Fractal Softworks Forum

Starsector => Mods => Topic started by: Upgradecap on February 17, 2012, 01:47:19 PM

Title: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on February 17, 2012, 01:47:19 PM
 
THIS MOD HAS BEEN BROUGHT TO YOU BY THE TimCORP RESEARCH TEAM

The TimCORP Empire     (http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_badge-1.png)        

A advanced empire, utilizing the latest technology to their advantage against all their enemies, seeking destruction of their archenemies, the alliance, but aren't so willingy to form alliances with the other factions. As of current, they are hostile against them.            
      

This mod is also part of a collection which can be found here: http://fractalsoftworks.com/forum/index.php?topic=2074.0

The lore for this mod is here : TimCORP lore (http://fractalsoftworks.com/forum/index.php?topic=2195.0)


Also, I always need feedback, or else I don't know what you think of it! :D










The LATEST Version here:  
http://dl.dropbox.com/u/63653453/TimCORP.rar

Code
Changelog:
Completley updated both Alliance and TimCORP scripts; They are now compatible with 0.52a
Added 5 music tracks, 3 of them for battle, 1 for campaign travel music, and 1 for the titel screen.
Rebalanced the TimCORP captials; they should be less OP now.
------------------
Added:
Pulse beam.
A high tech beam weapon designed for close-combat (melee)
Eclipse
A high-tech PD weapon, similar to the Pulse Beam, but a small slot.
Katraid ships:
The arrowhead:
A High-tech destroyer with two large energy slots. Not for sale or in campaign, this is saved for 1.7
The sentinel:
A heavy destroyer equipped with powerful weapons.
The katana:
A small, nimble fighter, exelling in combat operations.
Some stuff are lacking descriptions, but that's as intended. They will come in version 1.7.
And, in version 1.7, the Katraid will have some more ships and get into campaign, and get their own set of weapons.

This bug has been solved, and there are no known bugs that relate to this mod, and there's been extensive testing of it ;)

CREDIT: Erick doe for the awesome sprites.
               Thesoldier for helping me out wig some of the codingwork.
               Dante80 for making me the planet sprite.
               Acidzombie for making the videos.
               Sunfire for a few of the weapon sprites.
               And the rest of the team for the awesome work here :)
           Again, we need a new spriter urgently, so if you could help, no matter how you sprite, send me your work via pm and I'll see if we can get you in. We need atleast new sprites for a few factions.

WE URGENTLY NEED A WEAPON SPRITER


The Ships:
The Alliance:

(http://i1163.photobucket.com/albums/q556/Upgradecap/Alliance_dictator-1.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/Alliance_dux.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/Alliance_executor.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/Alliance_lictor.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/Alliance_lictor2.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/Alliance_regulator.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/CA_Censor_Lighting.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/CV_Consul_Lighting.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/K_Spatha_Lighting.png)

The TimCORP:
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_alpha.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_beta.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_eta.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_gamma-1.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_iota-1.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_kappa.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_ksi-1.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_mu-1.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_omega-1.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_omicron.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_rho-1.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_super-1.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_zeta-1.png)


We are hiring any good coder or sprite artist which can help me and my team out on this mod, as there are plans to do a Total Conversion later on. We are currently looking for: Sprite artist(s), Coder(s), so feel free to contact me through the forum here, or using our IRC channel: Server: Chatnet, Channel: TimCORP (i'm not online on it very often, so rather use the forum here :))




