 (Continuation of DeathSG Minimash)
Post by: craftomega on March 27, 2012, 02:16:27 PM
here you go, the first six ship descriptions i made:

Cerebus

This alien ship sprouts from an alien refitting project. By taking a hound
hull  and refitting it with a high intensity shield, highspeed engine and a additional assault gun,
they created a very potent ship.

Dragoon

The Dragoon is a impressive Midline cruiser. Very similar to the eagle in size and role.
Sporting several large universal slots, this ship can be used in all roles/place of your fleet.

Komodo

A ultra light cruiser, this ship is the nomad can-it-all.
It lays down a lot of fire with its light and heavy blasters, while being very quick.
will be overwhelmed by fellow cruisers fairly quick.

Sheperd

A pinnacle of pirate engineering. The shipyards of Corvus III-A deliver this highly versatile frigate.
Its medium universal slots makes it a threat to any destroyer/cruiser coming close.

Wurm

Practically a oversized fighter, the wurm fits in 3 light and 1 heavy blaster on its small hull,
making it pack a punch in a small and quick package.

Saint-Bernard

Seeing their hound classes getting ripped to shreds by modern fighters and destroyers, the pirates went back to the drawing table.
Coming up with the Saint-Bernard, a unholy mix of 2 hound classes, combining their engines, weapons and armor, but still without a shield generator,
making this destroyer cheap yet easely destroyed by higher tier ships

more will be on its way when i have played with those a bit more

Maffo

Thank you. I will add them with the next update.
Title: Re: Omega's Mishmash V1.5 (Continuation of DeathSG Minimash)
Post by: maffo on March 27, 2012, 02:25:26 PM
i will make some more for you tomorrow, i hope you like them
Title: Re: Omega's Mishmash V1.4 (Continuation of DeathSG Minimash)
Post by: craftomega on March 27, 2012, 04:06:43 PM
Really? I have the big battles and tim corp, and when I add minimash and weapons it doesn't work

Ya its a settings thing with the planet config. Took me a bit to track down.
Title: Re: Omega's Mishmash V1.5a (Continuation of DeathSG Minimash)
Post by: ciago92 on March 27, 2012, 06:30:35 PM
You're awesome, thanks!!
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: craftomega on March 27, 2012, 11:03:41 PM
updated to nomads 0.6
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: maffo on March 28, 2012, 12:19:53 AM
Got a crash mate:

822361 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_MrX_5016984154719986693...
822632 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
825430 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mynar_SHIP not found
1208000 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_MrX_5016984154719986693...
1208730 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1211059 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mynar_SHIP not found
1214487 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 129,87 MB of texture data so far
1315940 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 141,87 MB of texture data so far
1315941 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mynar_SHIP not found
1946589 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalListenerfv(ILjava/nio/FloatBuffer;I)V
java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalListenerfv(ILjava/nio/FloatBuffer;I)V
   at org.lwjgl.openal.AL10.nalListenerfv(Native Method)
   at org.lwjgl.openal.AL10.alListener(AL10.java:685)
   at sound.new.super(Unknown Source)
   at com.fs.starfarer.Object.new.o00000(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.oOOO.OõÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

i hope you can get wise from that, its seems to happen when a nomad engages me.

on a side note the behemoth has 2 flight-decks but it does not support any fighter storage. Could that be changed?
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: craftomega on March 28, 2012, 12:45:11 AM
Got a crash mate:

822361 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_MrX_5016984154719986693...
822632 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
825430 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mynar_SHIP not found
1208000 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_MrX_5016984154719986693...
1208730 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1211059 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mynar_SHIP not found
1214487 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 129,87 MB of texture data so far
1315940 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 141,87 MB of texture data so far
1315941 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mynar_SHIP not found
1946589 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalListenerfv(ILjava/nio/FloatBuffer;I)V
java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalListenerfv(ILjava/nio/FloatBuffer;I)V
   at org.lwjgl.openal.AL10.nalListenerfv(Native Method)
   at org.lwjgl.openal.AL10.alListener(AL10.java:685)
   at sound.new.super(Unknown Source)
   at com.fs.starfarer.Object.new.o00000(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.oOOO.OõÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

i hope you can get wise from that, its seems to happen when a nomad engages me.

on a side note the behemoth has 2 flight-decks but it does not support any fighter storage. Could that be changed?


Are you sure you got the right error? That one makes no sense if it involved nomads.....

You have to find the error by going from the bottem up

PS: sure ill add a small hanger to the behemoth... Not that it needs more stuff.

I think the error your getting is this one. Im trying to track down what the problem is.

29237 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.super.oOOO.I.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.super(Unknown Source)
   at com.fs.starfarer.loading.specs.N.super(Unknown Source)
   at com.fs.starfarer.loading.specs.N.super(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.public$new(Unknown Source)
   at com.fs.starfarer.coreui.D.ô00000(Unknown Source)
   at com.fs.starfarer.coreui.D.<init>(Unknown Source)
   at com.fs.starfarer.ui.M.new(Unknown Source)
   at com.fs.starfarer.ui.impl.oooO.void.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.L.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.L.do(Unknown Source)
   at com.fs.starfarer.campaign.ui.L.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.L.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.C.void.int$super(Unknown Source)
   at com.fs.starfarer.campaign.ui.C.<init>(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.oOOO.OõÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: Ralkern on March 28, 2012, 01:07:14 AM
Hi i think many of the ships either should have a description or have a better description and i just wrote this description for the behemoth (sry if i spell bad)
ps: i will write more if you like it  :)

The Behemoth Class Sentinel is a gigantic ship that could crush any opponent. It is usually the commanding ship in alien fleets and would always try to stand in the front. It's Heavy armor and high flux capacity with the combination with it's many weapon mounts makes this Dreadnought nearly invincible and strickes fear in all opponents.

The first time a human ship sighted the Behemoth was the fleet seeing the alien Prophet Fleet jump into the system and was nearly imidietly destroyed by the three Behemoths at the fleets front. They say they lost the signal the second the commander said that the ship had opened fire. The Tri-Tachions sent a HUGE fleet with five paragons leading it against an alien fleet hanging around the corvus star. They were sent to damage and capture a Behemoth but the second they started the battle the behemoth headed strait for the paragons and no mater how much fire the fleet used they couldent get the shieldes down. It was a horrible day for the Tri-Tachions, they lost the biggest fleet they had ever made and didn't even put a scratch on the sentinal

Cause of that no human has ever destroyed the Behemoth they don't know much about it. the only thing they know is that it uses higher tech than they could even imagine
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: Apophis on March 28, 2012, 01:11:42 AM
Got a crash mate:

822361 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_MrX_5016984154719986693...
822632 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
825430 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mynar_SHIP not found
1208000 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_MrX_5016984154719986693...
1208730 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1211059 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mynar_SHIP not found
1214487 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 129,87 MB of texture data so far
1315940 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 141,87 MB of texture data so far
1315941 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mynar_SHIP not found
1946589 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalListenerfv(ILjava/nio/FloatBuffer;I)V
java.lang.UnsatisfiedLinkError: org.lwjgl.openal.AL10.nalListenerfv(ILjava/nio/FloatBuffer;I)V
   at org.lwjgl.openal.AL10.nalListenerfv(Native Method)
   at org.lwjgl.openal.AL10.alListener(AL10.java:685)
   at sound.new.super(Unknown Source)
   at com.fs.starfarer.Object.new.o00000(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.oOOO.OõÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

i hope you can get wise from that, its seems to happen when a nomad engages me.
It is related to sounds, and nomads is a mod that add sounds
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: craftomega on March 28, 2012, 03:14:52 AM

It is related to sounds, and nomads is a mod that add sounds

Ya I fixed it. Its an incompatibility with DeathSG and I have coded the mod.
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: maffo on March 28, 2012, 03:36:04 AM
there you  more 5 ship descriptions:

Mynar

commonly used by the tri-tachyon corporation as a escort point defence platform.
it is four small slots ensure it can effectively combat incoming missiles and fighters.
but it falters quickly versus any bigger ships

Goose

a well-armored assault cruiser. It sacrifices speed for Armor and manoeuvrability.
these ships get overwhelmed by fighters quickly, so they operate in big fleets.

Behemoth

this thing is the alien equivalent of the death Star.
it has a lot of concentrating lasers, killing every ship unfortunate enough to be in its path.
it also has two flight decks which keep up their escort fighters.

Barnacle

a broadside-cruiser with a impressive weapon package.
very effective against all cruisers. it needs fighter escort
as it doesn't have good point defence capabilities.

Rapier

a a-symmetrical design.this cruiser is designed as a broadside.
it's right side has 2 weapon islands to protect its flight deck.
as very versatile cruiser to have in any raiding or convoy fleet.
Title: Re: Omega's Minimash V1.4 (Continuation of DeathSG Minimash)
Post by: Apophis on March 28, 2012, 03:46:57 AM
I have corrected some descriptions

edit: corrected attached file

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.4 (Continuation of DeathSG Minimash)
Post by: Ralkern on March 28, 2012, 03:50:26 AM
maffo your descriptions are a little short. want me to add some more info on them. (like adding what i wrote about the behemoth on your description)
Title: Re: Omega's Minimash V1.4 (Continuation of DeathSG Minimash)
Post by: maffo on March 28, 2012, 04:03:16 AM
i keep them under 45 words because the ingame window (so when you hover over one in the buy screen for example) doesnt hold more than that.
So i tried to be short and capture the essence of the craft. the codex doesnt have that limitation so there its possible to make larger and more detailed descriptions.
Title: Re: Omega's Minimash V1.4 (Continuation of DeathSG Minimash)
Post by: Ralkern on March 28, 2012, 04:06:26 AM
I was aiming for the codex info on my descriptions so they could maybe be put after your descriptions like with the onslaught ships.

ps: the onslaught got SO much info i thought it would be cool if moded ships could have close to that much
Title: Re: Omega's Minimash V1.4 (Continuation of DeathSG Minimash)
Post by: Apophis on March 28, 2012, 04:09:51 AM
i keep them under 45 words because the ingame window (so when you hover over one in the buy screen for example) doesnt hold more than that.
So i tried to be short and capture the essence of the craft. the codex doesnt have that limitation so there its possible to make larger and more detailed descriptions.
you can add an empty line after the first paragraph and then all text you want.
for example the valkyrie description

The Valkyrie-class ship a standard destroyer-sized troop transport with enough room to carry two companies of marines. Tactically it is weak for its size, only able to defend itself at short ranges from missiles and fighters.

 As an atmosphere-capable ship, the Valkyrie is now often used to deploy heavy infantry support for tech raids on decivilized worlds.

The ability to deliver large amounts of troops directly to ground targets prompted Hegemony bureaucrats to designate the hull as ""restricted"" for sale to third parties. Naturally, news of the restriction made it to the general public cycles before it came into effect, launching ill-fated speculation in the future prices of this class. Thus, overproduction and the hull's limited options made the speculator's activities bets largely moot, the only net result is that now, due to oversupply, it is just as easy to obtain a Valkyrie ship as before news of the Hegemony ban ever became public.
Title: Re: Omega's Minimash V1.4 (Continuation of DeathSG Minimash)
Post by: Ralkern on March 28, 2012, 04:19:05 AM
I knew there were a reason for the empty lines in all the descriptions thats why i had them in mine
Title: Re: Omega's Minimash V1.4 (Continuation of DeathSG Minimash)
Post by: maffo on March 28, 2012, 04:24:16 AM
well i concentrated on the ingame information on the ships, because thats what everyone will see, i let the codex entry to others who want to do it.
Title: Re: Omega's Minimash V1.4 (Continuation of DeathSG Minimash)
Post by: Ralkern on March 28, 2012, 04:46:38 AM
Well then we could work together with the descriptions. You write all the important info for the ingame ships and I'll write for the codex
Title: Re: Omega's Minimash V1.4 (Continuation of DeathSG Minimash)
Post by: maffo on March 28, 2012, 04:47:34 AM
deal, do you want it in a unmarked enveloppe or do read it here to?
Title: Re: Omega's Minimash V1.4 (Continuation of DeathSG Minimash)
Post by: Ralkern on March 28, 2012, 04:51:43 AM
Here i think.
Title: Re: Omega's Minimash V1.4 (Continuation of DeathSG Minimash)
Post by: Ralkern on March 28, 2012, 07:36:06 AM
I got another description done
Riht
This is the gun runners Right hand in there battles,literaly most of its weapons got put on the right side of the ship and anything coming from that direction could count on very heavy fire comming from that side.

In combination with the ship "Lyft" (its twin brother) the ship got nearly no weaknesess except a lack of speed and manuverability, it's shiled is also small and an attack from behind could be devestating.

All the enemies of the gun runners try to use these weaknesess to there advantages but the combination, Lyft and Riht is an amazing power of the gun runners left and right hands.
Title: Re: Omega's Minimash V1.4a (Continuation of DeathSG Minimash)
Post by: craftomega on March 28, 2012, 03:52:30 PM
Updated to 1.4a

Changes:
-updated Nomads to 0.6
-added full compatibility with lotus pirates.
-Added more discriptions (thank maffo, Ralkern and Apophis)

Next update: 1.5

Adding TimCORP and maybe one other mod.
Title: Re: Omega's Minimash V1.4a (Continuation of DeathSG Minimash)
Post by: medikohl on March 28, 2012, 04:55:52 PM
don't forget to add the sprite credit.

SprightWright Medikohl (miscellaneous ships)

parrot, riht, lyft, pelican, scythe, nevermore, etc etc.
Title: Re: Omega's Minimash V1.4a (Continuation of DeathSG Minimash)
Post by: craftomega on March 28, 2012, 06:11:02 PM
don't forget to add the sprite credit.

SprightWright Medikohl (miscellaneous ships)

parrot, riht, lyft, pelican, scythe, nevermore, etc etc.


Crap sorry. I will add it to the next patch.
Title: Re: Omega's Minimash V1.4b (Continuation of DeathSG Minimash)
Post by: craftomega on March 28, 2012, 09:09:33 PM
Updated to 1.4b.

-Added Demolisher mod.
-Fixed Lotus pardon (It now works).
-Added ships to Gunrunners station.
Title: Re: Omega's Minimash V1.4b (Continuation of DeathSG Minimash)
Post by: Ralkern on March 28, 2012, 09:29:57 PM
another description

Lyft

 This is the Left hand of the gun runners army nad its left side is heavely armed. This ship is not too fast or manuverabel but would easely destroy any dhip comming from the front or the left side.

Wiyh the help of its twin ship "Riht" it loses a lot of its weaknesess. The combination is a huge discovery by the gun runners on how to use their ships in a very efficiant way.

In battle the combination would Destroy any armored ships coming their way. The enemies of the gun runners tries to get their hand on a Lyft and a Riht to study on why they work so good together and why they cant beat them.
Title: Re: Omega's Minimash V1.4b (Continuation of DeathSG Minimash)
Post by: craftomega on March 29, 2012, 12:35:41 AM
Updated V1.5

I need to update slower....

- Added The scrappers V 1.15 (god I love these guys)
Title: Re: Omega's Minimash V1.5 (Continuation of DeathSG Minimash)
Post by: medikohl on March 29, 2012, 01:28:31 AM
wing data
ship data

I've been working on rebalancing a few of my ships for the corsairs of corvus, (it's made up of all the ships I added to the original minimash)
 hope it helps

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.5 (Continuation of DeathSG Minimash)
Post by: medikohl on March 29, 2012, 01:57:02 AM
Nomads need to be dropped in speed a bit, they kite far too often.
Title: Re: Omega's Minimash V1.5 (Continuation of DeathSG Minimash)
Post by: craftomega on March 29, 2012, 02:46:47 AM
wing data
ship data

I've been working on rebalancing a few of my ships for the corsairs of corvus, (it's made up of all the ships I added to the original minimash)
 hope it helps


Wow thanks a butch!

I will add this to the next version that will include 10-15 new ships.
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: craftomega on March 29, 2012, 03:13:19 AM
Small update.

V1.5a

-I noticed that the redoubt and scorcher wernt spawning... At all. I fixed it so the ship builders would trade them (I think).
-Made a few balence changes with medikohl help.
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: Apophis on March 29, 2012, 03:18:55 AM
-I noticed that the redoubt and scorcher wernt spawning... At all. I fixed it so the ship builders would trade them (I think).
strange, they always spawn in the trade convoy
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: maffo on March 29, 2012, 03:24:11 AM
to my big disgrace there are still alot of typos in the new weapon descriptions, i will make a list of those who need a second look.

EDIT: do you have the latest version of the junk pirates craft?, seems it has been updated the 24 st
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: medikohl on March 29, 2012, 10:33:35 AM
the four ships

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: medikohl on March 29, 2012, 10:37:54 AM
and here's the data for them

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: craftomega on March 29, 2012, 02:05:22 PM
and here's the data for them

Thank you. I was wondering if i was going crazy.

to my big disgrace there are still alot of typos in the new weapon descriptions, i will make a list of those who need a second look.

EDIT: do you have the latest version of the junk pirates craft?, seems it has been updated the 24 st

Nope i didnt notice XD thanks for the heads up.
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: craftomega on March 29, 2012, 03:22:35 PM
Updated to 1.5b

-Updated new weapons to 0.20
-Updated junk pirates to 1.15
-Added new ships: grizzly, dart, hobbler, mended, templar.
-Fixed raptor_rack glich.
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: Apophis on March 29, 2012, 03:56:38 PM
-Fixed raptor_rack glich.
which glitch?
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: craftomega on March 29, 2012, 04:07:28 PM
-Fixed raptor_rack glich.
which glitch?

Oh it was my fault i accedently deleted it from the weapons folder. I was just trying to make it sound like it was no ones fault >.>
Title: Re: Omega's Minimash V1.5a (Continuation of DeathSG Minimash)
Post by: medikohl on March 29, 2012, 04:30:00 PM
-Fixed raptor_rack glich.
which glitch?

Oh it was my fault i accedently deleted it from the weapons folder. I was just trying to make it sound like it was no ones fault >.>
and now you die.

good job though
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: raGdollJaG on March 29, 2012, 06:23:59 PM
I recently bought the game and downloaded this mod and I keep on getting an error after I run the game:
"Fatal: Error Loading [graphics\hadd\ships\hadd_blade.png] resource, not found in [/Applications/Games/Starfarer.app/Contents/Resources/Java/../../../mods/Minimash,../starfarer.res/res,CLASSPATH"] Check Starfarer.log for more info"

I apologize for my relatively zero knowledge in these sorts of things. Can anyone explain how I could fix this?  :(
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Trylobot on March 29, 2012, 07:05:46 PM
Can anyone explain how I could fix this?
You're on a Mac, so this should apply to you.

On Mac, it's right inside the application package - right-click on the application and select "Show Package Contents" to see it.

from this post by the developer: http://fractalsoftworks.com/forum/index.php?topic=177.0 (http://fractalsoftworks.com/forum/index.php?topic=177.0)
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: raGdollJaG on March 29, 2012, 07:58:40 PM
Can anyone explain how I could fix this?
You're on a Mac, so this should apply to you.

On Mac, it's right inside the application package - right-click on the application and select "Show Package Contents" to see it.

from this post by the developer: http://fractalsoftworks.com/forum/index.php?topic=177.0 (http://fractalsoftworks.com/forum/index.php?topic=177.0)

Thanks! I finally got the mod to work!
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Archduke Astro on March 29, 2012, 11:27:38 PM
I'm experiencing precisely the same error on my Mac, concerning improper placement of hadd_blade.png. I plunked down a fresh copy of Minimash 1.5b into my Mods folder. (Yes, I know how to find my Mods folder in Mac Starfarer  ;) ) What more do I need to do to force this version to run? RagdollJAG got it to play friendly with his Mac, though; what did he do that I didn't? Really surprised here.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: craftomega on March 30, 2012, 12:44:50 AM
On Mac, it's right inside the application package - right-click on the application and select "Show Package Contents" to see it.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Archduke Astro on March 30, 2012, 01:33:37 AM
On Mac, it's right inside the application package - right-click on the application and select "Show Package Contents" to see it.
Craftomega, I think that perhaps the two of us still haven't had a meeting of the minds on squashing this bug.

This is what I'm unclear about the most : when you wrote of "it," what exactly are you referring to??? You provided me with a location I'm already quite aware of via modding, but told me nothing about what you intended me to do there. ???

The only thing at that location in my Mac Starfarer installation are five directories: Contents, logs, mods, saves and screenshots. I previously told you that I already know where my mods folder is within the application package; after all, that's where I copied the latest Minimash to directly from the .zip I downloaded.

You haven't yet told me what actions you believe I still need to perform at the location you specified. I'd appreciate it if you'd be specific. Thanks. :)

It's also possible that I didn't fully understand the error message itself. I'm not ruling anything out at this point.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: maffo on March 30, 2012, 01:38:42 AM
this mod gets better and better, good job and keep it up
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: raGdollJaG on March 30, 2012, 02:01:44 AM
I'm experiencing precisely the same error on my Mac, concerning improper placement of hadd_blade.png. I plunked down a fresh copy of Minimash 1.5b into my Mods folder. (Yes, I know how to find my Mods folder in Mac Starfarer  ;) ) What more do I need to do to force this version to run? RagdollJAG got it to play friendly with his Mac, though; what did he do that I didn't? Really surprised here.

I opened hadd_blade.ship with textpad and looked for a piece of coding that had 'hadd_blade.png' in it and i found this:
"spriteName":"graphics\\hadd\\ships\\hadd_blade.png"
I changed the '\\' to '/'
there should be another .ship file with the same problem. just look for  the similar coding then change the same parts. it should work fine after that. :D
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Archduke Astro on March 30, 2012, 02:18:38 AM
Thank you! Those were superb directions. We fellow Mac users have to stick together.  8)

BTW the other error-causing ship was the hadd_stonehead.....the same screwed-up slashes in the filepath. After a quick fix, Minimash v1.5b is now launching perfectly.

In separate news, my heartfelt thanks to craftomega for choosing to pick up the Minimash from where DeathSG had to leave off. I'm very glad that this mod compilation is now bigger and greater than ever, due to your dedication! Thank you, dude.  ;D
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: craftomega on March 30, 2012, 02:58:32 AM
Thank you! Those were superb directions. We fellow Mac users have to stick together.  8)

BTW the other error-causing ship was the hadd_stonehead.....the same screwed-up slashes in the filepath. After a quick fix, Minimash v1.5b is now launching perfectly.

In separate news, my heartfelt thanks to craftomega for choosing to pick up the Minimash from where DeathSG had to leave off. I'm very glad that this mod compilation is now bigger and greater than ever, due to your dedication! Thank you, dude.  ;D

Sorry for not being more help. I guess I didnt understand the error. Im glad that some one was able to help you.

Also im glad to help make this mod better and better. I personally love it and I will continue making new ships and adding new mods.

I also updated the files with this fix.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Vandala on March 30, 2012, 03:30:57 AM
35380 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics/missiles/raptor_SRM.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/missiles/raptor_SRM.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.o00000(Unknown Source)
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.graphics.TextureLoader.new(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)
=========================================================================================================
^^^^
That's what Starfarer spits out when I try to run your mod, Starfarer refuses to run with it selected.
I've bin able to locate the file. Seems to be in the right folder but it's wrongly named. It has a capital letter in the filename but not in the code, I think that's the hiccup. Linux is fickle about that.
Tried running it once more, now I get this.
=========================================================================================================
12469 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics\hadd\ships\hadd_blade.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics\hadd\ships\hadd_blade.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.o00000(Unknown Source)
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.graphics.TextureLoader.new(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)
=========================================================================================================
Also located that file, nothing wrong with path or name. Don't know what it wants. I've checked permissions, seems ok.
Any idea's?

PS: this is with the latest download, just downloaded it.

EDIT: Wait, I think I see it, it's the / and \, those look weird. Not sure what to do about that though, it's your code.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: D0vahkiin on March 30, 2012, 06:43:34 AM
Vandala, I think the problem is on your end. The newest version runs just fine for me.

Anyways, if you guys are okay with it, I could finish up some ship descriptions.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Vandala on March 30, 2012, 06:50:39 AM
Vandala, I think the problem is on your end. The newest version runs just fine for me.

Anyways, if you guys are okay with it, I could finish up some ship descriptions.
That does not explain the difference in / and \ between the two error messages, which I find odd.

Besides what could I do wrong? Download the mod, unpack into the Starfarer mod folder and that ought to work right? (after you activate it in the mod list)

What operating system are you running?
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: D0vahkiin on March 30, 2012, 07:24:42 AM
Vandala, I think the problem is on your end. The newest version runs just fine for me.

Anyways, if you guys are okay with it, I could finish up some ship descriptions.
That does not explain the difference in / and \ between the two error messages, which I find odd.

Besides what could I do wrong? Download the mod, unpack into the Starfarer mod folder and that ought to work right? (after you activate it in the mod list)

What operating system are you running?

I have Windows 7 64bit. Anyways, maybe you had a derp moment and forgot to delete the old one? Have you restarted your PC, etc, all the usual stuff? Or reinstalled Starfarer?

Not a coder, so can't really tell apart more complex error messages.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Vandala on March 30, 2012, 07:46:52 AM
LOL

Sorry. You have to understand that Windows and Linux are rather different beasts. Just because something works for you means nothing for my system.

I can tell you with 100% certainty that I did not have a derp moment, the recollection of what I did is still fresh in my mind.

Plus, you don't need to restart Linux pc's for this sort of thing. (or anything almost, many Linux systems are know to run without stop for years)
I'm also quite certain I will not need to reinstall Starfarer as I doubt mods actually alter the original program's files.

A funny difference between the two systems is their partition tables and file systems and structure. Linux uses the / symbol to indicate directory structure, Windows uses \ . This can lead to problems if you specifically tell a program to use one instead of the other. But the problem here is weirder then that.

If you compare the two errors you can see the difference with the / and \ symbols. This to me looks abnormal since no matter what system you use you want to have all of those be the same no matter which symbol you use.

I don't know much but this little bit I do recognize. Sadly I don't know where this code is stored so I can't alter it myself, so I can't experiment. What I don't get is how you don't have a problem.

I don't mean to offend.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: D0vahkiin on March 30, 2012, 07:58:02 AM
Quote
Sorry. You have to understand that Windows and Linux are rather different beasts. Just because something works for you means nothing for my system.

I had no idea you had Linux, and it was pretty safe to assume that you have Windows. And I do know the differences between the two.

But yeah, sounds rather trivial.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Vandala on March 30, 2012, 08:06:56 AM
Always safe to bet on Windows.

But, no it's not trivial, it means it doesn't function (for me at least) since it's giving wrong directions, so it will never ever find the file even when it's right there. I do hope it's trivial to fix.

Still doesn't explain why it works for you, if you have the same version then you must get both errors as well. I understand why you would not get the first one, windows doesn't care about capital letters, Linux does. I think windows should care about directory structure, but don't quote me on that one. Maybe it just doesn't care about that either. Windows is so annoying, no standards with that system.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: craftomega on March 30, 2012, 08:38:18 AM
The raptor_SRM.png.

The r is capitalized.

simply change it to a small r.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Apophis on March 30, 2012, 08:40:07 AM
The raptor_SRM.png.

The r is capitalized.

simply change it to a small r.
My fault. i have never tested the weapons pack on linux
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: craftomega on March 30, 2012, 08:44:39 AM
The raptor_SRM.png.

The r is capitalized.

simply change it to a small r.
My fault. i have never tested the weapons pack on linux

Dude.... are you like stalking my posts....this was almost instant response.

Also... the hadd_blade.png issue does not make any sense. I’ve checked the coding....
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Apophis on March 30, 2012, 08:58:51 AM
I'm behind you  8)
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: raGdollJaG on March 30, 2012, 09:35:06 AM
The raptor_SRM.png.

The r is capitalized.

simply change it to a small r.
My fault. i have never tested the weapons pack on linux

Dude.... are you like stalking my posts....this was almost instant response.

Also... the hadd_blade.png issue does not make any sense. I’ve checked the coding....
the issue resided in the hadd_blade.ship file.

This is the content of the file:
{"bounds":[18.5,11,19.5,-10,-14.5,-14,-15.5,13],"center":[15,18],"collisionRadius":"20","engineSlots":[{"angle":"180","contrailSize":"64","location":[-15,10],"length":"10","width":"5","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-15,-10],"length":"10","width":"5","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-10,0],"length":"20","width":"10","style":"MIDLINE"}],"height":37,"width":31,"hullId":"hadd_blade","hullName":"Blade","hullSize":"FIGHTER","shieldCenter":[0,0],"shieldRadius":"20","spriteName":"graphics\\hadd\\ships\\hadd_blade.png","style":"MIDLINE","viewOffset":0,"weaponSlots":[{"angle":"0","arc":"5","id":"WS 001","locations":[14,7],"mount":"HIDDEN","size":"SMALL","type":"BALLISTIC"},{"angle":"0","arc":"5","id":"WS 002","locations":[14,-7],"mount":"HIDDEN","size":"SMALL","type":"BALLISTIC"}]}

As you can see in the bolded section, where there should be a '/' is a '\\' I guess Mac is quite particular about using '/' for directory related coding. I am just guessing at the moment so I really can't tell if it's true for all macs or not. It might have worked with windows user regardless of this but it could mean another story for the other OS'. I hope I kinda clarified this "bug" so to speak.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Apophis on March 30, 2012, 09:42:46 AM
I have improved the Imp ship description:

"A uniquely designed ship, marvelled for its flexibility and attack capabilities. Its heavy firepower is concentrated on the front and can be a threat even to bigger ships. The few weapons on the rear and the partial coverage shield leave it vulnerable from smaller ships that manage to sneak behind."
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Apophis on March 30, 2012, 09:52:37 AM
Crossbow fighter description
"An evolution of the Longbow fighter it is faster and better armed, but also more expensive. It has a Charger guided torpedo and anti-fighter missiles for a powerful first strike, but once the missiles are expended the firepower become average at best."
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: craftomega on March 30, 2012, 09:59:07 AM
This is the content of the file:
{"bounds":[18.5,11,19.5,-10,-14.5,-14,-15.5,13],"center":[15,18],"collisionRadius":"20","engineSlots":[{"angle":"180","contrailSize":"64","location":[-15,10],"length":"10","width":"5","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-15,-10],"length":"10","width":"5","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-10,0],"length":"20","width":"10","style":"MIDLINE"}],"height":37,"width":31,"hullId":"hadd_blade","hullName":"Blade","hullSize":"FIGHTER","shieldCenter":[0,0],"shieldRadius":"20","spriteName":"graphics\\hadd\\ships\\hadd_blade.png","style":"MIDLINE","viewOffset":0,"weaponSlots":[{"angle":"0","arc":"5","id":"WS 001","locations":[14,7],"mount":"HIDDEN","size":"SMALL","type":"BALLISTIC"},{"angle":"0","arc":"5","id":"WS 002","locations":[14,-7],"mount":"HIDDEN","size":"SMALL","type":"BALLISTIC"}]}

As you can see in the bolded section, where there should be a '/' is a '\\' I guess Mac is quite particular about using '/' for directory related coding. I am just guessing at the moment so I really can't tell if it's true for all macs or not. It might have worked with windows user regardless of this but it could mean another story for the other OS'. I hope I kinda clarified this "bug" so to speak.

ya i know that... thats why i released a fix for it.... 1.5b.1... I released it yesterday.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Vandala on March 30, 2012, 10:10:24 AM
Mac is Linux

*ducks the incoming ***-storm*

Mac is unix based same as Linux, I don't work with a Mac but I can imagine they have the very same hardass line of standards that everything has to be exactly perfect code wise.

