Fractal Softworks Forum

Starsector => Mods => Topic started by: Paul on February 15, 2012, 01:16:39 PM

Title: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: Paul on February 15, 2012, 01:16:39 PM
With the release of Starfarer 0.51a, the need for a Tri-Tachyon station mod is no more. The utility of the Gun Runners base remains, however, so this mod is being renamed the Gun Runners mod as of version 1.04.

Changes for 1.04:
- Gorgon speed reduced to match new Medusa speed
- Tri-Tachyon station removed, as the core game includes one now.
- Gun Runners station moved to Corvus I, as the core Tri-Tachyon station is now orbiting Corvus V.
- Mod should now be compatible with all others, since it no longer edits the tritachyon.faction file.

Just for fun, I'll note down the # of downloads on the previous version before I replace it with the new. GR 1.04 was downloaded 929 times. That's 202 more than version 1.03, although 1.04 was up for a while longer.

Changes for 1.05:
- Not much, I just moved the GR station from Corvus I to Corvus IV since the storage station is on CorvusI now. If you have a save from before the station is launched it will launch over Corvus IV even if the convoy is already headed to I. If you have a save where it has already launched it will still work fine on Corvus I.

Changes for 1.06:
- Added ship systems introduced in 0.53a to the GR ships
- Utilized new API functionality to manage the ships for sale in the station. Every convoy clears out and refreshes ship inventories (so don't sell a ship to the station that you intend to buy back in the future!).
- The station now stocks one of every standard hull type in the game (including the ones that aren't really all that useful for now, like tankers and cargo ships and troop ships, but if you want it they got it), in addition to the pre-equipped GR ships and various fighters that it has always sold.
- Reduced station's orbital distance from the planet. This has no real effect on the game, I just thought it looked funny for the station to be orbiting so far from such a small planet.
- Should be fully save compatible with 1.05, the next convoy will update the station with all the ship hulls.

Mod features:
- A station orbiting Corvus IV which will spawn after the arrival of a convoy 30 days after the game start.
- All weapons available in the station (including those added by other mods)
- All stock ship hulls available in the station (one of each, restocked every convoy - not including those added by other mods, since there is no function to get all hull types just yet)
- Faction specific ships - the Gorgon (modified Medusa), Helios (modified Hyperion), Paria (modified Gemini), and Hades (a mid-range cruiser carrier with 2 decks, graphic based on the Condor).
- Purchase Faction resets - fix your relations with Pirates, Tri-Tachyon, Hegemony, or the Gun Runners themselves. Just buy it and wait a week at most.
- Increased spawn of Pirate, Tri-Tachyon, Independent, and Hegemony ships.

Old post:
Quote
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.


[attachment deleted by admin]
Title: Re: Tri-Tachyon Station mod
Post by: SgtAlex86 on February 15, 2012, 01:23:21 PM
:o nice will try it out  ;D
Title: Re: Tri-Tachyon Station mod
Post by: Kilvanya on February 15, 2012, 01:30:00 PM
so not mac friendly then?
Title: Re: Tri-Tachyon Station mod
Post by: Paul on February 15, 2012, 01:32:58 PM
Oh, I didn't think about that. Would zip be better?
Title: Re: Tri-Tachyon Station mod
Post by: Kilvanya on February 15, 2012, 01:33:28 PM
yup
Title: Re: Tri-Tachyon Station mod
Post by: Paul on February 15, 2012, 01:35:45 PM
Ok, heres a link to a zip. In the future if I release anything I'll know to use zip instead :), never really modded in a community that supported both Mac and PC.

-edit- Link in OP is a zip now.
Title: Re: Tri-Tachyon Station mod
Post by: Alex on February 15, 2012, 01:56:38 PM
Nice! Btw, I looked at getEntityByName - there was a bug with it where it wouldn't work until after the game had started. Fixed it up, should work next version.

Hmm. I'll see if I can tweak things so that you can add a new fleet type w/o having to override the entire faction, too.
Title: Re: Tri-Tachyon Station mod
Post by: Paul on February 15, 2012, 02:11:42 PM
Good to know it was a bug, I thought I was doing it wrong. Although I might have been doing it wrong too! ;D

Is there any way currently to edit the buy/sell interface for stations? I was goofing around with adding a player station that players can store stuff at, and I can do that easy enough - I just don't see a way to edit the interaction with the station to make it not use credits.
Title: Re: Tri-Tachyon Station mod
Post by: Alex on February 15, 2012, 02:19:20 PM
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.

Good to know it was a bug, I thought I was doing it wrong. Although I might have been doing it wrong too! ;D

Hehe, I know what you mean. It's like when you go to debug something, and find five separate reasons for why it couldn't possibly have worked the first time :)
Title: Re: Tri-Tachyon Station mod
Post by: Paul on February 15, 2012, 02:41:31 PM
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.

Fair enough. Can't wait for future versions when campaign stuff is more developed. Game has so much potential, even in this early stage.
Title: Re: Tri-Tachyon Station mod
Post by: hairrorist on February 15, 2012, 03:01:23 PM
Where is it?
Title: Re: Tri-Tachyon Station mod
Post by: arcibalde on February 15, 2012, 04:15:36 PM
You can't load. If you load it's not there. So you must create new game and you'll see it. Planet with 'ÍV' in it's name  ;)
Title: Re: Tri-Tachyon Station mod
Post by: Paul on February 15, 2012, 05:48:26 PM
Yea, loading won't work as it won't generate the station. And it's on planet IV, I picked that one because it's the one all the Tri-Tachyon guys spawn at.

Updated the file with a crash fix.
Title: Re: Tri-Tachyon Station mod
Post by: Levik on February 19, 2012, 04:29:51 AM
Can not download.
Title: Re: Tri-Tachyon Station mod
Post by: Plasmatic on February 19, 2012, 08:12:52 AM
Love the Mod,

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.
Title: Re: Tri-Tachyon Station mod
Post by: SgtAlex86 on February 19, 2012, 08:19:13 AM
if someone combines em... dont forget to add junkies to the mix :3 no reason not to have everything right?  ;)
Title: Re: Tri-Tachyon Station mod
Post by: Paul on February 19, 2012, 12:00:14 PM
Can not download.

Not sure why you wouldn't be able to. Should be able to click the link and go file->download original. I can upload it elsewhere if needed, though. Just tell me a place you can download from.

Love the Mod,

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.
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.

It works as a nice place to sell cargo though.

