This is just a super simple mod that adds a Tri-Tachyon station, along with appropriate cargo and a resupply fleet (focused on energy and missile weapons, and the more advanced ships - also gets a supply of veteran and elite troops). Saw some folks requesting a corporation station, and realized how easy it would be with the modding system in place - so here it is.
Note: As of 1.02, the mod now spawns in the stations after a convoy arrives in system, they won't be present on starting the game. The Tri-Tachyon convoy should arrive in 14 days from start. The Gun Runner convoy should arrive 30 days from start. When they arrive at their destinations, the stations will launch and you will be sent a message about it.
Link to old 1.01 version. (https://docs.google.com/open?id=0Bw4jSI5meNgsNzFhYTkyYWYtMWVkNy00YTEzLWE0M2UtMTMwOGM5Y2ViYzFl) (See below for newest version.)
Note that it won't be compatible with any mod that edits the tritachyon faction, or the sectorgen file. (No longer edits the main sectorgen file as of 1.02, but still requires the convoys in the tritachyon.faction file).
Update 1.01: Minor error with the original one, I had a "tempest_Balanced" in the potential resupply ships, and that ship variant doesn't actually exist, so it caused a crash when it came up. Apparently theres a file called tempest_Balanced but it's just a copy of the tempest_attack. I think it's save compatible, all I did was remove that entry from the resupply ship list.
Update 1.02:
- Added a smuggler faction I named the "Gun Runners" with a station of their own which gets launched after they arrive in system (30 days after start). The station has its own ship variants (a variant of the Medusa, Hyperion, Gemini, and a new medium carrier cruiser) as well as every gun in the game. It also stocks a variety of high end fighters, and can fix your reputation with all the factions (just buy the appropriate cargo item and wait a week).
- Modified the TT station to be launched after a convoy arrives. This means the mod no longer edits the main SectorGen file.
- Mod is still dependent on the tritachyon.faction file for the convoys. If you crash about 2 weeks after game start (or on loading after you save), you have another mod that's overwriting it.
- This version is not save compatible with 1.01. Sorry, too many changes.
Update 1.03:
- Reduced Gun Runners spawns
- Increased all other faction spawns (Independent, Hegemony, Tri-Tachyon, Pirates). Should liven up the system, and keep the Gun Runners from taking over.
- Not save compatible, as there is currently no way to edit existing spawn points (hint, hint Alex ;))
Version 1.03 was downloaded 727 times.
Good to know it was a bug, I thought I was doing it wrong. Although I might have been doing it wrong too! ;D
No, there isn't. This stuff is fairly temporary (so I think now!), so it didn't make sense to put effort into making it moddable.
Can not download.
Love the Mod,Heh, that independent one actually wasn't meant to be added yet - I was playing with it when I noticed the crash problem in 1.00 and I fixed the crash bug but forgot about adding the independent one so it got left in. The original idea was to make a player base for a player to store things, but the buy/sell menu isn't exposed to modding yet so I couldn't make that one have prices set to 0 - so instead I changed it to independent and was going to add cargo to it, but never got around to it.
But one question.. is the Independant orbital station supposed to be empty?
I can't see any ships, items, weapons, or anything..
I'm not very far into the game so it may be resupplied, but so far I haven't seen anything.
Yes, I turned it on.You have to start a new game to see the station
Please Put this mod to another file sharing.
You have to start a new game to see the stationThanks Captain Obvious, already tried it.
The symmetry was one part me liking symmetry and one part me being lazy.believe thats the way humans have been designing ships since rowboat ;)
Make one side of ship, copy, flip, paste. Hey look, the other side of the ship. ;)
The symmetry was one part me liking symmetry and one part me being lazy.believe thats the way humans have been designing ships since rowboat ;)
Make one side of ship, copy, flip, paste. Hey look, the other side of the ship. ;)
The symmetry was one part me liking symmetry and one part me being lazy.believe thats the way humans have been designing ships since rowboat ;)
Make one side of ship, copy, flip, paste. Hey look, the other side of the ship. ;)
Well that and mainly for stability reasons.
