Fractal Softworks Forum

Starsector => Mods => Topic started by: TrashMan on May 07, 2013, 03:20:24 AM

Title: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
Post by: TrashMan on May 07, 2013, 03:20:24 AM
*** UPDATED FOR 7.1 AND IRONCLADS 10.2 (28.01.2016) ***


WHAT DOES THIS ADD-ON ADD?

- 1 new faction
- 1 new system (Vaynar, dead center on the map)
- new weapons
- many new portraits
- new ships


v6.5 DOWNLOAD
http://www.mediafire.com/download/fdiwj2ibda77ac2/VNS_MOD_v6.5.rar



v6.5 changelog:
**************
- several new weapons
- more and tweaked variants

v6.4 changelog:
**************
- several new weapons
- more and tweaked variants
- balance changes


v6.3 changelog:
**************
- fixes to new ships and weapons not appearing
- more variants
- fixed Ironclads bounty
- minor tweaks


v6.2 changelog:
**************
- new weapons
- 2 new ships
- new sounds
- more tweaks
- XLE and VNS start hostile (enjoy the fireworks)



v6.1 changelog:
**************
- tweaked variant loadouts
- a lot more ship names
- shortened some ship class names so they fit in the buy window
- added 2 new hull mods.
- added 1 new ship - the science vessel.
- more minor balance tweaks
- doubled price on every commodity and slightly reduced tarrifs
- Implemented the full new portrait pack (80 male and 54 female + the originals). Assigned a few portraits to ISA, UIN, RSF and XLE



IMAGES, GLORIOUS IMAGES


Updated ship lineup:
(http://s8.postimg.org/7uex9hm81/VNS_Ships.jpg) (http://postimg.org/image/7uex9hm81/)


(http://s16.postimg.org/aeoligpe9/screenshot001.jpg) (http://postimg.org/image/aeoligpe9/)
Archangel vs. Dreadnought

(http://s16.postimg.org/8yd30bmhd/screenshot002.jpg) (http://postimg.org/image/8yd30bmhd/)
Fancy new portraits

(http://s16.postimg.org/qe7920lg1/screenshot003.jpg) (http://postimg.org/image/qe7920lg1/)
Stardust Cruise Missile in action

(http://s16.postimg.org/ykz8tlbip/screenshot005.jpg) (http://postimg.org/image/ykz8tlbip/)
Armageddon bombers in action






INSTALLATION:
It's very simple to install - install Ironclads and just dump this onto it overwriting when necessary. Not a single stat, ship or weapon from Ironclads has been changed.
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: Sproginator on May 07, 2013, 03:34:34 AM
Looks cool, not sure if you need permission to do this though, never came across this sort of thing before :P
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: Okim on May 07, 2013, 03:56:48 AM
He has it ;)

Also he has my permission to use mount graphics and other stuff from Ironclads. Its an add-on after all :)
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: Sproginator on May 07, 2013, 07:45:48 AM
So it's an add on to an add on? Cool :D
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: phyrex on May 07, 2013, 08:14:07 AM
So it's an add on to an add on? Cool :D

sup dawg, so i hear you like add-ons so we made an add-on to your add-on that adds-on add-ons so you can add add-ons while youre on an add-on.

 ;D
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: Sproginator on May 07, 2013, 08:22:34 AM
Mind = Blown

Anyways, like the look of the ships, very pretty :)
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: Silver Silence on May 07, 2013, 08:31:23 AM
So it's an add on to an add on? Cool :D

sup dawg, so i hear you like add-ons so we made an add-on to your add-on that adds-on add-ons so you can add add-ons while youre on an add-on.

 ;D
(http://i.imgur.com/cnubptq.jpg)

To the OP, I still think your battleship needs it's lighting fixed, but it's all a WiP so heyo. I also like the use of custom mountings instead of starfarer's mountings. I think everyone should do that, personally. Means sprites can look more natural, rather than these odd mounts that look glued-on.
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: TrashMan on May 07, 2013, 08:39:27 AM
Thanks. WIps as I said.

Most ships are actually touched-up renders. The destroyers, the cruiser and the middle fighter are hand-drawn from scratch.

And I kinda messed up the destroyers when I accidently merged the panneling and main lines layers with the basic layer. By the time I noticed the file was overwriten and I couldn't undo. The lines should have been much sublter....as it is I'll have to re-do them by hand at some point.

And yeah, the BB isn't mirrored, but it will be once it's done (should be obvious in the engine pods ending and lighting). You can expect it to resemble in tone and detailing the cruiser more.
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: Silver Silence on May 07, 2013, 12:21:11 PM
I actually really quite like all the sharp lines on the ship, but that's just me.
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: Okim on May 08, 2013, 02:25:13 AM
People here tend to give nice and proper advices on how to improve sprite art: http://fractalsoftworks.com/forum/index.php?topic=4264.0

I think that you might post there some of your ships and see the reaction.
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: Okim on May 08, 2013, 02:26:43 AM
So it's an add on to an add on? Cool :D

I wouldn`t call a total conversion mod 'an add-on' actually ;)
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: Okim on May 15, 2013, 12:49:46 AM
Any updates, Trash?
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: TrashMan on May 15, 2013, 08:32:08 AM
Got a test for a Microsoft Certificate tomorrow and got transfered at work so I had temporarily more stuff to do.... so no, not yet.
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: TrashMan on October 12, 2013, 10:21:57 AM
Yo people.

I'm back from the dead...sorta.
I just finished adding a new ship (Dedalus assault carrier), tweaking a few existing ones and updating the files for Ironclads 6.21. Now I have to do some more tweaks and tests.

Expect an update soon...-ish.
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: TrashMan on October 13, 2013, 02:54:25 AM
(http://media.tumblr.com/c9e750f96e52b0468eeecf69a2b92ff0/tumblr_inline_mqr4qltIc51qz4rgp.gif)

That feeling when you mod isn't working and the log is as helpfull as a condom machine in Vatican.