I was thinking of turning it into a weapon dealer with a stock of every weapon in the game, just so people can buy what they want to test things out.
Title: Re: Tri-Tachyon Station mod
Post by: Plasmatic on February 19, 2012, 01:33:46 PM
That's be nice.. pain in the butt trying to find he weapons you want if you lost your ship :)
Title: Re: Tri-Tachyon Station mod
Post by: Levik on February 19, 2012, 08:17:47 PM
Set of modes. And where a new station?
Title: Re: Tri-Tachyon Station mod
Post by: Foxd1e on February 19, 2012, 10:36:10 PM
Junk Pirates, TT Station, and Starfarer Extended, the penultimate 3 mods. If brought together into one game, they will destroy the universe! (And also let us have one heck of a gaming experience  8))
Title: Re: Tri-Tachyon Station mod
Post by: Paul on February 20, 2012, 08:58:59 AM
Would need to do another merger to get it working with Starfarer extended - he edited all the factions to include his special ships, which makes it not compatible in regard to tritachyon.faction since I edited the same file to add in the convoys.

I'm working on some more modifications of my own right now, but it wouldn't be hard if someone wanted to merge them - just add my extra convoys to his tritachyon.faction file, or his extra ships to mine.
Title: Re: Tri-Tachyon Station mod
Post by: Levik on February 22, 2012, 02:56:01 AM
I'm probably blind. No changes after installing the mod can not see.
Title: Re: Tri-Tachyon Station mod
Post by: mendonca on February 22, 2012, 03:06:39 AM
It adds a station out orbiting the planet where the TT fleets normally spawn.

Sounds daft, but have you ticked the box in the startup splash screen (where you get to tick 'sound' and 'fullscreen' and the resolution), where it says 'Mods' at the bottom?
Title: Re: Tri-Tachyon Station mod
Post by: Levik on February 22, 2012, 05:14:22 AM
Yes, I turned it on.
Please Put this mod to another file sharing.
Title: Re: Tri-Tachyon Station mod
Post by: Apophis on February 22, 2012, 05:23:00 AM
Yes, I turned it on.
Please Put this mod to another file sharing.
You have to start a new game to see the station
Title: Re: Tri-Tachyon Station mod
Post by: Levik on February 22, 2012, 05:51:47 AM
You have to start a new game to see the station
Thanks Captain Obvious, already tried it.
Title: Re: Tri-Tachyon Station mod
Post by: Paul on February 22, 2012, 07:40:54 AM
Are you using it with other mods? Right now it's not very mod compatible. Next version will be.
Title: Re: Tri-Tachyon Station mod
Post by: Levik on February 22, 2012, 08:21:14 AM
No, I have only your mod. Please fill it in another place. For example http://depositfiles.com/
Title: Re: Tri-Tachyon Station mod
Post by: XpanD on February 22, 2012, 08:26:51 AM
Check your PMs, I made an alternative download link for you on my site. The Google site works fine for me, though.
Title: Re: Tri-Tachyon Station mod
Post by: Levik on February 22, 2012, 09:18:32 AM
Thank you, everything worked. The problem was that I have all the files from your mod threw in one folder.
Title: Re: Tri-Tachyon Station mod
Post by: Paul on February 22, 2012, 09:24:01 AM
Oh, thats just the way Google Docs handles zip files apparently. Wasn't doing it with 7zip. Wonder if theres an option to disable getting files individually and just make it give you the whole zip.

You don't click and download each file individually, you're supposed to click Download Original (upper right), which gives the whole zip file instead of piecemeal like it does if you click the files individually.
Title: Re: Tri-Tachyon Station mod
Post by: XpanD on February 22, 2012, 09:40:47 AM
If you want to have the .zip archive mirrored, I could give you the direct link I set up for Levik earlier on my own website. Might help avoid confusion, though mod updates might take a little while to get mirrored as well. A PM should work for that, though. Let me know if you're interested.

Great little mod, I really hope that this gets added to the main game eventually. :)
Title: Re: Tri-Tachyon Station mod
Post by: Paul on February 22, 2012, 10:23:02 AM
I'll have an updated version soon.

Some things I'm working on for the next version:
A new faction of smugglers that sell every weapon in the game.
A way to fix your relationship with factions.
Making the mod more compatible with other mods (although I don't think I'll be able to remove the faction dependence for compatibility with mods that edit the default factions, unless I made a duplicate tritachyon faction for their convoys - but that's probably a bad idea).
A few new ships - mostly recolors of existing ones with different turret slots, but I made one new frankenstein ship by putting together pieces of others that looks pretty good imo.

Heres the frankenstein ship, aptly colored a nice sickly green  ;D:
(http://i40.tinypic.com/2pyxtgn.jpg)
Think that's an OK size for a cruiser? Now that I look at it it seems kinda smallish for a cruiser, but I already did all the weapon points and such so im not sure I want to enlarge it heh.
Title: Re: Tri-Tachyon Station mod
Post by: SgtAlex86 on February 22, 2012, 10:34:18 AM
have to say i like it... all symmetric and stuff  ;)
Title: Re: Tri-Tachyon Station mod
Post by: Paul on February 22, 2012, 10:47:46 AM
The symmetry was one part me liking symmetry and one part me being lazy.

Make one side of ship, copy, flip, paste. Hey look, the other side of the ship.  ;)
Title: Re: Tri-Tachyon Station mod
Post by: SgtAlex86 on February 22, 2012, 10:54:11 AM
The symmetry was one part me liking symmetry and one part me being lazy.

Make one side of ship, copy, flip, paste. Hey look, the other side of the ship.  ;)
believe thats the way humans have been designing ships since rowboat  ;)
Title: Re: Tri-Tachyon Station mod
Post by: Shield on February 22, 2012, 11:25:29 AM
The symmetry was one part me liking symmetry and one part me being lazy.

Make one side of ship, copy, flip, paste. Hey look, the other side of the ship.  ;)
believe thats the way humans have been designing ships since rowboat  ;)

Well that and mainly for stability reasons.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Paul on February 22, 2012, 12:46:15 PM
Just released the 1.02 version. I play tested it a bit and everything should be working, but let me know if something goes wrong.

-edit- Oh, and this one should be compatible with other mods as long as they don't edit the tritachyon.faction file. If they do, you'll need to merge the changes (add my changes to the other mod's tritachyon.faction file, or vice versa if it's mine overwriting the other's).

Forgot to add: The new faction's station is on planet V. I also removed the empty one on planet I.

And testing mod compatibility, it works fine with the Nomads right off. With junk pirates you have to delete his extra generators.csv, it's a duplicate of the default one and for some reason having a duplicate in a mod breaks other mods generators.csv files.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: ArthropodOfDoom on February 22, 2012, 02:27:53 PM
Is it necessary to create a new file in order to use this mod? I am in approximately the 221st cycle, but I would really like some extra stations.

EDIT: Derp, didn't read the other posts before posting. Either way, is there a way to edit in the new factions/etc.?
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Paul on February 22, 2012, 02:34:08 PM
Probably, but I wouldn't know how. Never really tried editing the SF saves yet.