I'll see if I can fix the problem on my side. I'll be reporting back shortly.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Vandala on March 30, 2012, 10:14:19 AM
Next problem! EDIT: It was the capital letter. I got a feeling we're going to get more of those.

12773 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics/ships/bolter.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/bolter.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.o00000(Unknown Source)
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.graphics.TextureLoader.new(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Vandala on March 30, 2012, 10:15:55 AM
8719 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics/ships/flounder.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/flounder.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.o00000(Unknown Source)
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.graphics.TextureLoader.new(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Vandala on March 30, 2012, 10:17:28 AM
8642 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics/ships/subjugator_bb.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/subjugator_bb.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.o00000(Unknown Source)
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.graphics.TextureLoader.new(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Vandala on March 30, 2012, 10:18:53 AM
8561 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics\hadd\ships\hadd_stonehead.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics\hadd\ships\hadd_stonehead.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.o00000(Unknown Source)
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.graphics.TextureLoader.new(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Vandala on March 30, 2012, 10:23:06 AM
Works now, no more errors.

There are just a couple of capital letter problems and another hodd / symbol issue. (all shown in above error logs)

Question: is it normal to have the text be orange or am I experiencing graphic problems?
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Upgradecap on March 30, 2012, 10:25:26 AM
The lotus mod changes that, so its normal ;)
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Vandala on March 30, 2012, 10:36:20 AM
I'm glad, bin having problem with that.

Wait no I'm not, blue is better! Prettier.

Oh well, can't win 'em all.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: maffo on March 30, 2012, 10:38:22 AM
woow to much wall-of-errors here to my taste, nice work on those descriptions apophis
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Apophis on March 30, 2012, 12:30:52 PM
java.lang.RuntimeException: Error loading [graphics/ships/bolter.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]

java.lang.RuntimeException: Error loading [graphics/ships/flounder.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
what you did to solve those 2 errors? there aren't capitals letters
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: maffo on March 30, 2012, 12:42:36 PM
@ vandala i agree  *grumbles about pirates and cheese off bread*
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Upgradecap on March 30, 2012, 01:10:48 PM
Yeah, i've updated my mod with the major update, so want to add it in? ;D
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Vandala on March 30, 2012, 01:57:12 PM
java.lang.RuntimeException: Error loading [graphics/ships/bolter.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]

java.lang.RuntimeException: Error loading [graphics/ships/flounder.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
what you did to solve those 2 errors? there aren't capitals letters
Check their file names. I mean their picture file, file names in the ./mods/Minimash/graphics/ships folder. That worked for me. As long as the names are identical your fine.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: maffo on March 30, 2012, 02:21:31 PM
got 2 new descriptions fresh from the oven:
*opens his big book*

Vulture

Part of the eagle hull family. The vulture is stripped from frontal firepower, concentrating on turrets against fighters and frigates. Very vulnerable to other cruisers, its best used for escort of capital ships.

Hawk

Called Stubby by mercenary captains. The hawk has a huge energy slot. thanks to this, it can assault destroyers and cruisers while retaining the vultures strong overall profile. A deadly combination.

i also noticed that some new ship descriptions only have one sentence, try removing all backspaces out of the description and add them again, i think that's the problem.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Apophis on March 30, 2012, 02:29:42 PM
java.lang.RuntimeException: Error loading [graphics/ships/bolter.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]

java.lang.RuntimeException: Error loading [graphics/ships/flounder.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
what you did to solve those 2 errors? there aren't capitals letters
Check their file names. I mean their picture file, file names in the ./mods/Minimash/graphics/ships folder. That worked for me. As long as the names are identical your fine.
In the weapon pack they are correct but in the minimash they have capital letters
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Trylobot on March 30, 2012, 04:53:56 PM
When you unzip the mod, it should create usually one new folder (the name of the mod) inside the mods/ folder. You'll know if you did it right because it will then show up in the Starfarer Mods selector submenu at startup. Another thing to try is to find and install other versions of the same mod, and see if it ever worked.

Lastly, could try taking the path that it gives you in the error, reading it thoroughly, and trying to create the file it expects at that location and see what happens. Generally if one path is wrong, all of them will be wrong, but it's also possible a developer of the mod made a typo. I had initially ruled this possibility out because someone else got it working, though.

Oh and you might uninstall/reinstall Starfarer completely, as a last resort.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Vandala on March 30, 2012, 05:35:21 PM
NO, don't uninstall starfarer, this mod doesn't overwrite files from the game so that's never needed.

It's just typos and such, fix them and it all works perfectly.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: craftomega on March 30, 2012, 10:00:49 PM
could i get a working version of this for linux and mac? i dont have either OS for testing.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Verrius on March 30, 2012, 10:25:13 PM
Oh thanks for adding my mod in xD. It is an honor to be included.

Heck, I might be getting the motivation to continue again, though work gets in the way.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Upgradecap on March 31, 2012, 12:13:23 AM
Any chance you can add my mod now? ;D, I've updated it.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: maffo on March 31, 2012, 12:40:18 AM
@verrius

please do, i love fielding your awesome ships. the platypus is a monster and i made the terra a hell for enemy fighters:).


EDIT: the lotus conglomerate mod has been updated, adds a new strike fighter based on the warthhog, looks interesting
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Shield on March 31, 2012, 06:49:07 AM
Any chance you can add my mod now? ;D, I've updated it.

Not sure if I even want Timcorp mod in the minimash, your AI autoresolve never loses, it just seems thrown together to me with no real cohesion, now had you had a similar design with all the ship I wouldn't be so against it. Needs more polishing and balancing the Timcorp ships seem too powerful to me and it kind of disrupts gameplay to me.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Upgradecap on March 31, 2012, 06:59:27 AM
Autoresolve is an issue? I never really knew that as I have won against the TimCORP fleets with a much smaller fleet in size, not even a capital. On the other hand, i never Autoresolve. But trust me, I took a delta class with ~8 tempests and a 2 paragons. It's not impossible, and it presents a challenge. :)
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Shield on March 31, 2012, 07:13:22 AM
Autoresolve is an issue? I never really knew that as I have won against the TimCORP fleets with a much smaller fleet in size, not even a capital. On the other hand, i never Autoresolve. But trust me, I took a delta class with ~8 tempests and a 2 paragons. It's not impossible, and it presents a challenge. :)

I really think the main reason is just because it seems like your ships are just too powerful comparing them to the vanilla ones. At least that is how I see it.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Upgradecap on March 31, 2012, 07:16:02 AM
Only the two capitals I would see,as op, the rest is fine, as i can see. If you want to see op stuff, try the IDF mod ;)
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Uomoz on March 31, 2012, 07:22:52 AM
Autoresolve is an issue? I never really knew that as I have won against the TimCORP fleets with a much smaller fleet in size, not even a capital. On the other hand, i never Autoresolve. But trust me, I took a delta class with ~8 tempests and a 2 paragons. It's not impossible, and it presents a challenge. :)

I really think the main reason is just because it seems like your ships are just too powerful comparing them to the vanilla ones. At least that is how I see it.

Gotta agree with that.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Shield on March 31, 2012, 07:25:00 AM
Only the two capitals I would see,as op, the rest is fine, as i can see. If you want to see op stuff, try the IDF mod ;)

Oh I put the IDF mod down, everything was grossly unbalanced to the point it was disgusting.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Upgradecap on March 31, 2012, 07:38:05 AM
Only the two capitals I would see,as op, the rest is fine, as i can see. If you want to see op stuff, try the IDF mod ;)

Oh I put the IDF mod down, everything was grossly unbalanced to the point it was disgusting.

I agree. Made a mission with them vs TimCORP.... Thy won hands down. Because of that I will be making a dedicated missile leviathan.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Uomoz on March 31, 2012, 07:50:41 AM
Only the two capitals I would see,as op, the rest is fine, as i can see. If you want to see op stuff, try the IDF mod ;)

Oh I put the IDF mod down, everything was grossly unbalanced to the point it was disgusting.

I agree. Made a mission with them vs TimCORP.... Thy won hands down. Because of that I will be making a dedicated missile leviathan.

You should fight OP with OP.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: craftomega on March 31, 2012, 01:09:17 PM
Updated 1.5C

Updated The Lotus Conglomerate, added new ship Stilletto.

Title: Re: Omega's Minimash V1.5C (Continuation of DeathSG Minimash)
Post by: Vandala on March 31, 2012, 01:52:09 PM
Same problems as before.



13998 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics/ships/bolter.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/bolter.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.o00000(Unknown Source)
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.graphics.TextureLoader.new(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)

========================================================================
^^^
The picture file in "./mods/Minimash/grapics/ships/" needs to be renamed into "bolter.png" again due to the capital letter.

========================================================================
10342 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics/ships/flounder.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/flounder.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.o00000(Unknown Source)
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.graphics.TextureLoader.new(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)

========================================================================
^^^
The picture file in "./mods/Minimash/grapics/ships/" needs to be renamed into "flounder.png" again due to the capital letter.

========================================================================
10701 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics/ships/subjugator_bb.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/subjugator_bb.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.o00000(Unknown Source)
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.graphics.TextureLoader.new(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)

========================================================================
^^^
The picture file in "./mods/Minimash/grapics/ships/" needs to be renamed into "subjugator_bb.png" again due to the capital letter.

========================================================================
10724 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics\hadd\ships\hadd_stonehead.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics\hadd\ships\hadd_stonehead.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.o00000(Unknown Source)
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.graphics.TextureLoader.new(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.TextureLoader.o00000(Unknown Source)
   at com.fs.graphics.H.o00000(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.A.A.new(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)
========================================================================
^^^
Edit the file "./mods/Minimash/data/hulls/hadd_stonehead.ship" so it reads as followed: (or just copy what I have below)

{"bounds":[101.5,21,101.5,-21,59.5,-46,-81.5,-56,-92.5,-18,-93.5,17,-83.5,55,57.5,45],"center":[55,95],"collisionRadius":"110","engineSlots":[{"angle":"180","contrailSize":"64","location":[-88,0],"length":"48","width":"12","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-92,22],"length":"48","width":"12","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-92,-22],"length":"48","width":"12","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-91,33],"length":"48","width":"12","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-91,-33],"length":"48","width":"12","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-90,44],"length":"48","width":"12","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-90,-44],"length":"48","width":"12","style":"MIDLINE"}],"height":207,"width":111,"hullId":"hadd_stonehead","hullName":"Stonehead","hullSize":"DESTROYER","shieldCenter":[0,0],"shieldRadius":"0","spriteName":"graphics/hadd/ships/hadd_stonehead.png","style":"MIDLINE","viewOffset":0,"weaponSlots":[{"angle":"0","arc":"270","id":"WS 001","locations":[80,22],"mount":"TURRET","size":"SMALL","type":"BALLISTIC"},{"angle":"0","arc":"270","id":"WS 002","locations":[80,-22],"mount":"TURRET","size":"SMALL","type":"BALLISTIC"},{"angle":"90","arc":"270","id":"WS 003","locations":[-6,45],"mount":"TURRET","size":"SMALL","type":"BALLISTIC"},{"angle":"-90","arc":"270","id":"WS 004","locations":[-6,-45],"mount":"TURRET","size":"SMALL","type":"BALLISTIC"},{"angle":"135","arc":"270","id":"WS 005","locations":[-44,26],"mount":"TURRET","size":"SMALL","type":"BALLISTIC"},{"angle":"-135","arc":"270","id":"WS 006","locations":[-44,-26],"mount":"TURRET","size":"SMALL","type":"BALLISTIC"}]}
Title: Re: Omega's Minimash V1.5C (Continuation of DeathSG Minimash)
Post by: Upgradecap on March 31, 2012, 01:54:15 PM
Yeah, not sure if you're adding in any more mods. If you are, i'd like to contribute my mod to the fray ;D ;D
Title: Re: Omega's Minimash V1.5C (Continuation of DeathSG Minimash)
Post by: craftomega on March 31, 2012, 03:55:48 PM
Code
Same problems as before.



13998 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics/ships/bolter.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/bolter.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.o00000(Unknown Source)
at com.fs.util.Object.Ó00000(Unknown Source)
at com.fs.graphics.TextureLoader.new(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.H.o00000(Unknown Source)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:636)

========================================================================
^^^
The picture file in "./mods/Minimash/grapics/ships/" needs to be renamed into "bolter.png" again due to the capital letter.

========================================================================
10342 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics/ships/flounder.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/flounder.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.o00000(Unknown Source)
at com.fs.util.Object.Ó00000(Unknown Source)
at com.fs.graphics.TextureLoader.new(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.H.o00000(Unknown Source)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:636)

========================================================================
^^^
The picture file in "./mods/Minimash/grapics/ships/" needs to be renamed into "flounder.png" again due to the capital letter.

========================================================================
10701 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics/ships/subjugator_bb.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/ships/subjugator_bb.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.o00000(Unknown Source)
at com.fs.util.Object.Ó00000(Unknown Source)
at com.fs.graphics.TextureLoader.new(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.H.o00000(Unknown Source)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:636)

========================================================================
^^^
The picture file in "./mods/Minimash/grapics/ships/" needs to be renamed into "subjugator_bb.png" again due to the capital letter.

========================================================================
10724 [Thread-7] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Error loading [graphics\hadd\ships\hadd_stonehead.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics\hadd\ships\hadd_stonehead.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
at com.fs.util.Object.o00000(Unknown Source)
at com.fs.util.Object.Ó00000(Unknown Source)
at com.fs.graphics.TextureLoader.new(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.H.o00000(Unknown Source)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:636)
========================================================================
^^^
Edit the file "./mods/Minimash/data/hulls/hadd_stonehead.ship" so it reads as followed: (or just copy what I have below)

{"bounds":[101.5,21,101.5,-21,59.5,-46,-81.5,-56,-92.5,-18,-93.5,17,-83.5,55,57.5,45],"center":[55,95],"collisionRadius":"110","engineSlots":[{"angle":"180","contrailSize":"64","location":[-88,0],"length":"48","width":"12","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-92,22],"length":"48","width":"12","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-92,-22],"length":"48","width":"12","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-91,33],"length":"48","width":"12","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-91,-33],"length":"48","width":"12","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-90,44],"length":"48","width":"12","style":"MIDLINE"},{"angle":"180","contrailSize":"64","location":[-90,-44],"length":"48","width":"12","style":"MIDLINE"}],"height":207,"width":111,"hullId":"hadd_stonehead","hullName":"Stonehead","hullSize":"DESTROYER","shieldCenter":[0,0],"shieldRadius":"0","spriteName":"graphics/hadd/ships/hadd_stonehead.png","style":"MIDLINE","viewOffset":0,"weaponSlots":[{"angle":"0","arc":"270","id":"WS 001","locations":[80,22],"mount":"TURRET","size":"SMALL","type":"BALLISTIC"},{"angle":"0","arc":"270","id":"WS 002","locations":[80,-22],"mount":"TURRET","size":"SMALL","type":"BALLISTIC"},{"angle":"90","arc":"270","id":"WS 003","locations":[-6,45],"mount":"TURRET","size":"SMALL","type":"BALLISTIC"},{"angle":"-90","arc":"270","id":"WS 004","locations":[-6,-45],"mount":"TURRET","size":"SMALL","type":"BALLISTIC"},{"angle":"135","arc":"270","id":"WS 005","locations":[-44,26],"mount":"TURRET","size":"SMALL","type":"BALLISTIC"},{"angle":"-135","arc":"270","id":"WS 006","locations":[-44,-26],"mount":"TURRET","size":"SMALL","type":"BALLISTIC"}]}

thanks Vandala

Updated V1.5C.1

With these fixes.
Title: Re: Omega's Minimash V1.5C.1 (Continuation of DeathSG Minimash)
Post by: Apophis on April 01, 2012, 02:25:31 AM
what are the "Spiral Arms ships" added?
Title: Re: Omega's Minimash V1.5C.1 (Continuation of DeathSG Minimash)
Post by: medikohl on April 01, 2012, 02:35:08 AM
what are the "Spiral Arms ships" added?
basically he just remembered to give me a credit,
I also slipped him the data on some of the corsairs of corvus ships I've been working on.
Title: Re: Omega's Minimash V1.5C.1 (Continuation of DeathSG Minimash)
Post by: Apophis on April 01, 2012, 02:40:39 AM
I was asking because i need a list of ships to add proper support for them in the weapon pack
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: maffo on April 01, 2012, 02:41:45 AM
Quote
Maffo
i also noticed that some new ship descriptions only have one sentence, try removing all backspaces out of the description and add them again, i think that's the problem.

Could you look into the mysterious case of the disappearing ships descriptions please?

Also i noticed in my lastest playthrough that the ships from the shipbuilders guild
 are really,really rare, i only found one in 5 hours time. how do they work? Because i would love to play with the neat high tech ships they have.
Title: Re: Omega's Minimash V1.5C.1 (Continuation of DeathSG Minimash)
Post by: craftomega on April 01, 2012, 04:20:51 AM
I was asking because i need a list of ships to add proper support for them in the weapon pack


The only ones i have added personally are the stilletto and the templar.
Title: Re: Omega's Minimash V1.5b (Continuation of DeathSG Minimash)
Post by: Apophis on April 01, 2012, 04:32:15 AM
Quote
Maffo
i also noticed that some new ship descriptions only have one sentence, try removing all backspaces out of the description and add them again, i think that's the problem.

Could you look into the mysterious case of the disappearing ships descriptions please?

Also i noticed in my lastest playthrough that the ships from the shipbuilders guild
 are really,really rare, i only found one in 5 hours time. how do they work? Because i would love to play with the neat high tech ships they have.

Do you mean rare in the fleets or in the ships sold to the stations?
Title: Re: Omega's Minimash V1.5C.1 (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 01, 2012, 04:34:23 AM
Got any ETA of next update, and what you'll add in it? ;D
Title: Re: Omega's Minimash V1.5C.1 (Continuation of DeathSG Minimash)
Post by: maffo on April 01, 2012, 04:41:33 AM
they are rare in fleets to, but they are really really rarely sold at stations, and i would like to buy them
Title: Re: Omega's Minimash V1.5C.1 (Continuation of DeathSG Minimash)
Post by: craftomega on April 01, 2012, 04:42:26 AM
they are rare in fleets to, but they are really really rarely sold at stations, and i would like to buy them

I doubled the spawn rate of ships. Im adding the update now.
Title: Re: Omega's Minimash V1.5C.1 (Continuation of DeathSG Minimash)
Post by: maffo on April 01, 2012, 04:45:50 AM
awesome, thanks
Title: Re: Omega's Minimash V1.5C.1 (Continuation of DeathSG Minimash)
Post by: Apophis on April 01, 2012, 04:55:19 AM
they are rare in fleets to, but they are really really rarely sold at stations, and i would like to buy them
the wraith is in every executives fleet
the aurora2, scorcher, redoubt are in every trade convoy
the ghost is in every executive and may appear in trade convoy
the crossbow may appear in trade convoy

all the ships are sold with equal probability except the scorcher, redoubt and wraith that are not sold at all because i tought it was fun that they sell every ship except their own.

in the next version i will make crossbow appear in every trade convoy, the wraith also in trade convoy and i will make sellable the redoubt and the wraith
Title: Re: Omega's Minimash V1.5D (Continuation of DeathSG Minimash)
Post by: craftomega on April 01, 2012, 08:22:37 AM
V 1.5D

Updated New weapons mod to 0.21.
Title: Re: Omega's Minimash V1.5D (Continuation of DeathSG Minimash)
Post by: ciago92 on April 01, 2012, 09:11:57 AM
So are you definitely not adding TimCORP? I was really hoping you would :-\
Title: Re: Omega's Minimash V1.5D (Continuation of DeathSG Minimash)
Post by: craftomega on April 01, 2012, 09:34:10 AM
Updated with fix for salesman id.

Sorry about that.
Title: Re: Omega's Minimash V1.5D (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 01, 2012, 09:39:06 AM
So are you definitely not adding TimCORP? I was really hoping you would :-\

Is that definite no?
Title: Re: Omega's Minimash V1.5D.1 (Continuation of DeathSG Minimash)
Post by: VikingHaag on April 01, 2012, 10:56:02 AM
Downloaded from link, still getting salesman.
Title: Re: Omega's Minimash V1.5C.2 (Continuation of DeathSG Minimash)
Post by: craftomega on April 01, 2012, 11:56:17 AM
Temporary downgrade to 1.5C.2 Untill i can figure out how to fix salesman.
Title: Re: Omega's Minimash V1.5C.2 (Continuation of DeathSG Minimash)
Post by: Shield on April 01, 2012, 11:58:39 AM
Question, which mod adds the aliens?
Title: Re: Omega's Minimash V1.5C.2 (Continuation of DeathSG Minimash)
Post by: craftomega on April 01, 2012, 12:14:20 PM
Question, which mod adds the aliens?

Just this one. hehehe.

Also salesman fixed I forgot to replace the .faction file like a dumb ass.
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 01, 2012, 02:43:02 PM
Heh. Here's hoping that my mod will come onto this, as psiyons collection was a aprils fool. Tripled us all.
Title: Re: Omega's Minimash V1.5C.2 (Continuation of DeathSG Minimash)
Post by: medikohl on April 01, 2012, 03:06:35 PM
Question, which mod adds the aliens?
Corsairs of corvus
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Dreyven on April 01, 2012, 04:14:55 PM
I managed to catch myself a Behemoth by accident... and...
WOW
just WOW XD
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Archduke Astro on April 01, 2012, 05:01:39 PM
I managed to catch myself a Behemoth by accident... and...
WOW
just WOW XD
Congratulations on your amazing feat of arms! That thing truly is a beast from hell. I'm sure you'll enjoy having it at your command.  8)
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: craftomega on April 01, 2012, 05:10:42 PM
I managed to catch myself a Behemoth by accident... and...
WOW
just WOW XD

Ha i did the same thing... i sold that big thing for like 1 mill and all i had before were a few frigs.. CHA CHING!
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Cordacc on April 01, 2012, 09:00:57 PM
i just made 4 ships out of spiral arms ships, If you want to use them go ahead.
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: craftomega on April 01, 2012, 09:25:30 PM
i just made 4 ships out of spiral arms ships, If you want to use them go ahead.


Just a suggestion you may want to look at other people mods to see what’s already been made. New Weapons, Minimash, and a few others use some of the free ships already.
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Vandala on April 01, 2012, 11:14:00 PM
Found another problem with this mod collection. Check your portraits (their code), you got a lot of doubles showing up in there.
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: medikohl on April 01, 2012, 11:51:32 PM
i just made 4 ships out of spiral arms ships, If you want to use them go ahead.


Just a suggestion you may want to look at other people mods to see what’s already been made. New Weapons, Minimash, and a few others use some of the free ships already.
as far as I know the hobbler is the only duplicate
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: medikohl on April 02, 2012, 12:05:28 AM
also made a few minor changes to the vermin, gave it a slightly different load out to take advantage of the weapons pack.

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: medikohl on April 02, 2012, 04:22:13 AM
here you go, an original

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: medikohl on April 02, 2012, 04:24:05 AM
another

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 02, 2012, 04:25:16 AM
Looks like a pd frigate to me. Is it?
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Cordacc on April 02, 2012, 07:45:03 AM
the only ship that I had there that was a duplicate was hobbler, the other 3 I checked if they were already being put in other mods before I made em.
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Shield on April 02, 2012, 09:14:43 AM
I managed to catch myself a Behemoth by accident... and...
WOW
just WOW XD

Ha i did the same thing... i sold that big thing for like 1 mill and all i had before were a few frigs.. CHA CHING!

There is no way I would sell the 2 Behemoths that I own now, it's a great equalizer for battle.
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: VikingHaag on April 02, 2012, 09:55:20 AM
I managed to catch myself a Behemoth by accident... and...
WOW
just WOW XD

Ha i did the same thing... i sold that big thing for like 1 mill and all i had before were a few frigs.. CHA CHING!

The behemoth is nothing compared to the oort mobile fortress.

15 turret tachyon lances are OP.
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 02, 2012, 09:58:53 AM
I managed to catch myself a Behemoth by accident... and...
WOW
just WOW XD

Ha i did the same thing... i sold that big thing for like 1 mill and all i had before were a few frigs.. CHA CHING!

The behemoth is nothing compared to the oort mobile fortress.

15 turret tachyon lances are OP.

15?? :o :o :o :o  not even my mod can beat that :o, should actully try my mod in this mod pack, but still........ :o :o :o
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Shield on April 02, 2012, 10:26:24 AM
I managed to catch myself a Behemoth by accident... and...
WOW
just WOW XD

Ha i did the same thing... i sold that big thing for like 1 mill and all i had before were a few frigs.. CHA CHING!

The behemoth is nothing compared to the oort mobile fortress.

Yeah but it cost 60 fleet points just to get it into battle, where if you do what I do and use 2 Behemoths for 50 points its so much better
15 turret tachyon lances are OP.
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Argi25 on April 02, 2012, 10:58:08 AM
hi everyone! I can't use this mod with the Project Ironclads mod because there is a conflict with the ALIEN id. they both use it for different things and I can't modify it because I don't know how to make a mod. Can someone please help me with an easy solution or maybe take note of this fact for the next update? thank you very much  :D
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: medikohl on April 02, 2012, 11:01:28 AM
hi everyone! I can't use this mod with the Project Ironclads mod because there is a conflict with the ALIEN id. they both use it for different things and I can't modify it because I don't know how to make a mod. Can someone please help me with an easy solution or maybe take note of this fact for the next update? thank you very much  :D
I suggest crying. but then, that's my solution to everything. *I take another pull from my flask*
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Vandala on April 02, 2012, 11:02:08 AM
hi everyone! I can't use this mod with the Project Ironclads mod because there is a conflict with the ALIEN id. they both use it for different things and I can't modify it because I don't know how to make a mod. Can someone please help me with an easy solution or maybe take note of this fact for the next update? thank you very much  :D
Can you copy the error log?
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Argi25 on April 02, 2012, 11:16:59 AM
hi everyone! I can't use this mod with the Project Ironclads mod because there is a conflict with the ALIEN id. they both use it for different things and I can't modify it because I don't know how to make a mod. Can someone please help me with an easy solution or maybe take note of this fact for the next update? thank you very much  :D
Can you copy the error log?

Fatal: Spec of class [com.fs.starfarer.loading.return] with id [alien] already exist
Check starfarer.log for more info.

thank you ^^
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: medikohl on April 02, 2012, 11:20:29 AM
hi everyone! I can't use this mod with the Project Ironclads mod because there is a conflict with the ALIEN id. they both use it for different things and I can't modify it because I don't know how to make a mod. Can someone please help me with an easy solution or maybe take note of this fact for the next update? thank you very much  :D
Can you copy the error log?

Fatal: Spec of class [com.fs.starfarer.loading.return] with id [alien] already exist
Check starfarer.log for more info.

thank you ^^
can you pat your head and rub your belly at the same time?
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Argi25 on April 02, 2012, 11:44:12 AM
hi everyone! I can't use this mod with the Project Ironclads mod because there is a conflict with the ALIEN id. they both use it for different things and I can't modify it because I don't know how to make a mod. Can someone please help me with an easy solution or maybe take note of this fact for the next update? thank you very much  :D
Can you copy the error log?

Fatal: Spec of class [com.fs.starfarer.loading.return] with id [alien] already exist
Check starfarer.log for more info.

thank you ^^
can you pat your head and rub your belly at the same time?

what do you want? I'm just kindly asking for help. If you don't want to help me it's ok, just don't reply. thank you
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Vandala on April 02, 2012, 11:52:46 AM
hi everyone! I can't use this mod with the Project Ironclads mod because there is a conflict with the ALIEN id. they both use it for different things and I can't modify it because I don't know how to make a mod. Can someone please help me with an easy solution or maybe take note of this fact for the next update? thank you very much  :D
Can you copy the error log?

Fatal: Spec of class [com.fs.starfarer.loading.return] with id [alien] already exist
Check starfarer.log for more info.

thank you ^^
Don't mind him, he's just being a smart ass funny.

You'll have to open that file "starfarer.log" It's in your game folder.

Copy the error you get and post it here. The error is all the way on the bottom of that file. And it should look something like this:

19872 [Thread-11] ERROR com.fs.graphics.K  - Error loading [graphics\hadd\ships\hadd_blade.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics\hadd\ships\hadd_blade.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.o00000(Unknown Source)
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.graphics.K.String(Unknown Source)
   at com.fs.graphics.K.Ò00000(Unknown Source)
   at com.fs.graphics.K$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Argi25 on April 02, 2012, 12:05:38 PM
hi everyone! I can't use this mod with the Project Ironclads mod because there is a conflict with the ALIEN id. they both use it for different things and I can't modify it because I don't know how to make a mod. Can someone please help me with an easy solution or maybe take note of this fact for the next update? thank you very much  :D
Can you copy the error log?

Fatal: Spec of class [com.fs.starfarer.loading.return] with id [alien] already exist
Check starfarer.log for more info.

thank you ^^
Don't mind him, he's just being a smart ass funny.

You'll have to open that file "starfarer.log" It's in your game folder.