LORE

" Admiral, " Davian's advisor said, " The marines are geared and ready to begin the operation. Orders? " Davian clenched his rifle as his advisor loaded his. Davian was assigned to lead a boarding operation on a stolen Super-Leviathan; The biggest the TimCORP had to offer. It was stolen due to carelessnes from one of Davian's childhood friends, Scott. Scott was executed the day before, by a volunteering Admiral Davian, wishing to give his friend a simple, quick death instead of the violent torture given to Fleet-Admirals who'd lost their ship.
   Davian had to retrieve the ship with next to no damage, or he'd suffer a similar fate. Though, he saw it as a reasonable punishment for losing one of the last three remaining Super-Leviathon owned by the TimCORP. He knew that losing this ship would deal a devastating blow to his own people, not only from losing a ship that turned the TimCORP's economy into complete turmoil each time one was made, or attempted to be made, but the technology in the Super-Leviathan was too grand to lose, and should be destroyed before allowed into the hands of mere pirates.
   The rest of Davian's squad, elite infantry units created only for the retrieval of such expensive equipment, which seemed to happen way too often nowadays, were to be given the same death sentence upon failure.
   " Alright men," Davian said, walking up to a small virtual map of the Leviathan, " We will be landing on this escape pod hatch here." Davian pointed to a small air-tight opening in the ship. While this method of boarding has been used before, it was easily the least safe and required exact precision. Davian, however, would be piloting the boarding craft.
   " This location is the closest spot to the command center. With no troops in the area, we should make it there in about two minutes," Davian stated, " But that won't be so easy. "
   " The entire ship is filled with many, yet inexperienced pirate guardsmen that will shoot on sight. We should expect heavy resistance, and should stick togethor unless told other-wise. Understood? " Davian asked. The three squads of infantry men replied yes, and got ready for the breach. Before Davian could dock, a tremendous amount of turret fire was flung at them, making the maneuver that much harder. Damn, I didn't think they'd be able to figure out how to use the weapons system on the ship yet, Davian thought. The ship had extremely advanced weapon systems, making it close to impossible to fire. That is, except for TimCORP gunners.
   Reguardless, the Pirates couldn't land a single hit on the boarding craft, allowing Davian to board the ship. Davian left the cockpit and walked into the main section of the boarding craft, grabbing his Rifle. As he loaded a fresh magazine, a warning siren came on from inside the Leviathan.
   " Here comes the greeting party, " A marine said, jokingly. Davian grinned as he disengaged the lock on the boarding craft's air-lock doors, ordering his men to walk out. He looked around cautiously, saw no one, and ordered an advance to the control room.
   " Don't you think... this seems... a bit too... easy? " Said one of the marines, a little out of breath from the running.
   " Yes, I do. And, how are you already out of breath? We've been running for only about half a minute! " Replied Davian, hiding that he was also a bit tired. The alarm is still on, yet we've encountered no one, Davian thought, but why? When they reached the command center, they noticed the blast doors were open.
   " Jenkins, scout the room. Look for anything suspicious, the rest of us will wait out    here, " Davian ordered. Jenkins nodded and walked in. In a matter of seconds, the marine walked back out and said, " everyone is dead, sir. " Davian looked at the soldier in shock, and walked in to see for himself. It was true, there was blood splattered everywhere. On further inspection, the words ' Your Welcome ' were carved into one of the pirate's chest.
   " Get these bodies out of here, " Davian said as he sat down to try contacting the TimCORP command station in the system. Something was awfully wrong, and Davian didn't have the man power to send troops around the ship looking for who did this, and the ship didn't have the proper fuel to fly back to command. All he could do was wait.

(A bit of change in the lore here, hope you like this one ;D)





The TimCORP Mod™ is a creation by the TimCORP Research Team

© The TimCORP Research Team 2012

;D
Title: Re: Ship/mission addons + story
Post by: arcibalde on February 17, 2012, 02:06:39 PM
Just 1 thing . If i was that admiral i'll be giving them HELLLLLL!!!!!!!!!!!!!!! Admiral would never ever retreat that fast. EVER  8)
Title: Re: Ship/mission addons + story
Post by: jocan2003 on February 17, 2012, 03:29:55 PM
i say if an unknown ennemy outnumber you 10V1 get the *** out and analyse the ennemy before engaging.
Title: Re: Ship/mission addons + story
Post by: arwan on February 17, 2012, 06:10:05 PM
i have an ant farm i would like to introduce you to.. they can easily outnumber you 10 to 1... :P
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 18, 2012, 03:17:22 AM
Right, here's the continuation of the story, so far i don't know much about sprites and how to make them incorporated into the game itself, but i've got some peices of the story done, here it goes:

Date: 234, 12 20
Location: Hegemony Fleet Command
An young officer, no more than in his twenties maybe, was rushing across the bridge of the Hegemony battlestation to give the important info to his commanding officer, Admiral Blinn.     "Sir, we've lost all contact with the fleet, and we still have no contact with the outpost"
"Damnit, what is really going on there, first we lose all contact with the outpost, save for a distress beacon, and next we lose contact with the fleet aswell."
"Do you want to send another recon fleet, sir?"
"No, we've already lost enough ships there, and now with the pirates acting up aswell, we wont be having the resources to fight them."
"Alright sir"
Meanwhile, onboard the enemy flagship, the TCN Fenris, located in deep space around the sector.
"Sir, preparations are going as expected, we assume that the Hegemony won't be sending in another fleet after their devastating loss around the outposst, and we are free to use it so far."
"Yes, but you fail to take the pirates and the Tri-Tachyon into accounting, what if they, say, by pure chance discover this staing base?"
"But sir, we've got enough firepower to take them out."
"Everything is not just about firepower, commander, you should have learnd that by now. Plot a course back to the main base for resupplies, but leave a detachment here, just in case."
"Yes, sir"
The fleet warped out of the system with lightspeed faster than any Hegemony, or Tri-Tachyon ship could match.