-snip-
I kind of thought the mechanic of getting weapons in over time and starting with crap in the stores was an artificial and silly thing. Having everything in one place might be a bit much, but it's convenient and allows people who haven't played before to easily see whats available and what they want to save up money for. Getting the money to actually buy the weapons and the ships is the challenge - not waiting on a random number generator to give you a lucky number and spit out the weapon you wanted.Agree, the universe existed before the player started
Why would stations have junk now and great stuff in a few months, anyway? Did someone fly through the system and buy out all the good stuff right before you showed up?
Once we have more than one system we can do things like having different weapon availability based on where you are so the player has to travel around to pick up the gear they wanted, but until then it's nice to have everything available to play with.
Only one thing I've seen that is a little frustrating is the gun runner faction has fleets EVERYWHERE ha. They seem to faceroll all the other factions by pure numbers. If i knew more about the scripting i would set it so that the other 2 factions have more fleets active at once, as that was an annoyance of mine in vanilla, not enough fleets going on at once.
Only one thing I've seen that is a little frustrating is the gun runner faction has fleets EVERYWHERE ha. They seem to faceroll all the other factions by pure numbers. If i knew more about the scripting i would set it so that the other 2 factions have more fleets active at once, as that was an annoyance of mine in vanilla, not enough fleets going on at once.
my world is now 90% gunrunners
nomads/pirates>me>tri-tachyon/hegemony>gunrunners
the gunrunners ain't no smugglers they're a sickly green invasion force but they sell good ships this mod is amazing!
Anything else I should change while im at it? Maybe some more independents too?
Just wanted to say that I think you really nailed the spawns in 1.03. Noone dominates and yet the big factions still feel powerful. Perhaps the Gun Runners defense fleets are a little too strong for what they represent but its only a tiny niggle.
It's a bit crazy but hell'a fun ;D
Yeah gun runner defense fleet destroyed my fleet of 3 BS's, 2 cruiser carriers, 5 destroyers and 5 fighters purely because they more fighters and their medusas helped to. Their fighter screen capped out all but my paragon and quickly destroyed my fighters and the battle only continued by me contesting a 30 point nav but even with my paragon being instant death to fighters i still got overwhelmed when the goddamn destroyers swarmed.
After a certain amount of days can you spawn battle fleets? i'm talking full on combat fleets with 30-40 ships in them but make them sit around the planets/stations so their purely there to test the players fleets. You could even go all out and test different fleet comps, pirates could only have a single capital ship and a ton of lighter mobile ships while the hegemony would be a traditional capital fleet.
This gos out to all the different mods, the game gets boring when you have massive fleets and nothing to do with them--i want to see the full might of every faction! It could even be a community challenge--set a limit of fleet points then mod in what you think is a factions strongest fleet would be! I'd love to see what the junk pirates could field and i would love to try and beat it.
Caused by: org.codehaus.commons.compiler.CompileException: Source file "data/scripts/world/TimCORPSpawnPoint.java" does not declare class "data.scripts.world.TimCORPSpawnPoint"
Two questions about the faction diplomacy item
1) is it resupplied at the GR base
2) is it possible to make it 'drop' when you kill a factions enemy fleet. (kill enough pirates find the item- the hegemony will forgive you for capturing its defense fleet...)
And now it gives me this error:
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/SectorGen.java, Line 83, Column 29: Unknown variable or type "spawn"
I've tried with changing the "spawn" TimCORP but it still gives me the same error, what should it say there?
need ability to spawn wrecks on battle map, like meteors but they're old shipsyou can switch out the graphics.
I have extracted the zip file into the mods folder, and checked the box in the mod option thing.
However, I can't find the station at planet IV, I have made three new saves and still no luck.
Can anyone help me?
Edit: I just had to wait for them to build it in five minutes. Silly me :)
Well done, the most recent update is well balanced and the Gun Runners were more challenging then I thought they would be, especially in the early stages.