Copy the error you get and post it here. The error is all the way on the bottom of that file. And it should look something like this:

19872 [Thread-11] ERROR com.fs.graphics.K  - Error loading [graphics\hadd\ships\hadd_blade.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics\hadd\ships\hadd_blade.png] resource, not found in [/home/haruhara/games/starfarer/./mods/Minimash,../starfarer.res/res,CLASSPATH]
   at com.fs.util.Object.o00000(Unknown Source)
   at com.fs.util.Object.Ó00000(Unknown Source)
   at com.fs.graphics.K.String(Unknown Source)
   at com.fs.graphics.K.Ò00000(Unknown Source)
   at com.fs.graphics.K$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:636)

oh ok sorry!

12140 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.return] with id [alien] already exists
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.return] with id [alien] already exists
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Cordacc on April 02, 2012, 12:05:54 PM
finished another 4 spiral arms ships. if you want to add em go ahead.
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Vandala on April 02, 2012, 12:17:23 PM
12140 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.return] with id [alien] already exists
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.return] with id [alien] already exists
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Hmm, yup, no idea. Sorry, this is beyond my tiny bit of knowledge. There is nothing I could suggest you could do.
Other then; don't combine the mods is all you can do right now.

Don't cross them streams man, you don't know what'll happen!
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Vordhosbn88 on April 02, 2012, 12:19:58 PM
HAI GUISE etc...  :)

Having some problems with random ctd's using this mod.. Getting the following error message pop-up

"Fatal:Fleet id [saleman] not found for faction [shipbuilders_guild] check Starfarer.log for more info"

I'd post some more specific information from the log file if I could actually find it - I've checked through the Starfarer installation folder and done multiple searches for it on my computer, am I missing something blindingly obvious? Apologies if I am. Could anyone point/prod/kick me in the right direction to find this file please?

Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Argi25 on April 02, 2012, 12:21:34 PM
12140 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.return] with id [alien] already exists
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.return] with id [alien] already exists
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Hmm, yup, no idea. Sorry, this is beyond my tiny bit of knowledge. There is nothing I could suggest you could do.
Other then; don't combine the mods is all you can do right now.

Don't cross them streams man, you don't know what'll happen!

thank you anyway :)
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Vandala on April 02, 2012, 12:22:23 PM
HAI GUISE etc...  :)

Having some problems with random ctd's using this mod.. Getting the following error message pop-up

"Fatal:Fleet id [saleman] not found for fation [shipbuilders_guild] check Starfarer.log for more info"

I'd post some more specific information from the log file if I could actually find it - I've checked through the Starfarer installation folder and done multiple searches for it on my computer, am I missing something blindingly obvious? Apologies if I am. Could anyone point/prod/kick me in the right direction to find this file please?
LOL, it's literally right next to the start file.

At least on linux, could be a little different for windows, but it should be right there in the game directory, no need to search throe sub-folders.
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Vordhosbn88 on April 02, 2012, 12:38:41 PM
Note to self - Next time read the entire thread before posting error messages  :o - turns out there's been 2 new versions since I downloaded the mod, loving the rapid releasing/fixing/updating going on here..
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: craftomega on April 02, 2012, 01:35:19 PM
Note to self - Next time read the entire thread before posting error messages  :o - turns out there's been 2 new versions since I downloaded the mod, loving the rapid releasing/fixing/updating going on here..

Ya... iv said this before... I really need to stop updating so fast and so much.

I update as each mod updates then i usually find at least 1 error a few hours in....
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Cordacc on April 02, 2012, 02:21:52 PM
well if you want to update some more....
I just finished my last ship for today, this time a capital ship.
This one I really like.
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Apophis on April 02, 2012, 02:38:48 PM
HAI GUISE etc...  :)

Having some problems with random ctd's using this mod.. Getting the following error message pop-up

"Fatal:Fleet id [saleman] not found for faction [shipbuilders_guild] check Starfarer.log for more info"

I'd post some more specific information from the log file if I could actually find it - I've checked through the Starfarer installation folder and done multiple searches for it on my computer, am I missing something blindingly obvious? Apologies if I am. Could anyone point/prod/kick me in the right direction to find this file please?


It is a bug fixed in the latest version
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Cordacc on April 02, 2012, 03:04:12 PM
so i just put all of my 9 ships with fixes into 1 easier folder...

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: craftomega on April 02, 2012, 06:03:11 PM
so i just put all of my 9 ships with fixes into 1 easier folder...

I added all of them but hobbler and boomer (I already made my own boomer.)
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Cordacc on April 02, 2012, 06:42:35 PM
I liked my boomer :(... But thanks for adding the 7 other ships.
so are they in 1.5D.3?
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: craftomega on April 02, 2012, 09:07:30 PM
I liked my boomer :(... But thanks for adding the 7 other ships.
so are they in 1.5D.3?

No they are in V1.5D.4 I just forgot that i didnt upload it XD
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: Cordacc on April 02, 2012, 09:11:02 PM
well I'm not really sure what to make now because none of the other spiral arms ships stand out to me. Might actually play some starfarer instead of just making starfarer ships   ;D
Title: Re: Omega's Minimash V1.5D.3 (Continuation of DeathSG Minimash)
Post by: craftomega on April 02, 2012, 09:13:28 PM
well I'm not really sure what to make now because none of the other spiral arms ships stand out to me. Might actually play some starfarer instead of just make starfarer ships   ;D
Ya im having the same issue....
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: craftomega on April 03, 2012, 01:50:06 AM
Updated to 1.5E

Updated nomads to 0.7.
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: Trylobot on April 03, 2012, 08:05:15 AM
FYI Gila Monster has a description (you can take it off your list)
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: craftomega on April 03, 2012, 08:19:23 AM
FYI Gila Monster has a description (you can take it off your list)

Oh thanks.... didnt notice >.>
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 03, 2012, 08:21:03 AM
Last time I'm asking you! Can you put y mod in this? Pretty please? ;D


Really need to know :D
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: Sludgecrawler on April 03, 2012, 08:35:10 AM
21812 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_light_blaster] not found in weapon_data.csv
21812 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_heavy_blaster] not found in weapon_data.csv
21812 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_ultralight_blaster] not found in weapon_data.csv
21814 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Fatal: weapon_data.csv is missing weapons
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: craftomega on April 03, 2012, 08:44:50 AM
21812 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_light_blaster] not found in weapon_data.csv
21812 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_heavy_blaster] not found in weapon_data.csv
21812 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_ultralight_blaster] not found in weapon_data.csv
21814 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Fatal: weapon_data.csv is missing weapons

The OP says IS NOT SAVE COMPATIBLE!!!!

hence why I left the old dl there.
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: Sludgecrawler on April 03, 2012, 08:48:35 AM
I know.
It crashed just when I started the game.
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: craftomega on April 03, 2012, 08:49:35 AM
I know.
It crashed just when I started the game.

you have to delete or move your old saves.
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: Sludgecrawler on April 03, 2012, 08:52:43 AM
you have to delete or move your old saves.

Thank you.
I did not know this, as I've never had to do it before.

Also, thank you for this mod.
It is impressive and very helpful.

Edit: Nope. Still getting the error. Shall try reinstalling.
Edit: No.
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: craftomega on April 03, 2012, 08:57:38 AM
you have to delete or move your old saves.

Thank you.
I did not know this, as I've never had to do it before.

Oh dont worry I didnt know that would acually be an issue... I just totally guessed that, that was the issue... good guess I guess.
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: Nori on April 03, 2012, 09:13:14 AM
Last time I'm asking you! Can you put my mod in this? Pretty please? ;D


Really need to know :D
Wait, so the last time wasn't the last time? :P
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 03, 2012, 09:19:21 AM
It was, but i just reposted the last time, so that it would count as the last time ;D
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: Cordacc on April 03, 2012, 09:56:12 AM
in campaign where exactly do the random spiral arms ships spawn?
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: craftomega on April 03, 2012, 10:15:58 AM
in campaign where exactly do the random spiral arms ships spawn?

Its random... They are sold with the shipbuilders guild.
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 03, 2012, 10:16:24 AM
Not going to respond to my question ???
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: craftomega on April 03, 2012, 10:24:40 AM
in campaign where exactly do the random spiral arms ships spawn?

Ok my bad.... I just relized that I forgot to add them to the convoys....

Updated to V1.5E.1

added the new ships to the convoy.
Title: Re: Omega's Minimash V1.5E.1 (Continuation of DeathSG Minimash)
Post by: GloriousMess on April 03, 2012, 11:15:30 AM
craftomega,

You've got a syntax error in data/scripts/world/corvus/TTConvoySpawnPoint.java, line 162:

Code
"stilletto_Hull");

Looks as though a rogue copy/paste that wasn't corrected. Remove the ); and comma-delimit the remaining String literals and you're fine (I've tested it here and Janino doesn't complain).

This was encountered with "Minimash V1.5E.1.rar".
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: craftomega on April 03, 2012, 11:24:44 AM
Updated to 1.5E.2

With fix... oops.
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: Nori on April 03, 2012, 12:12:08 PM
Not going to respond to my question ???
You are invisible... Only I can see you...
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 03, 2012, 12:26:01 PM
Well, now i know why that's so ;D
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: mendonca on April 03, 2012, 12:51:08 PM
Did anybody hear that?

I think we have mice ...
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Uomoz on April 03, 2012, 12:52:17 PM
Upgradecap is SF mascotte  :-*
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: arcibalde on April 03, 2012, 01:10:52 PM
He is everywhere! He ignores time-space continuum!!!
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 03, 2012, 01:12:29 PM
Me?
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: ciago92 on April 03, 2012, 01:27:40 PM
So are you just ignoring upgradecap? I really would like to see TimCORP in this compilation....
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Uomoz on April 03, 2012, 01:28:40 PM
ignoring who?
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 03, 2012, 01:30:01 PM
This is going wayyyy of topic now. I fear it'll become like that ponies mod topic (the first one) , which got totally screwed with off topic talk ;D
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Vandala on April 03, 2012, 01:46:22 PM
It didn't get screwed, it stayed on the first page! Until I changed it and was ignored. No matter we got better stuff now.

Plus, pony topics can always be revived, and no forum on the Internet will ever be without one for long.
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Nori on April 03, 2012, 01:55:39 PM
He is everywhere! He ignores time-space continuum!!!

I do wonder this...
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 03, 2012, 01:57:23 PM
He is everywhere! He ignores time-space continuum!!!

I do wonder this...

A very true story............. Muhahaha ;D
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: 2_Wycked on April 03, 2012, 03:20:45 PM
Apologies for the dumb question, but where can I buy the Nomad ships? I occasionally see them fly around but I haven't noticed a specific shipyard for them.
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Trylobot on April 03, 2012, 03:25:57 PM
For the moment, the only way to acquire Nomads hardware is to best them in combat and take them by force.

If you're just looking to try them out, there's some demo missions in there. I may add a station for repair and refit sometime in the future.

As a last resort, you could always hack some into your saved game, though I'm not familiar with how to do that.
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Apophis on April 03, 2012, 03:28:14 PM
Apologies for the dumb question, but where can I buy the Nomad ships? I occasionally see them fly around but I haven't noticed a specific shipyard for them.
ShipBuilders guild trade convoy bring them to stations
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Vandala on April 03, 2012, 03:56:20 PM
http://www.sendspace.com/file/50tzke

Try that.

Place that file into ./data/world/factions/

Overwrite the file there.

Make sure you first backup your original file.

Have fun. (it works for me, but I think I'm using an older version, it's still possible that it will work)
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 03, 2012, 03:58:31 PM
Last time I'm asking you! Can you put my mod in this? Pretty please? ;D


Really need to know :D

Still haven't answered my question, and do be serious about it, don't be a troll ;D
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Blade Skydancer on April 03, 2012, 04:15:41 PM
Hello, I seem to have encountered a bit of a problem when upgrading this mod.

I recently upgraded from 1.5b to 1.5e2, and since I have, I can't run it anymore. As it turns out, a few of the Nomad weapons are missing stats from the weapon data table. I'm currently unsure as to how to fix this error, are there any versions of the Nomads with these new weapons that I can poach data from or something?
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: craftomega on April 03, 2012, 04:57:37 PM
Hello, I seem to have encountered a bit of a problem when upgrading this mod.

I recently upgraded from 1.5b to 1.5e2, and since I have, I can't run it anymore. As it turns out, a few of the Nomad weapons are missing stats from the weapon data table. I'm currently unsure as to how to fix this error, are there any versions of the Nomads with these new weapons that I can poach data from or something?

You must delete or move your old saves....
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Blade Skydancer on April 03, 2012, 05:01:08 PM
I've already done so, the problem occurs when the game does its initial load. I can't even get to the main menu.

I'll post a portion of the log, where the error occurs.

9190 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [tachyonlance]
9190 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_light_blaster] not found in weapon_data.csv
9191 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_heavy_blaster] not found in weapon_data.csv
9191 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_ultralight_blaster] not found in weapon_data.csv
9192 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Fatal: weapon_data.csv is missing weapons
java.lang.RuntimeException: Fatal: weapon_data.csv is missing weapons
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

(Sorry about that, I'm not sure if there's a 'code' or 'spoiler' tag on this forum. >.>)
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: craftomega on April 03, 2012, 05:04:43 PM
I've already done so, the problem occurs when the game does its initial load. I can't even get to the main menu.

I'll post a portion of the log, where the error occurs.

9190 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [tachyonlance]
9190 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_light_blaster] not found in weapon_data.csv
9191 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_heavy_blaster] not found in weapon_data.csv
9191 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_ultralight_blaster] not found in weapon_data.csv
9192 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Fatal: weapon_data.csv is missing weapons
java.lang.RuntimeException: Fatal: weapon_data.csv is missing weapons
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

(Sorry about that, I'm not sure if there's a 'code' or 'spoiler' tag on this forum. >.>)
Um... did you delete the entire minimash folder and re-apply the mod?

Im just guessing at possible problems....
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Trylobot on April 03, 2012, 05:28:59 PM
Could always copy them from The Nomads (http://fractalsoftworks.com/forum/index.php?topic=162.0)
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Dragar on April 03, 2012, 05:34:09 PM
get an error when I try to load up the game:

Fatal: Fatal: Weapon_data.csv is missing weapons

and the log:

9695 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_light_blaster] not found in weapon_data.csv
9695 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_heavy_blaster] not found in weapon_data.csv
9696 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_ultralight_blaster] not found in weapon_data.csv
9697 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Fatal: weapon_data.csv is missing weapons
java.lang.RuntimeException: Fatal: weapon_data.csv is missing weapons
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Blade Skydancer on April 03, 2012, 06:01:57 PM
>D No! I didn't. It probably would be that, wouldn't it? I'll give that a shot.

There we go, it loaded now. Thank you.
Apparently Starfarer doesn't like it when there are weapons present with no stats for them. I'll have to keep that in mind.
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: craftomega on April 03, 2012, 06:08:23 PM
get an error when I try to load up the game:

Fatal: Fatal: Weapon_data.csv is missing weapons

and the log:

9695 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_light_blaster] not found in weapon_data.csv
9695 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_heavy_blaster] not found in weapon_data.csv
9696 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_ultralight_blaster] not found in weapon_data.csv
9697 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Fatal: weapon_data.csv is missing weapons
java.lang.RuntimeException: Fatal: weapon_data.csv is missing weapons
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

you need to do one of 3 things.

1. Read the last page or two of posts.
2. Delete your old saves.
3. delete your minimash folder from the mods folder and re aply from the new version.
Title: Re: Omega's Minimash V1.5E (Continuation of DeathSG Minimash)
Post by: medikohl on April 03, 2012, 07:16:47 PM
Last time I'm asking you! Can you put my mod in this? Pretty please? ;D


Really need to know :D

Still haven't answered my question, and do be serious about it, don't be a troll ;D
NO
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Archduke Astro on April 04, 2012, 02:31:23 AM
Upgradecap, PLEASE stop spamming this thread with your repeated begging / sulking / whining efforts to convince craftomega to add your mod to the Minimash. If he thinks your mod is good enough, he'll tell you; so please do all of us a favor and stop banging the drum! Take this waterfall of requests off the forum and pour it instead into a Private Message to craftomega, OK?

Not only are you embarrassing yourself, but it's downright unpleasant to keep reading these posts of yours about TimCorp. Yes, we get it; you think that your mod is worthy of the Minimash. Perhaps others don't share that opinion. But repeating your own opinion over and over as if it's being shot from a Vulcan autocannon is not going to change other people's minds. If you put the same amount of misdirected energy wasted in this thread INSTEAD into changing the graphical standards of your mod to more closely match Starfarer's official art and cleaned-up the gameplay mechanics within TimCorp, you'd be much better off. Sorry if that sounds harsh; I'm trying to remain civil despite your out-of-control posting habits here.

If you keep spamming this thread, I'm going to make a formal complaint to a forum moderator. You're hammering away at this like a hyperactive 10-year old, and you need to stop it. Chillax, dude.
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 04, 2012, 02:46:19 AM
Very well, I shall stop spamming this thread. Chillax.

8)
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Ralkern on April 04, 2012, 05:40:15 AM
As a last resort, you could always hack some into your saved game, though I'm not familiar with how to do that.

If you want to change starting fleet you go into the player faction file and change "fleet compositions" "start 2"
it should look something like this (ps: i've changed mine)
      "start2":{
         "displayName":"Fleet",
         "maxFleetPoints":0,
         "daysWorthOfSupplies":[80, 90],
         "lyWorthOfFuel":[700, 800],
         "extraCrewPercent":[60, 60],
         "marinesPercent":[20, 20],
         "ships":{
            "devastator_firesupport":[1, 1],
            "falcon_Attack":[2, 2],
            "eagle_Assault":[2, 2],
            "spearhead_standard":[3, 3],
            "Vulture_Standard":[1, 1],
            "torment_support":[2, 2],


for exampel if you want to start with a paragon go into the variants folder and write in the variant of the ship you want (paragon_Elite (the capital letter is important))
you write this under "ships":{
the [1, 1] is how many ships of that type you want [1, 1] is the same as atleast 1 and max 1
if you want a random fleet you have to change "maxfleetpoints" and make it a chance to get ships (like [1, 3](it may be the other way around[3, 1]))

ps: if you can't tell i've changed so i start with 2 Eagles, 2 Falcons, 1 Devistator, 3 Spearheads, 1 Vulture and 2 Torments
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: craftomega on April 04, 2012, 06:02:58 AM
As a last resort, you could always hack some into your saved game, though I'm not familiar with how to do that.

If you want to change starting fleet you go into the player faction file and change "fleet compositions" "start 2"
it should look something like this (ps: i've changed mine)
      "start2":{
         "displayName":"Fleet",
         "maxFleetPoints":0,
         "daysWorthOfSupplies":[80, 90],
         "lyWorthOfFuel":[700, 800],
         "extraCrewPercent":[60, 60],
         "marinesPercent":[20, 20],
         "ships":{
            "devastator_firesupport":[1, 1],
            "falcon_Attack":[2, 2],
            "eagle_Assault":[2, 2],
            "spearhead_standard":[3, 3],
            "Vulture_Standard":[1, 1],
            "torment_support":[2, 2],


for exampel if you want to start with a paragon go into the variants folder and write in the variant of the ship you want (paragon_Elite (the capital letter is important))
you write this under "ships":{
the [1, 1] is how many ships of that type you want [1, 1] is the same as atleast 1 and max 1
if you want a random fleet you have to change "maxfleetpoints" and make it a chance to get ships (like [1, 3](it may be the other way around[3, 1]))

ps: if you can't tell i've changed so i start with 2 Eagles, 2 Falcons, 1 Devistator, 3 Spearheads, 1 Vulture and 2 Torments

Uhh dude... I am missing something here... because there is no context to why you are saying this....
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Fantastic Chimni on April 04, 2012, 01:27:42 PM
When i install it i get a crash with this in the log

12072 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull spec [new_hull_id] not found!
java.lang.RuntimeException: Ship hull spec [new_hull_id] not found!
   at com.fs.starfarer.loading.o0OO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ö00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Help?
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: craftomega on April 04, 2012, 01:43:51 PM
When i install it i get a crash with this in the log

12072 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull spec [new_hull_id] not found!
java.lang.RuntimeException: Ship hull spec [new_hull_id] not found!
   at com.fs.starfarer.loading.o0OO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ö00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Help?

sorry my bad... try downloading it now.
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: WKOB on April 05, 2012, 02:23:25 AM
Thanks for the handy mod package.

Out of curiosity, what's wrong with TimCORP that you won't add it?

Or is medikohl just being a pain in the ass?
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Archduke Astro on April 05, 2012, 02:37:13 AM
Thanks for the handy mod package.

Out of curiosity, what's wrong with TimCORP that you won't add it?

Or is medikohl just being a pain in the ass?
For several weeks, Upgradecap (TimCORP's creator) has been spamming this thread relentlessly and with increasingly annoying style. We finally hit our boiling-point about it. Why he didn't send a Private Message directly to craftomega about it after the first request went apparently unanswered, I have no idea. O.o

TimCORP has a lot of future potential, but (speaking solely for myself) I don't think it's ready for the Minimash yet. That doesn't mean it's a total failure, though. It's often a fun little mod.
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 05, 2012, 02:43:12 AM
If you see three posts as spamming, then yes, i did spam :)

And trust me, i did PM him, though it hardly got an answer.......
I'm not going to continue this, as you already know ::)
Title: Re: Omega's Minimash V1.5E.2 (Continuation of DeathSG Minimash)
Post by: craftomega on April 05, 2012, 04:21:54 AM
updated to 1.5F
Updated scrappers to 1.25
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: craftomega on April 05, 2012, 04:00:54 PM
V 1.5G - upadated New weapons to .22
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: Shield on April 05, 2012, 08:30:25 PM
FFFFFFFFFUUUUUUU I just downloaded 1.5f

Now I got to get g

/ragestomp
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: craftomega on April 05, 2012, 08:57:45 PM
FFFFFFFFFUUUUUUU I just downloaded 1.5f

Now I got to get g

/ragestomp

They are save conpatible....
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: Archduke Astro on April 05, 2012, 08:59:10 PM
Personally, I love these hyper-frequent updates to the Minimash -- thanks, craftomega. Knowing that the latest and greatest changes are being merged into this mod compilation with minimum delay is a major advantage of Minimash.

Suggestion: keptin's new Missiles, Inc (http://fractalsoftworks.com/forum/index.php?topic=2012.0). weapons pack is a good candidate for including here on a future update. Quality material there; he's off to a great start with it. Perhaps once he's added some more content to it?
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: craftomega on April 05, 2012, 09:51:10 PM
Personally, I love these hyper-frequent updates to the Minimash -- thanks, craftomega. Knowing that the latest and greatest changes are being merged into this mod compilation with minimum delay is a major advantage of Minimash.

Suggestion: keptin's new Missiles, Inc (http://fractalsoftworks.com/forum/index.php?topic=2012.0). weapons pack is a good candidate for including here on a future update. Quality material there; he's off to a great start with it. Perhaps once he's added some more content to it?

Your welcome. I an really enjoying making this make mod work.

Also thanks for the tip with the mod, always looking for new ones.
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: craftomega on April 06, 2012, 08:45:24 AM
Hi - since updating to v1.5G I'm having the following error trying to start Starfarer

java.lang.RuntimeException: Fatal: weapon_data.csv is missing weapons
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.A.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Delete minimash folder in mods folder and then re-aply with new downloaded version.

if that doesnt work move or delete old saves.
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: craftomega on April 06, 2012, 12:29:07 PM
1.6 to be released today or tommorow.

Will include.

-New ship Omega.
-More starting ships.
-More weapons at start in station.
-More starting ships in station.
-More items in convoys.
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: Archduke Astro on April 06, 2012, 12:43:14 PM
1.6 to be released today or tommorow.

[mr burns] Eeeeeeeeexcellent. [/mr burns]
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: maffo on April 06, 2012, 01:48:34 PM
good job omega, also i have 3 things i would like to say:

1: Some factions are not enemies to each other while they should logically be, like the aliens and the pink mercenaries. Could you look into that?

2: Could you up the spawn rate of hegemony and tri-tachyon fleets? Because event though they are supposed to be the major factions, they get destroyed by the aliens / the minor factions. It would also provide a bigger challenge to players in the late game.

3: i would like to suggest this faction mod for the next version:http://fractalsoftworks.com/forum/index.php?topic=2067.0 . the trade scavengers seem a interesting addition.

i like how the next version is almost out already. Keep up the good work!
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: Archduke Astro on April 06, 2012, 02:13:35 PM
Could you up the spawn rate of hegemony and tri-tachyon fleets? Because event though they are supposed to be the major factions, they get destroyed by the aliens / the minor factions. It would also provide a bigger challenge to players in the late game.

Maffo, I'm glad you reminded me of that.

Craftomega, both the H and TT factions have some room for improvement. They usually start sliding downhill into becoming minor forces once my Minimash campaigns get past the halfway point. Buffing the size, hull composition and frequency at which both these factions spawn would be of great help. I also suggest adding spawn info for a additional new type of "Mega Doom Fleet" in the +350 FP range for players to cross swords with in the endgame.

Right now I consider the Minimash compilation to be the leading edge of publically-accessible progress in Starfarer. Onward and upward! Thanks to craftomega for his tireless tweaking & meshing, and thanks to the creative compelling content designers who first made these mod races. :)
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: craftomega on April 06, 2012, 03:39:47 PM
Could you up the spawn rate of hegemony and tri-tachyon fleets? Because event though they are supposed to be the major factions, they get destroyed by the aliens / the minor factions. It would also provide a bigger challenge to players in the late game.

Maffo, I'm glad you reminded me of that.

Craftomega, both the H and TT factions have some room for improvement. They usually start sliding downhill into becoming minor forces once my Minimash campaigns get past the halfway point. Buffing the size, hull composition and frequency at which both these factions spawn would be of great help. I also suggest adding spawn info for a additional new type of "Mega Doom Fleet" in the +350 FP range for players to cross swords with in the endgame.

Right now I consider the Minimash compilation to be the leading edge of publically-accessible progress in Starfarer. Onward and upward! Thanks to craftomega for his tireless tweaking & meshing, and thanks to the creative compelling content designers who first made these mod races. :)

good job omega, also i have 3 things i would like to say:

1: Some factions are not enemies to each other while they should logically be, like the aliens and the pink mercenaries. Could you look into that?

2: Could you up the spawn rate of hegemony and tri-tachyon fleets? Because event though they are supposed to be the major factions, they get destroyed by the aliens / the minor factions. It would also provide a bigger challenge to players in the late game.

3: i would like to suggest this faction mod for the next version:http://fractalsoftworks.com/forum/index.php?topic=2067.0 . the trade scavengers seem a interesting addition.

i like how the next version is almost out already. Keep up the good work!

HA! Wow thats what im working on right now. I noticed that to.

Also I want to give the trade scavengers a bit more time... they are still a little raw.
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: maffo on April 06, 2012, 03:47:06 PM
i understand , but it seems a fairly interested begin
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: craftomega on April 06, 2012, 03:47:55 PM
i understand , but it seems a fairly interested begin
Oh i agree when they are more complete I will deffintely add them.
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: K-64 on April 06, 2012, 03:50:36 PM
I'm guessing I'd need to add and balance ships to it, because I would not be opposed to the idea of having it feature in the minimash at all
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: Shield on April 06, 2012, 04:10:54 PM
Yeah I think Hegemony and TT should have a much higher spawn rate, the aliens and nomads generally take them out rather quickly
Title: Re: Omega's Minimash V1.5G (Continuation of DeathSG Minimash)
Post by: craftomega on April 06, 2012, 06:00:23 PM
gahhh balencing the spawn rates is a ***... grrr
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: craftomega on April 06, 2012, 08:27:02 PM
V 1.6
-Added Tri-Tachyon Omega class command ship v.0.9a
-Increased spawn rates of hegemony and Tri-Tachyon
-Decreased spawn rates of Nomads
-Added new starting ships
-Added more starting weapons and ships in stations.
-Spent way to much time balencing the spawn rates -_-.
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: Cfuz on April 06, 2012, 11:14:22 PM
Love this mod.  I was wondering what that ship at the bottom of the pic of the ships in the original post is.  Couldn't find it in any of the mod posts.
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: craftomega on April 07, 2012, 04:13:27 AM
Love this mod.  I was wondering what that ship at the bottom of the pic of the ships in the original post is.  Couldn't find it in any of the mod posts.

Its the bottem mod Omega CCa
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 07, 2012, 04:15:03 AM
Need any help with scripting stuff in here?
I'm currently looking for work around here ;D
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: arcibalde on April 07, 2012, 04:17:19 AM
Need any help with scripting stuff in here?
I'm currently looking for work around here ;D

Aren't you working on 3 mods already?
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: craftomega on April 07, 2012, 04:19:31 AM
Need any help with scripting stuff in here?
I'm currently looking for work around here ;D
No.
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: arcibalde on April 07, 2012, 04:32:27 AM
Need any help with scripting stuff in here?
I'm currently looking for work around here ;D
No.

Brutal!
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: Upgradecap on April 07, 2012, 04:33:27 AM
Need any help with scripting stuff in here?
I'm currently looking for work around here ;D

Aren't you working on 3 mods already?

Well, yeah, but the more work, the better.
Atleast it's more fun though.
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: Uomoz on April 07, 2012, 04:55:39 AM
V 1.6
-Added Tri-Tachyon Omega class command ship v.0.9a
-Increased spawn rates of hegemony and Tri-Tachyon
-Decreased spawn rates of Nomads
-Added new starting ships
-Added more starting weapons and ships in stations.
-Spent way to much time balencing the spawn rates -_-.

Nice. And beautiful OP! I like how my work gently influence yours, feels like community ;)
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: maffo on April 07, 2012, 05:43:22 AM
where is the download link?

EDIT: It seems i have gone blind, and i sincerely excuse you all for having to read this. i hope you didnt rip out your eyes
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: craftomega on April 07, 2012, 05:51:16 AM
where is the download link?
Where it says download >.>

Nice. And beautiful OP! I like how my work gently influence yours, feels like community ;)

I like your idea's >.> hehehe
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: RawCode on April 07, 2012, 06:00:45 AM
its exteremy fat to merge download link with hulls preview, nice blue underlined text is what most users seek (especially if imaged are disabled)
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: craftomega on April 07, 2012, 06:11:07 AM
where is the download link?