Right, so if someone would be willing to help, or atleast learn me with this java coding, and spriting, because so far, it just makes my head spin. See you all later.
Title: Re: Ship/mission addons + story
Post by: arcibalde on February 18, 2012, 06:14:29 AM
i say if an unknown ennemy outnumber you 10V1 get the *** out and analyse the ennemy before engaging.

That's why you are not an admiral  :P  He sad he got big ship and lot of smaller ones. He got a fleet. I don't know how did they know that enemy got big guns if he wasn't shooting...  And in the end he didn't manage to escape!
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 18, 2012, 06:21:18 AM
i say if an unknown ennemy outnumber you 10V1 get the *** out and analyse the ennemy before engaging.

That's why you are not an admiral  :P  He sad he got big ship and lot of smaller ones. He got a fleet. I don't know how did they know that enemy got big guns if he wasn't shooting...  And in the end he didn't manage to escape!

The enemy command ship was approx. 5 times bigger than the onsluahgt...... you figure out the rest  ;)
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 18, 2012, 06:21:41 AM
Onslaught*
Title: Re: Ship/mission addons + story
Post by: hairrorist on February 18, 2012, 10:20:14 AM
If you're not a sprite artist, you can still make great looking sprites.

Here's a pack of ship components that a really talented dude made:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=23&t=3035&sid=dc7e104f9a54b75c291c3b453c0b94bc

Just mix and match, copy and paste these things onto each other until you have something that looks like a ship.  Like legos.
You could also grab parts of existing ships to make your own blocks.
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 18, 2012, 10:53:35 AM
If you're not a sprite artist, you can still make great looking sprites.

Here's a pack of ship components that a really talented dude made:
http://www.wyrdysm.com/phpBB3/viewtopic.php?f=23&t=3035&sid=dc7e104f9a54b75c291c3b453c0b94bc

Just mix and match, copy and paste these things onto each other until you have something that looks like a ship.  Like legos.
You could also grab parts of existing ships to make your own blocks.
Seriously, that simple??? O.o
Title: Re: Ship/mission addons + story
Post by: hairrorist on February 18, 2012, 11:00:09 AM
Indeed.
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 18, 2012, 12:05:09 PM
Indeed.
Now, sorry for this stupid question, but what program would be best suited for that?
Title: Re: Ship/mission addons + story
Post by: hairrorist on February 18, 2012, 12:08:54 PM
Not a dumb question at all.

Photoshop is great.  If you don't have access to it, GiMP is a free alternative.  It's a little more confusing to use, but it does everything photoshop does.  If you happen to be in Uni, I believe Adobe has a free edition available to students.
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 18, 2012, 12:23:18 PM
Not a dumb question at all.

Photoshop is great.  If you don't have access to it, GiMP is a free alternative.  It's a little more confusing to use, but it does everything photoshop does.  If you happen to be in Uni, I believe Adobe has a free edition available to students.
Thanks for the help, really appreciating it :).
Now to my next question, is it required to write java-code for the ship spefically or does the game automatically do it?
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 18, 2012, 01:02:52 PM
And i also have a question, what is the best way to actully create a sprite from the start, not copy pasting peices, but a clean start?
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 18, 2012, 01:58:30 PM
Alright, so i made my very first (never actully made one before) and i'm putting it here, so i want to hear your guys opinion on this one.

Class: Frigate
Specialization: Engines/Speed
Weapons: Energy

Descripiton: One of the empires workhorses, The Tachyon-class frigate is the fastest frigate out their in the TimCorp (name suggestions are greatly appreciated, so far i'm sticking with TimCorp) but not the best armed.
It features durable armor and sheilding but not strong hull, to compensate for it's rapid speed.
The weapons on this frigate is good enough to take light to medium ships.