You'd probably have an easier time just making a new save and editing in the money to buy yourself another fleet.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: ArthropodOfDoom on February 22, 2012, 03:03:17 PM
I don't see why not. In fact, I think I will keep my current fleet as a memoir of my first really successful fleet, being the only one to get past a couple of ships. Oh, and the Bomber-Lasher sounds fun as well. :D
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: leonvision on February 22, 2012, 03:34:35 PM
The symmetry was one part me liking symmetry and one part me being lazy.

Make one side of ship, copy, flip, paste. Hey look, the other side of the ship.  ;)
believe thats the way humans have been designing ships since rowboat  ;)

Well that and mainly for stability reasons.

that for moving through a fluid though so it doesnt apply in space, but the weight and thrust distribution does still take a factor

-snip-

in my opinion the TT and the gun runner station needs to be rebalanced, getting stockpiles of every weapon at jan 23 cycle 206 is way too early and overpowered. i know most players will not have the money to buy the weapons and ship equipable by that time, but part of the fun before is to adapt to what you have available, and waiting for the weapons you want.

i think, for the gun-runners, should have all the weapons available to be supplied through their convoys, but not all in stock from the very beginning. same with the TT station, but only energy weapons( and possibly missiles).

aside from that, it's fine, might want to increase the pricing on the relation resets tho, since it's more of a late game item and 30000~90000creds isnt that much.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Paul on February 22, 2012, 03:50:48 PM
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.

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.

As far as the resets, I could raise it a bit if folks think it should be raised - I just didn't want to make it too high. Some folks don't have such an easy time raising money - and when the AI is fixed to not retreat and surrender when you buzz them a few times it should be a bit harder to rake in tons of cash.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Arghy on February 22, 2012, 05:42:57 PM
Yeah until we get new systems theres no reason to artificially limit anything--you can have attrition work its wonders and eventually run out of weapons to which you must wait for the convoy to restock.

Love the idea of a new faction and better station layout and mods being compatible.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: ArthropodOfDoom on February 22, 2012, 09:20:00 PM
Now that you've coded it, how hard would it be to just have the Gun Runners be the Independent faction. I think that would make a lot more sense, as I don't really need the extra ships.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Arghy on February 22, 2012, 09:38:12 PM
Jesus the every weapon station is beautiful--made the perfect medusa fits and if you got okims mod on there you get tons of cheap weapons to experiment with!
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Anysy on February 22, 2012, 09:54:39 PM
You would release this right as I got comfortable with my TTstation/junkpirates/SFextended meld...

TO THE NOTEPAD
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Apophis on February 22, 2012, 11:18:32 PM
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.

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.
Agree, the universe existed before the player started
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Alexander86 on February 23, 2012, 03:47:21 AM
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.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Vizzy on February 23, 2012, 07:28:12 AM
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.

Exactly. Great mod, it just seems the Gun Runners are a major super-power, more numerous then even the Hegemony! I think something along the lines of the 'independent' faction would be ideal (or maybe just a little more than them).

Apart from that, good stuff   ;D
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Paul on February 23, 2012, 07:29:45 AM
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.

I only put 15 fleets at once, same as pirates and the independent faction, but I guess thats a bit much in combination with pirates heh. TT only gets 10 while Hegemony gets 5 patrols and the defense fleet. Gun Runners only spawn 3 types of convoys - small smuggler group with the light carrier and 15 fleet points worth of fighters, large smuggler group with the medium carrier and 30 points worth of fighters, and raider group with max 30 points worth of frigates and destroyers (usually 2 destroyers + 1 frigate, sometimes 2 frigates + 1 destroyer, with varying destroyer loadouts). The smuggler groups are kind of focused though, they go straight to the other stations. The raiders simply raid the system. I attached a file to this post adjusting the fleets down to 5, although it requires a new game (or at least a game set before the gun runners launched their station) since theres no way to adjust numbers on an already placed spawn point.

As far as SF Extended compatibility, it has two things breaking compatibility with this mod:
1). The tritachyon.faction file. To fix this, you need to delete either his or mine and replace the other one with a merged file - I attached one to this post with my convoys in a file with his changes.
2). He has a generators.csv file referencing the default sectorgen (an unnecessary duplicate of the base game one, which causes mod conflicts if present - same issue the junk pirates mod had). It's not needed, so simply deleting it from his mod works fine.

-edit - removed the GR numbers adjustment, since I have it fixed up in 1.03.

[attachment deleted by admin]
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Paul on February 23, 2012, 08:07:51 AM
Oh, any more opinions on the prices for faction resets?

Also, I'm surprised nobody has commented on the icon I used for the faction resets. It's an iPad with Alice in Wonderland displayed on it from here (http://en.wikipedia.org/wiki/File:1st-Gen-iPad-WiFi-iBooks.jpg), shrunk down and tinted green.  ;)
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Levik on February 23, 2012, 09:07:42 AM
Make green Valkyrie.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: arwan on February 23, 2012, 09:39:32 AM
loving the mod so far.. if i had 10 thumbs i would give them to  your mod.. as mother nature is cruel she only saw fit to give me 2... so i give you 2 thumbs up.

also would love to see some more green ship variants  ;)

and LOVING the mid range carrier.. YAY... "toasts a mug of rum"
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Anysy on February 23, 2012, 01:13:04 PM
Yeah i got it all doing what appears to be working together - Trytachyon and gunrunners stations have been deployed, and everything at least looks mostly right.

Merging via notepad isnt too difficult, and honestly the most annoying part was when excel whined at me because it didnt want to edit two .csv files of the same time at the same time. Otherwise, took only a few minutes to get them all moved together
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Paul on February 23, 2012, 01:30:20 PM
Shouldn't need to edit csv files to get mods to work together. The game automatically merges those files as long as conflicts don't exist.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Anysy on February 23, 2012, 04:35:48 PM
Wait, really? You mean.. actually run multiple mod directories at once?

I didnt even consider doing that..
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Subject901 on February 23, 2012, 11:00:14 PM
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!
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Arghy on February 24, 2012, 01:59:37 AM
The hegemony should be like a far off police force that only runs the show because they send in a huge police force every so often--let the other factions thrive but then when the hegemony supply convoy comes have it come with like 4-5 badass strike forces that clean up the system till they are wiped out. Is there also a way to make the pirates spawn stronger fleets when you get stronger fleets? You really have no choice but to attack all the other factions once your to slow to catch the pirate fleets but it would be fun if there was a large pirate fleet you could occasionally attack.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Paul on February 24, 2012, 09:13:26 AM
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!

Yea, that wasn't really intended haha. I just set them to spawn kinda like pirates, without realizing they would overwhelm the Hegemony and Tri-Tachyon.