EDIT: It seems i have gone blind, and i sincerely excuse you all for having to read this. i hope you didnt rip out your eyes

I was tempted....

its exteremy fat to merge download link with hulls preview, nice blue underlined text is what most users seek (especially if imaged are disabled)

fine fine... Trying to be all new and modern -_-
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: Blade Skydancer on April 07, 2012, 07:02:06 AM
Hello, once again!

I seem to be running into some random crashes now that I've upgraded to 1.6. Yes, I deleted and reinstalled the mini-mash. And yes, I've deleted my saves and restarted them even though 1.6 should be save-compatible. (At least it wasn't expressly stated in the OP.) And finally, I'm running no other mods alongside this one.

Anyway, here's the new crash! It happens consistiently when I get into a fight with...I think it's a Lasher, a Hound and a Buffalo MkII. I was flying the TT ship that has four universal 270-degree gun hardpoints. Can't remember what it was called right off the top of my head.

Anyway, here's the crash log:

191413 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading ship hull [D:\Games\Starfarer\starfarer-core\data\hulls\wasp.ship]
191415 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Ship hull [Wasp] has strength 1
191415 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading ship hull [D:\Games\Starfarer\starfarer-core\data\hulls\wolf.ship]
191416 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Ship hull [Wolf] has strength 7
191416 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading ship hull [D:\Games\Starfarer\starfarer-core\data\hulls\xyphos.ship]
191416 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Ship hull [Xyphos] has strength 4
191422 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Applying data from ship_data.csv to [Demolisher]
191429 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant [Demolisher_Hull] already exists
java.lang.RuntimeException: Ship hull variant [Demolisher_Hull] already exists
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.combat.F.OõÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: craftomega on April 07, 2012, 07:42:55 AM
Hello, once again!

I seem to be running into some random crashes now that I've upgraded to 1.6. Yes, I deleted and reinstalled the mini-mash. And yes, I've deleted my saves and restarted them even though 1.6 should be save-compatible. (At least it wasn't expressly stated in the OP.) And finally, I'm running no other mods alongside this one.

Anyway, here's the new crash! It happens consistiently when I get into a fight with...I think it's a Lasher, a Hound and a Buffalo MkII. I was flying the TT ship that has four universal 270-degree gun hardpoints. Can't remember what it was called right off the top of my head.

Anyway, here's the crash log:

191413 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading ship hull [D:\Games\Starfarer\starfarer-core\data\hulls\wasp.ship]
191415 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Ship hull [Wasp] has strength 1
191415 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading ship hull [D:\Games\Starfarer\starfarer-core\data\hulls\wolf.ship]
191416 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Ship hull [Wolf] has strength 7
191416 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Loading ship hull [D:\Games\Starfarer\starfarer-core\data\hulls\xyphos.ship]
191416 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpecLoader  - Ship hull [Xyphos] has strength 4
191422 [Thread-6] INFO  com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Applying data from ship_data.csv to [Demolisher]
191429 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant [Demolisher_Hull] already exists
java.lang.RuntimeException: Ship hull variant [Demolisher_Hull] already exists
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.loading.L.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.combat.F.OõÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Whe looking for the error did you go from the bottem up? because that error makes no sence....

What it is saying is that there are 2 Demolisher_hull's but im looking at the file and i dont see any issues.
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: Blade Skydancer on April 07, 2012, 07:46:42 AM
I did.

The error confuses me, too, as it happened whenever I engaged that Pirate battlegroup with just the Buffalo II, the Lasher and the Hound. The battle would start, then as soon as one ship got on my sensors, bam, fatal error about duplicate demolisher hulls. Which...makes no sense as there's not even a Demolisher *in* the battle.

I'll try making yet another new game and see if I can replicate the bug again. This time, I'll attach my whole log file.

EDIT: New game started(I had nuked my saves again to see if the older 1.5E save was causing problems), started with a Lasher. Engaged...I think it was a Pirate Scout with another Lasher frigate and defeated it in combat. No crash. Gonna' see if I can snag a Raiders fleet.

EDIT2: Snagged a Pirate Raiders fleet with a lone Scarab Autopulse, and waxed it. Still no crash. Starting to think that maybe nuking the saves is what fixed it, though I can't imagine why that'd be since it shouldn't have loaded any save but the one I made with this version.
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: craftomega on April 07, 2012, 07:57:28 AM
EDIT2: Snagged a Pirate Raiders fleet with a lone Scarab Autopulse, and waxed it. Still no crash. Starting to think that maybe nuking the saves is what fixed it, though I can't imagine why that'd be since it shouldn't have loaded any save but the one I made with this version.

I stopped asking about half of these errors... the coding for this game is REALLY picky...


*edit. Also thank goodness someone who knows how to use the modify button!
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: Levik on April 07, 2012, 08:05:02 AM
Why do you use foreign ships in your mod without permission from the author?
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: Levik on April 07, 2012, 08:30:30 AM
All right. Let there be... But I do not agree that my ships were used here.
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: Temjin on April 07, 2012, 09:32:07 AM
Why do you use foreign ships in your mod without permission from the author?

Because
A) I dont need permission
B) I give full credit
and C) If they did care they could contact me and ask me to remove there stuff.

A) Technically, you do. You are infringing copyright by doing so, and while I doubt you'd get sued over it, it's generally not a nice thing to do to use other people's work without their permission.

B) Full credit only matters to some people, or if it's a Creative Commons license.

C) And would you do so? Looks like Levik doesn't want you using his stuff.
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: Dante80 on April 07, 2012, 09:39:23 AM
If the modder does not want his work/content to be included then it is both polite and courteous to remove said content. I don't know why Levik would not want his ships/faction to be in the Minimash (and I cannot find a reason at this point in game or mod development) but it is his right I think.  ;)
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: K-64 on April 07, 2012, 10:21:58 AM
While people probably should ask permission before adding other peoples' work to these minimash mods, I believe that if someone does have an objection to their work being used, a quiet pm politely requesting their stuff removed would be better than going public with it right off the bat. However, if my stuff does get the interest of someone wanting it in their mod, I'd be fine so long as I be told and given credit. I'd also certainly put a link to the mod stating that my stuff features in it.
Title: Re: Omega's Minimash V1.6 (Continuation of DeathSG Minimash)
Post by: Uomoz on April 07, 2012, 10:33:07 AM
Just remove his stuff and it's done.
Title: Re: Omega's Minimash V1.61 (Continuation of DeathSG Minimash)
Post by: craftomega on April 07, 2012, 11:06:12 AM
V 1.61
-Removed demolisher mod
-Added Brawler Mk2
Title: Re: Omega's Minimash V1.61
Post by: Nechrom on April 07, 2012, 12:26:38 PM
I find it funny that through all the versions of New Weapons, DeathSG's Minimash and now Omega's Minimash, the Barnacle ship continues to have the same bug that I have to fix every time I download a new version.
One would think that anyone of the people involved in the creation or compilation of the mod would pick up on it eventually.
Nothing major though, just something I found funny.

Keep up the good work! ;)
Title: Re: Omega's Minimash V1.61
Post by: craftomega on April 07, 2012, 05:40:19 PM
I find it funny that through all the versions of New Weapons, DeathSG's Minimash and now Omega's Minimash, the Barnacle ship continues to have the same bug that I have to fix every time I download a new version.
One would think that anyone of the people involved in the creation or compilation of the mod would pick up on it eventually.
Nothing major though, just something I found funny.

Keep up the good work! ;)

What bug? Are you using a mac or linux? I wish to fix it.
Title: Re: Omega's Minimash V1.61
Post by: Archduke Astro on April 07, 2012, 10:27:36 PM
I never played the Barnacle before, so I just took a quick look at it. Two of its small ballistic turrets both have the same ID number: "smab4". :o Two physical turrets but only one logical turret, so to speak. I should think that one of those two turrets would be unusable. I'm up way past my bedtime so I'm not about to explore further tonight.
Title: Re: Omega's Minimash V1.61 (Continuation of DeathSG Minimash)
Post by: Levik on April 07, 2012, 11:53:39 PM
V 1.61
-Removed demolisher mod
-Added Brawler Mk2
Thank you
Title: Re: Omega's Minimash V1.61
Post by: Cryten on April 08, 2012, 12:25:50 AM
Speaking from vague memories of law lectures, the images created in the mod are protected by IP and the code is protected by copywrite unless the use of the scripting language for the game requires the user to agree to a license agreement where he would seed all content to the authors of the game. Considering I dont think Alex has done that then large portions of individual mods can be protected. The concepts behind any designs/code though are completely free to be used.

All that said the trouble of proof and going to trial would mean small time things like this would almost never see a dispute but legally speaking I "think" you should not copy other peoples mods without permission. Not to mention its really bad form.
Title: Re: Omega's Minimash V1.61
Post by: GloriousMess on April 08, 2012, 05:35:21 AM
Across all the modding communities I've read and/or been a part of, a mod author rarely (if ever) used any other author's work without explicit permission. It's just not the done thing. It's a shame the mod couldn't include Levik's work but I for one respect you more for removing it as requested.
Title: Re: Omega's Minimash V1.61
Post by: Hyph_K31 on April 08, 2012, 05:44:53 AM
Aahh, not to interrupt the conversation or anything, but its there a .zip version? my iccle maccie is having some trouble running it :)
Title: Re: Omega's Minimash V1.61
Post by: craftomega on April 08, 2012, 06:09:55 AM
Aahh, not to interrupt the conversation or anything, but its there a .zip version? my iccle maccie is having some trouble running it :)

http://www.mediafire.com/?c8nzmk689cqpt7k

here you go.
Title: Re: Omega's Minimash V1.61
Post by: K-64 on April 08, 2012, 06:14:19 AM
Not thought about using StarFarer Hub for hosting the mod? :P
Title: Re: Omega's Minimash V1.61
Post by: Hyph_K31 on April 08, 2012, 06:39:14 AM
Yay! thank you very mucho
Title: Re: Omega's Minimash V1.61
Post by: Hyph_K31 on April 08, 2012, 06:44:33 AM
Argh!

The mod's not working :'(

It gets about 90/100% loaded and then crashes, d'you think you know why its doing that?
Title: Re: Omega's Minimash V1.61
Post by: craftomega on April 08, 2012, 07:08:30 AM
Argh!

The mod's not working :'(

It gets about 90/100% loaded and then crashes, d'you think you know why its doing that?

Its works for me, soooo.... send me the error report, goto the starfarer.log goto the bottem and search "error".

Not thought about using StarFarer Hub for hosting the mod? :P

Its on there... I just like to see how many downloads i get.
Title: Re: Omega's Minimash V1.61
Post by: Hyph_K31 on April 08, 2012, 07:26:34 AM
Ahh, there are ALOT of errors, and they seem to be centred around the graphics...

I gave the top folders for data graphics and sounds a prefix, this made the game load properly but the mod still does not seem to be working

Title: Re: Omega's Minimash V1.61
Post by: K-64 on April 08, 2012, 07:35:13 AM
This is the only errorish type thing I get when I tried running it. No crashes on load or campaign start

Code
110368 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id rapier_SHIP not found
110370 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id rapier_SHIP not found
110372 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gate_SHIP not found
110373 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gate_SHIP not found
110375 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id creeper_SHIP not found
110380 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id creeper_SHIP not found
113488 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id rapier_SHIP not found
113490 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id rapier_SHIP not found
113491 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gate_SHIP not found
113493 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gate_SHIP not found
113495 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id creeper_SHIP not found
113496 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id creeper_SHIP not found
Title: Re: Omega's Minimash V1.61
Post by: Hyph_K31 on April 08, 2012, 07:36:31 AM
Meh...

I suppose my mac just won't let mods run.
Title: Re: Omega's Minimash V1.61
Post by: DeathSG on April 08, 2012, 07:55:22 AM
Wow craft awesome job!!!Keep it up!
Title: Re: Omega's Minimash V1.61
Post by: craftomega on April 08, 2012, 08:22:14 AM
Wow craft awesome job!!!Keep it up!

 ;D I will try. Thanks for the suppport.

Meh...

I suppose my mac just won't let mods run.

Yes you can run mods.. mac has an issue with json coding and the // if they are bacwards the game can reconize them but macs seem to throw a hissy fit.

send me the error report, goto the starfarer.log goto the bottem and search "error".

Title: Re: Omega's Minimash V1.61
Post by: Hyph_K31 on April 08, 2012, 08:41:49 AM
Doesn't seem to be a starfarer.log
Title: Re: Omega's Minimash V1.61
Post by: craftomega on April 08, 2012, 08:57:21 AM
Doesn't seem to be a starfarer.log

you have to search up....
Title: Re: Omega's Minimash V1.61
Post by: Hyph_K31 on April 08, 2012, 09:05:15 AM
Which i have, there is no starfarer.log file or folder anywhere on my computer as far as i can tell
Title: Re: Omega's Minimash V1.61
Post by: craftomega on April 08, 2012, 09:08:04 AM
Which i have, there is no starfarer.log file or folder anywhere on my computer as far as i can tell


C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\starfarer.log
Title: Re: Omega's Minimash V1.61
Post by: Hyph_K31 on April 08, 2012, 09:33:21 AM
I presume you have not used a mac before, or at least not used lion, because macs are not set up that way, there is a logs folder in the starfarer package, but it is empty...

which is why i said i can't find the starfarer.log file, because there is no .log file.

Another thing, i have managed to get another mod, the weapon pack, into my game and it runs without any problems.
Title: Re: Omega's Minimash V1.61
Post by: Trylobot on April 08, 2012, 01:36:52 PM
When mod authors are declaring file paths, often what happens is they forget that non-windows systems are both case-sensitive and require solidus "/" instead of reverse-solidus "\".

They then test their mod understandably on only their machine and release it; but anyone on Mac and Linux will be unable to use it.

As a general policy, use all lowercase characters for filenames and folders, and use solidus (forward slash) for all directory separators.
That way, all your mods will be compatible with all systems, and you won't get people thinking the problem is on their end, or that "Macs can't run mods" - because the mod author is to blame.
Title: Re: Omega's Minimash V1.61
Post by: Nori on April 08, 2012, 05:42:13 PM
Just downloaded the new version and started using it... Got the Hobbler at start and figured I would try it out... I thought I was doing amazing as I took out two dual frigate fleets with no damage taken... Then I got caught by a small carrier fleet and thought I was doomed... But as i was fighting I saw a missile that I felt for sure was going to hit me just pass through me, then I noticed that while the enemy was strafing me they were not shooting at me, other than missiles... So basically the Hobbler is pretty much invisible as far as the AI is concerned. They know I'm there, but can't shoot... And if you bump into another ship the whole thing goes black...
Title: Re: Omega's Minimash V1.61
Post by: craftomega on April 08, 2012, 05:45:05 PM
Just downloaded the new version and started using it... Got the Hobbler at start and figured I would try it out... I thought I was doing amazing as I took out two dual frigate fleets with no damage taken... Then I got caught by a small carrier fleet and thought I was doomed... But as i was fighting I saw a missile that I felt for sure was going to hit me just pass through me, then I noticed that while the enemy was strafing me they were not shooting at me, other than missiles... So basically the Hobbler is pretty much invisible as far as the AI is concerned. They know I'm there, but can't shoot... And if you bump into another ship the whole thing goes black...

K ill take a look at it. Im about to release a another update later today.

I took a look and the problem was the collision raduis was never set.
Title: Re: Omega's Minimash V1.61
Post by: Cordacc on April 08, 2012, 06:58:05 PM
just use my hobbler :)
Title: Re: Omega's Minimash V1.61
Post by: craftomega on April 08, 2012, 07:37:14 PM
V 1.7
-Added new ships and starting ships.
-Added Trade Scavengers.
-fixed a few bugs and gliches.
-Updated nomads to 0.7
Title: Re: Omega's Minimash V1.61
Post by: Cordacc on April 08, 2012, 07:38:23 PM
also just finished a elite boomer. it has way better shields and is jammed packed with weapons, had to make it a cap ship.

EDIT: of course 5 seconds after new version :(

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.61
Post by: craftomega on April 08, 2012, 08:05:50 PM
also just finished a elite boomer. it has way better shields and is jammed packed with weapons, had to make it a cap ship.

EDIT: of course 5 seconds after new version :(

Ya your timing sucks... It was kinda of amazing how bad your timing was.
Title: Re: Omega's Minimash V1.7
Post by: craftomega on April 09, 2012, 09:16:29 AM
Hmmm so any changes to balence that need to be made?

Late game?

Early game?

Different starting ships?

Faction balences?

Ship balences?
Title: Re: Omega's Minimash V1.7
Post by: Cordacc on April 09, 2012, 09:27:59 AM
i think that the alien ship with 14 large energy and 800 OP is very over powered, you can put 14 lances with tons of extra OP and it is fast too for chasing.

Also I find waaayyyy too many of the alien capital ship by itself without enough crew. recently my strategy has been to get a hyperion and just wait until i can run up and get a free alien capital ship that is just running away from everything and without any crew.

You should buff the amount of crew that the aliens start with esp. because it takes 2000 crew to man it.

EDIT: is there a way to see all of the starting ships or do i need to just make a whole bunch of new games too see, a list of all the starting ships would be nice. (either in forum or maybe just like a list in the mod)
Title: Re: Omega's Minimash V1.7
Post by: craftomega on April 09, 2012, 09:34:22 AM
i think that the alien ship with 14 large energy and 800 OP is very over powered, you can put 14 lances with tons of extra OP and it is fast too for chasing.

Also I find waaayyyy too many of the alien capital ship by itself without enough crew. recently my strategy has been to get a hyperion and just wait until i can run up and get a free alien capital ship that is just running away from everything and without any crew.

You should buff the amount of crew that the aliens start with esp. because it takes 2000 crew to man it.

EDIT: is there a way to see all of the starting ships or do i need to just make a whole bunch of new games too see, a list of all the starting ships would be nice. (either in forum or maybe just like a list in the mod)

Lol ok Ill see what i can do with the aliens.

Also its the player.faction file.

Start2
Title: Re: Omega's Minimash V1.7
Post by: medikohl on April 09, 2012, 10:09:53 AM
i think that the alien ship with 14 large energy and 800 OP is very over powered, you can put 14 lances with tons of extra OP and it is fast too for chasing.

Also I find waaayyyy too many of the alien capital ship by itself without enough crew. recently my strategy has been to get a hyperion and just wait until i can run up and get a free alien capital ship that is just running away from everything and without any crew.

You should buff the amount of crew that the aliens start with esp. because it takes 2000 crew to man it.

EDIT: is there a way to see all of the starting ships or do i need to just make a whole bunch of new games too see, a list of all the starting ships would be nice. (either in forum or maybe just like a list in the mod)

Lol ok Ill see what i can do with the aliens.

Also its the player.faction file.

Start2
I honestly think it's too overpowered, I mapped out all the mounts on it, DeathSG set up the stats.

Title: Re: Omega's Minimash V1.7
Post by: Shoat on April 09, 2012, 11:47:45 AM
Faction balences?

Nomads.
In the beginning there is a huge swarm of them all over the map, and late game there is only one tiny nomad fleed every once in a while (which gets instantly destroyed by someone).
This results in it being near impossible to get one of their capital ships - in the beginning you're too weak to defeat them and late game you don't encounter any.


Late game?

The "huge" ships:
- Alien Behemoths: Very common sight.
- Tri-Tachion Omega: Very rare, only seen 2 or 3 times throughout multiple savegames.
- Oort-Fortress: Only seen once in a Hegemony Capital Fleet (and it was right at the beginning of a game).
- Scrapper Homeworld-Class: Not seen even once in any fleet.

I would suggest that fleets with Omega/Oort/Homeworld become more common late game (and maybe add a stronger alien fleet that isn't just behemoth and a few weakling small fries), as I've found there is not enough of a challenge once you have acquired a huge ship yourself.
With the exception of large Hegemony/Mercenary Fleets that have 4 or more capital ships, you can defeat any opponent just with your flagship without taking any hull damage - thus there is not much to do after getting one of these huge ships.
Title: Re: Omega's Minimash V1.7
Post by: Cordacc on April 09, 2012, 02:57:43 PM
i would suggest you get add the Interstellar Federation to the next version, also scourge looks really good, just not that much content yet.

In regards to the Alien cap ship it need huge nerf, way more OP per FP than any other ship and 14 large slots (defense platform has 15 but really slow) extremely fast for such a large ship, tons of flight decks. Basically it has the best OP, the best weapon slots, great flux dissipation, the best speed, and the best carrier capabilities of any capital ship all condensed into one best at everything ship.
Title: Re: Omega's Minimash V1.7
Post by: Dragar on April 09, 2012, 03:14:17 PM
Gotta agree with Shoat on the Behemoth being to strong, and with making each factions strongest capitals more common late game(except for the Behemoth) also add the Paragon to Shoat's list of things that need to spawn more often because they are incredibly rare(probably half due to the fact that the Aliens keep face rolling the Tri-Tach fleets with Behemoths)
Title: Re: Omega's Minimash V1.7
Post by: Nechrom on April 09, 2012, 03:31:36 PM
I would like to suggest a look at some of the starter ships. There are some that, with their default weapons, are extremely niche. You have some that just wrecks shields, but do close to zero damage to hulls or vice versa. If you do manage to get an enemy ship on low health it just runs away and your ship is almost always a lot slower.
So I'd try to keep the starter ships balanced, with either 2-3 different damage types or relatively neutral damage like energy.
Title: Re: Omega's Minimash V1.7
Post by: Cordacc on April 09, 2012, 04:11:14 PM
All of my ships need descriptions because I'm not really sure how to add it.
Title: Re: Omega's Minimash V1.7
Post by: Shoat on April 09, 2012, 05:15:26 PM
In regards to the Alien cap ship it need huge nerf, way more OP per FP than any other ship and 14 large slots (defense platform has 15 but really slow) extremely fast for such a large ship, tons of flight decks. Basically it has the best OP, the best weapon slots, great flux dissipation, the best speed, and the best carrier capabilities of any capital ship all condensed into one best at everything ship.

With the exception of speed, the Omega beats the Behemoth at everything.

The Behemoth has problems:
a) Four useless hardpoints with narrow arcs in front that no sane person would ever use. (meaning there's really just 10 large slots)
b) Not even close to enough flux cap and dissipation.
c) A lot of it's turrets have near-360 firing arcs, which in itself isn't bad, but it further adds to the flux problem.

So in the end you'll either fill it's turrets with only very weak low-flux weaponry, or else it'll permanently be at full flux and can't use it's shields.
Which is also why it is extremely easy to destroy if AI-piloted: The standard weapon and weapon group setup is so bad that the AI cannot handle it and overloads itself after the first volley, thus getting destroyed right afterwards without the ability to put up shields or fight back.


The Omega on the other hand has twice the flux capacity and more than twice the dissipation. Also it's turrets have more limited firing arcs, so it is able to fully autofire and have shields up without danger of overloading.
It only begins having flux-problems if both the left and the right side of the turret mounts fire at things, and even then it is not nearly as severe as with the behemoth.

I'm pretty sure that both the Oort and the Homeworld (the remaining two "huge" ships) are able to take the Behemoth out.
Thus the only really great thing the Behemoth has is it's comparatively high speed, and I don't think it needs any major nerfs to it's combat strength.

I do agree, though, that it needs one nerf: It's campaign speed.
Alien fleets are way too fast. Weak fleets cannot escape them and strong fleets cannot catch them.
And because the rest of the fleet is a bunch of useless pieces of crap, they die very soon, causing the remaining Behemoth to soar around the campaign map really fast, escaping any possible danger and utterly destroying lots and lots of weaker fleets.

My suggestion would be to nerf the Behemoth's travel speed and then reduce the spawn rate of alien fleets while giving them way stronger other ships (1 or 2 Alien Cruisers, maybe a proper, not-useless Alien Destroyer) - that is with whoever made the alien ships, though. Otherwise just give them a lot more FP for magisters, frigates and fighters.
Title: Re: Omega's Minimash V1.7
Post by: Cordacc on April 09, 2012, 05:25:02 PM
first 4 large mounts are great for cap v cap battles even if its flux disp isn't amazing, it's too fast and the near 360 degree large arcs make it way too powerful with lances. but the real reason it's so powerful is because it has 800 OP basically double any other vanilla cap ship with way more large mounts and the ability to repair fighters which none of the other good cap-ships have, any other carrier is way less powerful compared to its non carrier counterparts.

all in all tons of OP, a carrier with amazing combat abilities, 360 degree shield, large arcs for lances and of course speed better than lotus ships.

your caparison to oort and omega-> neither have any fighter bays and neither have anywhere near the fighting capabilities per speed.
Title: Re: Omega's Minimash V1.7
Post by: Shoat on April 09, 2012, 10:11:49 PM
your caparison to oort and omega-> neither have any fighter bays and neither have anywhere near the fighting capabilities per speed.

Omega has 3 bays.
It is better than the Behemoth in every way except for the speed.
It actually has even more OP (810) than the Behemoth.

Oort has universal slots. It does not have bays, that is right.
It is at least equal to the Behemoth in most things, and the only area where it really lacks behind is speed.

Homeworld has 4 bays.
It is slightly behind the Behemoth in combat capabilities, but in return is very very easy to get (buyable for only 200k) compared to the others.


Both the Omega and Oort can Tachyon-spam just like the Behemoth.
The Homeworld can mount 4 large Pilums and 12 Artillery Guns and provide almost the same super-long-range coverage.

Also don't even start on the shield. Behemoth's shield is FRONT type, Omega at least has an OMNI-360 shield.
On a FRONT-type shield of a huge ship (which tend to go up very slowly) it does not matter if it's 360, you usually won't get it up in time to catch something heading for your back, and if you leave it up permanently you overload.



My point is that the four huge ships are, in total, roughly equal.
Omega and Oort are super powerful combatants, but are slow.
The Behemoth is way weaker than the Omega and Oort, but is fast.
The Homeworld is slightly weaker than the Behemoth and as slow as Omega&Oort, but is really cheap.

-> The only thing that is wrong with the Behemoth is it's messed-up campaign travel speed and too high spawn rate.
Title: Re: Omega's Minimash V1.7
Post by: Durendal5150 on April 09, 2012, 11:22:12 PM
the trade scavengers are just...totally wonked.

The hercules big freighter thing has it's collision model twisted in a pretzel. Things hit or don't hit it seemingly at random. (Watched a pattern of Mauler shells fly through it, a few hit, others passed through the same spot the first hit...) no idea what's going on there.

Also their ships with broadside weapons the AI just plain doesn't get, it still tries to maintain front facing on the target at all times. The Yak especially, I've never seen it fire it's broadsides at anything.

I'd delve in and try and fix it, but I'm not sure how I'd get it back to you without confusing you, me, or whoever made them.
Title: Re: Omega's Minimash V1.7
Post by: craftomega on April 09, 2012, 11:56:20 PM
the trade scavengers are just...totally wonked.

The hercules big freighter thing has it's collision model twisted in a pretzel. Things hit or don't hit it seemingly at random. (Watched a pattern of Mauler shells fly through it, a few hit, others passed through the same spot the first hit...) no idea what's going on there.

Also their ships with broadside weapons the AI just plain doesn't get, it still tries to maintain front facing on the target at all times. The Yak especially, I've never seen it fire it's broadsides at anything.

I'd delve in and try and fix it, but I'm not sure how I'd get it back to you without confusing you, me, or whoever made them.

Ill make a hot fix for the hercules. But for the broad sides.... Ya cant fix that.... iv seen other ships with the same issue.
Title: Re: Omega's Minimash V1.71
Post by: craftomega on April 10, 2012, 01:35:01 AM
V1.71
-Hot fix for Traders
-Attempted to balence alien fleets to make them slower.
-Attempted to balence large fleets with more large ships.
-changes should show up in old saves

V1.72 Will include.

Nomad balencing
More large fleets
Stronger aliens.
A new secret weapon.
Title: Re: Omega's Minimash V1.71
Post by: Cordacc on April 10, 2012, 05:50:55 AM
what about my ship?

EDIT: You NEED to add interstellar federation now, you cant let any other collection have a mod in it that you dont...
Title: Re: Omega's Minimash V1.8
Post by: craftomega on April 10, 2012, 05:58:45 PM
Updated V1.8
-Balenced fleets so more largers ones will be in late game.
-Added Interstellar Federation
-Added new weapon
-added boomer elite
Title: Re: Omega's Minimash V1.8
Post by: Cordacc on April 10, 2012, 06:27:46 PM
this mod collection is becoming really big :)
Title: Re: Omega's Minimash V1.8
Post by: craftomega on April 10, 2012, 06:36:17 PM
this mod collection is becoming really big :)

I never noticed -_-
Title: Re: Omega's Minimash V1.8
Post by: 2_Wycked on April 10, 2012, 07:23:32 PM
Are the Interstellar Federation ships buyable, or just hostile like the Nomads?

Also, what happened to the Gun Runners?
Title: Re: Omega's Minimash V1.8
Post by: craftomega on April 10, 2012, 08:28:27 PM
Are the Interstellar Federation ships buyable, or just hostile like the Nomads?

Also, what happened to the Gun Runners?

Nothing happened to the gun runners they just take 30 or so days to spawn.
Title: Re: Omega's Minimash V1.8
Post by: Archduke Astro on April 11, 2012, 01:39:23 AM
Updated V1.8

Uh-oh -- error message at boot-up:
Fatal: ship_data.csv is missing ships

In revision 1.8, a big bunch of the "hadd_[filename]" warships are suddenly missing their shipnumber on column AC of the spreadsheet. I don't know if that is the culprit, OR if entire rows of shipdata entries are missing for other hulls. Good luck and good hunting with this error.
Title: Re: Omega's Minimash V1.8
Post by: craftomega on April 11, 2012, 01:45:38 AM
Updated V1.8

Uh-oh -- error message at boot-up:
Fatal: ship_data.csv is missing ships

In revision 1.8, a big bunch of the "hadd_[filename]" warships are suddenly missing their shipnumber on column AC of the spreadsheet. I don't know if that is the culprit, OR if entire rows of shipdata entries are missing for other hulls. Good luck and good hunting with this error.

Uhh did you delete the mod folder, and then re install it?

Are you using a fresh save? The shipnumber is absolutely meaningless currently its a refrence number as far as i can tell.
Title: Re: Omega's Minimash V1.8
Post by: Shoat on April 11, 2012, 06:03:57 AM
Are the Interstellar Federation ships buyable, or just hostile like the Nomads?

Also, what happened to the Gun Runners?

Nothing happened to the gun runners they just take 30 or so days to spawn.

Any info on the Interstellar Federation?