[attachment deleted by admin]
Title: Re: Ship/mission addons + story
Post by: SgtAlex86 on February 18, 2012, 02:09:43 PM
:/ parts dont fit... and shouldnt the other engine be mirror of the other cause its pointing bit to the right side so the ship would go diagonally not straight ^^
(my art class was 6 on scale 4-10 so dont take my comments too seriously couldnt do better meself ^^)
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 18, 2012, 02:16:42 PM
:/ parts dont fit... and shouldnt the other engine be mirror of the other cause its pointing bit to the right side so the ship would go diagonally not straight ^^
(my art class was 6 on scale 4-10 so dont take my comments too seriously couldnt do better meself ^^)
This is my first sprite tough, and i'm 14-yr...  Don't judge to harshly, but Do judge :)
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 18, 2012, 03:34:26 PM
I'm offically renaming this tread to the TimCORP mod tread
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 19, 2012, 04:56:30 AM
Continuation of the story (no further sprites yet, sorry guys)

Date: 234 12 20
Location: Deep Space, Outside the Reine Nebula

"Sir, the main fleet has arrived" an officer stated, and from the looks, he was an higher up officer, possibly fleet commander, he was dressed in the standard officer uniform, an blue top jacket and shirt with dark blue pants, and near black, but still retaining some blue, shoes.
Ofcourse this wasen't the standard iniform for all officer, but for the more prominent commanders, this was.
"So the assault begins. Ready the detachment"
"Yes sir, and congratulations on your temporary promotion to Fleet Admiral"

Meanwhile, at the Tri-Thacyon outpost in the outskirts of the Reine nebula.
"Sir, we're having interference on our scanners, dosen't look like something major, tough."
"Keep running the testing, you know both the CEO and the board won't like it if we're behind schedule."
"Right, sir"-
The board had pressed the CEO to try out their newest scanners on some remote base, and he had chosen this base, because of it's particular remoteness.
And now it's particular remoteness was going to be it's fate.
"Ehm, sir? I don't think this is interference on the sensors."
"What do you mean, commander?"
"I think there is something out there"
"Don't be ridiculous, it's probably something with the new scanners, they're fresh off and bound to have bugs and errors."
"Maybe true, but how do you explain the very same thing showing up on our ordinary scanners aswell?
"You had those on? I thought ordered you tu turn them off?"
"Yes sir you did sir, but i had them on just in case"
"Sir, we've got incoming" the wepon officer suddenly screams
"What??"
"Multiple ships, on our scanners and our sonars, and boy they're big"
"Can you classify them?"
"I think sir, It looks atleast like there are 15 battleships, 23 cruisers, 35 destroyers and two carriers, and a big fighter assortment."
"Can we take them on?"
"No sir they'll just destroy us, but we can however, leave a rear guard to cover our retreat."
"Are you suggesting that we leave a battleship behind?"
"Not one, but two"
"Are you crazy?"
"Seems reasonable to me."
"We don't have much of a choices, do we?"
"Not much time either, sir."
"Right, Evacuate the base but leave the two paragons behind to cover our retreat."
"Yes sir"
And whilst the evacuation shuttels were leaving the two paragons were advancing upon the enemy fleet, tachyon lances blazing.

"They're not seriously thinking of sending those on us? They'll get slaughtered"
"Sir, we are taking some damage, and one of the carriers flight decks are completly destroyed, took a mean front from the tachyon lances and forgot to raise shields, and also they misjudge the firing distance of the enemy."
"Goddamnit, keep proceeding forward, push the flanks."
"Yes sir"




To be continued....
So that's one more peice of the story, and more sprites are to come, stay with me!! :)


Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 19, 2012, 06:35:18 AM
Alright guys i've just made my second ship sprite and would like to know your opinion on it (constructive criticism is appreciated).



[attachment deleted by admin]
Title: Re: Ship/mission addons + story
Post by: SgtAlex86 on February 19, 2012, 06:42:10 AM
:/ the aft part of the sprite seems to be few pixels off alignment (if u follow the outerline of the ship u see what i mean)  :-\ but over all looks lot better...
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 19, 2012, 06:44:25 AM
Some specs on the above firgate which i forgot to put