Code
2764 [Thread-6] ERROR com.fs.starfarer.combat.String  - org.json.JSONException: JSONObject["id"] not found.
org.json.JSONException: JSONObject["id"] not found.
at org.json.JSONObject.get(JSONObject.java:406)
at org.json.JSONObject.getString(JSONObject.java:577)
at com.fs.starfarer.loading.LoadingUtils.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.if(Unknown Source)
at com.fs.starfarer.loading.SpecStore.?00000(Unknown Source)
at com.fs.starfarer.loading.null.super(Unknown Source)
at com.fs.super.oOOO.?00000(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: VNS mod (add-on to Ironclads) v.0.1
Post by: Sproginator on October 13, 2013, 09:14:49 AM
Check your CSV files first :)
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: TrashMan on October 15, 2013, 10:51:52 AM
Did...

Copied Okim ships of appropriate size/class and edited the number to make sure.
Stilll no luck.  ???

I'm going trough all the files again from top to bottom.
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: Okim on October 18, 2013, 02:13:09 AM
Idit Ship_data.csv in excel. It kinda helps to find out anything that fall out of the standard table margins (like such stuff as '2%,4%,6% flux-whatever that was kicked out of the Ironclads).
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: TrashMan on November 27, 2014, 04:08:24 AM
GLORIOUS NEWS.

This mod is back.
I will be updating this with the version compatible with Okims latest Ironclads, hopefully later today.

It shouldn't be too much work to make it a stand-alone either, but that's for a later date.

Will keep you informed.
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: Okim on November 27, 2014, 04:26:06 AM
Glad you are back.

Take a look at the new market conditions and commodities that Ironclads add. Might be helpful to make your markets a bit more stable.
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: TrashMan on November 27, 2014, 01:16:24 PM
Well, back to the drawing board...

Game chrashes upon generating the market.
Seems like my stations/planets are "missing".

I poured trough the files, but where the frak are faction relations and the systems themselves defined???

Nothing I can find in the world or campaign/econ.

I can only conclude there must be something in the IroncladsEcon.jar
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: TrashMan on December 01, 2014, 11:23:22 AM
Second attempt.
Extracted files from Okims .jar and edited/added.
Something with the economy. I get that the market entity "vixsis" is not recognized

the system, the planet and the market are all there.

If anyone can figure it out, here's the files:

https://www.mediafire.com/?hflci2vy5am8a4u
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: TrashMan on December 03, 2014, 01:47:02 AM
Halp?

(http://img3.wikia.nocookie.net/__cb20141003221517/thedorkdiaries/images/d/da/Puppy_eyes-2.jpg)
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: Okim on December 03, 2014, 05:15:02 AM
What is the exact error you get? Post a THREAD5 error block from the log and a couple of strings above it.

My bet is on JARs taking priority and any your changes being thwarted away due to this. Economy files are, however, not in a jar and thus overwrite my files. The game tries to find your markets in Ironclads` JAR and by failing to do this produces a crash.

Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: TrashMan on December 03, 2014, 10:58:31 AM
The game finds the market, but cannot find the planet methinks.

Extracting the jar or removing it doesn't help, as it seem it takes precedence over anything I make, thus it doesn't recogize my system/planets

Code
81498 [Thread-5] INFO  com.fs.starfarer.campaign.econ.B  - Loading star system: UIN/gianopolis.json
81510 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\IRONCLADS_MODDED (data\campaign\econ/UIN/gianopolis.json)]
81526 [Thread-5] INFO  com.fs.starfarer.campaign.econ.B  - Loading star system: VNS/vaynar.json
81527 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\IRONCLADS_MODDED (data\campaign\econ/VNS/vaynar.json)]
81952 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: java.lang.RuntimeException: Market in vaynar system refers to invalid entity vixis
java.lang.RuntimeException: java.lang.RuntimeException: Market in vaynar system refers to invalid entity vixis
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.oO0O.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Market in vaynar system refers to invalid entity vixis
at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
... 13 more
Title: Re: VNS mod (add-on to Ironclads) v.0.1
Post by: TrashMan on December 04, 2014, 10:23:33 AM
Ok, thanks to Okim I know knows what's up.

As long as SectorGen.java is inside the .jar, it overrides my own file.

So, how to get my mod to partially work?
Delete all files that concern my faction (faction, system, economy) and assign my ships to some other faction
Title: Re: VNS mod (add-on to Ironclads 8.3) v3
Post by: TrashMan on December 16, 2014, 01:34:39 PM
UPDATED AND WORKING!!!

Download now available (see first post)
Title: Re: VNS mod (add-on to Ironclads 8.3) v3
Post by: TrashMan on December 17, 2014, 05:09:12 AM
For those that download this, please tell me if you are experiencing problems.

specifically, pirates spawning in Vanyar. They SHOULD be spawning but I didn't have time to start a new game and test yesterday.
Title: Re: VNS mod (add-on to Ironclads 8.3) v3
Post by: connortron7 on December 17, 2014, 10:31:49 AM
Im not 100% sure on how to install the mod can you help?
Title: Re: VNS mod (add-on to Ironclads 8.3) v3
Post by: TrashMan on December 17, 2014, 11:35:51 AM
Just extract into the ironclads folder.

Or extract anywhere and copy folders over into ironclads. Overwrite
Title: Re: VNS mod (add-on to Ironclads 8.3) v3
Post by: Okim on December 17, 2014, 02:21:55 PM
For those that download this, please tell me if you are experiencing problems.

specifically, pirates spawning in Vanyar. They SHOULD be spawning but I didn't have time to start a new game and test yesterday.

In order for them to spawn you should edit FleetSpawner file. You need to specify your hideout in the possible spawn points for the pirates.
Title: Re: VNS mod (add-on to Ironclads 8.3) v3
Post by: TrashMan on December 17, 2014, 02:57:27 PM
I did.
So far not seeing them spawning...
Title: Re: VNS mod (add-on to Ironclads 8.4) v4
Post by: TrashMan on December 27, 2014, 03:58:00 AM
Bumpity!