Totally awesome mod. Thanks for all your work. I couldn't imagine playing without it now.
Have you deleting the entire mod and reinstall it? Unzipping over the top of an existing mod makes it go crazy sometimes.
That file isn't needed with the 1.02 version (it would probably spawn duplicate convoys).
Not sure what the error might be, though. It's showing at line 24 of GRModGen, which is
SectorEntityToken token = system.createToken(15000, 0);
Which must mean it isn't finding the Corvus system (getting a null for the previous line's getStarSystem). Did you perhaps rename the Corvus system in your sector gen or something? It's getting the star system by name.
I got a question... I'm using Starfarer extended and this mod, but I can't seem to find any of the extended's ships in the stations, and I very rarely, if ever, see the ships in fleets. I only see the Goose and the Oort oh and the Scarab and Sheperd. Anywho, I'm just wondering if there is something I have to do to get the ships to show up in stations and in fleets more?or you can use the mod pack that contain also this two mod already merged
Can I edit your TTConvoySpawnPoint.java file to include ships from another mod? Or should I make a similar file in the extended folder?
One dumb question:does your mod works with Project Ironclads?Pa probaj bre pa ces videti :P
There is a bug in the game engin [...]
Since that reply made absolutely no sense to me; The Ironclad mod creates an entirely new system, and removes tritachyon and hegemony (and pirate and independant) fleets. It might be possible to shove the two together, but the Ironclad mod is a total conversion - It is not recommended to use other mods with it
There is a bug in the game engin [...]
Oh? Just out of curiosity, what is the bug? If you happen to know.
It probably can work with .52a, just that the station will have to be there from the start. Alex said it probably won't be fixed.
Hmm, yeah, there's a good chance that adding the station on the fly (iirc, he added it at the 30 days mark) no longer works.Unless I missed something (which I probably did), then it's not coming back.
Spoilerprivate void addCargo(CargoAPI cargo, int count) {
List weaponIds = getSector().getAllWeaponIds();
for (int i = 0; i < weaponIds.size(); i++) {
String weaponId = (String) weaponIds.get((int) i);
cargo.addWeapons(weaponId, count);
}
cargo.addCrew(CrewXPLevel.ELITE, 25);
cargo.addCrew(CrewXPLevel.VETERAN, 200);
}[close]
SpoilerA method named "getSector" is not declared in any enclosing class nor any supertype, nor through a static import[close]
Couldn't you do a version where the station is already there, but the stock inventory is very low to start with? That way, the convoys to the station matter a bit more in the long term. Even more so if you make them hostile to all but one of the other factions. This would give the player incentive to either defend the convoys (so the station/depot can get its stock) or to also attack the convoys (plundering them before they get killed). Just a thought though.
Just curious: where are you thinking of planting the station now? Corvus IV or one of the Corvus III area planets? You seem to have a knack for predicting which planets get additions officially added to them later on ^_~ Isn't this like the second time you needed to move the Gunrunner station location?
Argh, my game crashed when they tried to build a station...
Oh, how long has 1.05 been deleted from the thread? Just noticed it's been deleted by admin. Were we not supposed to attach mod files to the threads?mediafire?
Was about to upload 1.06, guess I'll find an alternate host. Hmm, what's a good file hosting service that everyone can access?