Class: Frigate
Specialization: Shields
Weapons: Energy/Missile
Description: The Velocity-class frigate is not as fast as it's name implies, but it has strong shields and missile systems to compensate for it's lack of speed. It bolsters an medium energy turret accompanied by an small energy turret and two missile turrets, for maximum strike effectivness.
It is very suitable for hit-and-run operations but not very suitable for heavy head on engagements, but it can take alot of punishment on it's shields whcih thankfully is backed-up by a very large (for it's class) flux storage.
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 19, 2012, 06:46:01 AM
:/ the aft part of the sprite seems to be few pixels off alignment (if u follow the outerline of the ship u see what i mean)  :-\ but over all looks lot better...
I know i had some mistakes at the back, but i stressed it at the end so it may not look especially good there.
Thanks for your criticism tough :D
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 19, 2012, 08:34:31 AM
I would be thankful for anymore feedback on this project and some help on how to code in java
Title: Re: Ship/mission addons + story
Post by: Upgradecap on February 19, 2012, 12:30:30 PM
Oh, and if there are experienced modders who are reading this thread, please Do reply about how
to create a custom ship inside the game, please post a reply, im a complete noob on that :(
Title: Re: Ship/mission addons + story
Post by: jocan2003 on February 19, 2012, 06:12:18 PM
i have an ant farm i would like to introduce you to.. they can easily outnumber you 10 to 1... :P
You dont want them to go haywire on you all at the same time gwawinf you do you?
Title: Re: Ship/mission addons + story
Post by: jocan2003 on February 19, 2012, 09:19:15 PM
i have an ant farm i would like to introduce you to.. they can easily outnumber you 10 to 1... :P
You dont want them to go haywire on you all at the same time gnawing you do you?
Title: Re: The TimCORP Mod
Post by: Upgradecap on February 20, 2012, 01:40:21 AM
And does anyone know how to get the ships ingame? I really don't.
Title: Re: The TimCORP Mod
Post by: mendonca on February 20, 2012, 02:18:54 AM
Whilst I don't suppose it is 'simple' to add ships coming at it fresh, it is fairly straightforward once you get the hang of it.

There are a few key things to think about:

Sprite.This is obviously the most important thing, and probably the most time consuming for most people, but also the simplest (just draw a ship, right?). After the next two stages you might want to think about redrawing some aspects of the sprite, to better fit weapons etc.

Hull.This is the .ship file, it defines the basic parameters of your ship, and sits in mod_directory/data/hulls/.

Best way to define bounds seems to be to use Trylobots or Redbulls ship editor, but the rest (setting engine coords, weapon mounts) is a little more involved and fiddly (unless RedBull's has this functionality - check it out, it's just that I don't know as I've never personally used it). Check out Trylobot's thread for finding ship coordinates. It's about as easy as it gets without a specific tool. Just use the existing .ship files as a baseline, and have a play.

http://fractalsoftworks.com/forum/index.php?topic=241.0

A partner ship_data.csv (and wing_data.csv for fighters) also sits in each mod directory, with only the mod specific info (ship hull, armor, fleet points etc.) for each hull type. Refer to the example files, and hopefully you should be able to figure it out.

Variants.
Once you have defined your ship, you need to create a .variant to get it in to the game with a defined set of weaponry and hullmods etc. You should probably try and match up the weapons and mods with your specified OP limit, but these limits are only enforced actually in the refit screen, not on ship generation.

Use the baseline .variants as a benchmark, and have a play around.

For getting the ship in game, it's as simple as adding a new mod directory in the mods folder. As long as you have all the other files present and correct, a tick box appears in your startup screen, and it will hopefully work.

In the event of lots of crashing by unexpected means, keep referring to the starfarer.log generated on startup and incrementally fixing typos etc. until it works as expected (if your anything like me, there WILL be typos).

These are the key threads I think you should read:

Mod Format 'Preview':
http://fractalsoftworks.com/forum/index.php?topic=63.0

Adding Custom Ships Thread:
http://fractalsoftworks.com/forum/index.php?topic=22.0

Modding Resources, Ship editors etc.:
http://fractalsoftworks.com/forum/index.php?topic=633.0

If you have any specific questions, please feel free to ask away.
Title: Re: The TimCORP Mod
Post by: Upgradecap on February 20, 2012, 02:35:03 AM
Thanks for that big explanation, but how do you actully set the weapons on a specific ship, and how do you make your own weapons?
Title: Re: The TimCORP Mod
Post by: mendonca on February 20, 2012, 02:44:35 AM
You set your weapons for the ships in the .variant files.

New weapons are made in a similar fashion to new ships, there is the base weapon sprites (hardpoint, turret, animation sprites / glow sprites as required), a weapon info file, a projectile data file and a weapon_data.csv defining the basic gameplay parameters.