I have seen some of their weapons in shops, but I have not seen any fleet of theirs or any of their ships in a shop.
Are they supposed to set up camp at some point like the Gun Runners and Trade dudes do? Or are they a hostile-only faction like Aliens&Nomads?
When do they appear at all? I have seen nothing of them ingame except for their weapons in the shops.
Title: Re: Omega's Minimash V1.8
Post by: craftomega on April 11, 2012, 06:22:05 AM
Are the Interstellar Federation ships buyable, or just hostile like the Nomads?

Also, what happened to the Gun Runners?

Nothing happened to the gun runners they just take 30 or so days to spawn.

Any info on the Interstellar Federation?

I have seen some of their weapons in shops, but I have not seen any fleet of theirs or any of their ships in a shop.
Are they supposed to set up camp at some point like the Gun Runners and Trade dudes do? Or are they a hostile-only faction like Aliens&Nomads?
When do they appear at all? I have seen nothing of them ingame except for their weapons in the shops.

Ok dont worry your not going crazy.

Uh I madde a mistike with the install of them and didnt include them in the sector gen.

I will be releasing a patch today to fix it and update new weapons.
Title: Re: Omega's Minimash V1.81
Post by: craftomega on April 11, 2012, 07:45:46 AM
Update

V1.81
-NOT SAVE COMPATIBLE!!!
-Updates new weapons .23
-Updated starting ships.
-activated Interstellar federation (oops)


Should be the last update for awhile. Personally I need a break.
Title: Re: Omega's Minimash V1.81
Post by: Apophis on April 11, 2012, 09:56:35 AM
These items are without a description
light_graviton_beam
emp_torpedo_rack
charger_large_launcher
atropos_large_launcher
armageddon_large_launcher
spearhead
ghost
bayonet
barracuda
torment
barrage
specter
devil
pyro
there is someone who can help me? :D
Title: Re: Omega's Minimash V1.81
Post by: Sunfire on April 11, 2012, 09:59:24 AM
I might later today
Title: Re: Omega's Minimash V1.81
Post by: Nori on April 11, 2012, 10:07:49 AM
Update

V1.81
-NOT SAVE COMPATIBLE!!!
-Updates new weapons .23
-Updated starting ships.
-activated Interstellar federation (oops)


Should be the last update for awhile. Personally I need a break.
That is perfectly fine. Give us all a chance to actually get a game pass the beginning before a update..  ;)
Title: Re: Omega's Minimash V1.81
Post by: Archduke Astro on April 11, 2012, 12:11:27 PM
Updated V1.8

Uh-oh -- error message at boot-up:
Fatal: ship_data.csv is missing ships

In revision 1.8, a big bunch of the "hadd_[filename]" warships are suddenly missing their shipnumber on column AC of the spreadsheet. I don't know if that is the culprit, OR if entire rows of shipdata entries are missing for other hulls. Good luck and good hunting with this error.

Uhh did you delete the mod folder, and then re install it?

Are you using a fresh save? The shipnumber is absolutely meaningless currently its a refrence number as far as i can tell.
At the time, I had no saved games at all. I also made sure to delete my entire v1.70 folder within Starfarer's /mods directory before adding v1.80. Regardless, the v1.81 patch avoided triggering the previous error -- thanks! ;D I'm looking forward to all of the advertised new content.

Unfortunately, I did note that the Mac-incompatible forward-slash usage within the hull files for hadd_blade and hadd_stonehead have still not been corrected in your original of 1.81. Same for the broken nature of the duplicated small ballistic turret number "smab4" at the bow of the Barnacle hull. Both of these errors have been mentioned previously in this thread. ???

In the meantime, take a break from patching, chill, and even take off your shoes and make little fists with your toes on the carpet -- it feels good. :D See you later.
Title: Re: Omega's Minimash V1.81
Post by: medikohl on April 11, 2012, 03:49:19 PM
i got bored...

(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/macawgroup.png)
Title: Re: Omega's Minimash V1.81
Post by: Uomoz on April 11, 2012, 03:50:51 PM
Hey medikohl. Factiony stuff.

I like it! (and it's not wood xD)
Title: Re: Omega's Minimash V1.81
Post by: medikohl on April 11, 2012, 03:51:23 PM
Hey medikohl. Factiony stuff.

I like it! (and it's not wood xD)
it also seems to have more firepower than the behemoth
Title: Re: Omega's Minimash V1.81
Post by: Archduke Astro on April 11, 2012, 04:51:46 PM
i got bored...

I want the big green one on MY side. ;D Looks like it can eat a dozen Auroras for dinner, followed up by Paragon Pie for dessert.

Initial reactions to it from the vanilla factions:

(http://www.picvault.info/images/537130062_The_Wizard_of_Oz.jpg)
Title: Re: Omega's Minimash V1.81
Post by: Shoat on April 11, 2012, 07:07:54 PM
Update

V1.81
-NOT SAVE COMPATIBLE!!!
-Updates new weapons .23
-Updated starting ships.
-activated Interstellar federation (oops)


Should be the last update for awhile. Personally I need a break.


Thank you for putting them in.

Just a little question on the side:
Is it intentional that their perimeter outpost sells nothing at all or is that a bug?
Will it restock later on or will it remain empty?


I'm not trying to push for another update (you have done a lot of work on this already, updates came quicker than we could play through them), it'll be fine even if it is a bug and remains unfixed for a while, at least one can still fight them to claim their ships (and their weapons can be bought at gun runners and trade scavengers outposts) so it's not a super big deal.




@medikohl:
Could that be the pirate huge super capital ship to counter the Oort/Omega that Hegemony and Tri-Tachyon have?
Title: Re: Omega's Minimash V1.81
Post by: Uomoz on April 11, 2012, 07:28:19 PM
Thank you for putting them in.

Just a little question on the side:
Is it intentional that their perimeter outpost sells nothing at all or is that a bug?
Will it restock later on or will it remain empty?


I'm not trying to push for another update (you have done a lot of work on this already, updates came quicker than we could play through them), it'll be fine even if it is a bug and remains unfixed for a while, at least one can still fight them to claim their ships (and their weapons can be bought at gun runners and trade scavengers outposts) so it's not a super big deal.


That's because I scripted them like this. From Uomoz's Corvus changelog: Added IF Outpost: it doesn't sell anything at release (need to talk with keptin about that). It's not a bug.
Title: Re: Omega's Minimash V1.81
Post by: mineplanet on April 12, 2012, 12:51:01 AM
so witch one do i download?? the newist one or are they both not save compatable
Title: Re: Omega's Minimash V1.81
Post by: craftomega on April 12, 2012, 12:53:15 AM
so witch one do i download?? the newist one or are they both not save compatable

Its not save conpatible with the older versions of Omega's minimash due to the new weapons update.
Title: idk
Post by: mineplanet on April 12, 2012, 01:17:01 AM
and how i reply to someone lol
Title: Re: Omega's Minimash V1.81
Post by: Apophis on April 12, 2012, 02:06:09 AM
so witch one do i download?? the newist one or are they both not save compatable

Its not save conpatible with the older versions of Omega's minimash due to the new weapons update.
The new update should not break compatibility
Title: Re: Omega's Minimash V1.81
Post by: craftomega on April 12, 2012, 02:21:50 AM
Update V1.82

-updated to Trade Scavengers v0.5
-updated to Junk Pirates V1.16
-Fixed barnacle weapons glich
-Fixed issues with macs I think.
-Compatible with Relics.
Title: Re: Omega's Minimash V1.82
Post by: Spikey on April 12, 2012, 04:05:46 AM
I get this error message when using 1.82 : 8241 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error loading [graphics/planets/wdwarf.jpg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/wdwarf.jpg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Minimash,../starfarer.res/res,CLASSPATH]

missing graphic?
Title: Re: Omega's Minimash V1.82
Post by: craftomega on April 12, 2012, 04:11:38 AM
I get this error message when using 1.82 : 8241 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error loading [graphics/planets/wdwarf.jpg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Minimash,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/wdwarf.jpg] resource, not found in [C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\mods\Minimash,../starfarer.res/res,CLASSPATH]

missing graphic?

sec made a mistake, fixing now


*edit try it now
Title: Re: Omega's Minimash V1.82
Post by: Spikey on April 12, 2012, 04:20:40 AM
Working fine, thanks :)
Title: Re: Omega's Minimash V1.82
Post by: RawCode on April 12, 2012, 04:51:16 AM
interstellar federation station is empty, barnacle too fast for 2 large mounts and 3 medium, it shoud have 80 combat speed max.
Title: Re: Omega's Minimash V1.82
Post by: craftomega on April 12, 2012, 04:58:06 AM
interstellar federation station is empty, barnacle too fast for 2 large mounts and 3 medium, it shoud have 80 combat speed max.

I am aware of the interstellar federation station being empty, if you read a few posts back we discussed it.

As for the barnacle... ill keep that in mind.
Title: Re: Omega's Minimash V1.82
Post by: RawCode on April 12, 2012, 06:08:17 AM
well, missed few posts about intersellar.

current obvious problems are too fast barnacle (AI make any combat some kind of estonian nightmare, everything slow and terrable) and scarab with pulselaser in ballistic slot (extremely overpowered combination, fast frigate with large mount and high flux dissasipation and shield)
Title: Re: Omega's Minimash V1.82
Post by: Shoat on April 12, 2012, 06:43:02 AM
barnacle too fast for 2 large mounts and 3 medium, it shoud have 80 combat speed max.

It's a left-right seperated broadside-reliant ship.
Just like the conquest, you spend twice the money and twice the OP (compared to having 1 large mount with forward facing arc) and never get to shoot anything with your full firepower.
Also, just like the conquest, it is useless in AI hands as the AI will only point the front of the ship towards the target and hope for something to happen (instead of turning sideways to broadside it).

I think a ship with the drawback of having to rely on broadsides deserves a little extra of some form (in this case speed).
At the end of the day the barnacle is still a useless pile of crap compared to anything else you could get instead.



scarab with pulselaser in ballistic slot (extremely overpowered combination, fast frigate with large mount and high flux dissasipation and shield)

Pulselaser does not even have very high flux buildup, compared to the large ballistic weapon the scarab could equip instead it is actually quite tame in terms of both it's flux and damage output.
The scarab has it's drawbacks to make up for the large slot it has - it's slower and less agile than other frigates, costs quite a bit and requires fifty crew.
It actually is pretty much a shrunk-down destroyer and it fills that role pretty well.



Mhh... complaints about barnacle and scarab...
I suspect you might be slightly biased from having fought too many early game pirates.
Maybe you overrate the importance of large weapon mounts.
Title: Re: Omega's Minimash V1.82
Post by: Andy H.K. on April 12, 2012, 07:39:30 AM
Haha these mods update so fast I'm almost burnt-out restarting the game so many times.

Not that I'm complaining about your efficiency and dedication, please keep up the good work.
Title: Re: Omega's Minimash V1.82
Post by: craftomega on April 12, 2012, 08:06:58 AM
Haha these mods update so fast I'm almost burnt-out restarting the game so many times.

Not that I'm complaining about your efficiency and dedication, please keep up the good work.

You dont have to restart each update.... Also I am burnt out with updating lucky for me this one took me like 15 minutes.
Title: Re: Omega's Minimash V1.82
Post by: mineplanet on April 12, 2012, 10:05:30 AM
how the heck do i un zip it do i use 7-zip??? and if i do when i click "open with"  it only shows notepad and i cant find whare the folder is that has it in so please can someone tell me what the folders name is or if i can use something else
Title: Re: Omega's Minimash V1.82
Post by: craftomega on April 12, 2012, 10:33:29 AM
how the heck do i un zip it do i use 7-zip??? and if i do when i click "open with"  it only shows notepad and i cant find whare the folder is that has it in so please can someone tell me what the folders name is or if i can use something else

open it using 7-zip then at the top press extract and choose a location

Title: Re: Omega's Minimash V1.82
Post by: Upgradecap on April 12, 2012, 10:41:51 AM
Or you can use winrar, which works in similar ways.
Title: Re: Omega's Minimash V1.82
Post by: Cordacc on April 12, 2012, 07:51:27 PM
why does the ISF ignore the aliens?
Title: Re: Omega's Minimash V1.82
Post by: craftomega on April 13, 2012, 02:58:43 AM
why does the ISF ignore the aliens?

Because i figured the aliens had enough enemies....
Title: Re: Omega's Minimash V1.82
Post by: mineplanet on April 13, 2012, 02:43:25 PM
why does the ISF ignore the aliens?

Because i figured the aliens had enough enemies....

dude dont you think tge aliens are overpowerd with that one battle ship iys like the strongest in the game
Title: Re: Omega's Minimash V1.82
Post by: Shoat on April 13, 2012, 05:22:45 PM
dude dont you think tge aliens are overpowerd with that one battle ship iys like the strongest in the game

No, it's not the strongest in the game.

There are two ships who are far stronger and one which is almost as strong.
Also there are many fleets which have so many capital ships in them (the huge pink and brown fleets) that the alien behemoth stands no chance.
Title: Re: Omega's Minimash V1.82
Post by: RawCode on April 13, 2012, 07:17:23 PM
omega nearly as powerfull as behemoth, and alliens not overpowered as they shoud be, single allien frigate shoud wipe small parties of conventional ships without problems.
Title: Re: Omega's Minimash V1.82
Post by: craftomega on April 14, 2012, 12:36:30 PM
omega nearly as powerfull as behemoth, and alliens not overpowered as they shoud be, single allien frigate shoud wipe small parties of conventional ships without problems.

So do you think i should make them more powerful?
Title: Re: Omega's Minimash V1.82
Post by: WorldingWorld on April 14, 2012, 02:57:11 PM
There is currently a problem with the Hades alien senior squire hull, specifically that it is invisible.

EDIT: The Orpheus is also invisible.
Title: Re: Omega's Minimash V1.82
Post by: Temjin on April 14, 2012, 03:52:14 PM
Why, oh why, are so many of these mods so utterly out of balance with the "vanilla" game? I'd love to just add a few new ships and factions, without having to worry about power creep :(
Title: Re: Omega's Minimash V1.82
Post by: Archduke Astro on April 14, 2012, 04:06:54 PM
In a relative sense, the individual mods which are assembled into the Minimash are truly beacons of sanity when compared to some examples of lunatic garbage mods which can also be found on this forum. That's not to say that what goes into this compilation is perfect, but there are far, far more poorly-balanced mods out there to rage about. Some of those non-Minimash creations are laughably bad at pretending to be balanced. :o I guess that's what happens when one puts ego, fantasy, wish-fulfillment or sprite bling ahead of all other considerations.
Title: Re: Omega's Minimash V1.82
Post by: craftomega on April 14, 2012, 05:18:55 PM
There is currently a problem with the Hades alien senior squire hull, specifically that it is invisible.

EDIT: The Orpheus is also invisible.

Ahaha i just saw it and it looks haliarus! Ill try and find out whats wrong.


Hmm this is conserning.... I cant find anything wrong with those ships......
Title: Re: Omega's Minimash V1.82
Post by: Shoat on April 14, 2012, 06:22:29 PM
There is currently a problem with the Hades alien senior squire hull, specifically that it is invisible.

EDIT: The Orpheus is also invisible.

Ahaha i just saw it and it looks haliarus! Ill try and find out whats wrong.


Hmm this is conserning.... I cant find anything wrong with those ships......


Well, at least it creates no gameplay problems - their engine flames and mounted guns are still visible and they still have a collision thingamajig, so they can be seen and fought normally.
Title: Re: Omega's Minimash V1.82
Post by: WorldingWorld on April 14, 2012, 07:50:21 PM
I fixed it, the problem was the transparencies were messed up. If you use the files attached and place them into the graphics/omega folder the ships should no longer be invisible.

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.82
Post by: craftomega on April 14, 2012, 07:57:50 PM
I fixed it, the problem was the transparencies were messed up. If you use the files attached and place them into the graphics/omega folder the ships should no longer be invisible.

Ah thank you. Ill add them to the next update.
Title: Re: Omega's Minimash V1.82
Post by: medikohl on April 14, 2012, 10:57:50 PM
just a little something

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.82
Post by: medikohl on April 15, 2012, 02:57:50 AM
in the grand pirate tradition of re-purposing freighters...
I present the mammoth

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.82
Post by: Vandala on April 15, 2012, 04:39:37 AM
 :o

Mammoth looks nice.
Title: Re: Omega's Minimash V1.82
Post by: cp252 on April 15, 2012, 05:23:06 AM
Mammoth looks like a nice PD broadside.
Title: Re: Omega's Minimash V1.82
Post by: DarkStar076 on April 15, 2012, 05:49:17 AM
I really like the zeus.
(has that "ship of the line" feel)
Title: Re: Omega's Minimash V1.82
Post by: Baleur on April 15, 2012, 03:05:09 PM
I love you.  ;D
This compilation is everything i was looking for.
Title: Re: Omega's Minimash V1.82
Post by: craftomega on April 15, 2012, 07:50:25 PM
I just checked mediafire to see how many downloads this mod has... it was 720!

I guess people really like this mod :D
Title: Re: Omega's Minimash V1.82
Post by: Uomoz on April 15, 2012, 07:56:23 PM
I just checked mediafire to see how many downloads this mod has... it was 720!

I guess people really like this mod :D

Whoa if that's a lot! You deserve dat! Uomoz's Corvus is more a niche compilation xD (70 dl latest version).
Title: Re: Omega's Minimash V1.82
Post by: 2_Wycked on April 15, 2012, 08:29:00 PM
Keep up the great work, craft. Easily my favorite mod.
Title: Re: Omega's Minimash V1.82
Post by: VikingHaag on April 15, 2012, 09:42:39 PM
Just a quick suggestion, make the at least 1 of each ship purchaseable (excluding the behemoth).
It really sucks to not be able to ever get the ship i love(Don't remember the name since i didn't get one for 7 saves now, the capships with missile broadsides, devastator methinks)!!!!
Title: Re: Omega's Minimash V1.82
Post by: craftomega on April 16, 2012, 06:41:48 AM
Just a quick suggestion, make the at least 1 of each ship purchaseable (excluding the behemoth).
It really sucks to not be able to ever get the ship i love(Don't remember the name since i didn't get one for 7 saves now, the capships with missile broadsides, devastator methinks)!!!!

Ah my bad... I will not make aliens or nomads availible for sale or  a few of the ships builders but other then that I will make all others avilible in the next version.
Title: Re: Omega's Minimash V1.82
Post by: Cordacc on April 16, 2012, 08:15:57 AM
I kinda like having to really search for a rare or powerful ship, which is why I like the ship builders randomness, I think you should keep quite a few ships that factions have deemed to powerful or experimental to put on sale for any random guy to buy.
Title: Re: Omega's Minimash V1.82
Post by: craftomega on April 16, 2012, 08:22:38 AM
I kinda like having to really search for a rare or powerful ship, which is why I like the ship builders randomness, I think you should keep quite a few ships that factions have deemed to powerful or experimental to put on sale for any random guy to buy.

Hmm point.... Ill figure something out.
Title: Re: Omega's Minimash V1.82
Post by: craftomega on April 16, 2012, 01:03:49 PM
Will update to V1.83 tonight or tommorow morning.

-update to Starfarer plus V 1.01

-update to lotus 1.10

-update to new weapons .24
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 16, 2012, 11:15:35 PM
update to V1.83

-update to Starfarer plus V 1.01

-update to lotus 1.10

-update to new weapons .24

-added 54 new ships.

-added 29 new weapons.
Title: Re: Omega's Minimash V1.83
Post by: ShadowLurker on April 16, 2012, 11:34:50 PM
Download link is still V1.82... Tried downloading and installing and still save compatible with previous save to remove rename error (Forget to rename). Please update download link.
Title: Re: Omega's Minimash V1.83
Post by: DieselPower on April 17, 2012, 02:19:37 AM
Hello Craftomega.

My first post on the forums- Hello folks.
Some feedback.
-1.83 installed without a hitch (new save game start).
-Aliens render correctly.
-Many of the new ships are seen within faction fleets.
-Death-class and Imp-class use the same ship model, both are similar load outs.
-Various ship cost values vary greatly with in classes, also cost more than a higher class (ex. destroyer costing more than a cruiser). No game breaker for me as I'll change the values in openoffice anyhow, other folks may not.

I would like to thank you Craftomega for putting this compilation together.
I would like to thank the many mod contributors for crafting excellent content.
Thank you all for sharing your work with the a friendly modding community.

Best regards
DieselPower
Title: Re: Omega's Minimash V1.83
Post by: maffo on April 17, 2012, 06:17:09 AM
wow overdose of new ships and weapons, awesome! good work craft
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 17, 2012, 06:39:56 AM
Download link is still V1.82... Tried downloading and installing and still save compatible with previous save to remove rename error (Forget to rename). Please update download link.

oops fixed there was also the correct link bellow the main picture.


Hello Craftomega.

My first post on the forums- Hello folks.
Some feedback.
-1.83 installed without a hitch (new save game start).
-Aliens render correctly.
-Many of the new ships are seen within faction fleets.
-Death-class and Imp-class use the same ship model, both are similar load outs.
-Various ship cost values vary greatly with in classes, also cost more than a higher class (ex. destroyer costing more than a cruiser). No game breaker for me as I'll change the values in openoffice anyhow, other folks may not.

I would like to thank you Craftomega for putting this compilation together.
I would like to thank the many mod contributors for crafting excellent content.
Thank you all for sharing your work with the a friendly modding community.

Best regards
DieselPower

I am honoured that my mod was the first thread you posted in.

I am aware of several duplicated between starfarer plus and new weapons. IE (torment, imp, death, pillager)

With the random cost of faction ships, many times it is up to the indavidual mod owners to what they cost, if you wish to ask them to change prices the links are in th OP.

You are very welcome, I take pride in what this mod has become.
Title: Re: Omega's Minimash V1.83
Post by: Sunfire on April 17, 2012, 07:19:12 AM
Omega, you are updating too fast, I hadn't gotten a 200 pt fleet yet and suddenly there are a billion new things added stop it!  ;)
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 17, 2012, 07:22:47 AM
Omega, you are updating too fast, I hadn't gotten a 200 pt fleet yet and suddenly there are a billion new things added stop it!  ;)

>.> you dont have to update with me. You can also hack your save so you lose less progress.
Title: Re: Omega's Minimash V1.83
Post by: Sunfire on April 17, 2012, 07:31:03 AM
Omega, you are updating too fast, I hadn't gotten a 200 pt fleet yet and suddenly there are a billion new things added stop it!  ;)

>.> you dont have to update with me. You can also hack your save so you lose less progress.

I know, but your mod is just so cool that I always really want to get the newest updates
Title: Re: Omega's Minimash V1.83
Post by: BrickedKeyboard on April 17, 2012, 09:01:53 AM
Very, very nice pack.

What pack is the "maser pulse beam" weapon from?

I found that this weapon is seriously overpowered : it is far better than almost any other weapon in the game for the OP it costs, and it has few drawbacks.  (it does eat a lot of flux per shot).  Same DPS as the tachyon lance, 2500 range, and since the shots are a pulse they hit all at once, making it take down shields very easily and it concentrates all the damage onto one spot.

I boosted the OP it takes from 10 to 16 which is a little bit more balanced, and I boosted the base cost 10 times (this weapon is REALLY amazing : it ought to be very expensive as a result of that) but I'd like to contact the original author of the weapon.
Title: Re: Omega's Minimash V1.83
Post by: Upgradecap on April 17, 2012, 09:11:21 AM
That weapon is from the nomads mod, if i can remember correctly.
Title: Re: Omega's Minimash V1.83
Post by: Uomoz on April 17, 2012, 09:17:47 AM
Yep it's the weapon for the Nomads sniper frigate, the Yellowjacket.
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 17, 2012, 02:32:16 PM
more!

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.83
Post by: 2_Wycked on April 17, 2012, 03:07:36 PM
Again, craftomega, you continue to surpass my expectations.

This mod is simply top-notch, and I sincerely appreciate your dedication and hard work, and I want to express my amazement at the great community this game has.

Again, thank you.
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 17, 2012, 03:09:33 PM
more!

Yay!
Title: Re: Omega's Minimash V1.83
Post by: zero604 on April 17, 2012, 04:38:30 PM
sweet my fav updatedc ;D
Title: Re: Omega's Minimash V1.83
Post by: Vaster on April 17, 2012, 07:28:24 PM
Quite a lovely compilation. I've been using it awhile myself.  :)
Title: Re: Omega's Minimash V1.83
Post by: Nori on April 17, 2012, 08:54:34 PM
more!

No offense medikohl, but you sir are crazy! The rate at which you can make these sprites is insane!  :P  Keep up the awesome work!
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 17, 2012, 10:14:14 PM
I make them fairly quickly

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.83
Post by: DarkStar076 on April 17, 2012, 10:29:49 PM
I make them fairly quickly
I will be honest - i envy your talent to rapidly produce awesome sprites . .
Keep up the good work  ;D
Title: Re: Omega's Minimash V1.83
Post by: WarStalkeR on April 17, 2012, 10:52:36 PM
I will be honest - i envy your talent to rapidly produce awesome sprites . .
Keep up the good work  ;D
Hey, you have already sprites for whole race done, so you don't need to do any :)
Title: Re: Omega's Minimash V1.83
Post by: DarkStar076 on April 17, 2012, 11:08:31 PM
I will be honest - i envy your talent to rapidly produce awesome sprites . .
Keep up the good work  ;D
Hey, you have already sprites for whole race done, so you don't need to do any :)
Yeah, but those took me 2 years . . (no i am not kidding)
who knows how many sprites medikohl could create in that time.
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 18, 2012, 01:16:48 AM
I will be honest - i envy your talent to rapidly produce awesome sprites . .
Keep up the good work  ;D
Hey, you have already sprites for whole race done, so you don't need to do any :)
Yeah, but those took me 2 years . . (no i am not kidding)
who knows how many sprites medikohl could create in that time.
my record is 5 in an hour
Title: Re: Omega's Minimash V1.83
Post by: DarkStar076 on April 18, 2012, 01:44:32 AM
my record is 5 in an hour
:o one every 12 minutes . . talk about getting it down to a fine art
is that from scratch or do you have a pallette of peices ?
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 18, 2012, 01:52:47 AM
my record is 5 in an hour
:o one every 12 minutes . . talk about getting it down to a fine art
is that from scratch or do you have a pallette of peices ?
scratch, used to use a pallet, but I stopped using it

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 18, 2012, 06:15:29 AM
my record is 5 in an hour
:o one every 12 minutes . . talk about getting it down to a fine art
is that from scratch or do you have a pallette of peices ?
scratch, used to use a pallet, but I stopped using it

yay more new ships!
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 18, 2012, 05:36:30 PM
my record is 5 in an hour
:o one every 12 minutes . . talk about getting it down to a fine art
is that from scratch or do you have a pallette of peices ?
scratch, used to use a pallet, but I stopped using it

yay more new ships!
give it a couple of front hardpoints energy or ballastic
Title: Re: Omega's Minimash V1.83
Post by: DeathSG on April 19, 2012, 01:15:59 AM
HOLY CRAP I GOT A PARROT FOR FREE!!!!!!!!!!!
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 19, 2012, 01:23:43 AM
HOLY CRAP I GOT A PARROT FOR FREE!!!!!!!!!!!
How?
Title: Re: Omega's Minimash V1.83
Post by: DeathSG on April 19, 2012, 02:00:29 AM
apparently the other ships that it was flying with got killed off and there wasnt enought crew when i intercepted it so yea!
Title: Re: Omega's Minimash V1.83
Post by: 2_Wycked on April 19, 2012, 01:37:00 PM
Nevermind, fixed it.
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 19, 2012, 01:39:15 PM
For some reason whenever I try to  play with v1.83, I get an error message: "weapons.csv is missing data".

I've re-installed the mod multiple times and I just re-installed the game, to no avail. Any advice?

need to use a fresh save I can reuplaod 1.82 if you dont want to.
Title: Re: Omega's Minimash V1.83
Post by: BrickedKeyboard on April 19, 2012, 05:46:02 PM
Does the Elite Boomer appear anywhere but at trade stations?  It doesn't seem to be present in any of the fleets. 

I even checked the .faction files, in the few I looked in the ship does not spawn.
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 19, 2012, 06:13:22 PM
Does the Elite Boomer appear anywhere but at trade stations?  It doesn't seem to be present in any of the fleets. 

I even checked the .faction files, in the few I looked in the ship does not spawn.

No its a custom ship that someone gave to me to use. Ill add it to a fleet or two in the next update.
Title: Re: Omega's Minimash V1.83
Post by: BrickedKeyboard on April 19, 2012, 06:16:57 PM
Ok, thanks.  The Elite Boomer is a bit overpowered :

1.  It only takes 20 fleet points, yet it gets 500 Ordinance points.
2. It is very small, and gets a 360 degree shield that makes it a very small target.
3.  It has the same flux dissipation as a 30 or so fleet point capital ship.
4.  It has a LOT of room for guns and missiles.

So...for this reason I was trying to get my hands on a couple more of them, because they are so powerful.
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 19, 2012, 06:51:27 PM
Ok, thanks.  The Elite Boomer is a bit overpowered :

1.  It only takes 20 fleet points, yet it gets 500 Ordinance points.
2. It is very small, and gets a 360 degree shield that makes it a very small target.
3.  It has the same flux dissipation as a 30 or so fleet point capital ship.
4.  It has a LOT of room for guns and missiles.

So...for this reason I was trying to get my hands on a couple more of them, because they are so powerful.


hmm I may try and balance it a bit in the next patch.
Title: Re: Omega's Minimash V1.83
Post by: VikingHaag on April 19, 2012, 09:29:46 PM
Omega, not be an annoying little ***, but can you at least make 1 single Devastator buyable?
i'm 4 hours into this save and didn't find one anywhere....
Title: Re: Omega's Minimash V1.83
Post by: DeathSG on April 19, 2012, 10:30:18 PM
Oh yea the lyft or riht is missing a flight deck.

EDIT the lyft is fine the riht is missing the flight deck and i found an error

(http://i1163.photobucket.com/albums/q550/DeathSG/screenshot000.png)

Title: Re: Omega's Minimash V1.83
Post by: BrickedKeyboard on April 20, 2012, 03:37:44 AM
How doable is this idea : 

Once you make 3 or more of the factions that start neutral to you angry, and you have a fleet score above 200, a special fleet is spawned to hunt you down.