New version for 8.4 up! ;D
Title: Re: VNS mod (add-on to Ironclads 8.4) v5
Post by: TrashMan on December 27, 2014, 02:40:25 PM
Version 5 now up. Added 2 freighter and a few minor fixes and tweaks.
Title: Re: VNS mod (add-on to Ironclads 8.4) v5
Post by: TrashMan on December 29, 2014, 03:17:53 AM
Version 5.1 added.  ;D

Link and changelog in first post.
Title: Re: VNS mod (add-on to Ironclads 8.4) v5
Post by: Okim on December 29, 2014, 04:21:59 AM
Is everything working ok?
Title: Re: VNS mod (add-on to Ironclads 8.4) v5
Post by: TrashMan on December 29, 2014, 05:15:43 AM
So far, yes.

I visited a few systems, but I haven't visited the system where the crash first appeared again. Will try now.
Title: Re: VNS mod (add-on to Ironclads 8.4) v5
Post by: Tommy on December 29, 2014, 12:24:42 PM
I installed the latest version of the mod, and :

(http://i.imgur.com/E1sRk6i.jpg)
Title: Re: VNS mod (add-on to Ironclads 8.4) v5
Post by: TrashMan on December 29, 2014, 12:41:50 PM
My apologies.
There is one file missing

I re-uploaded. Should be OK now
Title: Re: VNS mod (add-on to Ironclads 8.4) v5
Post by: Tommy on December 29, 2014, 12:52:04 PM
No worries.

Thanks :)
Title: Re: VNS mod (add-on to Ironclads 8.4) v5
Post by: Tommy on December 29, 2014, 12:54:39 PM
Now it's :

(http://i.imgur.com/VGqNQGq.jpg)
Title: Re: VNS mod (add-on to Ironclads 8.4) v5
Post by: TrashMan on December 29, 2014, 01:20:19 PM
FFF's!

I hate myself.
This is what happens when I manually drag and drop changed files. I often miss one.


Fixed again... hopefully for the last time :P
Title: Re: VNS mod (add-on to Ironclads 8.4) v5
Post by: Tommy on December 29, 2014, 01:33:16 PM
All good now.

Cheers!
Title: Re: VNS mod (add-on to Ironclads 8.4) v5
Post by: TrashMan on December 29, 2014, 02:57:59 PM
Durrrr.

I already noticed that I forgot a few minor things. nothing that will frak up your game, just things like:
- forgot to give sizifus freighter shields.
- all VNS freighters need a flux buff.
- forgot to put the main guns on the Archangel to in-built (you get them with the hull)

All in all, a lot of balancing works needs to be done on the ships. A nerf bat is incoming.
Title: Re: VNS mod (add-on to Ironclads 8.4) v5
Post by: Tommy on December 30, 2014, 01:29:18 AM
When I try to visit Argos Shipyard and I click on Trade, the game hangs.

If I click on repair, everything is fine. Probably something to do with the trading interface.

Regular Ironclads 8.4 works just fine with this particular issue.
Title: Re: VNS mod (add-on to Ironclads 8.4) v5
Post by: TrashMan on December 30, 2014, 03:40:18 AM
I haven't even TOUCHED anything in the economy or other system or factions. At all.

Not a single file was edited other than those I had, and they have precious little to do with trade (ships, wings, weapons, strings)

I think the same planet worked fine for me. Or did I visit the scrapyard? I know I was in the Argos system, but I can't recall where I docked.

anywhoo, 5.2 will be coming soon.
Title: Re: VNS mod (add-on to Ironclads 8.4) v5.2
Post by: TrashMan on December 30, 2014, 04:36:26 AM
v5.2 out.

And I updated the ship lineup image too  ;D
Title: Re: VNS mod (add-on to Ironclads 8.4) v5.3
Post by: TrashMan on December 30, 2014, 02:14:39 PM
5.3 is out.

OK, I'm stopping now. Really I am. Honest.
Title: Re: VNS mod (add-on to Ironclads 8.4) v5.3
Post by: Deathfly on December 31, 2014, 05:30:59 AM
After picking out 3 bugs, it finally works……

1st
mods\ironclads2\data\campaign\channels.json

At the last line.
   },
   "sin   
}


get the ("sin) off


2nd
mods\ironclads2\data\hullmods\hull_mods.csv

This line is missing……

[E] Multi-spectral Sensor Array (++)


3rd
mods\ironclads2\data\weapons\weapon_data.csv

check the Apocalypse

I did not fully tested it. But at least the game can start without crashing……
Title: Re: VNS mod (add-on to Ironclads 8.4) v5.3
Post by: TrashMan on December 31, 2014, 07:50:23 AM
v 5.5

 ;D ;D ;D ;D ;D


One thing I can't get right is the beam glow.

See this:
http://www.shatteredstar.org/images/screenshots/freespace/bigones/beams_impact.jpg

I'm trying to get that effect.
A beam muzzle flash if you will.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.5
Post by: TrashMan on January 01, 2015, 11:56:39 AM
FYI, I just noticed that the Hermes freighter has both turrets set to 0°. An easy fix that anyone can manually do.

For those that download, I would appreciate balance feedback.

Note that the Archangel will probably get removed as a purchesable ship and will only be obtainable in some special way.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.5
Post by: Gabriel_Braun on January 01, 2015, 01:41:10 PM
Will have a look Trash, just been playing IC all day today to chill out as got a brain fudge trying to balance the IJN lol
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.5
Post by: angrytigerp on January 01, 2015, 02:34:04 PM
Hey, Trashman, getting some issues trying to run VNS 5.5 with Ironclads 8.4.1.