261064 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.GRDefenseSpawnPoint.spawnFleet(GRDefenseSpawnPoint.java:30)
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.???000(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)
Negative sir, I've encountered such error in 0.54, please take a lookQuote261064 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.GRDefenseSpawnPoint.spawnFleet(GRDefenseSpawnPoint.java:30)
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.???000(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)
package data.scripts.world;
import java.util.List;
import com.fs.starfarer.api.campaign.CampaignFleetAPI;
import com.fs.starfarer.api.campaign.FleetAssignment;
import com.fs.starfarer.api.campaign.LocationAPI;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;
import com.fs.starfarer.api.campaign.CargoAPI;
import com.fs.starfarer.api.campaign.FactionAPI;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.Global;
@SuppressWarnings("unchecked")
public class GRDefenseSpawnPoint extends BaseSpawnPoint {
public GRDefenseSpawnPoint(SectorAPI sector, LocationAPI location,
float daysInterval, int maxFleets, SectorEntityToken anchor) {
super(sector, location, daysInterval, maxFleets, anchor);
}
private CargoAPI playercargo;
@Override
public CampaignFleetAPI spawnFleet() {
// Faction pardon check
StarSystemAPI system = getSector().getStarSystem("Corvus");
List allFleets = system.getFleets();
for (int i = 0; i < allFleets.size(); i++) {
if (((CampaignFleetAPI) allFleets.get(i)).isPlayerFleet()) {
playercargo = ((CampaignFleetAPI) allFleets.get(i)).getCargo();
break;
}
}
//SectorEntityToken playerfleet = system.getEntityByName("Fleet");
SectorEntityToken station = system.getEntityByName("Orbital Depot");
CargoAPI cargo = station.getCargo();
//CargoAPI playercargo = playerfleet.getCargo();
FactionAPI player = getSector().getFaction("player");
float pvh = player.getRelationship("hegemony");
float pvi = player.getRelationship("independent");
float pvt = player.getRelationship("tritachyon");
float pvg = player.getRelationship("gunrunners");
float pvp = player.getRelationship("pirates");
if (pvh < 0) {
boolean haspardon = playercargo.removeItems(CargoAPI.CargoItemType.RESOURCES, "hpardon", 1);
if (haspardon) {
player.setRelationship("hegemony", 0);
Global.getSectorAPI().addMessage("The Gun Runners have worked their magic. The Hegemony has granted you a full pardon.");
cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "hpardon", 1);
}}
if (pvi < 0) {
boolean haspardon = playercargo.removeItems(CargoAPI.CargoItemType.RESOURCES, "ipardon", 1);
if (haspardon) {
player.setRelationship("independent", 0);
Global.getSectorAPI().addMessage("The Gun Runners have worked their magic. The independents will see you as neutral now.");
cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "ipardon", 1);
}}
if (pvt < 0) {
boolean haspardon = playercargo.removeItems(CargoAPI.CargoItemType.RESOURCES, "tpardon", 1);
if (haspardon) {
player.setRelationship("tritachyon", 0);
Global.getSectorAPI().addMessage("The Gun Runners have worked their magic. You've been erased from the Tri-Tachyon kill list.");
cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "tpardon", 1);
}}
if (pvg < 0) {
boolean haspardon = playercargo.removeItems(CargoAPI.CargoItemType.RESOURCES, "gpardon", 1);
if (haspardon) {
player.setRelationship("gunrunners", 0);
Global.getSectorAPI().addMessage("The Gun Runners have officially forgiven your past transgressions.");
cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "gpardon", 1);
}}
if (pvp < 0) {
boolean haspardon = playercargo.removeItems(CargoAPI.CargoItemType.RESOURCES, "ppardon", 1);
if (haspardon) {
player.setRelationship("pirates", 0);
Global.getSectorAPI().addMessage("The Gun Runners have worked their magic. Pirates across the sector will no longer hunt you.");
cargo.addItems(CargoAPI.CargoItemType.RESOURCES, "ppardon", 1);
}}
// Faction pardon check
CampaignFleetAPI fleet = getSector().createFleet("gunrunners", "defenseForce");
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);
fleet.addAssignment(FleetAssignment.DEFEND_LOCATION, getAnchor(), 6);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
return fleet;
}
}
I'be been using gun runners a lot since .54, there is a simple fix that I found in the Omega's Minimash thread (compilation mod with gun runners).
Just replace
Code:
SectorEntityToken playerfleet = system.getEntityByName("Fleet");
with
Code:
CampaignFleetAPI playerfleet = Global.getSector().getPlayerFleet();
in GRDefenseSpawnPoint.java (file found in Starfarer\mods\Gun Runners\data\scripts\world).
Is this mod still being worked on?
Does it work with current version?