Best thing I would say is to experiment (start simple, if you are struggling to grasp the concepts of the mod structure etc.), and refer to the existing mods other people have done, as well as the simple examples listed in the thread Alex started.
Title: Re: The TimCORP Mod
Post by: Upgradecap on February 20, 2012, 04:51:01 AM
how do you actully create a variaint file of a ship and how do you edit it? (sorry, i'm a complete greenie on this stuff)
Title: Re: The TimCORP Mod
Post by: mendonca on February 20, 2012, 05:13:26 AM
Best thing I find is to take an existing one and copy it, creating a new file. Rename the file to your_ship_name.variant, and then work with that as a basis.

You should open it using your favourite text editor. Something like Notepad ++ (http://notepad-plus-plus.org/) or SciTE (http://www.scintilla.org/SciTE.html) do me okay. They are like normal text editors (e.g. notepad) but allow for dynamic formatting of code. It makes it much easier to comprehend the files, and subsequently edit it.

If you use the Example 2 mod files, as provided by Alex in the previous link, then use that as a basis, editing the ship files contained within (based around the addition of a Red Tempest) that should give you a flavour of what is going on.

e.g. a part of the code of the ex2_red_tempest.ship file reads like this:

        {
            "angle": 260,
            "arc": 235,
            "id": "WS 002",
            "locations": [
                -4,
                -17
            ],
            "mount": "TURRET",
            "size": "MEDIUM",
            "type": "ENERGY"
        },


This is referring to the weapon mount WS002, it has a stated angle (direction the gun points by default), a coverage arc, and id, a location (see the link to Trylobots thread for more info on these coordinates) and it is a medium sized energy turret. Fomratting, commas, semicolons, bracket types and locations etc. are very important in these types of files, so try and stay consistent.

If you look in the corresponding ex2_red_tempest_Attack.variant file, you can see what weapon is assigned to the Attack variant of the Red Tempest to weapon slot WS002. It will probably be a graviton beam or a pulse laser, but it could feasibly be a mining blaster, or a heavy burst laser or something. Note the weapon is given it's 'code' as dictated in the weapon data, so there might be a bit of cross-referencing needed, e.g. to discern what the ID for an IR Pulse Laser is, but with a bit of digging it should all become clearer and clearer ...
Title: Re: The TimCORP Mod
Post by: Upgradecap on February 20, 2012, 05:19:30 AM
But dosen't Redbull's ship editor already provide this, in an simpler format than manually editing your variant codes, but as i can see, it's pretty much the same, right?
Title: Re: The TimCORP Mod
Post by: Upgradecap on February 20, 2012, 07:14:35 AM
I seem to get a path to sprite problem everytime i load up the game (with my mod which has only a single ship in it) Anyone who can help me with this?
Title: Re: The TimCORP Mod
Post by: arcibalde on February 20, 2012, 09:48:34 AM
Open .ship file. It's in the hulls dir and find this section: "spriteName" after that you have path/to sprite, you have to delete "path/to/sprite" and put your's path starting from graphics dir like this: "spriteName":"graphics/prvi_mod/ships/prvi_mod_orkan.png" This is ofc my sprite but dir structure must be same.
Title: Re: The TimCORP Mod
Post by: Upgradecap on February 20, 2012, 10:27:05 AM
I get this error when i try to look up my ship in the codex, it only shows a white square instead of the sprite, and when i try to click the variant of the ship in the game codex it says: Fatal: slot is null - make sure weapon slot id is correct. Any help?
Title: Re: The TimCORP Mod
Post by: arcibalde on February 20, 2012, 10:34:45 AM
Use this