I had VNS V5 and Ironclads 8.4 running just fine a week or two ago, went without internet for a bit, then downloaded the most recent updates for both Ironclads and VNS when I saw progress had been made for both. Fault as indicated by the pop-up:

Quote
Fatal: Unterminated string at 4234 [character 0 line 160]

As a test, I attempted to run just Ironclads 8.4.1 (i.e. ran SS with just vanilla Ironclads 8.4.1, VNS 5.5 NOT dragged-and-dropped into the directory) and it works fine, so somewhere along the line VNS 5.5 is producing an issue for me.

EDIT: Now with intense starsector.log action!

Code
18142 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - org.json.JSONException: Unterminated string at 4234 [character 0 line 160]
org.json.JSONException: Unterminated string at 4234 [character 0 line 160]
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:195)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.LoadingUtils.ô00000(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.õ00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.void.super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

And the most recent process performed by thread 5:

Code
4280 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Games\Starsector\starsector-core\..\mods\ironclads2 (data/campaign/channels.json)]

EDIT: Annnnnd found it. Props to Deathfly, I see now that he already found this error. In defense of my own skills of deduction, I figured it out BEFORE I saw his post, though. :p

(http://i.imgur.com/Psgts6C.png)

Deleted string, loading, and...

Except now there's a new error. Missing a Beam Glow graphic, if I understand this correctly.

(http://i.imgur.com/KBUic1q.png)
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.5
Post by: TrashMan on January 01, 2015, 03:26:11 PM
Did you re-download?

I'm sure I put up a fresh version.
Hold on, will upload version 5.5.1.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.5
Post by: angrytigerp on January 01, 2015, 03:30:53 PM
Did you re-download?

I'm sure I put up a fresh version.
Hold on, will upload version 5.5.1.

Downloaded V5.5 as linked in the OP about 2 hours ago.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.5
Post by: TrashMan on January 01, 2015, 03:32:14 PM
Try this:
http://www.mediafire.com/download/m29nb74mto99em5/VNS_MOD_v5.51.rar
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.5
Post by: angrytigerp on January 01, 2015, 03:40:25 PM
Try this:
http://www.mediafire.com/download/m29nb74mto99em5/VNS_MOD_v5.51.rar


Same issue. Hunting for the resource itself:

(http://i.imgur.com/qGBSaNL.png)

Not present, even in the archive you just put up.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.51
Post by: TrashMan on January 01, 2015, 04:21:07 PM
Ahh..I see.

Added the missing file.

Ok, try re-downloading now
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.51
Post by: angrytigerp on January 01, 2015, 06:07:57 PM
Ahh..I see.

Added the missing file.

Ok, try re-downloading now

That did the trick. Thanks, man.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.6
Post by: TrashMan on January 04, 2015, 06:40:00 AM
Small update.

Some fixes, some balance changes, 1 new ship
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.6
Post by: TrashMan on January 14, 2015, 04:51:36 AM
New version is on the way.

New weapons, more balance changes, prettier ships, more variants (ELITE variants..beware!)
You also won't be able to buy the Archangel anymore. Which is too bad beacause it's weapons got re-balanced and it's now even scarier.

What you will find is the 1st Fleet of the VNS patrolling around. Good luck taking that fleet out...huge-ass fleet, all elite ships with the Archangel as flagship.

I'm probably going to provide 2-3 different looks for ships, so you can use the one you want best.

Stay tuned.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: TrashMan on January 14, 2015, 11:25:29 AM
Aaaad...it's out.
Check first post


Some feedback pls.
It's hard to balance without feedback. ???
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: connortron7 on January 14, 2015, 01:45:14 PM
You should make the Arcangel available to purchase but make it so flobing pricey and economically difficult to maintain and on top of that make it really hard to fly

Just my opinion
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: TrashMan on January 15, 2015, 02:34:52 AM
Finally, feedback.

I might put it back in. The issue is that the player can easily earn 3million just by doing a few bounties. But I did make it require tons of CP, and it's logistic requirements and CP recovery are terrible.
Should I also make the HPPC turret purchesable?

Oh, and the Fury carrier (should really change the name) - is it useless?
For a destroyer it's horribly underpowered (only 1 medium and 6 smalls)
I tried to compensate by high burn value, cargo/fuel, lots of OP and 2 hangar bays.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: connortron7 on January 15, 2015, 10:33:21 AM
I mean make the Arcangel like 10 million credits or 37 I don't know

And I haven't flown the fury carrier yet but I'll check it out when I get my relations back up

Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: TrashMan on January 15, 2015, 11:10:21 AM
Heh.. I'll see about it.

IF you want it in, all you have to do is edit the faction file and add "vns_archangel_standard" to the ship list (under Capital Large)
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: connortron7 on January 15, 2015, 02:25:43 PM
I checked out the fury carrier and it's not bad but not good maybe add like another medium universal mount or 2 small universals and maybe another 100 armor points or 10 more speed points but what ever its your ship this is just what I think

Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: connortron7 on January 15, 2015, 08:10:30 PM
It appears that the pirates are spawning in the Sun...
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: connortron7 on January 15, 2015, 11:45:17 PM
Your stations have a lot of everything in them like 15000 fuel and supplies and a bunch of other stuff

If im bothering you just tell me I just thought you might want to know these things
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: TrashMan on January 16, 2015, 02:46:05 AM
Vixis and Avalon probably will have a lot of items. I can't figure out why THAT many exactly.
Maybe it's the planet pop or the combination of facilities/markets.

And yeah, I think Fury will need a slight buff.

As for the pirates, IIRC, they normally spawn near the sun in any system. I used the same pirate spawning code all other factions use.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: connortron7 on January 16, 2015, 01:04:36 PM
Other than that I've yet to encounter anything else that seems a bit off im loving your ships :D
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: TrashMan on January 17, 2015, 04:44:32 AM
Thanks. I still don't know exactly how the game populates the markets and why Vixis has an endless legion of military personnel available.