I'll put up a new version with slower spawning gun runners so they don't overwhelm everything. I can add an extra Hegemony and Tri-Tachyon spawn point, too. Should make for a more crowded and active system.

Anything else I should change while im at it? Maybe some more independents too?
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Zarcon on February 24, 2012, 09:16:08 AM
Anything else I should change while im at it? Maybe some more independents too?

Shore!   ;D
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Paul on February 24, 2012, 09:24:26 AM
Hmm, TT is hostile to independents, so maybe I'll add a independent spawn focused on mercenaries with the Gun Runners station as a target. Call them customers :)

I'll make the TT station send attack fleets against the gun runners once their station is built too. After all, they're competition. Should liven things up a bit.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: assassinsafro on February 24, 2012, 10:19:32 AM
Hi, Sorry to bother but i cant seem to get the mod working. I download it unzip it and put it into my mod directory. I select it in the launcher but then there are no stations on corvus IV or V. Im not sure what i am doingwrong any help would be greatly appreciated.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Paul on February 24, 2012, 10:20:48 AM
They spawn once the convoys arrive. 14 days before the TT convoy spawns, 30 days on the gun runner convoy. Then they head to Corvus IV and V, respectively. Once they arrive, the station spawns.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: assassinsafro on February 24, 2012, 10:37:01 AM
Thanks for the help, the mod seems great thumbs up.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Thaago on February 24, 2012, 10:46:43 AM
[EDIT] Doesn't work.

Disclaimer: I haven't tested this yet but I think it would work:

If you want the stations to spawn immediately you can copy the bit of code that generates them into GRModGen.java in /data/scripts/world. For the gunrunner station copy from GRConvoySpawnPoint.java to GRModGen.java - the relevant code is about halfway through after th second "if (station==null)".

I like the way it spawns after some time, but just to make sure its working this should do it.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Paul on February 24, 2012, 11:10:51 AM
Actually, that's a bad idea right now. ;) Until next version, there is a bug with getEntityByName that prevents it from working in the gen file. That was the reason I initially moved it to the spawn points.

Before I moved it to spawn points I had to spawn them in the default SectorGen instead, but I wanted to remove that dependency since a bunch of other mods also edit the default SectorGen for the same reason. Makes the mod more compatible with others.

I'll be releasing an update shortly that adds extra spawns for: Pirates, Independents, Tri-Tachyon, Hegemony. And reduces spawns of: Gun Runners. That way the system is a bit more lively, and the Gun Runners don't dominate the system, as that was never my intention. Making the extra Pirate and Independent spawns visit the Gun Runner station, which should spur some conflict around there. The Hegemony is just additional patrols in the system triggered by the launch of the TT station. And the Tri-Tachyon spawns attack fleets to attack both the Gun Runners and the Hegemony stations, as well as security details to defend the TT station.

Just going to run it for a few mins to see how the balance of power looks after the change.
Title: Re: Tri-Tachyon Station mod - 1.02, now with Gun Runners faction
Post by: Thaago on February 24, 2012, 11:51:04 AM
Heh - that teaches me to post without a computer to test on :D. Very nice mod btw, I forgot to say that last post!
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Paul on February 24, 2012, 11:56:08 AM
Well, after letting it run for a while things look pretty good. Seems to be a good spread of factions on the map. Although I'm sure player interference will change things a lot, so further feedback is welcome.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: cardgame on February 24, 2012, 12:32:25 PM
This looks pretty nice. I'll download it later and give you some more feedback :)
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Arghy on February 24, 2012, 02:47:40 PM
Bigger fleets or just slower fleets would be nice until the fleet speed gets changed, chugging along at 108 with 100% speed means i have to loiter around hoping to snag defense fleets. The cruiser carrier is goddamn amazing and same with the projectile medusa.

There needs to be more heavy dedicated carriers, i mean we have a single heavy carrier there should be a huge selection from fast attack to fleet carriers.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: ArthropodOfDoom on February 24, 2012, 11:16:46 PM
Can you just plop the new 1.03 version in in order to change the spawns around? Or do you have to generate a whole new world?
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Subject901 on February 25, 2012, 12:48:40 AM
he says not save compatible :(
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Paul on February 25, 2012, 09:23:49 AM
Adding new ships and guns will be save compatible - so if I add new Gun Runners stuff later it won't break saves. It's just I can't edit existing spawn points - so I couldn't fix the super fast spawning Gun Runners without breaking save compatibility.

Or, well, I could have - but that would have meant gutting the existing spawn and creating a new duplicate one, but im not sure if that would cause problems down the road. Cleaner to just fix it and let people restart - folks can always add extra money to their save to get things back on track faster, and most ships are available for sale anyway.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Vizzy on February 25, 2012, 01:19:23 PM
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
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Arghy on February 25, 2012, 02:32:44 PM
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.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Paul on February 25, 2012, 02:45:50 PM
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

That's good to hear :)

The GR defense fleet is supposed to only be 1, and in straight gameplay it only spawns 1 - it only spawns the second one when you save and load, which is caused I believe by the game jumping ahead 30 days due to a bug. That fleet spawning is where my faction relations reset code is at, so I wanted it to run every 7 days (so you could buy a reset and wait a max of 7 days) so it's set to despawn after 6 days of flying around then respawn on day 7. With the attack fleets hitting the GR I had issues where the fleet might fly around for a week just chasing ships and not despawn properly, so I set it to have a max of 2. That way it'll spawn another fleet and get the faction reset code triggered, then the old one will eventually come back and despawn once its done chasing stuff.

As far as their strength, that was intended as a challenge for the player more than a way to ward off the other factions.

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.

Could get battle fleets spawning in after a certain time stamp if it was wanted, would just have to edit in big fleets into the faction files. Due to the thing advancing 30 days every time you save/load it would spawn them quicker if you did a lot of that though, heh. The TT Security Details are already pretty tough though, as are the Hegemony defense forces if you fight all their capital ships. Their main weakness is the fact they run away before the battle actually gets going.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Arghy on February 25, 2012, 04:21:25 PM
Yeah i want to fight waves after waves of ships and watch the wrecks tumble through space.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Kilvanya on February 25, 2012, 04:22:45 PM
need ability to spawn wrecks on battle map, like meteors but they're old ships
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Upgradecap on February 26, 2012, 05:39:03 AM
How do one get factions into the campaign? Mine always return this error: java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
   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/SectorGen.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: Source file "data/scripts/world/TimCORPSpawnPoint.java" does not declare class "data.scripts.world.TimCORPSpawnPoint"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:165)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.UnitCompiler.findClassByName(UnitCompiler.java:6054)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4568)
   at org.codehaus.janino.UnitCompiler.access$10300(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4442)
   at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2020)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4476)
   at org.codehaus.janino.UnitCompiler.getLocalVariable(UnitCompiler.java:1607)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2226)
   at org.codehaus.janino.UnitCompiler.access$3700(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$7.visitLocalVariableDeclarationStatement(UnitCompiler.java:2141)
   at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1771)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2144)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2105)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1946)
   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)
(taken from the starfarer log) Any who actully can determine the error? It's making me waste the precious time ;D
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Net-burst on February 26, 2012, 09:57:20 AM
Upgradecap, looks like your error is caused by another mod. TimCORP to be more precise. I'm not using it, so I wont be able to tell you what exactly is wrong.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Upgradecap on February 26, 2012, 10:14:15 AM
That mod is Mine mod, and i'm asking anyone here how to really solve the problem (the reason i'm here is beacuse 1: this mod already got a whole faction in, so i'm wondering if anyone can answer 2: this is more popular = more likley to answer ;D)
Anyone got an actual solution on how to add in a whole faction?
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Paul on February 26, 2012, 10:38:20 AM
It's pretty self explanatory if you look at the log.