http://fractalsoftworks.com/forum/index.php?topic=435.0

With it you can create .ship and .variant files. Best thing i can say to you is that you load some ships from there at botton of page you have search options under ship tab and see how it's done. It's to complex to explain like this.
Title: Re: The TimCORP Mod
Post by: Upgradecap on February 20, 2012, 10:42:17 AM
I know, i've already used that editor to make my ship, but i really don't know what's going on with the sprite, it's like the game refuses to even see it, and i don't draw that ugly
Title: Re: The TimCORP Mod
Post by: arcibalde on February 20, 2012, 10:53:28 AM
Well if error is : Slot is Null that means you dont have any weapons. Load any ship from there and see how did they name weapons. WS 001 is first. After that you must designate to all weapons slots what weapons is in there. Variant tab ->weapon group
Title: Re: The TimCORP Mod
Post by: Upgradecap on February 20, 2012, 03:38:23 PM
Now i have a different problem, how do you implement a ship into a mission (i've made My first ship, it's completely done Now i want to implement it into Alex's example mission.
Title: Re: The TimCORP Mod
Post by: Upgradecap on February 21, 2012, 05:41:17 AM
Alright, i've managed to implement my ship into the mission expect that the weapoons and engiens are on the right side of the sprite (completely off) and the shields are below the sprite whilst the sprite is to the right of the screen. anyone who can help me with this?
Title: Re: The TimCORP Mod
Post by: Upgradecap on February 21, 2012, 09:44:49 AM
Seriously, how do you put the coordinats for the spirte and weapons? and where are the coordinations (which line in the .ship file)
Title: Re: The TimCORP Mod
Post by: arcibalde on February 22, 2012, 12:55:22 AM
Starfarer ship editor.

GENERAL TAB

There you got:

Shield radius - need to be large enough so your ship is inside of it
Shield center - Put it in center of your ship (i think it's always 0,0) Or click in center and then click on button Set from clicked
Collision radius - i put that value large ash Shield radius but it can be bigger.

For engines you have ENGINES TAB.
You out little yellow "+" where you want your engine and then you click on SET FROM CLICKED to set coordinate of engine there.

For weapons you have HARDPOINTS TAB.

Title: Re: The TimCORP Mod
Post by: Upgradecap on February 22, 2012, 01:35:03 PM
Alright guys, i have an upload ready for action, but so far, it only features one mission + 3 new ships, more to be added, (please note that this is not the complete work, only a work in progress, sprite packs belong to their respective owner etc.)
Title: Re: The TimCORP Mod (Link on first post)
Post by: Upgradecap on February 22, 2012, 02:44:31 PM
Updated link, should work now
Title: Re: The TimCORP Mod (Link on first post)
Post by: Upgradecap on February 23, 2012, 02:41:35 AM
Poll is online now, and i would really need some feedback on the mods ;D. (bugs, fixes, so on)
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 23, 2012, 05:55:14 AM
Want to join my modding team? ;D But seriosly, any good sprite artist who want to join my modding team? So far it's just me in it.
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: acidzombie on February 23, 2012, 06:52:52 AM
Want to join my modding team? ;D But seriosly, any good sprite artist who want to join my modding team? So far it's just me in it.

I would love to but i suck at pretty much everything but i could show you my first sprite so far

PS Love your mod so far
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 23, 2012, 07:11:14 AM
Want to join my modding team? ;D But seriosly, any good sprite artist who want to join my modding team? So far it's just me in it.

I would love to but i suck at pretty much everything but i could show you my first sprite so far

PS Love your mod so far
Oh so there are pepole trying it out, how nice ;D.
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: acidzombie on February 23, 2012, 07:22:48 AM
This mission reminds of Sinking the Bis' mar which i enjoyed quite a lot so  :)
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 23, 2012, 07:55:20 AM
This mission reminds of Sinking the Bis' mar which i enjoyed quite a lot so  :)
Yeah, i took inspiration from it, glad you liked it :). for the next mission i was planning for a tri-tachyon vs timcorp.
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: acidzombie on February 23, 2012, 08:05:51 AM
This mission reminds of Sinking the Bis' mar which i enjoyed quite a lot so  :)
Yeah, i took inspiration from it, glad you liked it :). for the next mission i was planning for a tri-tachyon vs timcorp.
Do you know SGA? Hmm nvm but there, there is a race called the wraith and they ahnialate every advanced society inside their territory so maybe the tri' tachyon sees the TimCORP as someone who has trespassed onto their territory and want to destroy them but maybe get's destroyed themselves?
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 23, 2012, 08:21:57 AM
This mission reminds of Sinking the Bis' mar which i enjoyed quite a lot so  :)
Yeah, i took inspiration from it, glad you liked it :). for the next mission i was planning for a tri-tachyon vs timcorp.
Do you know SGA? Hmm nvm but there, there is a race called the wraith and they ahnialate every advanced society inside their territory so maybe the tri' tachyon sees them as someone who has trespassed onto their territory and want to destroy them but maybe get's destroyed themselves?
I was thinking more like the TimCORP faction as an really advanced and power-hungry faction. Yes, i know about the wraith's but they more like.. feed on them. The TimCORP though, conquer them. But i will add another faction to the mix later on, called the Alliance 8)
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: acidzombie on February 23, 2012, 08:26:47 AM
OK :D Cant wait for the new faction
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: acidzombie on February 23, 2012, 08:29:00 AM
But they still destroy advanced society's that's why the hoffen's and the geni are hiding if im not much wrong
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 23, 2012, 08:47:29 AM
But they still destroy advanced society's that's why the hoffen's and the geni are hiding if im not much wrong
That's true, they still destroy , but these still conquer (they are an ancient race too *spicing up the mod ;D*)
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: acidzombie on February 23, 2012, 09:00:10 AM
ok
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 23, 2012, 11:49:10 AM
Some explanation to sizes for the poll above;  Battleship: you're standard battleship.