Oh, one note - Vindicator HE, the sound is temporary. It sounds awefull and I will replace it with something better.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: Black Crag on April 23, 2015, 11:32:03 AM
Crashed when i started it up, said something about vindicator or something that direction
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: Sproginator on April 23, 2015, 11:46:32 AM
Crashed when i started it up, said something about vindicator or something that direction

Hey dude, pretty sure this mod hasn't been updated for QUITE a while i'm afraid :/
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: Delta7 on May 20, 2015, 01:15:39 PM
any chance you could post a .zip file download? i hate win zip with a passion, and for some reason, 7zip does not seem to properly extract the files... at least i think it's 7zip's fault, the mod doesnt work.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: samsaq on June 01, 2015, 02:11:12 PM
I have one problem when playing: I can't see the ships in enemy fleets when I mouse over them, therefore making it very hard for me to pirate or know what to run away from, as well in the campaign map, as well as not being over to see ship icons, the ships visually represented in the campaign map are invisible, with only their trials visible. Any ideas as to why this is happening and how I can fix this?
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: TrashMan on June 02, 2015, 12:55:50 AM
Sounds like you're missing the graphical files for ships.

you do have the right version of Starsector, and both Ironclads and VNS are properly installed?
Check out the images folders.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: Ba Boracs on July 13, 2015, 03:21:11 PM
Does the current version work with version 9 of ironclads? because i get a null error if i try using this mod with the current version of ironclads
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: TrashMan on July 17, 2015, 01:04:57 AM
I actually haven't updated it.

Okim said he wasn't done with the balancing, so I waiting for his final pass for this version and kinda...forgot.
I'll get around to updating one of these days.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: Okim on July 24, 2015, 08:44:31 AM
Well, you should update, Trash as i`m not going to get back to Ironclads any time soon.
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: angrytigerp on August 06, 2015, 09:58:50 PM
I actually haven't updated it.

Okim said he wasn't done with the balancing, so I waiting for his final pass for this version and kinda...forgot.
I'll get around to updating one of these days.

Well, fortunate for me I thought to check this thread. I had installed IC and then dumped VNS as I've done a couple times before (each separated by a few months, mind you, as my SS urge grows), and I noticed that VNS caused errors to be logged where it was inexplicably trying to load files from all the other mods I'm using on my "add everything" (N)Exerelin playthrough.

Then I reinstalled IC without VNS, tried it, it worked, and came here to post about the discrepancy... then saw this.

Shame, that, IC in and of itself is great, but I always want MOAR... VNS helped a bit. It'll be much appreciated when, or even if, you ever get around to updating it, Trash. Till then, best of luck with whatever you're up to.

Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: TrashMan on August 11, 2015, 01:28:24 PM
I'm currently modding Skyrim again... :P
But upgrading is relatively easy.

There's only a few files that need editing really (the ones that ask you to overwrite), it's quite easy to figure out what do do.

In general, just copy the VNS bits (always at the bottom of the file) at the bottom of Okims file (weapons, ships).
the only exception is the scripts file (systems?), since that one has multiple bits where VNS ships and systems appear at about 5-6 places, but unless Okim changed it, one can just overwrite it. If no, same principle applies. Search my file for any mention of VNS and copy entire bits over to Okims file.
A good text editor that does file comparisons is handy
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: Rahbek on August 29, 2015, 08:57:17 PM
I'm currently modding Skyrim again... :P
But upgrading is relatively easy.

There's only a few files that need editing really (the ones that ask you to overwrite), it's quite easy to figure out what do do.

In general, just copy the VNS bits (always at the bottom of the file) at the bottom of Okims file (weapons, ships).
the only exception is the scripts file (systems?), since that one has multiple bits where VNS ships and systems appear at about 5-6 places, but unless Okim changed it, one can just overwrite it. If no, same principle applies. Search my file for any mention of VNS and copy entire bits over to Okims file.
A good text editor that does file comparisons is handy


I tried that suggestion. Aside from the scripts i guess it worked fine but when i tried to edit those i realized there are so many changes and i understand very little or nothing of the actual code so i couldnt do it.

If you (or someone) has some freetime for updating VNS that'd be very cool. I agree with anygrytigerp .. Ironclads is great but somehow feels like it could use some sort of expansion just like VNS. :)

Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: Ryu116 on November 21, 2015, 04:56:49 PM
I'm currently modding Skyrim again... :P
But upgrading is relatively easy.

There's only a few files that need editing really (the ones that ask you to overwrite), it's quite easy to figure out what do do.

In general, just copy the VNS bits (always at the bottom of the file) at the bottom of Okims file (weapons, ships).
the only exception is the scripts file (systems?), since that one has multiple bits where VNS ships and systems appear at about 5-6 places, but unless Okim changed it, one can just overwrite it. If no, same principle applies. Search my file for any mention of VNS and copy entire bits over to Okims file.
A good text editor that does file comparisons is handy


I tried that suggestion. Aside from the scripts i guess it worked fine but when i tried to edit those i realized there are so many changes and i understand very little or nothing of the actual code so i couldnt do it.

If you (or someone) has some freetime for updating VNS that'd be very cool. I agree with anygrytigerp .. Ironclads is great but somehow feels like it could use some sort of expansion just like VNS. :)



I second that, is there any files that someone can share with us so we can enjoy VNS mod add-on to Ironclad mod?  If there is updated files available, it is much appreicated.

 :)
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: TrashMan on November 22, 2015, 11:16:20 AM
Well, looks like Okim is back and will update Ironclads. Which means I will update VNs when he does.

Of course, I could just make the VNS ships and faction available for the vanilla game too....
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: Takion Kasukedo on November 27, 2015, 08:13:10 AM
That idea would be...intriguing...
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: Maelstrom on December 08, 2015, 09:31:49 PM
so when do you think the update will be ready?
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: TrashMan on December 09, 2015, 05:37:39 AM
I'm downloading Ironclads ATM and will look into the files.

I have to see how much changed, but it shouldn't be too much work.... I hope.