This fleet is composed of elite variants (aka we manually make some optimal variants of each ship) taken from lists of ships for each of the factions you have angered. 

The fleet has a slow travel speed, but is always trying to chase you down.
Title: Re: Omega's Minimash V1.83
Post by: BrickedKeyboard on April 20, 2012, 05:49:07 AM
Craftomega : I'd like to make the battles more challenging by creating "perfect" variants of the ships found in some of the enemy fleets. 

However, the in-game variant editor crashes when I try to use it.  Is there a straightforward variant editor that you can use?  How are you doing the editing?
Title: Re: Omega's Minimash V1.83
Post by: arcibalde on April 20, 2012, 06:49:46 AM
http://fractalsoftworks.com/forum/index.php?topic=375.0


This is THE ONLY AND THE BEST editor that you can find. It do many things and creating variants is one of them.
Title: Re: Omega's Minimash V1.83
Post by: Upgradecap on April 20, 2012, 07:19:46 AM
Craftomega, this is some AAA work here, great job ;)

Keep it up, and i hope I'll see more content from you :)

(Also, just because I'm a mod dev myself, dosent mean I can play other mods ;))
Title: Re: Omega's Minimash V1.83
Post by: BrickedKeyboard on April 20, 2012, 08:49:10 AM
Excellent.  Editor works great.  Now to creating the badass variants...
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 20, 2012, 02:14:23 PM
corvette needs to be at least 2 fleet points
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 20, 2012, 05:11:48 PM
corvette needs to be at least 2 fleet points

Do you mean at least 2 ships?
Title: Re: Omega's Minimash V1.83
Post by: arwan on April 20, 2012, 06:40:07 PM
i was using that fighter a bit last night and watching it.. it does some very weird things.. like chasing the target in a 3 o'clock position while pointing AWAY from the target.. and/or not shooting at the target that is clearly in range for extended periods of time. while in said stationary orbit. it was quite infuriating at times watching it not shoot at a ship i had managed to overload that it was clearly in range of but instead would point away from the target and not move or do anything. until the target recovered.
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 20, 2012, 10:16:03 PM
corvette needs to be at least 2 fleet points

Do you mean at least 2 ships?
no, I mean fleet points. the picture above shows no fleet cost. you can have a 30 point fleet with an infinite number of corvettes
Title: Re: Omega's Minimash V1.83
Post by: maffo on April 21, 2012, 06:43:30 AM
i would like to say that the pittbull (pirate) fighter is horribly underpowered. it only has 100 hullpoints, and because they are just with one he gets killed almost instantly in a engagement. Not worth the 6000(!), i prefer to buy a bloodhound for that first. Could you look into it?
Title: Re: Omega's Minimash V1.83
Post by: BrickedKeyboard on April 21, 2012, 07:41:33 AM
I agree entirely about the Pitbull.  The problem with fighters that consist of 1 single ship is that it only takes a moment of concentrated fire from a large weapon system (like a direct hit with a couple harpoons, or a gauss cannon, or a tachyon, or lasers, or...) and you lose it.  The Pitbull is slow, has no shields, and is just 1 unit, so when it takes a hit big enough to bring it down to the return to base threshold, it will never make it back.

For this reason, Talon interceptors sometimes last a surprising number of battles before I lose them : you get 4 separate fighters, and only 1 has to make it back to the carrier for a repair to full.

The best fighters of all are the ones that consist of at least 3 separate units and have a shield.  Like the Iguana Corvettes or the Longswords. 
Title: Re: Omega's Minimash V1.83
Post by: Nori on April 21, 2012, 07:45:49 AM
corvette needs to be at least 2 fleet points

Do you mean at least 2 ships?
no, I mean fleet points. the picture above shows no fleet cost. you can have a 30 point fleet with an infinite number of corvettes

Correct me if I'm wrong, but the pictured showed that the corvette had no weapons either.
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 21, 2012, 01:07:34 PM
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/tholtig4.png)
Title: Re: Omega's Minimash V1.83
Post by: Uomoz on April 21, 2012, 01:08:17 PM
medikohl, best kitbasher.
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 21, 2012, 01:11:29 PM
valkyrie and a bit of the vigilance= whole damn fleet
Title: Re: Omega's Minimash V1.83
Post by: Uomoz on April 21, 2012, 01:14:53 PM
You're getting quite perfect. In my books a good kitbash don't appear like a kitbash at first sight.
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 21, 2012, 01:18:01 PM
You're getting quite perfect. In my books a good kitbash don't appear like a kitbash at first sight.
I like how the carrier came out. tweaked the landing deck off an odyssey
Title: Re: Omega's Minimash V1.83
Post by: Shield on April 21, 2012, 06:48:24 PM
medikohl, best kitbasher.

Heh, I was going to say the most bored
Title: Re: Omega's Minimash V1.83
Post by: cp252 on April 21, 2012, 06:56:44 PM
That capital gets repetetive. But the carrier is the most brilliant thing ever.
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 21, 2012, 07:52:03 PM
That capital gets repetetive. But the carrier is the most brilliant thing ever.
2 medium turrets pointing to the sides, 210 degree arcs, and a small missile mount
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 22, 2012, 02:51:02 AM
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/tholtig5.png)
there, enough stuff for a new faction
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 22, 2012, 03:41:36 AM
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/tholtig5.png)
there, enough stuff for a new faction

Want me to make a new faction?
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 22, 2012, 05:22:17 AM
sure, try to keep some of those front hardpoints ballistic
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 22, 2012, 05:23:38 AM
the quasar confederacy
Title: Re: Omega's Minimash V1.83
Post by: Upgradecap on April 22, 2012, 05:26:24 AM
@Medikohl there is a modify post post button there ;D
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 22, 2012, 06:50:19 AM
@craft omega

here's the sprites

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 22, 2012, 06:51:27 AM
continued.

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 22, 2012, 07:36:31 AM
and finally a cargo vessel

[attachment deleted by admin]
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 22, 2012, 07:50:04 AM
@Medikohl there is a modify post post button there ;D

As if your one to talk -_-
Title: Re: Omega's Minimash V1.83
Post by: Upgradecap on April 22, 2012, 07:55:23 AM
I guess not.....
Title: Re: Omega's Minimash V1.83
Post by: Archduke Astro on April 22, 2012, 06:28:13 PM
Starfarer version 0.52 is, as of this moment, not far away. Check here (http://fractalsoftworks.com/2012/04/22/dev-update-achievements/) for a bit more info; this was posted on the blog just an hour ago.

Regarding Minimash v1.83, it would be prudent to sweep up any known loose ends within the compilation - or add other substantial new content, such as getting the Quasar Confederacy in - before the next huge update tsunami rearranges the whole modding community's efforts.

For the numerous folks (like me) who prefer their fleets huge and crunchy, the upcoming Accidents game dynamic means a lot of angst. I expect to be dividing fleet-point stats by 10 when that happens. Or more. 8)
Title: Re: Omega's Minimash V1.83
Post by: K-64 on April 22, 2012, 06:33:27 PM
Though on that subject, is the fleet point limit hardcoded, or is it moddable? I know that the battle point limit can be toyed about with, but having the strategic point limit malleable would be a nice thing.
Title: Re: Omega's Minimash V1.83
Post by: Archduke Astro on April 22, 2012, 06:39:00 PM
Though on that subject, is the fleet point limit hardcoded, or is it moddable? I know that the battle point limit can be toyed about with, but having the strategic point limit malleable would be a nice thing.

I'm truly unsure about that. I greatly prefer your interpretation of future plans, believe me.

Oh, and a link (http://fractalsoftworks.com/forum/index.php?topic=1869.0) to the changelog for SF v0.52. Might as well start getting familiar with them now, as once vanilla stats shift they should also affect mod balance in numerous cases.
Title: Re: Omega's Minimash V1.83
Post by: 2_Wycked on April 22, 2012, 09:18:55 PM
Fleet points don't matter at the moment, correct? I'm pretty sure my fleet is like 208 points, and I haven't encountered any difficulties.
Title: Re: Omega's Minimash V1.83
Post by: VikingHaag on April 22, 2012, 09:43:29 PM
Omega, would you care to explain how i can mod your mod to include a devastator in the hegemony station at start since i want one badly?
Title: Re: Omega's Minimash V1.83
Post by: Vandala on April 22, 2012, 10:16:25 PM
Omega, would you care to explain how i can mod your mod to include a devastator in the hegemony station at start since i want one badly?
Edit your player faction file.
Title: Re: Omega's Minimash V1.83
Post by: Archduke Astro on April 22, 2012, 10:29:30 PM
Fleet points don't matter at the moment, correct? I'm pretty sure my fleet is like 208 points, and I haven't encountered any difficulties.

They definitely don't matter right now. The 3,626 point fleet I finally progressed to agrees. ;) Noticeable lag, yes, even on a professional workstation. It's an extreme save-file but I love every second of it.

I can only wonder how far back prior to this point a mere netbook, for example, would have simultaneously burst into flames, reversed the flow of the Amazon River, travelled back into time and killed his own grandfather, and shifted the galaxy's rotational plane while finding the last digit of pi when trying to load my save-file. But, damn it, it still plays and I'm ripping the Corvus worlds a new one. It's quite cathartic to be the Genghis Khan of an entire solar system, trust me.
Title: Re: Omega's Minimash V1.83
Post by: VikingHaag on April 22, 2012, 11:01:54 PM
Omega, would you care to explain how i can mod your mod to include a devastator in the hegemony station at start since i want one badly?
Edit your player faction file.

What part of it?
Title: Re: Omega's Minimash V1.83
Post by: Vandala on April 22, 2012, 11:34:49 PM
What part of it?

Just open it, you should see ship names there with variants behind their names.

There are 3 differant fleets, start 1, start 2 and shuttle.

The start 2 fleet is your starting fleet, the shuttle fleet is your respawn fleet.

Edit the start 2 fleet to add your ship to it, either by replacing one of the ones already there or by simply adding it to the list, make sure you note all the little symbols, the program needs those to function. Your ship also needs a variant, this is it's modification and weapon layout, give it one that exists, please not that variants are ship specific, you need a variant that belongs to the type of ship you want. You can check your variant folder to see what is available. After this are two numbers, the first is the minimum number of ships you get, the second is the maximum number.
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 23, 2012, 06:16:03 AM
I am not updating untill .52a.

I need a break. I am kinda burt out of modding.

So when .52a comes out I will do a big patch with everyone else.
Title: Re: Omega's Minimash V1.83
Post by: Upgradecap on April 23, 2012, 06:21:31 AM
....................
So when .51a comes out I will do a big patch with everyone else......

You mean .52a, right? Because this is .51a XD

Damn typos.
Title: Re: Omega's Minimash V1.83
Post by: 2_Wycked on April 23, 2012, 07:50:18 PM
While I love all of the awesome ships and things, I'm having trouble finding some vessels that I'd really like to buy.

1. The Onslaught - I've never seen any of these for sale at the Hegemony station, which is annoying. Should I just hope for a supply convoy to randomly give the station some, or is there something I can do about this?

2. The Homeworld - the Scrapper super-station-battleship-deathstar thing. I've never seen any, whereas Oort Fortresses are exceedingly common among stations.

3. Just a small problem with the Omega-class battlehip - it's physically too large to fit on my 1366x768 resolution, so I can't fully outfit it... not a huge deal but is there anything I can do about that?
Title: Re: Omega's Minimash V1.83
Post by: Archduke Astro on April 23, 2012, 08:16:26 PM
While I love all of the awesome ships and things, I'm having trouble finding some vessels that I'd really like to buy.

1. The Onslaught - I've never seen any of these for sale at the Hegemony station, which is annoying. Should I just hope for a supply convoy to randomly give the station some, or is there something I can do about this?

I've played the Minimash enough to occasionally have Corvus II put an Onslaught up for sale. It's totally random, though; I generally see it for sale only once in one game out of every 3 or 4. If you sufficiently out-number and out-marine an enemy fleet, there's always a small chance you might capture one in battle.

Now that I think about it in more detail, it really would be nice to have one (or two!) available for sale as a default cap-ship offering...

Craftomega --- can you look into changing this in the future v1.84, please?

2. The Homeworld - the Scrapper super-station-battleship-deathstar thing. I've never seen any, whereas Oort Fortresses are exceedingly common among stations.

I purchased that from Scrappers a grand total of once, and captured that hull only twice ever. I agree that having it as a guaranteed purchase choice at the Scrapyard would be desirable.

3. Just a small problem with the Omega-class battlehip - it's physically too large to fit on my 1366x768 resolution, so I can't fully outfit it... not a huge deal but is there anything I can do about that?

Game version 0.52 will support greater extent of zooming while on the Refit screen. The Omega dreadnought is really just too huge for refitting its turrets to be a very practical excersise at present.
Title: Re: Omega's Minimash V1.83
Post by: 2_Wycked on April 23, 2012, 09:20:21 PM
Thanks, glad to know I'm not the only one deprived of Onslaught goodness. No biggie.
Title: Re: Omega's Minimash V1.83
Post by: Kaerras on April 26, 2012, 11:30:46 AM
Could anybody who has progressed through this mod give anything of a breakdown on the relative strength of the factions? IE: I thoroughly stomp pirates, I should move onto <blank> and then maybe <blank>.
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 26, 2012, 12:21:42 PM
Could anybody who has progressed through this mod give anything of a breakdown on the relative strength of the factions? IE: I thoroughly stomp pirates, I should move onto <blank> and then maybe <blank>.

Well its a safe bet to start with pirates.

Then move to hegemony, junk pirates, The Scrappers, Trade Scavengers, and Aliens. You can do any of them in any order.

Then after those guys move to Interstellar Federation, Gun Runners, Nomads, and The Lotus Conglomerate. its hard to say what order.... but if you can take down the guys before this you should be fine.
Title: Re: Omega's Minimash V1.83
Post by: Heavy Weapons Pony on April 28, 2012, 03:44:59 AM
When did the link stop working?
Title: Re: Omega's Minimash V1.83
Post by: craftomega on April 29, 2012, 05:38:54 PM
When did the link stop working?

fixed sorry.
Title: Re: Omega's Minimash V1.83
Post by: Carter on April 30, 2012, 01:24:55 AM
Hey, this seems like something of good quality :)

But i have found a few other mods that, as far as I could see, where not in this mod.
I think that this mod (http://fractalsoftworks.com/forum/index.php?topic=852.0) would seem like a good counter-weight to some of the major factions here.
I don't know if this has been suggested before. :)
Also, first time poster and long time lurker here ;)
Title: Re: Omega's Minimash V1.83
Post by: Shoat on April 30, 2012, 03:40:20 AM

I think that this mod (http://fractalsoftworks.com/forum/index.php?topic=852.0) would seem like a good counter-weight to some of the major factions here.

A while ago, TimCorp's creator has been (very zealously) attempting to contact craftomega in this thread (instead of via a PM) which is why, in the end, he decided not to put TimCorp in.

I don't know if there was a personal problem between the two or if it was just craftomega being annoyed too much. And neither do I know whether or not they will get along some time in the future and put it in.


More importantly, though:
This mod will not be updated until the 0.52 update of Starfarer is released, craftomega has stated that he requires a break (and he deserves it seeing as this mod received a lot of major updates within short time).
Title: Re: Omega's Minimash V1.83
Post by: Carter on April 30, 2012, 04:16:45 AM
Yeah, but i didn't notice that the creator was asking for his mod to get here that much.
Well, i probably just don't have enough willpower to search 30 pages.
Anyhow, i hope this will keep going in the same, interesting direction it's heading for now.
;)
Title: Re: Omega's Minimash V1.83
Post by: medikohl on April 30, 2012, 05:09:57 AM
Yeah, but i didn't notice that the creator was asking for his mod to get here that much.
Well, i probably just don't have enough willpower to search 30 pages.
Anyhow, i hope this will keep going in the same, interesting direction it's heading for now.
;)
well a large part of it is the lack of coherence to his mod, several conflicting art styles, and a lack of rhyme or reason, plus he's made up his own mishmash.
Title: Re: Omega's Minimash V1.83
Post by: Carter on April 30, 2012, 05:16:46 AM
well a large part of it is the lack of coherence to his mod, several conflicting art styles, and a lack of rhyme or reason, plus he's made up his own mishmash.
[/quote]

Huh? I haven't noticed any minimashes from him.
Where is it?
And i don't really know about conflicting artstyles, i just tested his version 1.5.1, i think it is, and each faction has it's own, stable, artstyle. Or, that's as far as i could see.
Title: Re: Omega's Minimash V1.83
Post by: Uomoz on April 30, 2012, 08:08:49 AM
Carter = Upgradecap

:P (just a feeling bro)
Title: Re: Omega's Minimash V1.83
Post by: Upgradecap on April 30, 2012, 08:12:36 AM
huh ??? ??? ???

Have i done something again ???
Don't tell me i have done something bad, i haven't even been in this thread for a few weeks.

Oh, i get it now. I'M BEING INNOCENTLY ACCUSED!

(Also, if you wonder why i quickly respond, it's because i read every new post ;))
Title: Re: Omega's Minimash V1.83
Post by: Archduke Astro on May 01, 2012, 11:41:20 AM
I am not updating untill .52a.

I need a break. I am kinda burt out of modding.

So when .51a comes out I will do a big patch with everyone else.

News flash: v0.52 is now available. Download it here (http://fractalsoftworks.com/2012/05/01/starfarer-0-52a-release/). Looking forward to Minimash v1.84. :)

As anticipated, tons of changes and tweaks to official balance have been made. At least we knew this rebalancing was coming, instead of being taken unawares.
Title: Re: Omega's Minimash V1.83
Post by: SwipertheFox on May 01, 2012, 11:44:15 AM
I am not updating untill .52a.

Its time!!!  The floor is yours sir!!!
Title: Re: Omega's Minimash V1.83
Post by: frag971 on May 01, 2012, 03:47:30 PM
Longsword Fighter Wing
-The first captain who fought against two wings of these was bewildered on how whoever engineered these fighters to have an actual Ion Cannon while maintaining enough power to fly. However fragile, these small and nimble fighters can pose a big thread if left by themselves.

Snap Frigate
-Sometimes called "the space tank", it features a compact array of ballistic turrets and missile hardpoints. Not very manouverable but is devestating in a frontal assault.

Spearhead
-A strange frigate issued for private contractors who wanted a universal gunboat with various slots that can fulfill almost any role.
Title: Re: Omega's Minimash V1.83
Post by: Jack the Smack on May 02, 2012, 05:29:10 PM
Eagerly awaiting the new version of this mod.
Title: Re: Omega's Minimash V1.83
Post by: craftomega on May 03, 2012, 08:25:50 AM
Stupid media fire keeps killing my links.

ok gang Im back, update will be at the latest saterday.
Title: Re: Omega's Minimash V1.83
Post by: SwipertheFox on May 03, 2012, 08:27:04 AM
Stupid media fire keeps killing my links.

ok gang Im back, update will be at the latest saterday.

YES! YES! YES! YES! YES!
Title: Re: Omega's Minimash V1.83
Post by: Archduke Astro on May 03, 2012, 11:57:59 AM
ok gang Im back, update will be at the latest saterday.

[Mr Burns] Eeeeeeeeexcellent [/Mr Burns] :)

Title: Re: Omega's Minimash V1.83
Post by: Jack the Smack on May 03, 2012, 01:31:12 PM
Stupid media fire keeps killing my links.

ok gang Im back, update will be at the latest saterday.

Use http://www.zippyshare.com
Links last 30 days after most recent download
Title: Re: Omega's Minimash V1.83
Post by: Giangiotto on May 07, 2012, 05:28:48 AM
Quote
ok gang Im back, update will be at the latest saterday.

It's Monday now.

Are you alive?
Title: Re: Omega's Minimash V1.83
Post by: Net-burst on May 07, 2012, 06:11:36 AM
Quote
ok gang Im back, update will be at the latest saterday.

It's Monday now.

Are you alive?
He is waiting for this hotfix release: http://fractalsoftworks.com/forum/index.php?topic=2611 . Right now, because of severe bug in 0.52a, game crashes to desktop with every mod that adds station or planet mid-game.
Title: Re: Omega's Minimash V1.83
Post by: Giangiotto on May 07, 2012, 08:24:21 AM
Me arse and Katy Perry, shame.
Title: Re: Omega's Minimash V1.84
Post by: craftomega on May 07, 2012, 12:38:23 PM
Update v1.84
-Update to starfarer plus 1.021
-Update to new weapons .25
-Update to Interstellar Federation v1.162
-Update to The Lotus Conglomerate V1.10
-Update to Nomads V0.81
Title: Re: Omega's Minimash V1.84
Post by: SwipertheFox on May 07, 2012, 12:45:30 PM
Thank you sir!!!  8)
Title: Re: Omega's Minimash V1.84
Post by: maffo on May 07, 2012, 01:48:34 PM
well done craft, keep it up
Title: Re: Omega's Minimash V1.84
Post by: Net-burst on May 07, 2012, 02:38:36 PM
Can you also please integrate "The Confederacy of Free Stars" into your mash? Or you dont want to do it because CFS ships are imba? :)
Title: Re: Omega's Minimash V1.84
Post by: craftomega on May 07, 2012, 03:14:01 PM
Can you also please integrate "The Confederacy of Free Stars" into your mash? Or you dont want to do it because CFS ships are imba? :)

No they use a very different art style. But I may consider them once they get more ships.
Title: Re: Omega's Minimash V1.84
Post by: Alendor on May 07, 2012, 03:56:26 PM
any chance you could upgrade to include the current interseller federation mod.  the current version included in this mod is rather outdated, even tho the front page states that its been updated
Title: Re: Omega's Minimash V1.84
Post by: armoredcookie on May 07, 2012, 04:57:10 PM
Yet another null error D:
Title: Re: Omega's Minimash V1.84
Post by: craftomega on May 07, 2012, 05:30:46 PM
any chance you could upgrade to include the current interseller federation mod.  the current version included in this mod is rather outdated, even tho the front page states that its been updated

Oh sorry, I must had rolled back some of the changes. Fixing now.

Yet another null error D:

Please post the error.
Title: Re: Omega's Minimash V1.84.1
Post by: craftomega on May 07, 2012, 06:31:31 PM
Upted to V1.84.1

-Fixed update issue with Intersteller Federation

any chance you could upgrade to include the current interseller federation mod.  the current version included in this mod is rather outdated, even tho the front page states that its been updated

Are you happy now XD
Title: Re: Omega's Minimash V1.84.1
Post by: Sunfire on May 07, 2012, 06:35:50 PM
Upted to V1.84.1

-Fixed update issue with Intersteller Federation

any chance you could upgrade to include the current interseller federation mod.  the current version included in this mod is rather outdated, even tho the front page states that its been updated

Are you happy now XD

is this with the titan fix? (just wondering, dont kill me)
Title: Re: Omega's Minimash V1.84.1
Post by: Dark on May 07, 2012, 06:47:15 PM
not sure if this is the correct error thing but mine just had that null error repeatedly at the start around the same time i think its cause of the new abandoned station and the trade scavengers trying to place a station on it.
447298 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.AbstractList$Itr.checkForComodification(AbstractList.java:372)
   at java.util.AbstractList$Itr.next(AbstractList.java:343)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.A.ÕøÒ000(Unknown Source)
   at com.fs.A.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: Omega's Minimash V1.84.1
Post by: Alendor on May 07, 2012, 06:53:24 PM
awesome, thanks man.  IF is one of the best looking race packs, but without minimash there isnt' much to fight with them
Title: Re: Omega's Minimash V1.84.1
Post by: craftomega on May 07, 2012, 08:00:42 PM
not sure if this is the correct error thing but mine just had that null error repeatedly at the start around the same time i think its cause of the new abandoned station and the trade scavengers trying to place a station on it.
447298 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.AbstractList$Itr.checkForComodification(AbstractList.java:372)
   at java.util.AbstractList$Itr.next(AbstractList.java:343)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.A.ÕøÒ000(Unknown Source)
   at com.fs.A.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

2322661 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
   at java.util.AbstractList$Itr.checkForComodification(AbstractList.java:372)
   at java.util.AbstractList$Itr.next(AbstractList.java:343)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.A.ÕøÒ000(Unknown Source)
   at com.fs.A.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Yo need to update your starfarer to .52.1a

Alex did a hot fix for this error.
Title: Re: Omega's Minimash V1.84.1
Post by: Dark on May 07, 2012, 08:32:48 PM
thanks sorry i feel like an idiot lol X3 also do you think you could update your interstellar federation with the newest version. i was looking foreword to putting their new weapons on some of the ships from your mods only to find you had an older version of the IF
Title: Re: Omega's Minimash V1.84.1
Post by: craftomega on May 07, 2012, 08:35:45 PM
thanks sorry i feel like an idiot lol X3 also do you think you could update your interstellar federation with the newest version. i was looking foreword to putting their new weapons on some of the ships from your mods only to find you had an older version of the IF

I already did that, you need to redownload the mod. I just release a hotfix for this.
Title: Re: Omega's Minimash V1.84.1
Post by: Sörre on May 08, 2012, 11:03:54 AM
Got a probelem with the Cain from Interstellar Federation.

Can buy it and move it around but not equid it, then the game will crash.

Hope this is the bit from starfarer.log you want:


34512 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.OO0O] with id [railgun_burst] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.OO0O] with id [railgun_burst] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.A.super.I.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.new.while$super(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.class(Unknown Source)
   at com.fs.starfarer.coreui.refit.oo0O.while.super(Unknown Source)
   at com.fs.starfarer.coreui.refit.oo0O.ÖôÓ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.float.ØO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.B.ØO0000(Unknown Source)
   at com.fs.starfarer.coreui.refit.WeaponPickerDialog.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.floatsuper$Oo.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.floatsuper.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.String.I.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.float.new(Unknown Source)
   at com.fs.starfarer.coreui.refit.WeaponPickerDialog.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.campaign.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.A.class.private$super(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

edit: Same thing with the Hadron Accelerator, cannot find the sound file when I´m equiping it on any ship.
Title: Re: Omega's Minimash V1.84.1
Post by: Napalm222 on May 09, 2012, 07:11:41 AM
An easy fix for that is to find the weapon file and put # before the sound files. The weapons work but they are soundless.

"projectileSpecId":"hadron_shot",  # projectile that will be fired
   # "fireSoundOne":"ultraheavy_chargeup",
   # "fireSoundTwo":"ultraheavy_burst",
Title: Re: Omega's Minimash V1.84.1
Post by: Sörre on May 09, 2012, 08:04:16 AM
An easy fix for that is to find the weapon file and put # before the sound files. The weapons work but they are soundless.

"projectileSpecId":"hadron_shot",  # projectile that will be fired
   # "fireSoundOne":"ultraheavy_chargeup",
   # "fireSoundTwo":"ultraheavy_burst",

You Sir made my day :D

And shame on Omega ;D

Edit: Got the weapon working but not the sound.
Title: Re: Omega's Minimash V1.84.1
Post by: Napalm222 on May 09, 2012, 08:35:20 AM


An easy fix for that is to find the weapon file and put # before the sound files. The weapons work but they are soundless.

"projectileSpecId":"hadron_shot",  # projectile that will be fired
   # "fireSoundOne":"ultraheavy_chargeup",
   # "fireSoundTwo":"ultraheavy_burst",

You Sir made my day :D

And shame on Omega ;D

Edit: Got the weapon working but not the sound.
No problem  ;D
I still can't get the sound to work  ??? I have no clue why it wont work either
Title: Re: Omega's Minimash V1.84.1
Post by: keptin on May 09, 2012, 09:29:08 AM
I haven't checked, but I'm guessing the weapons audio issue is caused by the lack of config/sound.json file stuff.  If that is the case,

1. download the latest IFed standalone
2. merge the contents of the config/sound.json with the Minimash one (or create a config folder and copy the sound.json file over if one doesn't already exist).
3. be sure all the audio files sound.json references are in your sound folder
3. fixed!
Title: Re: Omega's Minimash V1.84.1
Post by: Sörre on May 09, 2012, 09:48:19 AM
Have tried that allready even if I have no idé of what I´m doing.

This is what is inside the sound.json:

{
  "nom_doom_cannon_chargeup":[{
    "file":"sounds/fx/beams/fire_beam_heavy_intro01a.ogg",
    "pitch":2, "volume":1.25
  }],
  "nom_doom_cannon_fire":[{
    "file":"sounds/nom/fx/34205__themfish__zoup.wav",
    "pitch":1, "volume":1.00
  }],

  "nom_ultralight_electron_maser_fire":[{
     "file":"sounds/fx/beams/fire_beam_burst01.ogg",
      "pitch":4,"volume":0.275
   }],

  "nom_maser_pulse_beam_fire":[{
    "file":"sounds/nom/fx/42108__marcuslee__laser-wrath-6.wav",
    "pitch":1, "volume":0.8
  }],
}

{
  "ultraheavy_chargeup":[{"file":"sounds/interstellerFederation/fx/ultraheavy_chargeup.wav", "pitch":1, "volume":1.00}],
  "ultraheavy_burst":[{"file":"sounds/interstellerFederation/fx/ultraheavy_burst.wav", "pitch":1, "volume":1.00}],
  "railgun_burst":[{"file":"sounds/interstellarfederation/fx/railgun_burst.wav", "pitch":0.6, "volume":0.80}],
}
Title: Re: Omega's Minimash V1.84.1
Post by: chami on May 09, 2012, 10:02:03 AM
Have tried that allready even if I have no idé of what I´m doing.

This is what is inside the sound.json:

{
  "nom_doom_cannon_chargeup":[{
    "file":"sounds/fx/beams/fire_beam_heavy_intro01a.ogg",
    "pitch":2, "volume":1.25
  }],
  "nom_doom_cannon_fire":[{
    "file":"sounds/nom/fx/34205__themfish__zoup.wav",
    "pitch":1, "volume":1.00
  }],

  "nom_ultralight_electron_maser_fire":[{
     "file":"sounds/fx/beams/fire_beam_burst01.ogg",
      "pitch":4,"volume":0.275
   }],

  "nom_maser_pulse_beam_fire":[{
    "file":"sounds/nom/fx/42108__marcuslee__laser-wrath-6.wav",
    "pitch":1, "volume":0.8
  }],
}

{

  "ultraheavy_chargeup":[{"file":"sounds/interstellerFederation/fx/ultraheavy_chargeup.wav", "pitch":1, "volume":1.00}],
  "ultraheavy_burst":[{"file":"sounds/interstellerFederation/fx/ultraheavy_burst.wav", "pitch":1, "volume":1.00}],
  "railgun_burst":[{"file":"sounds/interstellarfederation/fx/railgun_burst.wav", "pitch":0.6, "volume":0.80}],
}

I made the following change and it works flawlessly: I removed the curly braces between the maser pulse beam section and the ultraheavy_chargeup section. I changed the type weight to bold in the quoted code so you know which ones I removed.
Title: Re: Omega's Minimash V1.84.1
Post by: Sörre on May 09, 2012, 10:13:43 AM
Thanks, I tried to remove them by myself before but must have romved something else but now it works.
Title: Re: Omega's Minimash V1.84.1
Post by: Brigan on May 11, 2012, 02:07:29 PM
Are you still working on this MOD?
Title: Re: Omega's Minimash V1.84.1
Post by: VikingHaag on May 12, 2012, 01:42:46 PM
Are you still working on this MOD?