Quote
Caused by: org.codehaus.commons.compiler.CompileException: Source file "data/scripts/world/TimCORPSpawnPoint.java" does not declare class "data.scripts.world.TimCORPSpawnPoint"

Your TimCORPSpawnPoint file does not declare the class. Go into your spawn point file and change the public class SpawnPoint and below that public SpawnPoint to be TimCORPSpawnPoint instead of whatever spawn point file it is you copied.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Upgradecap on February 26, 2012, 10:40:44 AM
right, thanks ;D
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Upgradecap on February 26, 2012, 11:07:13 AM
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?
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Alex on February 26, 2012, 11:09:30 AM
I'm not sure this thread is a great place for a discussion about compilation errors in another mod. Start another thread, perhaps?
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Upgradecap on February 26, 2012, 11:27:39 AM
Perhaps, but for now it's just these two posts, and i don't really want to bother starting a New.thread, so Can Anyone help Me?
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: intothewildblueyonder on February 26, 2012, 04:14:44 PM
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...)
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Paul on February 26, 2012, 05:04:50 PM
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...)

1). Yes, when it's used (which takes anywhere from a day to a week, its triggered by the respawn of the GR defense fleet) it resets your standing to 0 and adds a replacement one to the station.
2). Never tried. Could try adding it to them and then kill them and see if they drop it, but I haven't tested it. As I have it implemented right now, it's a service from the smuggler faction that you purchase - not a bounty. Although I guess if you got bounty tokens dropping from fleets you could set it to reward you for them in a similar fashion.

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?

Sounds like you're trying to use a variable called spawn when you haven't defined a variable called spawn. Would have to see your code to know what it is you're doing wrong. Let's take it to your thread though, eh? No point spamming this one with a discussion on another mod.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: C-Station on February 26, 2012, 07:51:09 PM
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 :)
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: medikohl on February 26, 2012, 07:54:47 PM
need ability to spawn wrecks on battle map, like meteors but they're old ships
you can switch out the graphics.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Kilvanya on February 27, 2012, 10:01:29 AM
/facepalm

damn i'm dumb
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Dorfs R Fun on February 27, 2012, 07:46:44 PM
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.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Nori on February 28, 2012, 08:15:23 AM
Totally awesome mod. Thanks for all your work. I couldn't imagine playing without it now.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Paul on February 28, 2012, 08:57:59 AM
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 :)

That seems to be a common question. Maybe I should add a more visible in the first post note that they spawn in after the mod gets going for a bit...


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.

Thanks for the feedback! This latest one I let run for a while and adjusted a few times to try and get the faction presence more balanced, glad it's working out.

Totally awesome mod. Thanks for all your work. I couldn't imagine playing without it now.

Glad you like it. I'm kind of surprised that it has already been downloaded over 350 times on this latest version. That's a third of the total member base of the forum :o.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Nori on February 28, 2012, 09:45:13 AM
Wow, that is a lot of downloads... Well I consider it a must have mod because one station selling mainly Hegemony stuff is just not enough.. :)
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Paul on February 28, 2012, 11:17:36 AM
I've been playing with shield and flux balance a bit. I did some sweeping changes, which I think are kinda fun. It's probably not very balanced, but I'm uploading a ship data file with these changes if anyone wants to play around with them.

What I did was:
Double the flux cost of absorbing damage with shields
Double the base flux capacity of all ships.
Double the armor of all ships.

This changes how combat plays out quite a bit. Ships absorb twice the flux for the same amount of damage, but still absorb about the same amount of total damage to their shields before maxing out the flux capacity - this makes the tactic of just sitting there taking hits from an enemy ship until they overload themselves less viable. Ships can fire their guns twice as long before filling that same capacity, so it gives a more offensive focus on flux usage. And venting the total capacity takes twice as long, so ships venting are vulnerable longer. And the doubled armor makes ships a bit more durable with their shields down and gives more incentive for focus firing on exposed hull areas (or turning to take damage on your armored sides), since armor is twice as hard to break.

The file edits all the core ships and the Gun Runners ships. It seems to be save compatible.

[attachment deleted by admin]
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: bubbadean on February 28, 2012, 06:17:11 PM
I'm getting a Null pointer exception when trying to load up a new game with Junk Pirates and TT. I haven't come across any specific solutions.

I tried the whole data file merge mentioned here: http://fractalsoftworks.com/forum/index.php?topic=161.msg8761#msg8761

but to no avail. In fact, the exception didn't seem to change. 

Works fine with Starfarer extended and solo, however.

Any suggestions before I dive into the code itself?

Stack below:

15529 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.GRModGen.generate(GRModGen.java:24)
   at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
   at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
   at com.fs.starfarer.ui.K.ØO0000(Unknown Source)
   at com.fs.starfarer.ui.impl.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.ØO0000(Unknown Source)
   at com.fs.starfarer.campaign.save.super.o00000(Unknown Source)
   at com.fs.starfarer.ui.O00o.o00000(Unknown Source)
   at com.fs.starfarer.ui.E.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.super.ôøÒ000(Unknown Source)
   at com.fs.super.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: washout on February 28, 2012, 06:59:52 PM
Have you deleting the entire mod and reinstall it? Unzipping over the top of an existing mod makes it go crazy sometimes.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Paul on February 28, 2012, 09:31:45 PM
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.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: bubbadean on February 29, 2012, 08:34:20 AM
Have you deleting the entire mod and reinstall it? Unzipping over the top of an existing mod makes it go crazy sometimes.

Both mods were clean installs from the start. The data dir merge was done as part of a suggestion from the forum.