I kinda got into Mount and Blade: Warband and it's hard to tear myself away  :P
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: TrashMan on December 09, 2015, 08:33:57 AM
Still trying. Squashed a few bugs, but now get stuck on loading world script, creating my system

I get this message:

Code
29246 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/VNS/Vaynar.java', Line 27, Column 38: No applicable constructor/method found for actual parameters "java.lang.String, java.lang.String, float"; candidates are: "public abstract com.fs.starfarer.api.campaign.PlanetAPI com.fs.starfarer.api.campaign.StarSystemAPI.initStar(java.lang.String, java.lang.String, java.awt.Color, float, float)", "public abstract com.fs.starfarer.api.campaign.PlanetAPI com.fs.starfarer.api.campaign.StarSystemAPI.initStar(java.lang.String, java.lang.String, float, float, float, float)", "public abstract com.fs.starfarer.api.campaign.PlanetAPI com.fs.starfarer.api.campaign.StarSystemAPI.initStar(java.lang.String, java.lang.String, float, float, float, float, float)", "public abstract com.fs.starfarer.api.campaign.PlanetAPI com.fs.starfarer.api.campaign.StarSystemAPI.initStar(java.lang.String, java.lang.String, float, float)"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more

Code
package data.scripts.world.VNS;

import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.*;
import data.scripts.plugins.SystemFiller;
import data.scripts.world.TimeManager;

import java.awt.*;


public class Vaynar
{
  public void generate(SectorAPI sector)
  {
    StarSystemAPI system = sector.createStarSystem("Vaynar");
    system.setBackgroundTextureFilename("graphics/backgrounds/bg-03-green.jpg");
    system.setLightColor(new Color(178, 252, 255));
   
    LocationAPI hyper = Global.getSector().getHyperspace();
   
        //time manager script to run the fleet spawns
        TimeManager timer = new TimeManager();
        system.addSpawnPoint(timer);


//star
    PlanetAPI star = system.initStar("vaynar", "star_yellow", 500.0F);
    star.getSpec().setIconColor(new Color(250, 250, 0));   
    star.applySpecChanges();
   


//planets
    PlanetAPI a1 = system.addPlanet("helios", star, "Helios", "lava_minor", 180.0F, 100.0F, 1800.0F, 150.0F);
   
    PlanetAPI a2 = system.addPlanet("avalon", star, "Avalon", "terran", 80.0F, 150.0F, 4000.0F, 150.0F);
   
    PlanetAPI a3 = system.addPlanet("vixis", star, "Vixis", "jungle", 90.0F, 80.0F, 6000.0F, 120.0F);
   
system.addAsteroidBelt(star, 100, 2500, 256, 150, 250);


    system.addRingBand(a2, "misc", "rings1", 300.0F, 2, new Color(142, 79, 50), 256.0F, 400.0F, 120.0F);
       
    system.addOrbitalJunk(a3, "sattelites_rsf", 15, 20.0F, 20.0F, 200.0F, 15.0F, 5.0F, 8.0F, 0.0F, 240.0F);
   
    system.addOrbitalJunk(a2, "sattelites_rsf", 5, 20.0F, 20.0F, 350.0F, 15.0F, 5.0F, 8.0F, 0.0F, 240.0F);
   

        //jump points

    JumpPointAPI jumpPoint = Global.getFactory().createJumpPoint("vaynar_jump_point", "Jump Point");
    OrbitAPI orbit = Global.getFactory().createCircularOrbit(star, 55.0F, 3000.0F, 150.0F);
    jumpPoint.setOrbit(orbit);
    jumpPoint.setRelatedPlanet(null);
    jumpPoint.setStandardWormholeToHyperspaceVisual();
    system.addEntity(jumpPoint);
   
    system.autogenerateHyperspaceJumpPoints(true, true);
   

        //entities
    SectorEntityToken relay = system.addCustomEntity("vaynar_relay", "Vaynar Communication Array", "comm_relay", "VNS");
    relay.setCircularOrbit(system.getEntityById("avalon"), 100.0F, 500.0F, 120.0F);
   
    SectorEntityToken station = system.addCustomEntity("vaynar_guard_station", "Vaynar Defence Base", "rsf_military", "VNS");
    station.setCircularOrbitPointingDown(system.getEntityById("vixis"), 270.0F, 300.0F, 120.0F);

    SectorEntityToken station2 = system.addCustomEntity("avalon_shipyard", "Avalon Shipyard", "vns_shipyard", "VNS");
    station2.setCircularOrbitPointingDown(system.getEntityById("avalon"), 20.0F, 300.0F, 120.0F);

    SectorEntityToken station4 = system.addCustomEntity("v_ftg", "Trade Station", "rsf_military", "independent");
    station4.setCircularOrbitPointingDown(system.getEntityById("helios"), 20.0F, 200.0F, 120.0F);
   
    SectorEntityToken afield1 = system.addCustomEntity("vaynar_afield1", "Asteroid cluster P-13A", "afield", "neutral");
    afield1.setCircularOrbitPointingDown(star, 0.0F, 2200.0F, 280.0F);
   
    SectorEntityToken afield2 = system.addCustomEntity("vaynar_afield2", "Asteroid cluster P-14B", "afield", "neutral");
    afield2.setCircularOrbitPointingDown(star, 80.0F, 2600.0F, 280.0F);


    SectorEntityToken wrecks1 = system.addCustomEntity("vaynar_derelict1", "Derelict Ship", "derelict", "neutral");
    wrecks1.setCircularOrbitPointingDown(star, 10.0F, 2500.0F, 120.0F);
   