He's probably doing some Uni stuff i think.
And it's more of a total conversion than a mod.
The mod is about 40-50% of the game size lol.
Title: Re: Omega's Minimash V1.84.1
Post by: Archduke Astro on May 12, 2012, 04:35:57 PM
And it's more of a total conversion than a mod.
The mod is about 40-50% of the game size lol.

"Total conversion"? Let's take a closer look at that claim. There are over 600 hulls in service across ALL existing mods. The Minimash uses only 225 of them. It does have 100 new weapons to supplement the 67 vanilla ones with, though. I suppose I could see how some folks might look upon that as edging towards total-conversion territory from time to time. Remember that the Minimash is a mod compilation; it's not solely craftomega's exclusive viewpoint about a "reimagining" of Starfarer.

Hopefully once Alex and Co. implement additional new features, the added gameplay depth will be complemented even further by the continued existence of the Minimash. 8)
Title: Re: Omega's Minimash V1.84.1
Post by: medikohl on May 12, 2012, 05:43:21 PM
"Total conversion"? Let's take a closer look at that claim. There are over 600 hulls in service across ALL existing mods.

and about 10 of those are balanced.  ;)
Title: Re: Omega's Minimash V1.84.1
Post by: Sunfire on May 12, 2012, 07:14:28 PM
"Total conversion"? Let's take a closer look at that claim. There are over 600 hulls in service across ALL existing mods.

and about 10 of those are balanced.  ;)

I think it's more like 11 or maybe 12 (Just Kidding   ;))
Title: Re: Omega's Minimash V1.84.1
Post by: zanar9786 on May 13, 2012, 02:05:54 AM
"Total conversion"? Let's take a closer look at that claim. There are over 600 hulls in service across ALL existing mods.

and about 10 of those are balanced.  ;)

I think it's more like 11 or maybe 12 (Just Kidding   ;))

XD
Title: Re: Omega's Minimash V1.84.1
Post by: Ambient on May 14, 2012, 08:14:53 PM
Is it just me or does the Trebuchet Artilery cannon doesnt do anything...the animation happens but thats it.

Also to add, the Halberd Class Cruiser has a hidden turret. Im sure thats not intended.
Title: Re: Omega's Minimash V1.84.1
Post by: Dark on May 15, 2012, 06:41:17 AM
Is it just me or does the Trebuchet Artilery cannon doesnt do anything...the animation happens but thats it.

Also to add, the Halberd Class Cruiser has a hidden turret. Im sure thats not intended.

its the flux required for the cannon. the artilery cruiser that has it equiped no matter how many flux capacity upgrades you give it (i gave it as many as it could handle and the flux capacity hull mods) it still wont have enough flux to fire it once. you need to equip it onto a capital ship or high flux capacity cruiser to fire it.
Title: Re: Omega's Minimash V1.84.1
Post by: K-64 on May 15, 2012, 06:56:06 AM
Yeah, that's a problem that I hadn't accounted for during my balancing of the cannon in my mod, seems rectifying that problem was done after the mod was added to the minimash.
Title: Re: Omega's Minimash V1.84.1
Post by: 2_Wycked on May 21, 2012, 11:19:38 AM
Would there be any way for you to increase the variety of ships dropped off by supply fleets? I feel like the fleets are always the same. I.e., I've never seen an Onslaught for sale... anywhere. After about 2 weeks of playing the mod, it just seems like their isn't much variety - what the stations start with, is pretty much what you'll have for the entire playthrough.

Or am I just crazy? I've also never seen one of those Scrapper fortress-station things, which is a shame, because Oort Fortresses are everywhere.

Title: Re: Omega's Minimash V1.84.1
Post by: IIE16 Yoshi on May 21, 2012, 11:45:43 AM
Scrapper Carrier Fleets always have the 'Scrapper fortress-station thing' in their fleet. Attack them. Onslaughts? Attack the Heg Defense Fleets. And doesn't a Onslaught always seed into the Hegemony Station at the start of the game?
Title: Re: Omega's Minimash V1.84.1
Post by: 2_Wycked on May 21, 2012, 01:58:31 PM
No, there is no Onslaught that I've seen. And did they change the boarding mechanics/odds? I thought the odds of succesfully boarding anything were absurdly low. Unless your suggesting I just grind against those fleets until I board one.

I think it's time I took modding this game into my own hands... if only it was as easy as Empire at War...
Title: Re: Omega's Minimash V1.84.1
Post by: SwipertheFox on May 22, 2012, 11:27:17 AM
No, there is no Onslaught that I've seen. And did they change the boarding mechanics/odds? I thought the odds of succesfully boarding anything were absurdly low. Unless your suggesting I just grind against those fleets until I board one.

I think it's time I took modding this game into my own hands... if only it was as easy as Empire at War...

YES!!!  Once you get into the spawn points and the min/max fleets your game then become EVEN MORE EPIC!!!!
Title: Re: Omega's Minimash V1.84.1
Post by: Shield on May 25, 2012, 06:01:23 PM
What happened to the aliens I have yet to see any.
Title: Re: Omega's Minimash V1.84.1
Post by: zanar9786 on May 28, 2012, 03:34:46 PM
Be glad you havnt seen them, until you are quite powerful you can easily get Kaned by a single beheamoth. Although i did kill one with my sunder XD
Title: Re: Omega's Minimash V1.84.1
Post by: Shield on May 28, 2012, 04:47:37 PM
I know what the aliens can do but they just haven't appeared, I want to farm me a behemoth...lol
Title: Re: Omega's Minimash V1.84.1
Post by: wolflance on May 30, 2012, 08:03:31 AM
Quick question: Is there an option to disable certain feature(s) of this mod? (i.e. Kick a faction out of the campaign mod)

Or I will have to do it manually? If so, how?
Title: Re: Omega's Minimash V1.84.1
Post by: Archduke Astro on June 06, 2012, 02:38:52 AM
Hello there, craftomega! :) Like many other players, I've been grooving to your wonderful mod compilation while getting acquainted with the new revision to Starfarer. It's been tons of fun. Sincere thanks to you for your efforts!

I'm requesting the addition of flashfrozen's Neutrino Corporation (http://fractalsoftworks.com/forum/index.php?topic=2345.msg30331#msg30331) and mendonca's ASP Syndicate (http://fractalsoftworks.com/forum/index.php?topic=2333.msg30124#msg30124) to your Minimash.Tri-Tachyon now has significant energy-armed competition from their former partners, and the ASP units are the elusive high-value prize for cargo-hungry pirates. These two new factions rock.

May we have ASP cargo ships perform the convoy role described here (http://fractalsoftworks.com/forum/index.php?topic=2333.msg43720#msg43720)?

Keptin's Interstellar Federation (http://) has grown noticeably since Minimash v1.84.1. Since then, the I.F. has plowed through four additional updates, many tweaks & nine new hulls, and is now at v1.2. May we have a refresh of this mod faction, please?

What's the status on your migration of the Hoplites of Corinth (http://fractalsoftworks.com/forum/index.php?topic=1219.msg34770#msg34770) into here? Please advise; thanks.
Title: Re: Omega's Minimash V1.84.1
Post by: ciago92 on June 06, 2012, 03:21:17 PM
Hello there, craftomega! :) Like many other players, I've been grooving to your wonderful mod compilation while getting acquainted with the new revision to Starfarer. It's been tons of fun. Sincere thanks to you for your efforts!

I'm requesting the addition of flashfrozen's Neutrino Corporation (http://fractalsoftworks.com/forum/index.php?topic=2345.msg30331#msg30331) and mendonca's ASP Syndicate (http://fractalsoftworks.com/forum/index.php?topic=2333.msg30124#msg30124) to your Minimash.Tri-Tachyon now has significant energy-armed competition from their former partners, and the ASP units are the elusive high-value prize for cargo-hungry pirates. These two new factions rock.

May we have ASP cargo ships perform the convoy role described here (http://fractalsoftworks.com/forum/index.php?topic=2333.msg43720#msg43720)?

Keptin's Interstellar Federation (http://) has grown noticeably since Minimash v1.84.1. Since then, the I.F. has plowed through four additional updates, many tweaks & nine new hulls, and is now at v1.2. May we have a refresh of this mod faction, please?

What's the status on your migration of the Hoplites of Corinth (http://fractalsoftworks.com/forum/index.php?topic=1219.msg34770#msg34770) into here? Please advise; thanks.

Where is the +1 button? That said what I've been thinking, but much classier :-)
Title: Re: Omega's Minimash V1.84.1
Post by: VikingHaag on June 07, 2012, 02:53:39 PM
In the fact that Craftomega hasn't been active for a while, can i suggest another modder taking over the development until he's back?
This is getting quite outdated.
Title: Re: Omega's Minimash V1.84.1
Post by: K-64 on June 07, 2012, 02:56:18 PM
He was last on two days ago. I hardly think that constitutes as being inactive. He's probably either:
a) working on the mod, or
b) got other things on his mind
Title: Re: Omega's Minimash V1.84.1
Post by: Kaerras on June 07, 2012, 08:25:56 PM
Yeah, this is my favorite mod so far. I enjoy Uomoz's pack as well, but sometimes (often times!) I want to just see tons of new ships, go to a shop and find tons of new weapons, strap that stuff on without regard to how OP it may be, and go blow some fleets up.
Title: Re: Omega's Minimash V1.84.1
Post by: Voxelcake on June 19, 2012, 04:50:02 AM
I need some help with this, because my Starfarer spontaneously crashes during some time. Gives me a null.

This is what written in the log.

Code
491497 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.util.ConcurrentModificationException
java.util.ConcurrentModificationException
at java.util.AbstractList$Itr.checkForComodification(AbstractList.java:372)
at java.util.AbstractList$Itr.next(AbstractList.java:343)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.super.super(Unknown Source)
at com.fs.starfarer.A.ÕøÒ000(Unknown Source)
at com.fs.A.super.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
-cut due to character limitation-
Title: Re: Omega's Minimash V1.84.1
Post by: Witchcraft on June 19, 2012, 11:26:27 AM
Have the same crash error like voxelcake. Cannot play omega's mod at all,after 10 minutes playing - non stop crashing.
Title: Re: Omega's Minimash V1.84.1
Post by: FlashFrozen on June 19, 2012, 11:32:16 AM
I dare ask, would it be the ever reported bug of when the Trade scavengers first setup their station at Fenris? ( go sit there and wait until their convoy comes, and watch for it, if it reaches the planet and then your game crashes,

That means your using an out of date version of Starfarer that doesn't allow generating stations. This will also occur when the Gun runners create their station.

If it's another bug, do explain what you were doing before the crash.
Title: Re: Omega's Minimash V1.84.1
Post by: theSONY on June 20, 2012, 04:50:47 AM
Have the same crash error like voxelcake. Cannot play omega's mod at all,after 10 minutes playing - non stop crashing.

Well... i just download Minimash for the first time just for checking your problem (v1.84.1) & still goin after 10min of gameplay.The first thing come in mind suggest that you have 0.52 ver. of Starfarer
                                               
                                                               ..::solution::..
                                                             update your game
Title: Re: Omega's Minimash V1.84.1
Post by: CrashToDesktop on June 29, 2012, 04:53:13 PM
Considering how many different mods are in this, I think this mod deserves to be renamed "Omega's MegaMash"
;D
Anyway, I enjoy this megamash a lot, it's made starfarer that much more fun.
Title: Re: Omega's Minimash V1.84.1
Post by: sdmike1 on July 19, 2012, 01:41:15 PM
454529 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.coreui.refit.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oOOO.Ö00000(Unknown Source)
   at com.fs.starfarer.coreui.refit.oo0O.float(Unknown Source)
   at com.fs.starfarer.coreui.refit.ManageVariantsDialog.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.T.o00000(Unknown Source)
   at com.fs.starfarer.A.class.private$super(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: Omega's Minimash V1.84.1
Post by: koalabog on July 19, 2012, 02:46:33 PM
The data/config/sounds.json looks like this:

{
  "nom_doom_cannon_chargeup":[{
    "file":"sounds/fx/beams/fire_beam_heavy_intro01a.ogg",
    "pitch":2, "volume":1.25
  }],
  "nom_doom_cannon_fire":[{
    "file":"sounds/nom/fx/34205__themfish__zoup.wav",
    "pitch":1, "volume":1.00
  }],

  "nom_ultralight_electron_maser_fire":[{
     "file":"sounds/fx/beams/fire_beam_burst01.ogg",
      "pitch":4,"volume":0.275
   }],

  "nom_maser_pulse_beam_fire":[{
    "file":"sounds/nom/fx/42108__marcuslee__laser-wrath-6.wav",
    "pitch":1, "volume":0.8
  }],
}

{
  "ultraheavy_chargeup":[{"file":"sounds/interstellerFederation/fx/ultraheavy_chargeup.wav", "pitch":1, "volume":1.00}],
  "ultraheavy_burst":[{"file":"sounds/interstellerFederation/fx/ultraheavy_burst.wav", "pitch":1, "volume":1.00}],
  "railgun_burst":[{"file":"sounds/interstellerFederation/fx/railgun_burst.wav", "pitch":0.6, "volume":0.80}],
}

Needs to look like this:

{
  "nom_doom_cannon_chargeup":[{
    "file":"sounds/fx/beams/fire_beam_heavy_intro01a.ogg",
    "pitch":2, "volume":1.25
  }],
  "nom_doom_cannon_fire":[{
    "file":"sounds/nom/fx/34205__themfish__zoup.wav",
    "pitch":1, "volume":1.00
  }],

  "nom_ultralight_electron_maser_fire":[{
     "file":"sounds/fx/beams/fire_beam_burst01.ogg",
      "pitch":4,"volume":0.275
   }],

  "nom_maser_pulse_beam_fire":[{
    "file":"sounds/nom/fx/42108__marcuslee__laser-wrath-6.wav",
    "pitch":1, "volume":0.8
  }],
   "ultraheavy_chargeup":[{"file":"sounds/interstellerFederation/fx/ultraheavy_chargeup.wav", "pitch":1, "volume":1.00}],
  "ultraheavy_burst":[{"file":"sounds/interstellerFederation/fx/ultraheavy_burst.wav", "pitch":1, "volume":1.00}],
  "railgun_burst":[{"file":"sounds/interstellerFederation/fx/railgun_burst.wav", "pitch":0.6, "volume":0.80}],
}
Title: Re: Omega's Minimash V1.84.1
Post by: 2_Wycked on July 19, 2012, 02:48:21 PM
Is this still being worked on?
Title: Re: Omega's Minimash V1.84.1
Post by: frag971 on July 19, 2012, 04:48:44 PM
Is this still being worked on?
Not much to work on since the game updates are a tad slow, so until gamechanging ... er... changes are patched in theres not much to do.
Title: Re: Omega's Minimash V1.84.1
Post by: Archduke Astro on July 19, 2012, 07:21:45 PM
Is this still being worked on?
Not much to work on since the game updates are a tad slow, so until gamechanging ... er... changes are patched in theres not much to do.

Are you implying that the numerous additions and revisions made to the Interstellar Federation, Neutrino Corp and Weapons Pack mods since this Minimash was last touched -- nearly 2-1/2 months ago, BTW! -- somehow do not qualify as a reason to update this? That's a lot of progress which faithful Minimash users are presently denied the use of.

it's not just a question of the Minimash clearly lacking the latest and greatest. There's also an unpatched bug (http://fractalsoftworks.com/forum/index.php?topic=2067.msg48213#msg48213) in the original Trade Scavengers mod which also appears within the Minimash's bundled Trade Scavengers content. And the planned inclusion & re-purposing of the Hoplites of Corinth mod was never implemented, either. I regret that craftomega vanished without a trace while leaving this well-patronized mod bundle dangling in the wind. We can only guess at what this mod compilation's future is.

I think the increasingly outdated status of the Minimash when compared to the leaps and bounds some of its major components have made is ample reason to get this thing revised to include all of that additional content mentioned above. Even if Starfarer v0.53 was not in the pipeline, the other reasons cited above are still plenty legitimate. ;)

If only craftomega would make an appearance here and share his intentions with us. Is he okay? He hasn't posted since May 7. We miss you, dude! ;D
Title: Re: Omega's Minimash V1.84.1
Post by: K-64 on July 19, 2012, 07:28:19 PM
Hmm, yeah, I'm going to put it out here. Does anyone have any external contact with craftomega? It may just be my paranoia flaring up, but such a long time without no word on the mod or craftomega's whereabouts is beginning to be rather concerning for me. Even a "Sorry lads, this mod isn't being worked on" would do wonders at putting my mind at rest at least. But for no word on the status of the mod's development or any other communications from him makes me wonder if something's up.
Title: Re: Omega's Minimash V1.84.1
Post by: Archduke Astro on July 19, 2012, 08:02:12 PM
I agree, K-64. This long silence is troubling, especially for someone who was formerly a frequent presence on this forum :( I do hope that he's okay IRL.
Title: Re: Omega's Minimash V1.84.1
Post by: Sunfire on July 19, 2012, 08:55:56 PM
I agree, K-64. This long silence is troubling, especially for someone who was formerly a frequent presence on this forum :( I do hope that he's okay IRL.

I second this statement,it's the minimash curse  :o
Title: Re: Omega's Minimash V1.84.1
Post by: hadesian on July 20, 2012, 05:18:29 AM
He was last on today...
Title: Re: Omega's Minimash V1.90
Post by: craftomega on July 20, 2012, 07:36:30 PM
Yes it was RL stuff but not anything horrible.


Update v1.90
-Update to new weapons .27
-Update to Interstellar Federation v1.21
-Added Neutrino Corp. v. 1.2
-Update to Junk Pirates V1.22


PS: Once 5.3 comes out I will rename this to MegaMash... You guys got a point there...
Title: Re: Omega's Minimash V1.90
Post by: K-64 on July 20, 2012, 07:49:19 PM
Great to see your return, with news of your continued development further adding to that. Though it's rather creepy at the timing of it all :P
Title: Re: Omega's Minimash V1.90
Post by: K-64 on July 20, 2012, 07:55:58 PM
Just a day after people were murmuring concerns over your welfare you turn up again is all :)
Title: Re: Omega's Minimash V1.90
Post by: CrashToDesktop on July 20, 2012, 07:58:16 PM
MegaMash, huh?  Yet I'm the only one who said it. ;D
Anyways, a update is always welcome, even if it's not major. :)
Title: Re: Omega's Minimash V1.90
Post by: Sunfire on July 20, 2012, 08:00:30 PM
Yes it was RL stuff but not anything horrible.


Update v1.90
-Update to new weapons .27
-Update to Interstellar Federation v1.21
-Added Neutrino Corp. v. 1.2
-Update to Junk Pirates V1.22


PS: Once 5.3 comes out I will rename this to MegaMash... You guys got a point there...


It lives! Also, the link isnt working
Title: Re: Omega's Minimash V1.90
Post by: craftomega on July 20, 2012, 08:10:57 PM
Sorry about that i took the link down for a minute for a fix. I totaly forgot to fix the sound glich.
Title: Re: Omega's Minimash V1.90
Post by: DieselPower on July 20, 2012, 10:06:16 PM
Most excellent, a new update. I have tried to play other mod collections, but I keep coming back to Omega's Minimash. Must be the sheer amount of excellent content packed into this collection. Crazy fleet composition strolling around the solar system makes for enjoyable battles. If this was all of what Starfarer would be, it's worth my ten bucks.

I have a CTD. When looking at the frigate tab at the Neutrino Power Station. Hope this helps.

58380 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.OO0O] with id [neutrino_photongun_firing] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.OO0O] with id [neutrino_photongun_firing] not found
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.A.super.I.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.title.C.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.new(Unknown Source)
   at com.fs.starfarer.title.C.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.ÓÓÕ000(Unknown Source)
   at com.fs.starfarer.coreui.String.OO0000(Unknown Source)
   at com.fs.starfarer.coreui.String.<init>(Unknown Source)
   at com.fs.starfarer.ui.oO0O.Ò00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.O0OO.oo0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.O0OO.Oo0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.GenericGridViewContent.null(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.Ô00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.GenericGridViewContent.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.floatsuper$Oo.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.floatsuper.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.OoOO.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.O0OO.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.Oo0O.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.coreui.K.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.String.I.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.D.Óô0000(Unknown Source)
   at com.fs.starfarer.coreui.o0OO.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.float.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Óô0000(Unknown Source)
   at com.fs.starfarer.ui.O.ÓØ0000(Unknown Source)
   at com.fs.starfarer.campaign.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.A.class.private$super(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Thank you Omega and thank you mod authors for being a friendly bunch.

Sincerely your end user DieselPower.
Title: Re: Omega's Minimash V1.90
Post by: Sunfire on July 21, 2012, 05:59:15 AM
Works now, thanks!
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: craftomega on July 21, 2012, 07:54:07 AM
Ok this time the sound glich is really fixed.... Sorry about the trouble guys....

Updated 1.91 fixed sound glich
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: FlashFrozen on July 21, 2012, 12:33:33 PM
Just a small bug, but simulation doesn't work because it can't find 'torment_support' in the simulation_opponents.csv

Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: Sunfire on July 21, 2012, 02:17:34 PM
Just a small bug, but simulation doesn't work because it can't find 'torment_support' in the simulation_opponents.csv



That happens to me alot
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: 2_Wycked on July 21, 2012, 11:35:04 PM
So glad this is being updated again. Easily my favorite mod, keep up the great work craft.
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: Ambient on July 24, 2012, 07:35:20 PM
Fatal: Ship hull variant [torment_support] not found!
Check starfarer.log for more info.

happens when trying to run simulation.
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: FlashFrozen on July 24, 2012, 08:20:10 PM
It's just 2 ships in the sim_opponents.csv file that no longer exist.

Take out these 2 to get simulation working


torment_support
spearhead_standard


They should be at Line 22-23

\Minimash\data\campaign\sim_opponents.csv
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: Ambient on July 24, 2012, 08:58:19 PM
It's just 2 ships in the sim_opponents.csv file that no longer exist.

Take out these 2 to get simulation working


torment_support
spearhead_standard


They should be at Line 22-23

\Minimash\data\campaign\sim_opponents.csv


Just did that, and it fixed the issue. Thank you!
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: craftomega on July 27, 2012, 07:15:13 PM
So what do you guys what me to add next?
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: CrashToDesktop on July 27, 2012, 07:20:15 PM
I'd like to see missions from each faction, if possible.  Made a world of difference in the Xplo mod. :)
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: medikohl on July 27, 2012, 08:32:30 PM
welcome back my partner in crime, any kitbashes needed?
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: craftomega on July 28, 2012, 12:48:00 PM
welcome back my partner in crime, any kitbashes needed?

Not at the moment but i will think on some.
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: Sweetraveparty on July 30, 2012, 06:34:41 PM
Glitch report time!
Running Starfarer .52.1a

I downloaded the .rar
I extracted the .rar to my /starfarer/mods*
I open starfarer, check "Omega's Mishmash v1.90"
I realize "shouldn't that say v1.91?"
I clicked play
I got the following error:

Fatal: Error compiling [data.scripts.world.CiviliansSpawnPoint]
Cause: Compiling unit "data/scripts/world/SBGDatabase.java"
Check starfarer.log for more info.

Starfarer.log says:

Spoiler
java.lang.RuntimeException: Error compiling [data.scripts.world.CiviliansSpawnPoint]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/SBGDatabase.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/SBGDatabase.java, Line 28, Column 58: A method named "getOrbitalStations" is not declared in any enclosing class nor any supertype, nor through a static import
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9014)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6549)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4868)
   at org.codehaus.janino.UnitCompiler.access$11500(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$17.visitMethodInvocation(UnitCompiler.java:4455)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2830)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4476)
   at org.codehaus.janino.UnitCompiler.findMostSpecificIInvocable(UnitCompiler.java:6688)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6589)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:6476)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3429)
   at org.codehaus.janino.UnitCompiler.access$6300(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$11.visitMethodInvocation(UnitCompiler.java:2869)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:2831)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:2890)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:3897)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1571)
   at org.codehaus.janino.UnitCompiler.access$1600(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$5.visitLocalVariableDeclarationStatement(UnitCompiler.java:876)
   at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1771)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:888)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:914)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1999)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
   ... 5 more
464479 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
464479 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
[close]

Halp! :3

*I have no other mods installed or even placed in my starfarer/mods folder
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: Sunfire on July 31, 2012, 10:02:39 PM
welcome back my partner in crime, any kitbashes needed?

Not at the moment but i will think on some.

I have plenty if you want them
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: bluntfang on August 01, 2012, 08:07:46 AM
So what do you guys what me to add next?

Any hope of adding in the ships from the star wars mod?
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: Archduke Astro on August 01, 2012, 01:29:41 PM
So what do you guys what me to add next?

Thaago's Strawberry Mod (http://fractalsoftworks.com/forum/index.php?topic=2671.0) and Etfaks' Hoplites of Corinth (http://fractalsoftworks.com/forum/index.php?topic=1219.msg34719#msg34719).

Both would be welcome additions to the Minimash; good sources of ships there. BTW several of the Strawberry ships are especially effective (as well as fun) in a convoy escort role.

Oh, and speaking of convoys: it would be great if you could spice them up with the ships of mendonca's ASP Syndicate (http://fractalsoftworks.com/forum/index.php?topic=2333.msg30124#msg30124). And they can also appear as high-priority, ASP-only dedicated convoys as well.  If regular freighters are salt or ketchup, these guys are habañero chili peppers! ;) Much neater than the usual Tarsus, Buffalo, etc. freight haulers.

PS: oh, and it won't actually be "craftomega's Megamash (http://fractalsoftworks.com/forum/index.php?topic=1885.msg53240#msg53240)" until after Starfarer v0.53 goes public. I gotta use up all of these "Minimash" T-shirts and bumper-stickers while I still can. ::)
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: CrashToDesktop on August 01, 2012, 01:34:15 PM
That's Megamash now. ;D
Anyways, the more ships, the merrier. :)
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: medikohl on August 01, 2012, 03:04:25 PM
with the sheer number of factions out there, perhaps lowering the spawn rate a tad is in order?
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: Deathscreton on August 01, 2012, 07:45:17 PM
Okay, this is like, my fifteenth time trying to post this message (not exaggerating, I counted).

When I boot up this mod with my game, I get this error:

"Fatal: Ship hull variant [torment_support] not found!
Check starfarer.log for more info."

Here's the log.

Spoiler
58423 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull variant [torment_support] not found!
java.lang.RuntimeException: Ship hull variant [torment_support] not found!
   at com.fs.starfarer.loading.o0oO.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.float.String$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.combat.super.o00000(Unknown Source)
   at com.fs.starfarer.title.C.K.addToFleet(Unknown Source)
   at com.fs.starfarer.title.C.K.addToFleet(Unknown Source)
   at com.fs.starfarer.coreui.refit.L.oõÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.L.ÔõÒ000(Unknown Source)
   at com.fs.starfarer.coreui.refit.L.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.g.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.String.I.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.coreui.o0OO.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.float.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.Ó00000(Unknown Source)
   at com.fs.starfarer.ui.oOo0.new(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.campaign.oOOO.o00000(Unknown Source)
   at com.fs.starfarer.A.class.private$super(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

Maybe the rar I tried to unzip was faulty or something? Has anyone else had this issue where a sprite was missing?
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: Aratoop on August 02, 2012, 01:03:05 AM
Yes, just delete it from the refit opponents file...

He did post a fix to this, I can't remember the name of the other ship that doesn't exist :p.
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: Deathscreton on August 02, 2012, 02:01:31 AM
Yes, just delete it from the refit opponents file...

He did post a fix to this, I can't remember the name of the other ship that doesn't exist :p.

Is that exact name of the file? I can't seem to find it in the game folder, nor in any of the folders under the root.

EDIT: I found it under sim_opponents. It was spearhead_standard as well as the torment support. Thanks for the help pal. :3

Will this need to be done with each version I download?
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: Ambient on August 02, 2012, 02:57:48 PM
So what do you guys what me to add next?

Anything awesome.

Weapons/ships.
Title: Re: Omega's Minimash V1.91 (Hot Fix)
Post by: craftomega on August 02, 2012, 06:49:09 PM
Yes, just delete it from the refit opponents file...

He did post a fix to this, I can't remember the name of the other ship that doesn't exist :p.

Is that exact name of the file? I can't seem to find it in the game folder, nor in any of the folders under the root.

EDIT: I found it under sim_opponents. It was spearhead_standard as well as the torment support. Thanks for the help pal. :3

Will this need to be done with each version I download?


No ill fix it. I was just unaware of it till now.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Deathscreton on August 03, 2012, 12:56:10 AM
Awesome. Sorry to add to your list. ;D
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: medikohl on August 03, 2012, 02:46:43 AM
(http://i465.photobucket.com/albums/rr20/medikohl/tourbus-1.png)
came up with a little something to add as a personnel ship. other than the valkyrie we don't really seem to have any.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: VikingHaag on August 04, 2012, 02:05:09 PM
When can we expect a 0.53 compatible version?