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 didn't touch anything outside of the data dir merge. I noticed that as well (I took a cursory glance), the only thing I can really think of is either Junk Pirates is stomping on it by creating something else and misnaming it, or it hasn't gotten around to the creation at the point your script runs. I'm at work right now, so I can't really get in there and check, but I'll take a look when I get home. I'm also using the 1.03 version. Should I downgrade to 1.02?
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Paul on February 29, 2012, 08:50:38 AM
No, 1.03 is just the 1.02 version with fixed balancing. That old data merge file was for 1.01. You don't need anything to get version 1.03 working with junk pirates. Just have them in separate folders and enable them both.

I just downloaded the latest junk pirates version and found out why its crashing though. For some reason he added a duplicate generators.csv in the mod again. It's a copy of the core generators.csv (so it has the same entry) which makes it screw up the merging the game does with that file. Not sure why people keep adding that to their mods, it doesn't do anything except break compatibility with other mods. Go into junk_pirates\data\world and delete generators.csv and it will work.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: bubbadean on February 29, 2012, 08:58:14 AM
Interesting, I remember coming across a post regarding something about that, but I don't remember seeing a generators.csv anywhere in Junk Pirates when I went digging. I'm probably blind though.

Anyway, thanks for the investigation, I appreciate it. I'll update when I get back to the Fleet Commander's bridge.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Nori on March 02, 2012, 07:01:06 AM
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?
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Paul on March 02, 2012, 09:36:07 AM
He doesn't have any gen files or spawn points in that mod, so the only place the new ships will be is in the faction fleets.

If none of his ships are showing up in the Tri-Tachyon faction fleets, my tritachyon.faction file is probably overwriting his (if his is overwriting mine it would crash when it tried to find the convoys, heh). Merging the two faction files will get more of his ships in their fleets.

Here is a merged tritachyon.faction file for version 0.25 of SF Extended. Just replace the one in the SF Extended folder (sf_extended\data\world\factions) with that one, and delete the one in my folder. Just remember to replace the one in my folder if you later want to run my mod without SF Extended.

As far as getting his ships into the stations, someone would have to either create a special station for them or just add/edit a convoy to deliver them to some other station.

[attachment deleted by admin]
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Nori on March 02, 2012, 09:40:20 AM
Cool, thanks Paul.

Maybe I can try editing the convoy files myself... These are the two mods I like the best, so I want them to play nice.  :)
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Nori on March 02, 2012, 10:04:54 AM
Can I edit your TTConvoySpawnPoint.java file to include ships from another mod? Or should I make a similar file in the extended folder?
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Apophis on March 02, 2012, 10:26:07 AM
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
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Nori on March 02, 2012, 11:58:12 AM
Are you talking about the Minimash? I've tried it and while it is a cool mod, currently I'm just looking to have Starfarer Extended and this station mod.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Paul on March 02, 2012, 12:15:09 PM
Can I edit your TTConvoySpawnPoint.java file to include ships from another mod? Or should I make a similar file in the extended folder?

That would work, yes. Just add all the ship variants to the list of ships near the bottom, and they'll be randomly chosen when the script adds ships to the convoy. Could add them to the GRConvoySpawnPoint too if you wanted.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Nori on March 02, 2012, 12:28:53 PM
Okay, cool, thanks for the response. Seems simple enough, and yes adding them to the gun runner convoy would be cool because they could use some more ships for sale.  :) maybe I should have them all the pirate ships, since pirates would definitely be buying on the black market aka gun runners...  :)
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: powerbonger on March 03, 2012, 07:44:54 PM
Loving the mod! Really good stuff. I was really pleased to see more carrier-type ships in the Gun Runners station too, and am now zipping around being all Gun Runner-y  ;D

I have a question though. Do the stations resupply ships for sale? Been playing for an hour or so and have yet to see new ships being sold in the Gun Runners station (haven't visited the others yet) ??? Or do I need to lose the Gun Runner ships in my fleet first to see new replacements?
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Paul on March 03, 2012, 08:59:31 PM
They bring replacements in with the convoy. 10 ships every time, with 80% chance of them being fighters, so the larger ships will come in at roughly 2 per convoy. There are 7 types of ships on the list - 2 Hades variants, 3 Gorgon variants, the Paria, and the Helios.

Convoys are on a 30 day timer though, so they don't come real often. With a 4/7 chance of getting in a new Hades per convoy, you'll probably need to wait a few months to get a new one of those. Paria is more rare, only being shipped in roughly 2/7 convoys since it only has the one variant. So you may need to wait 3 or 4 or more for a new one of those to show up.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: powerbonger on March 03, 2012, 09:03:10 PM
Thanks much, Paul! :) Really appreciate you taking the time to answer questions. Will log in more play time and see what happens.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: jet36 on March 05, 2012, 06:27:17 PM
Wow, this is fantastic!
But can i make a few suggestions?
1.You should make more Orbital specific weapons/ships, like take out all the tri-tachyon ships from Hegemony? Also take the tachyon lance away from the gun runners? Just a thought.
2. are you going to be adding a gun runner capital ship? Cause i think you should add this one :) See below :P
It was by Levik in the Spiral arms race thread, i think its boss.

(http://i.imgur.com/JHIJP.png)
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Aklyon on March 05, 2012, 07:33:35 PM
Why take the tachyon lance away from the Gun Runners? They've got basically every weapon anyway, and unless you're using Dev mode, you're not going to have one unless you've got the money or the Paragons to get them.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: uncle lag on March 07, 2012, 02:58:42 AM
i am so sorry to bother you with my stupid issue, but it seems i cannot find the tt station at all. i am using no other mods but the latest (1.03) tt station + gun runners mod on latest (0.5a) starfarer and when i start new game i only see hegemony station on the map, but no tri-tachyon. i do see the new faction of ships (they're in pale yellow-green..ish colour) spread out across the system, though.

any ideas on what i am doing wrong?
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Apophis on March 07, 2012, 03:01:36 AM
You have to wait some game time to let the TT station deploy
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Levik on March 07, 2012, 07:41:58 AM
I already do my own mod with this ship. But I do not know how to add it to the stores. This is the only thing that prevents me.
Title: Re: Tri-Tachyon Station mod - 1.03 for Starfarer 0.5a, now with Gun Runners faction
Post by: Nori on March 07, 2012, 07:52:01 AM
So I edited the convoy spawn files to stock the starfarer extended ships... Is anyone interested in the files cuz I can share if you are. It isn't hard to edit, but it does take some time (and a inevitable fatal error as there is always something spelled wrong).
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: Paul on March 07, 2012, 12:19:04 PM
Mod updated for 0.51a. Stripped out the Tri-Tachyon parts of it, so now it's just a Gun Runners mod. I kept the additional spawns, though - not sure if they'll still be needed, will have to see how it plays out.
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: Upgradecap on March 07, 2012, 12:31:36 PM
Paul, mind if i copy your files to make my mod work?
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: Paul on March 07, 2012, 12:37:56 PM
Not sure how that would help. I didn't really have to change anything to get it working with 0.51a, mostly I just had to remove my TT station and related files (since it wouldn't make sense to have two) and move my GR station to a new planet (since Alex put the TT station where my station used to be). My scripts are only dependent on the BaseSpawnPoint, which wasn't moved in the new version.