    SectorEntityToken station3 = system.addCustomEntity("vaynar_pirate", "Pirates Hideout", "hideout", "pirates");
    station3.setCircularOrbitPointingDown(star, 0.0F, 2400.0F, 120.0F);
    station3.setInteractionImage("illustrations", "space_bar");
   


    a1.getSpec().setIconColor(new Color(255, 255, 255));
    a1.setInteractionImage("illustrations", "vacuum_colony");
    a1.applySpecChanges();
   

    a2.getSpec().setIconColor(new Color(255, 255, 255));
    a2.setInteractionImage("illustrations", "city_from_above");
    a2.applySpecChanges();
   

    a3.getSpec().setIconColor(new Color(255, 255, 255));
    a3.setInteractionImage("illustrations", "quartermaster");
    a3.applySpecChanges();

    station.setInteractionImage("illustrations", "jangala_station");
   
    station2.setInteractionImage("illustrations", "cargo_loading");

    station4.setInteractionImage("illustrations", "cargo_loading");
  }
}

What am I missing here?
It looks like it's pointing to star creation line...
Title: Re: VNS mod (add-on to Ironclads 8.4.1) v5.7
Post by: Pushover on December 09, 2015, 05:44:06 PM
That error seems to be that the constructor you are calling does not take those arguments. I'm guessing that the star constructor now takes more arguments since it has a corona size.
Code
PlanetAPI star = system.initStar("vaynar", "star_yellow", 500.0F);
does not line up with
Code
initStar(java.lang.String id, java.lang.String type, float radius, float coronaSize)
Try:
Code
PlanetAPI star = system.initStar("vaynar", "star_yellow", 500.0F, 500.0F);
Title: Re: VNS mod (add-on to Ironclads 10) v6.0
Post by: TrashMan on December 10, 2015, 08:03:47 AM
Bugs squashed, works now.

*VNS mod 6.0 RELEASED*

First post updated with download link!
Title: Re: VNS mod (add-on to Ironclads 10) v6.0
Post by: TrashMan on December 10, 2015, 11:40:14 AM
Slight ***-up.

If you experience a crash upon death stating a missing shuttle entry, re-download the mod.
I also added more ship names
Title: PORTRAITS
Post by: TrashMan on December 12, 2015, 06:25:23 AM
Odd..for some reason I cannot make new topic in this sub-forum


So I'm gonna post it here:
With the new SS with officers and captain and various other NPC's (station commanders, etc), the small number of portraits becomes obvious.
Well, no more!


Presenting: THE BIGGUS MAXIMUM PORTRAIT PACK!!
http://www.mediafire.com/download/4zewn6cweofc8x8/Starsector_BMPortraits.rar

114 portraits for all your needs!
Compatible with any mod (since it's just portraits).

Just copy/paste the code into the world/faction file of your choice

This is going to become standard with the next VNS version, but I figure I should put it up separately for anyone.
Will probably also add more portraits for the next version
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.1 - updated 16.12.2015
Post by: TrashMan on December 16, 2015, 02:01:16 PM
New version up.

A few new things, 1 new ship, 2 new hull mods, as well as a even bigger, cleaned portrait pack - 155 images in total!!!
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.1 - updated 16.12.2015
Post by: Weltall on December 17, 2015, 04:21:03 AM
New version up.

A few new things, 1 new ship, 2 new hull mods, as well as a even bigger, cleaned portrait pack - 155 images in total!!!

Holy portrait madness. Thanks a lot for the addon and all the hard work for the portraits :D
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.1 - updated 16.12.2015
Post by: TrashMan on December 17, 2015, 05:18:41 AM
Can you get what this thing does?



[attachment deleted by admin]
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.1 - updated 16.12.2015
Post by: Weltall on December 17, 2015, 06:23:22 AM
Can you get what this thing does?



Lol.. litter the map with many rockets, that want to shoot dead the opposite side. That would be a lot of rockets coming  from all over the ship XD
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.2 - updated 18.12.2015
Post by: TrashMan on December 18, 2015, 03:01:01 PM
6.2 is up!

Merry Early XMas.

Enjoy the new stuff...and don't abuse the Macross ;D
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.2 - updated 18.12.2015
Post by: Weltall on December 18, 2015, 03:06:34 PM
6.2 is up!

Merry Early XMas.

Enjoy the new stuff...and don't abuse the Macross ;D

WHAT? MACROSS? WHAT?! Nooooooo now I want to start a new game! >.> I will wait for Ironclads to update the bounties and I will use this as soon. ... .... ...... MACROSS?! WHAT?!
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.2 - updated 18.12.2015
Post by: SpacePoliticianAndaZealot on December 18, 2015, 03:15:37 PM
Those portraits are absolutely dandy, great work!  :)
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.2 - updated 18.12.2015
Post by: TrashMan on December 18, 2015, 04:16:09 PM
WHAT? MACROSS? WHAT?! Nooooooo now I want to start a new game! >.> I will wait for Ironclads to update the bounties and I will use this as soon. ... .... ...... MACROSS?! WHAT?!

Name for the missile bus.  :P

I didnt make the ACTUAL Macross..that would be way overkill
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.2 - updated 18.12.2015
Post by: Weltall on December 18, 2015, 04:19:33 PM

Name for the missile bus.  :P

I didnt make the ACTUAL Macross..that would be way overkill


Nooooooo and I imagined a transforming Macross!!! <- Yes I even imagine the transforming of it ... XD
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.3 - updated 19.12.2015
Post by: TrashMan on December 19, 2015, 07:36:22 AM
Another update. v6.3 is now up

Fixes for new ship and weapons not appearing, some new variants, typo fixes and description fixes.
Also the Ironclads bounty problem fixed.
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.3 - updated 19.12.2015
Post by: SpacePoliticianAndaZealot on December 19, 2015, 12:27:55 PM
You might want to clean up the portrait entries text file, had to fix it myself since the game kept returning syntax errors  ;)
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.3 - updated 19.12.2015
Post by: TrashMan on December 20, 2015, 01:18:12 AM
Odd...I get no errors.

There was one in another file I removed 5 minutes after uploading.