I'm so addicted to this mod compilation that starfarer isn't starfarer without it.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: CrashToDesktop on August 04, 2012, 02:08:12 PM
Once every mod updates, he'll update his.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: medikohl on August 04, 2012, 03:31:00 PM
well I just finished setting up the ship systems for the ships of starfarer plus.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: medikohl on August 04, 2012, 03:32:27 PM
currently playtesting it, will pass it to omega when I'm done. (need to make sure I'm not giving too much of an advantage)
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Sweetraveparty on August 07, 2012, 05:48:39 PM
I was wondering, could you add this (http://fractalsoftworks.com/forum/index.php?topic=977.0) mod into the glorious mishmash? It's a pretty awesome mod, not gonna lie. If this is actually already implemented; Derp. You'll have to ask the creator if he will allow his mod to be implemented.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: K-64 on August 07, 2012, 06:51:28 PM
Craftomega, just so you know for whenever your next update is, Trade Scavengers is 0.53 compatible
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Ambient on August 07, 2012, 06:56:47 PM
I was wondering, could you add this (http://fractalsoftworks.com/forum/index.php?topic=977.0) mod into the glorious mishmash? It's a pretty awesome mod, not gonna lie. If this is actually already implemented; Derp. You'll have to ask the creator if he will allow his mod to be implemented.
+1 to this idea. Those sprites look great. AS always the more quality ships the better.

Also how come this pack doesn't contain the Antediluvians? Not a fan of their ship design but the weapons are awesome.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Sweetraveparty on August 09, 2012, 06:01:58 PM
I was wondering, could you add this (http://fractalsoftworks.com/forum/index.php?topic=977.0) mod into the glorious mishmash? It's a pretty awesome mod, not gonna lie. If this is actually already implemented; Derp. You'll have to ask the creator if he will allow his mod to be implemented.
+1 to this idea. Those sprites look great. AS always the more quality ships the better.

Also how come this pack doesn't contain the Antediluvians? Not a fan of their ship design but the weapons are awesome.

Totally agree on both counts.

But I can't wait for the mishmash to be updated to .53a! They Devs of the mods need to get their butts in gear :P
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: craftomega on August 10, 2012, 04:33:05 PM
I was wondering, could you add this (http://fractalsoftworks.com/forum/index.php?topic=977.0) mod into the glorious mishmash? It's a pretty awesome mod, not gonna lie. If this is actually already implemented; Derp. You'll have to ask the creator if he will allow his mod to be implemented.
+1 to this idea. Those sprites look great. AS always the more quality ships the better.

Also how come this pack doesn't contain the Antediluvians? Not a fan of their ship design but the weapons are awesome.

Hmmm ill look more into this mod. I like the look.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Erick Doe on August 11, 2012, 08:06:33 AM
I was wondering, could you add this (http://fractalsoftworks.com/forum/index.php?topic=977.0) mod into the glorious mishmash? It's a pretty awesome mod, not gonna lie. If this is actually already implemented; Derp. You'll have to ask the creator if he will allow his mod to be implemented.
+1 to this idea. Those sprites look great. AS always the more quality ships the better.

Also how come this pack doesn't contain the Antediluvians? Not a fan of their ship design but the weapons are awesome.

Hmmm ill look more into this mod. I like the look.

The Antediluvians are balanced toward vanilla Starfarer, but if Craftomega thinks he can make them work in his minimash, I have no problem with them being added.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: sirboomalot on August 15, 2012, 09:03:33 PM
So which mods are we waiting on for the update?
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Uomoz on August 18, 2012, 03:17:19 AM
Omega, would it be awkward if I uploaded a compatible version of this mod for current SF? (only compatibility, no updates).

Kind of miss the Omega\Uomoz duality.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: RawCode on August 24, 2012, 01:00:15 AM
looks like compilation is dead...
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: K-64 on August 24, 2012, 03:36:29 AM
I would disagree. Just recently it had been updated after a hiatus from craftomega. I don't understand why only after a few days of no update people start saying "mod's dead".
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: medikohl on August 24, 2012, 03:57:53 AM
plus there's the sheer number of ships in this mod.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Shoat on August 24, 2012, 08:18:51 AM
I would disagree. Just recently it had been updated after a hiatus from craftomega. I don't understand why only after a few days of no update people start saying "mod's dead".


There was some time when craftomega updated the compilation daily (or even multiple times in one day) at an incredible pace.
Maybe some people got spoiled by that and thus expect him to keep that pace up.


I, for one, am patient enough to wait for it. Until then there are enough smaller high-quality mods available that I can just experiment with (like seeing how many mods I can activate on top of U's Corvus before my computer crashes).
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: sirboomalot on August 24, 2012, 02:59:51 PM
It has only been about 22 days, I'm sure that omega is working hard on this huge addition to the mod that will blow all of our minds, and make this mod even more amazing. *twiddles thumbs*
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Sweetraveparty on August 25, 2012, 07:04:18 PM
I feel so lost without this mod... the minimap isn't colourful enough! *gasp cough choke wheez cough*

I may have overdone that. Anyway, I am definitely looking forward to a .53.1a compatible version :D

Good luck Omega!
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: frag971 on August 26, 2012, 05:25:33 AM
Guys, you do realise this is just a compilation and this mod's author is waiting for those individual mods to be updated first.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: RawCode on August 27, 2012, 02:03:10 AM
everything already updated, please try to read at least last page.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Ambient on August 29, 2012, 01:01:07 PM
I check this page daily to see if its updated yet :(
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: K-64 on August 29, 2012, 01:49:42 PM
everything already updated, please try to read at least last page.

Didn't see anything from craftomega saying "I've been notified all mods are updated" or posts in the thread noting that all 13 (Source: First Page) mods have been updated. Please show some patience, there's more than enough to tide you over anyway
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: VikingHaag on September 02, 2012, 11:43:17 PM
If you abandoned it at least say so  :( .
I'm missing this mod.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: sirboomalot on September 06, 2012, 01:04:15 PM
Omega hasn't been active since Aug. 19th...
Long vacation???
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Ambient on September 08, 2012, 11:46:14 PM
i think someone should update this mod already  :(
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: 2_Wycked on September 09, 2012, 09:00:45 AM
Long periods of inactivity are normal for craft, he probably has real life stuff going on.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Shoat on September 09, 2012, 10:48:45 AM
Don't worry guys, from what I have witnessed, it is normal that craftomega has one period of extreme productivity where he pushes out one update after the other followed by just being gone for a while.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: sirboomalot on September 12, 2012, 07:06:50 PM
Well, I hope this period of being gone for a while is over soon, and hope even more that when he gets back there will be another period of uber productivity.

*twiddles thumbs*

Oh, and somebody ought to create a mod megamash. not just a compilation of most of the SF mods, but a compilation of all of them (or at least as many as possible without angering any mod-owners) I would try it myself if I knew how to mod...
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: 2_Wycked on September 15, 2012, 08:33:09 PM
Is this totally broken, or is it just missing ship systems?
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Ambient on September 30, 2012, 02:25:59 PM
i think its time someone updated this mod.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: medikohl on October 01, 2012, 03:25:12 PM
i think its time someone updated this mod.
We thank  you for volunteering
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: sirboomalot on October 01, 2012, 03:25:42 PM
*would volunteer if I knew how to mod*
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Ambient on November 23, 2012, 09:15:20 PM
Having skipped the older version i really hope this gets updated for .54

If not by the original author then someone else.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: sirboomalot on November 23, 2012, 09:56:07 PM
I'd do it myself but I don't know how!! It is very saddening that the closest thing we had to a mega-mash died, cause mega-mash mods are the funnest kind of mod, at least for me. :'(
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: xenoargh on November 23, 2012, 10:05:57 PM
Here's a fixed version of the mod (http://www.wolfegames.com/TA_Section/Minimash_054_fixed.zip), tested and 0.54 compatible. 

Have fun :)
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Ambient on November 23, 2012, 10:11:38 PM
Gonna run trough it and check it all out.

Thanks!
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: craftomega on November 23, 2012, 11:01:29 PM
No I am not working on this Mod right now; honestly I am waiting for the game to continue to evolve.
I will work on this Mod again once we are able to go to other solar systems. Sorry to disappoint.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: sirboomalot on November 24, 2012, 12:45:26 AM
Its ok craft, a mod like this certainly seems to be a huge drain on time to keep updated.  ;)

Xenoargh, that is awesome, thank you for putting it up. The only thing that doesn't work is the simulation.

Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: CrashToDesktop on November 24, 2012, 05:41:03 AM
hell ja! :D

It's been AGES since I played this.  I need my dose of epic fights! :)
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Aklyon on November 24, 2012, 08:51:26 AM
I keep getting a Fatal Error: null a few days after the gun runners have come in.
Code: Bottom of starfarer.log
42265 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\saves\save_Aklyon_2852668622035223980...
48090 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
48121 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
67864 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id maelstrom_WEAPON not found
67864 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id maelstrom_WEAPON not found
97894 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
97895 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
97937 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
97937 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
97980 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
97980 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
98023 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
98024 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
98067 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
98067 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
98168 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
98168 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
102800 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
102800 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
105504 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
105504 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
105951 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
105951 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
109181 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
109181 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
109222 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
109223 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
109265 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
109265 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
109307 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
109307 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
109348 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
109348 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
141293 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
141294 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
148841 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trpardon_RESOURCE not found
150915 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id spardon_RESOURCE not found
152404 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id spardon_RESOURCE not found
205038 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id piranha_WEAPON not found
205038 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id piranha_WEAPON not found
211263 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
211263 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
211307 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
211307 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
212333 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
212333 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
212377 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
212378 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
212671 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id riptide_WEAPON not found
212671 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id riptide_WEAPON not found
213710 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hadron_WEAPON not found
213711 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hadron_WEAPON not found
218795 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
218795 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
218837 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
218837 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
218879 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
218879 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
218921 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
218922 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
218964 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
218964 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
220969 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
220969 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
221014 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
221015 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
221058 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
221059 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
221103 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
221103 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
227304 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
227304 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
228810 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
228810 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
228854 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
228855 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
229869 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
229870 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
230211 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id riptide_WEAPON not found
230211 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id riptide_WEAPON not found
230598 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hadron_WEAPON not found
230599 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hadron_WEAPON not found
230638 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hadron_WEAPON not found
230638 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hadron_WEAPON not found
289772 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.corvus.GRDefenseSpawnPoint.spawnFleet(GRDefenseSpawnPoint.java:32)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.float.do$super(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.O0OO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncherBottom of starfarer.log.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: xenoargh on November 24, 2012, 08:59:14 AM
Probably some Java that got broken.  I'm afraid that I don't have time to fix this kind of error, I'm working on my own mod today, so somebody else with some Java skills will have to take a peek; if it's like the other stuff, it's probably a simple fix.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: LazyWizard on November 24, 2012, 09:17:14 AM
It's a simple fix, the mod has the same issue Verrius ran into earlier today (http://fractalsoftworks.com/forum/index.php?topic=4351.msg75159#msg75159).

Just replace
Code
SectorEntityToken playerfleet = system.getEntityByName("Fleet");
with
Code
CampaignFleetAPI playerfleet = Global.getSector().getPlayerFleet();
in GRDefenseSpawnPoint.java.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Uomoz on November 24, 2012, 09:19:50 AM
That's pretty much the ONLY compatibility issue with the new version.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Aklyon on November 24, 2012, 09:21:17 AM
So, can you do that inside Notepad++, or does it need someone with a java setup to fix?
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: LazyWizard on November 24, 2012, 09:21:44 AM
Notepad++ is fine.
Title: Re: Omega's Minimash V1.91 Not .53a compatible yet
Post by: Lordzias on November 24, 2012, 09:27:16 AM
Here's a fixed version of the mod (http://www.wolfegames.com/TA_Section/Minimash_054_fixed.zip), tested and 0.54 compatible. 

Have fun :)

Are all mods upgraded to their newest releases or are they still the ones in the OP?
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Aklyon on November 24, 2012, 09:29:52 AM
Heres (http://www.mediafire.com/?jcdbzb4z23ig2vp) the mod with the GRDefenseSpawnPoint line changed.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: DieselPower on November 24, 2012, 10:15:25 AM
Thanks Aklyon, I'll give it a whirl.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: xenoargh on November 24, 2012, 12:43:38 PM
Uploading that fixed version to the current link (http://www.wolfegames.com/TA_Section/Minimash_054_fixed.zip), thanks very much for helping out, folks, I'm up to my armpits in .hulls at the moment  ;)
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Reshy on November 24, 2012, 12:44:33 PM
Surprised you can fit an entire mod in zero bytes.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: xenoargh on November 24, 2012, 12:46:00 PM
Yeah, it's amazing what happens when you hit a http in the middle of an upload, try again, it's done now ;)
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Reshy on November 24, 2012, 12:53:21 PM
Yeah, it's amazing what happens when you hit a http in the middle of an upload, try again, it's done now ;)


I don't know it looks still like 0 bytes.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: xenoargh on November 24, 2012, 12:56:02 PM
Just tested a download over here, it's fine for me.  Clear your browser cache and try again?
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Reshy on November 24, 2012, 01:00:38 PM
Just did, still not working for me.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: sirboomalot on November 24, 2012, 01:03:38 PM
I just tried the download link on the front page as well, and I got the same thing as reshy.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: xenoargh on November 24, 2012, 01:12:01 PM
That's bizarre.  Can you reach the domain?  Is it immediately stopping the download and the file's 0 bytes?
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Reshy on November 24, 2012, 01:18:05 PM
That's bizarre.  Can you reach the domain?  Is it immediately stopping the download and the file's 0 bytes?

When it loads the 'Save File' prompt it shows 0 bytes and instantly downloads leaving only 1 byte of data.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: xenoargh on November 24, 2012, 01:23:18 PM
Strange.  Do you see this image?

(http://www.wolfegames.com/TA_Section/Glaug_Catcher.png)

If yes, check that you're not getting stopped by some lame security thing or whatever, I don't have a site certificate, etc.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: DieselPower on November 24, 2012, 01:46:01 PM
Playing Aklyon's version for over two hours and no problems to report. So happy to see this playable with .54a it's truely awesome to see a wild FULL solar system at war.

Thanks to all involved.

P.S. Now to update the individual mods.... ;)
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: K-64 on November 24, 2012, 02:01:40 PM
A note for those updating, for my Trade Scavengers mod in the Minimash, there's still a bit of an error in there that I forgot to squash before releasing the new version, this post has the fix:
Spoiler
I'm getting a strange error..

When I enter the Trade Scavangers station and switch from fighters to frigates view. game crashes to desktop with a window saying:

Fatal: Ship hull [pike] variant [pike_Fighter]: slot id [WS 1] not found for weapon [sabotpod]

Log says the same thing:

Spoiler
61873 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull [pike] variant [pike_Fighter]: slot id [WS 1] not found for weapon [sabotpod]
java.lang.RuntimeException: Ship hull [pike] variant [pike_Fighter]: slot id [WS 1] not found for weapon [sabotpod]
[close]

I've checked the hull file and the variant file and both files identify the slot as 'WS 1'

FIX: I've managed to stop it from crashing by renaming the weapon slot to WS 001.. no idea why, but that seems to have fixed it.
[close]

Just giving that fix in case crashes arise from that. Apologies for the inconvenience
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: BrickedKeyboard on November 24, 2012, 03:09:30 PM
So has the original author not updated in 3 months or so?  I just loaded this up and started playing it, and noticed that all the factions are still missing ship systems.

Why bother updating to 0.54a if the mods included are way out of date?  At this point, ships that lack systems are basically garbage.  

So I take it that in order to get mods that have ships with working systems, I'll have to update each mod individually myself?
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: sirboomalot on November 24, 2012, 03:17:11 PM
Because this mod has more ships in it than any other, most people do not think that the ship systems are everything, the mod is still extremely fun whether it is out of date or not, the only other mash-up mod available hasn't been updated to .54a yet and isn't compatible, this mod has ships in it that cannot be found in any other mod, this mod used to be one of the best mods there was, this mod is compatible with many other mods, and because I for one prefer this mod over any other. Feel free to say that you don't like this mod, but don't call its ships garbage, 'cause one man's trash is another man's treasure.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Aleskander on November 24, 2012, 03:18:51 PM
Since when were ships without systems garbage?
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: BrickedKeyboard on November 24, 2012, 04:07:26 PM
That isn't my point.  In order to play with ships that have systems, I have to install all the mods in this pack separately?

I know that Federation and Neutrino Corp ships have em.  Probably most of the other mods, as well.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: sirboomalot on November 24, 2012, 04:27:16 PM
If you care about systems that much, but quite a few of the ships in this mod can't be found in any other mod.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: BrickedKeyboard on November 24, 2012, 06:06:42 PM
Ok, so suppose I wanted to use the latest version of the Federation mod.  The new versions of the ships in this mod all have systems, and they make a HUGE difference.

Federation ships in Minimash are basically cannon fodder.  Compared to some of the..bigger..ships in this mod, all the Fed ships are garbage.  However, in the newest version, they get ship systems that make all the difference in the world, making some of their ships extremely powerful.

Well, there doesn't seem to be a folder that I can just delete to remove the federation ships in Minimash.  I'd have to remove every ship individually, then delete the references to them in certain other files.

And even then it would take hours and I'd probably make mistakes that would make the game unstable.

What is great about these modpacks is that one person does all the work so all the rest of us can just play the game.  When the work hasn't be done like in this case, it defeats the whole purpose.

I think I'll have to wait for Corvus and then add mods from there.  It doesn't really matter if I don't get certain ships : ships without systems are mostly cannon fodder, anyway.  You just can't make up for 50% more DPS or being able to teleport to the perfect position with a super-capital.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: K-64 on November 24, 2012, 07:10:23 PM
I'd have to dispute that point, actually. Quite often, ships without systems are very deadly ships in their own right, and not "cannon fodder" as you dub them. Sure, the teleporty death machines of doom are brutal, but they usually make up for that with being made out of glass (in a balanced environment, anyway ;)). In fact, and this is taking Caelus as the example, I find that some of the systemless ships are just as, if not more effective than some of their systemed counterparts
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Ambient on November 24, 2012, 08:21:23 PM
game crashes to desktop when entering simulation.

Something about a torment_support missing
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: agrophobiac on November 25, 2012, 01:28:15 AM
game crashes to desktop when entering simulation.

Something about a torment_support missing

\Starfarer\mods\omegaMinimash\data\campaign\simopponents.csv
 just delete the torment_support reference
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Aklyon on November 25, 2012, 07:21:49 AM
Heres (http://www.mediafire.com/?krc1ymurru3jpdd) the mod with the torment_support line removed. I shifted the cells below it up in the file if something acts up.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Vulcan on November 26, 2012, 09:35:41 PM
I had a problem with both the torment and "spearhead_standard".

Just throwing a file up that has both torment and spear removed.  (http://www.mediafire.com/?u59jeerango4e4o)
just put it into mods folder, don't need to delete anything, just overwrite.



Heres (http://www.mediafire.com/?krc1ymurru3jpdd) the mod with the torment_support line removed. I shifted the cells below it up in the file if something acts up.
_________________________________________
so its...
for just torment(as stated above)
http://www.mediafire.com/?krc1ymurru3jpdd
====================================
for torment and spearhead
http://www.mediafire.com/?u59jeerango4e4o

Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: xenoargh on November 27, 2012, 06:44:19 AM
Thanks for fixing that and the bug with the Pike, I've updated the file and am uploading the latest fixes now (give it 10 minutes).
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Vulcan on November 27, 2012, 09:42:36 AM
EDIT: NEVERMIND! I was being stupid and failed to notice an update

I have no idea if this mod is causing this crash but I figure someone might help.

Spoiler
Quote
86782 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
86783 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
86783 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
86816 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
86835 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 239.21 MB of texture data so far
87072 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
93908 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading H:\Backups of Park Project\Starfarer\starfarer-core\..\saves\save_Rock_5819178804531182513...
99412 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
99428 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
175826 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 251.21 MB of texture data so far
225742 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 263.21 MB of texture data so far
320020 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.corvus.GRDefenseSpawnPoint.spawnFleet(GRDefenseSpawnPoint.java:32)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.super.ÕØÒ000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Aklyon on November 27, 2012, 09:49:20 AM
Are you using the most recent fixed version in the thread?
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Vulcan on November 27, 2012, 09:51:45 AM
Oy im getting errors left and right... This ones kinda lengthy with the warnings

Spoiler
Quote
118701 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id maelstrom_WEAPON not found
118701 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id maelstrom_WEAPON not found
118717 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id maelstrom_WEAPON not found
118717 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id maelstrom_WEAPON not found
119053 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id riptide_WEAPON not found


119260 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
119276 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
119276 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
120427 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
120428 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
120442 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
120443 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
159501 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
159502 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
160885 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
181358 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
181358 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
181591 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
181591 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
181607 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
181607 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
181623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
181623 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
181641 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
181641 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
199681 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
199681 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
200013 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
200013 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
202498 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
202498 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_maser_pulse_beam_WEAPON not found
217352 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
217352 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
219703 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
219703 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
219937 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
219937 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
221720 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
221721 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
222921 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mirv_emp_launcher_WEAPON not found


223022 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id mirv_emp_launcher_WEAPON not found
223388 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id popper_WEAPON not found

240810 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hadron_WEAPON not found
240810 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hadron_WEAPON not found

241127 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hadron_WEAPON not found
252778 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
252779 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
252795 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
252795 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
253446 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
253446 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found

253663 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
253663 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
256561 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id light_phasebeam_WEAPON not found
280527 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
280535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id light_phasebeam_WEAPON not found
280536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
282509 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
282510 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found

282621 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
282622 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found


295165 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
295173 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id light_phasebeam_WEAPON not found
295174 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
295894 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
295894 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found

295979 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found

302307 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id light_phasebeam_WEAPON not found
302308 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id vulcancarronade_WEAPON not found
302996 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found

303046 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
303046 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
314906 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id light_phasebeam_WEAPON not found
343591 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id piranha_WEAPON not found
343591 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id piranha_WEAPON not found
427695 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 251.23 MB of texture data so far
539060 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 263.23 MB of texture data so far
585981 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id spearhead2_SHIP not found
591805 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id spearhead2_SHIP not found
613343 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id spearhead2_SHIP not found
617690 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id spearhead2_SHIP not found
619874 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id spearhead2_SHIP not found
656082 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\saves\save_Rock_5819178804531182513...
659411 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
692767 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id maelstrom_WEAPON not found
692767 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id maelstrom_WEAPON not found
693008 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id riptide_WEAPON not found
693008 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id riptide_WEAPON not found
693040 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id riptide_WEAPON not found
693167 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
693168 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
693183 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
693183 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nucleon_WEAPON not found
693247 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found
693247 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id trebuchet_WEAPON not found

695328 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
695328 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
695345 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
695345 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found

695378 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id locktide_WEAPON not found
695696 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
695696 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
695711 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
695711 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hoplite_WEAPON not found
765316 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id apollo_SHIP not found
937298 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Rock_5819178804531182513...
941371 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
973735 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id plus_longsword_SHIP not found
974001 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id plus_longsword_SHIP not found
982039 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id plus_longsword_SHIP not found
1119427 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id pest_SHIP not found
1498132 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id rapier_SHIP not found
1501500 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fireant_SHIP not found
1503436 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fireant_SHIP not found
1503474 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fireant_SHIP not found
1506970 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id plus_bloodhawk_SHIP not found
1518740 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fireant_SHIP not found
1526542 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id spearhead2_SHIP not found
1657014 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id pest_SHIP not found
1657530 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id pest_SHIP not found
1657546 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id pest_SHIP not found
1657563 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id pest_SHIP not found
2127111 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gate_SHIP not found
2127632 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id creeper_SHIP not found
2131062 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gate_SHIP not found
2131763 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gate_SHIP not found
2132363 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id rapier_SHIP not found
2133713 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id rapier_SHIP not found

2145467 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id creeper_SHIP not found
2146318 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id rapier_SHIP not found
2146919 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id rapier_SHIP not found
2147617 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id creeper_SHIP not found
2148318 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id creeper_SHIP not found
2149167 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gate_SHIP not found
2182280 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id plus_longsword_SHIP not found
2183631 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id plus_longsword_SHIP not found
d

2265957 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fireant_SHIP not found
2267256 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fireant_SHIP not found
2267312 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fireant_SHIP not found
2270808 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id plus_bloodhawk_SHIP not found
2275959 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fireant_SHIP not found
2277307 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fireant_SHIP not found
2286831 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id fireant_SHIP not found
2295882 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Rock_5819178804531182513...
2299346 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
4912505 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id plus_bloodhawk_SHIP not found
4912735 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id plus_bloodhawk_SHIP not found
4918417 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id plus_bloodhawk_SHIP not found
5028234 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.corvus.GRDefenseSpawnPoint.spawnFleet(GRDefenseSpawnPoint.java:32)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.super.ÕØÒ000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

[close]
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: xenoargh on November 27, 2012, 05:06:04 PM
That looks like you're trying to run more than one mod and it's causing problems or you deleted a bunch of stuff instead of doing a clean install of the latest fixed version of the mod.  I just checked, and all those weapons are in the mod over here.

Install a brand-new clean version from scratch, then get back to us about whether it's working.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Vulcan on November 27, 2012, 06:16:40 PM
im trying minimash along with fleet control... im guessing thats the problem   :'(

edit: fixed the other crash but now i have a new one...
Spoiler
48201 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
48201 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
48201 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
48222 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
48228 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 239.23 MB of texture data so far
48447 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
76229 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Rock_5819178804531182513...
82052 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
82069 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
92957 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.corvus.GRDefenseSpawnPoint.spawnFleet(GRDefenseSpawnPoint.java:32)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.super.ÕØÒ000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Aklyon on November 27, 2012, 06:47:43 PM
I'm running fleet control + minimash just fine. Except for simulations, but you don't necessarily have to use that so I haven't.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Vulcan on November 27, 2012, 06:54:37 PM
I had a problem with both the torment and "spearhead_standard".

Just throwing a file up that has both torment and spear removed.  (http://www.mediafire.com/?u59jeerango4e4o)
just put it into mods folder, don't need to delete anything, just overwrite.



Heres (http://www.mediafire.com/?krc1ymurru3jpdd) the mod with the torment_support line removed. I shifted the cells below it up in the file if something acts up.

_________________________________________
so its...
for just torment(as stated above)
http://www.mediafire.com/?krc1ymurru3jpdd
====================================
for torment and spearhead
http://www.mediafire.com/?u59jeerango4e4o




The simulation fix is pretty much those^

I have no idea why mine is crashing, i keep getting the bug stated above.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: xenoargh on November 27, 2012, 07:36:12 PM
Disable all mods except for Minimash and install a fresh build from the main link before saying it's bugged; it appears to be OK over here after about 30 minutes of play. 
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Aklyon on November 27, 2012, 08:23:27 PM
As in, delete your minimash folder before putting a new one in there. Your saves are in a different location, you aren't going to lose them.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: xenoargh on November 28, 2012, 06:33:26 AM
I've fixed the bug:

Code
347761 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.corvus.GRDefenseSpawnPoint.spawnFleet(GRDefenseSpawnPoint.java:32)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.super.ÕØÒ000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

And have replaced that deprecated method "system.getEntityByName("Fleet");" throughout the mod code.  The main download's updated again.  Hopefully that's the last of the Java bugs in this thing :)
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: JT on November 28, 2012, 09:20:51 AM
Lawl. I got that crash at 6:30 AM, was about to pop on here to report it, decided to have a nap instead, and was going to come on now to report it fresh.

Good news, anyway!
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Vulcan on November 28, 2012, 04:23:29 PM
I've fixed the bug:

Code
347761 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.corvus.GRDefenseSpawnPoint.spawnFleet(GRDefenseSpawnPoint.java:32)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.super.ÕØÒ000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

And have replaced that deprecated method "system.getEntityByName("Fleet");" throughout the mod code.  The main download's updated again.  Hopefully that's the last of the Java bugs in this thing :)

Fixed everything :) Thank you xenoargh!
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Lasse_Kaa on December 10, 2012, 09:28:28 AM
You should probably put in the install guide, that you have to create a folder in the mods directory, which you copy the files into. Otherwise you won't be able to start the mod from the launcher.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: DaBa on December 14, 2012, 02:59:06 AM
Does Omega minimash not work with Uomoz's Corvus 16.5? Since 0.54 patch it keeps crashing for me while entering the title screen (after I downloaded both mod's updated versions). Is this normal, or am I doing something wrong?
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: theSONY on December 14, 2012, 03:57:24 AM
Does Omega minimash not work with Uomoz's Corvus 16.5? Since 0.54 patch it keeps crashing for me while entering the title screen (after I downloaded both mod's updated versions). Is this normal, or am I doing something wrong?

If it crashes than you doing everything good :) (that's the "good" part)
The "Bad" part is that Uomoz's & Omega's aint working together

PS:
                                                                                                                       ::)
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: ShadowLurker on December 15, 2012, 05:09:19 AM
Does Omega minimash not work with Uomoz's Corvus 16.5? Since 0.54 patch it keeps crashing for me while entering the title screen (after I downloaded both mod's updated versions). Is this normal, or am I doing something wrong?
It doesn't work because the Neutrino Corp exists in both mods. Delete the Gen for Neutrino Corp in either one of them and it works fine.
If it doesn't it's because you still haven't deleted every script involved in the Neutrino Corp gen yet since mine works perfectly fine.
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Lord Vetch on October 07, 2013, 04:47:47 PM
Hey, I'm having a problem when I try to start up the game. I've done 2 clean installs and i'm having the same problem over and over. I have a few mods added, but they all work fine with one another, but minimash is crashing. Even when I try to start with only minimash it crashes.
I have these modes downloaded:
Fleet Control
Lazylib
Minimash
Respec
Restock
Tradewinds

This is the error message:
7547 [Thread-6] ERROR com.fs.starfarer.combat.String  - org.json.JSONException: Unterminated string at 3932 [character 0 line 146]
org.json.JSONException: Unterminated string at 3932 [character 0 line 146]
   at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
   at org.json.JSONTokener.nextString(JSONTokener.java:249)
   at org.json.JSONTokener.nextValue(JSONTokener.java:349)
   at org.json.JSONObject.<init>(JSONObject.java:210)
   at org.json.JSONTokener.nextValue(JSONTokener.java:352)
   at org.json.JSONObject.<init>(JSONObject.java:210)
   at org.json.JSONObject.<init>(JSONObject.java:311)
   at com.fs.starfarer.loading.LoadingUtils.void(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
   at com.fs.starfarer.loading.LoadingUtils.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ó00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
   at com.fs.starfarer.loading.null.super(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Uomoz on October 07, 2013, 04:51:37 PM
Well I think it's not compatibile with Stasector 0.61a :)
Title: Re: Omega's Minimash V1.92 .54 compatible Thanks to xenoargh
Post by: Lord Vetch on October 07, 2013, 05:30:32 PM
Yeah I kinda realized that after posting, thanks though. Onto another mod!