But if it helps you, feel free.
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: Upgradecap on March 07, 2012, 12:52:46 PM
Yeah, you see , i totally screwed up in the new version :(, so i need refrence files. You're still having the station, but where? (the gunrunners)
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: Paul on March 07, 2012, 06:51:00 PM
Corvus I, as I said in the change log.
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: Levik on March 07, 2012, 07:47:43 PM
Well, that's kind of a completed the mod. It just adds my ship in the game.
http://fractalsoftworks.com/forum/index.php?topic=1452.0
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: crvenimajmun on April 12, 2012, 11:17:39 PM
One dumb question:does your mod works with Project Ironclads?
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: arcibalde on April 12, 2012, 11:45:49 PM
One dumb question:does your mod works with Project Ironclads?
Pa probaj bre pa ces videti  :P
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: Anysy on April 13, 2012, 12:14:58 AM
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
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: StahnAileron on May 05, 2012, 09:12:37 PM
Is there any plan to update this for 0.52a? I'm getting a NULL error/CTD when the initial convoy disappears and the station is supposed to spawn. I tried rudimentary editing of the mod to change the spawn planet to Corvus IV, but that didn't work (same NULL error.) I'm guessing something is incompatible with the station spawn part of the script and 0.52a? (The inital fleet/convoy spawn seems to work fine.)

Just curious as I loved using the Helios in 0.51a and it would be wonderful to have it again in 0.52a with the lower Fleet Point cap in place now.
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: Plasmatic on May 06, 2012, 12:59:51 AM
I'd love to see this mod updated to work with 0.52 aswell
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: Sörre on May 06, 2012, 01:35:01 AM
There is a bug in the game engin and I think Alex have fixed it, so we just need to wait for a hotfix.
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: StahnAileron on May 06, 2012, 04:06:56 AM
There is a bug in the game engin [...]

Oh? Just out of curiosity, what is the bug? If you happen to know.
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: Okim on May 06, 2012, 04:58:03 AM
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

And from now on it wont be selectable with other mods :)
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: Sörre on May 06, 2012, 05:10:02 AM
There is a bug in the game engin [...]

Oh? Just out of curiosity, what is the bug? If you happen to know.

It is all in this thread: http://fractalsoftworks.com/forum/index.php?topic=2511.15

Been stalking the forum for a couple of days.
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: CrashToDesktop on May 06, 2012, 07:47:21 AM
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.
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: Alex on May 06, 2012, 12:04:05 PM
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.

Did I? I don't think I did, but in any case, it's fixed in the dev version.
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: CrashToDesktop on May 06, 2012, 12:58:33 PM
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.

EDIT:
OK, saw the next page. ;D Sorry!
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: StahnAileron on May 06, 2012, 11:02:29 PM
Ah, I see. So in theory, if I mod the mod to spawn the station immediately, it should work, no?

Oddly enough, I considered trying that, but I wasn't familiar enough with the scripting/code to know what I needed to edit. Guess I'll hunt down the variable I need to edit. I did find it mildly annoying waiting 30 days before the Gunrunners showed up when I was doing testing. ^_^

EDIT: Okay... So after some futzing with Trial & Error(tm), I was able to get the station to spawn on sector creation (set to Corvus IV) as well as setting the initial spawn point for GR raider and Def fleets. I essentially copied and edited the one-time only part (the section that actually spawns the station) of GRConvoySpawnPoint.java over to GRModGen.java. Only problem is I can't figure out how to get the station to spawn with initial cargo. (It spawns with ships and the pardons though.) I can't get a port of the addCargo function to work in GRModGen:

Quote from: GRConvoySpawnPoint.java
Spoiler
private 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]

I get an error regarding "getSector()" being undefined:

Quote from: starfarer.log
Spoiler
A method named "getSector" is not declared in any enclosing class nor any supertype, nor through a static import
[close]

I have no clue how to properly define it >_< Well, at least I have access to the mod and its features now; better than nothing. I just have to wait on the Gunrunner convoys to stock the station before I can buy weapons, supplies, and personnel is all. I guess I can consider it a compromise. The original mod had you wait 30 days to begin with before even having the Gunrunners in the sector at all.
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: Paul on May 07, 2012, 07:49:36 AM
It should work again after the hotfix patch Alex is releasing later today. On the plus side, my mod helped catch a bug ;D

If I get some time today (busy at the moment) I'll release a new version to move the station to another planet, since the storage facility is on planet I now. I could do a version where it's there at the start, but I personally kinda like it spawning in 30 days later.
Title: Re: Gun Runners mod 1.04 for Starfarer 0.51a (previously Tri-Tachyon Station mod)
Post by: StahnAileron on May 07, 2012, 08:40:56 AM
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?
Title: Re: Gun Runners mod 1.05 for Starfarer 0.52.1a (previously Tri-Tachyon Station mod)
Post by: Paul on May 07, 2012, 11:44:15 AM
I uploaded a version changing the station to launch at Corvus IV instead of I. That's all I changed, so you don't need to update if you happen to prefer it on planet I with the storage station.

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?

I could have the station already there, but I like adding it in on the fly. It makes the mod different  ;). It works fine now that Alex fixed the bug in 0.52, so I don't see any reason to change it. Plus you could keep the station from spawning if you wanted to. Smash that convoy every 30 days and it won't ever spawn! The only mod in the game where the player can prevent a station from spawning! What a feature! :P

I put it on Corvus IV. If I remember correctly my early versions had the TT station on IV (which was an icy planet then) and the GR station on V (which was the barren one). When the TT station was added officially the names of the two planets swapped (I believe it was a typo initially) and the TT station was put on V (which is now the icy one). I then moved my GR station to Corvus I. Then the storage station was added to I, so I'm moving it to IV - which is now the barren one. So really the GR station has come full circle - it started on the barren planet and now it's back there.
Title: Re: Gun Runners mod 1.05 for Starfarer 0.52.1a (previously Tri-Tachyon Station mod)
Post by: SeaBee on May 07, 2012, 12:32:43 PM
Thanks for the update, Paul! Looking forward to playing with it again this week.
Title: Re: Gun Runners mod 1.05 for Starfarer 0.52.1a (previously Tri-Tachyon Station mod)
Post by: Aratoop on May 09, 2012, 01:41:51 PM
 Argh, my game crashed when they tried to build a station...
Title: Re: Gun Runners mod 1.05 for Starfarer 0.52.1a (previously Tri-Tachyon Station mod)
Post by: Alex on May 09, 2012, 01:52:58 PM
Argh, my game crashed when they tried to build a station...