Anyway, here's the current ship lineup:
(http://s8.postimg.org/7uex9hm81/VNS_Ships.jpg) (http://postimg.org/image/7uex9hm81/)

I'm gonna have to make another mod update, since tge Copernicus isn't showing up and the beam cannon balance and effect need work.
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.3 - updated 19.12.2015
Post by: TrashMan on December 23, 2015, 03:30:29 AM
Been busy updating and re-balancing stuff.
- Many variant paid no attention to the OP limit, so I'm fixing that.
- Adding several new weapons to the VNS arsenal and changing loadouts so there's less use of other factions weapons (especially more advanced ones)
- After many test battles the balance for some things was way off.
- Paladin bumped from cruisers into capitals with corresponding tweaks.
- OP points for most ships tweaked

Alas, I can't get the animated VMLS to work :'(
Also, no faction missions, until Okim manages to incorporate them

Release soon-ish.
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
Post by: TrashMan on December 24, 2015, 01:04:22 AM
6.4 Released.


Merry X-Mas
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
Post by: Weltall on December 24, 2015, 05:09:37 AM
Merry Christmas :D
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
Post by: TrashMan on December 26, 2015, 09:23:37 AM
I kinda rushed hat one out of the door, so feedback is appreciated.

Strange graphics/effects, balance wankery, etc...
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
Post by: Darenkel on January 16, 2016, 06:55:40 PM
Ironclads went 10.2 a couple days ago, any chance this is still compatible?

-EDIT- Tested it and... no, no it doesn't work.
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
Post by: TrashMan on January 25, 2016, 05:04:51 AM
I actually have an updated version with some new guns for the latest Ironclads...but given that Ironclads itself freezes, it's pointless to release it.
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
Post by: ron on January 25, 2016, 05:48:03 PM
Ironclads is working for some of us.  At least as well as anything, considering newer versions of Windows have a habit of crashing even when running nothing at all.

Go ahead and post the new one.  And ask around, to see if there's a fix for why it's crashing frequently for you.  (I had to enable save file compression over in the settings.json file to get save games to load, so I know the feeling.)
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
Post by: TrashMan on January 26, 2016, 12:49:04 AM
Allrighty.

I compared the Ironclads files and the only difference between the versions in in the .java file and faction files.
So I cannot explain the freeze, as I didn't change anything on my end other than add a few new weapons.
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
Post by: ron on January 26, 2016, 01:43:54 AM
meh ... not complaining or anything, but there's really no way I can get Mediafire to work where I am (specifically, China).

Any other locations where I can download this thing?

If so, I'll check it out ... see if I can make it work.  We might stumble over why yours is crashing.
Title: Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
Post by: TrashMan on January 28, 2016, 02:48:13 PM
Hm...I can try to put it somewhere else.

Either way, I put 6.5 up.
No guarantees it will work well.

The only changes Okim made (that I could see) were in the factions files, so aside from new guns and ship variants, that's the only thing changed
Title: Re: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
Post by: ron on February 03, 2016, 01:36:01 AM
OK, I got a copy (by rather circuitous route of getting someone else to pull it from Mediafire for me, and send it over Skype), and goy you some data ... see if this means anything to anybody ....
The log file looked fine until it got to this point:

Spoiler
23040 [Thread-5] INFO  data.scripts.world.FleetSpawner  - Spawning VNS main fleet in Vaynar.
23154 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.FleetSpawner.vnsmain_spawner(FleetSpawner.java:1125)
   at data.scripts.world.TimeManager.runWeekly$(TimeManager.java:74)
   at data.scripts.world.TimeManager.doIntervalChecks$(TimeManager.java:136)
   at data.scripts.world.TimeManager.advance(TimeManager.java:117)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]

Needless to say, Java Null Pointer Exception was a total crash to desktop.
Now, it didn't do this with the latest version of Ironclads before plugging in the VNS package, so something has changed.
There's no way my programming skills are good enough to find exactly what, but maybe this log file will help.


------------------------
Edit:
Started a new game ... it hasn't done this again ... yet.   Will keep you informed.
Title: Re: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
Post by: TrashMan on February 03, 2016, 04:56:37 AM
As far as I can see, there are no changes in the fleet spawning file from the previous Ironclads version, and neither have I made any changes there in the VNS mod, so I have no idea why that error popped up.

Title: Re: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
Post by: ron on February 04, 2016, 01:11:35 AM
No idea about that.

Did find one minor but annoying bug, where if you take VNS military commission, fights with pirate and marauder groups don't register as enemies.  Rep -5, "not hostile with pirates" (and oddly enough, it always said "pirates", even if it was marauders or black widows.  The faction screen clearly showed that they should have been hostile with these groups.  It didn't have this bug when fighting the Russians (who were also hostile in this particular game, not sure if they always are).
Title: Re: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
Post by: TrashMan on February 04, 2016, 06:02:44 AM
Did find one minor but annoying bug, where if you take VNS military commission, fights with pirate and marauder groups don't register as enemies.  Rep -5, "not hostile with pirates" (and oddly enough, it always said "pirates", even if it was marauders or black widows.  The faction screen clearly showed that they should have been hostile with these groups.  It didn't have this bug when fighting the Russians (who were also hostile in this particular game, not sure if they always are).

Well, that's cenrtainly odd... ???
Title: Re: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
Post by: ron on February 04, 2016, 07:42:07 AM
"odd" ... yeah, that was kind-of the word that came to mind.  Like, how could the code get so confused as to do THAT?

Anyway, see if you can replicate it ... because it seems a minor but extremely game-significant bug.

Otherwise ... I'm really liking your mod.  One more faction, with a rather different military philosophy, to kind-of break up the stalemate, was just what Ironclads needed.
Title: Re: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
Post by: lechibang on September 11, 2017, 11:36:05 AM
The Macross class doesn't collide with anything....
Also if it's going to be a missile cruiser, adding an ability that doubles the amount of projectiles fired would be great =D
Title: Re: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
Post by: TrashMan on September 12, 2017, 12:09:00 PM
The Macross class doesn't collide with anything....
Also if it's going to be a missile cruiser, adding an ability that doubles the amount of projectiles fired would be great =D

You do realize this is a very old thread?


Methinks you should go here:
http://fractalsoftworks.com/forum/index.php?topic=12119.0