Do you have 0.52.1a? It's supposed to fix that.

Edit: Never mind, it's a different problem - there's a null pointer exception in GRDefenseSpawnPoint on line 30 - somehow, the player fleet looks to be null? Taking a look now.

Edit #2: And now it seems to be fine - the station spawned, the pardons are working, etc. Tried with a clean game, worked again. I'll keep an eye out, but in general, it's better to check the results of getEntityByName - or other such API calls - for being null, just to be on the safe side.
Title: Re: Gun Runners mod 1.05 for Starfarer 0.52.1a (previously Tri-Tachyon Station mod)
Post by: Paul on May 11, 2012, 09:15:01 PM
Strange. I set the convoy spawn timer to 1 day (just to make testing it quicker, no other changes) and ran 20 games. They all had the fleet spawn in and then go to the planet and spawn the station, then I waited for the defense fleet to spawn - no crash in either case on any of the games.

Anyone else having crash issues?
Title: Re: Gun Runners mod 1.05 for Starfarer 0.52.1a (previously Tri-Tachyon Station mod)
Post by: CrashToDesktop on June 29, 2012, 04:55:05 PM
Anything going to be done to this mod?  This was among my favorites in the early days of modding, but it seems to have lagged out.
And for me, no crash issues on the current version.
Title: Re: Gun Runners mod 1.05 for Starfarer 0.52.1a (previously Tri-Tachyon Station mod)
Post by: Paul on July 11, 2012, 08:09:19 PM
Probably not, at least not until a new Starfarer version comes out. My goal was to create an early mod to add a little bit more content to the basic campaign but without changing it too much. Initially that was just adding a TriTachyon station when we didn't have one, then it turned into making a station with all the weapons so players could experiment with them more easily. Then came some ships that I goofed around with, mostly default ships with modded gun slots (and the mid-sized carrier, which I felt was missing). And then came the faction forgiveness thing.

When new Starfarer versions come out with added campaign functionality and greater modding support I might try adding other things, but right now there isn't really anything more I wanted to add to the game. It's fun as-is and I feel it accomplishes the goal I set for it when I started - expanding a bit on the base campaign with a couple useful features without changing it too much. There are plenty of mods out there that create tons of new content, and that's great, but it wasn't really my goal with this mod.

Plus I suck at sprite work, as my hack job of creating the few sprites I did make in the mod can attest, so making lots of new ships by myself would be out of the question  ;)
Title: Re: Gun Runners mod 1.05 for Starfarer 0.52.1a (previously Tri-Tachyon Station mod)
Post by: CrashToDesktop on July 11, 2012, 08:23:34 PM
Well, I enjoyed your ships to the greatest, and I wish you luck if you decide to add anything else in the future. ;)
Title: Re: Gun Runners mod 1.05 for Starfarer 0.52.1a (previously Tri-Tachyon Station mod)
Post by: Paul on August 03, 2012, 12:38:48 PM
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?

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?
Title: Re: Gun Runners mod 1.05 for Starfarer 0.52.1a (previously Tri-Tachyon Station mod)
Post by: hadesian on August 03, 2012, 12:39:48 PM
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?

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?
mediafire?
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: Paul on August 03, 2012, 12:55:51 PM
Apparently it was just deleted like half an hour ago as part of a cleansing of old files, and it's perfectly OK to host it here. So I just attached the new version on here. It may be deleted again in a few months, but it's more convenient to download here than some off-site hosting with expiration times and ads and such.

So, new version is up. I tested it a bit and the station is still spawning correctly and my code for refreshing the ships is working. If anyone finds any bugs, let me know.
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: robokill on August 17, 2012, 04:03:31 PM
is this mod to date
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: Paul on August 17, 2012, 08:21:04 PM
I haven't had time to test it on the newest version, but it should work fine in 0.53.1a. I'll look into it when I have time.
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: Darloth on August 18, 2012, 05:05:00 AM
It's working fine for me.
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: Degraine on September 27, 2012, 03:38:05 AM
Is anyone else having troubles fighting the Gun Runners' Defence Fleets? Half a dozen Medusas, I could take. God knows how many fighters, sure. But the two at the same time, coupled with Hyperions that grab most of the beacons before I can get myself sorted out? It's just not working.
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: Andy H.K. on December 13, 2012, 09:27:27 AM
Negative sir, I've encountered such error in 0.54, please take a look

Quote
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)
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: LostInTheWired on December 13, 2012, 04:42:01 PM
Negative sir, I've encountered such error in 0.54, please take a look

Quote
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)

I'm having a very similar error.  Sadly, I just removed Gunrunners, even though I like how little it modifies the game.  Currently Playing Power Blocs, but I'm not so into that...
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: Thaago on December 13, 2012, 06:26:48 PM
Note: I haven't tested this because of the time it takes for the station to spawn, but it compiles.

Try replacing the GRDefenseSpawnPoint file with this:

Spoiler
Code
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;
}

}
[close]

I believe that the method this mod uses to find the player's fleet is no longer valid - I'll give a glance through the other files to see if the same method is used elsewhere.
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: erynr73 on December 14, 2012, 05:41:00 AM
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).
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: Thaago on December 14, 2012, 09:02:09 AM
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).

This is better than what I did - I forgot about .getPlayerFleet() :P
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: Plasmatic on January 18, 2013, 09:10:58 AM
Is this mod still being worked on?

Does it work with current version?
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: LostInTheWired on January 18, 2013, 07:55:13 PM
Is this mod still being worked on?

Does it work with current version?

It doesn't seem to be worked on anymore.  I have it working with the current version, but I edited a few lines myself, as well as making the Gemini remake (the Paria, iirc) use the Carrier hint so it will actually rally at carrier waypoints.  I don't think I should be posting it though, since it's not my mod.
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: Paul on January 19, 2013, 08:54:58 AM
You can post it if you like.

I was planning on keeping this updated to the latest version, but I've kind of withdrawn from modding anything or gaming in general lately. My mother passed suddenly on the 5th of last month and I've been very busy since then helping my dad and getting things in order. Haven't even downloaded the newer versions yet, heh.

Once I have more free time I'd like to play around with Starsector modding some more, but I'm not sure when that will be. Until then, if someone wants to maintain this mod so that it keeps working for the latest release I'd appreciate it.
Title: Re: Gun Runners mod 1.06 for Starfarer 0.53a (previously Tri-Tachyon Station mod)
Post by: LostInTheWired on January 19, 2013, 02:24:32 PM
Well, this is the one I use.  Just small fixes, makes the Paria act like a carrier as well.  I haven't had a single crash with it yet as well, so that's a plus.  As far as I know, there's no real bugs from there, at least none that I've noticed.

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