                                                               Dreadnought: approx 4 times bigger than a battleship with twice as much weapons

                                                              Levianthan: Approx 4 times bigger than a dreadnought with three times as much weaponary as the battleship, these ships are extremely rare and can outmatch any possible fleet, although you can wear them out somehow *hint hint* ;D
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 23, 2012, 12:41:10 PM
Updating: New team member in the team (sprites coming soon if that's what you want)
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 23, 2012, 02:12:23 PM
Updating: New ship desgins planned and a new faction is being set which will be using some hiigaran 3d renders (homeworld 2).
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 24, 2012, 02:01:40 AM
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_tachyon.png)

(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_gauntlet.png)
(http://i1163.photobucket.com/albums/q556/Upgradecap/TimCORP_tachyon.png)
The sprites of the ships that are currently ingame now
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: jocan2003 on February 24, 2012, 02:02:54 AM
link broken?
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 24, 2012, 02:09:08 AM
Nope, just Me sound something wrong  ;D
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 24, 2012, 02:15:54 AM
doing*
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: ClosetGoth on February 24, 2012, 08:54:41 AM
(Psst, you can edit your posts!)
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 24, 2012, 09:01:09 AM
I know i can   ;D
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 24, 2012, 12:46:00 PM
Update: New relase out soon featuring: Mission
                                                      Dreadnought-class
                                                      Bomber
                                                      Fighter
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 25, 2012, 09:33:16 AM
I seem to get this error whenever i try to open up my mod even though the qoutes are, as far as i can see, correct.
Here's the file from starfarer.log:
org.json.JSONException: Mismatched quotes in the string
   at com.fs.starfarer.loading.I.super(Unknown Source)
   at com.fs.starfarer.loading.null.o00000(Unknown Source)
   at com.fs.starfarer.loading.null.o00000(Unknown Source)
   at com.fs.starfarer.loading.FighterWingSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(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)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Alex on February 25, 2012, 09:38:22 AM
Can you post your wing_data.csv?
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 25, 2012, 09:48:09 AM
Sure, here it is:"id","variant","fleet pts","hyperdrive","formation","num","role","refit","base value",,,,,,,,,,,,,"number"
"viper_wing","viper_Standard",8,,"V",5,"BOMBER",8,5500,,,,,,,,,,,,,23
"reaver_wing",reaver_Standard",6,,"V",3,"FIGHTER",7,5500,,,,,,,,,,,,,24
(i have 2 fighters, the most recent is the reaver)
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 25, 2012, 09:59:24 AM
Well, anyone find something wrong with the text above?
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Alex on February 25, 2012, 10:12:30 AM
Well, anyone find something wrong with the text above?

You're getting awfully impatient for a whole 10 minutes of no-one answering your post :) Especially considering that anyone answering is doing it out of kindness, not because they owe you something.

That said:
"reaver_wing",reaver_Standard"

Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 25, 2012, 10:13:28 AM
Thanks for noticing the impatience, but that typo had cost me an whole day of modding ;D
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 25, 2012, 10:14:52 AM
Want to try the mod out? I can promise you, it's good ;D
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: acidzombie on February 25, 2012, 10:15:24 AM
i can promise it too
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Alex on February 25, 2012, 10:29:57 AM
Want to? Yes, I do. Have time for, just now? Sadly, no ;D
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 25, 2012, 10:33:33 AM
Update: new version of the mod relased, it's currently in version 0.3 alpha ;D
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 25, 2012, 11:03:15 AM
I have a question which i think only alex can answer to really ;D, how do you make ships appear in the menu screen? I mean custom ships, ofcourse.
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 25, 2012, 03:15:50 PM
How Do you get the ships into the campaign along with an station?
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 26, 2012, 03:30:25 AM
I seem to get this error whenever i try to incorporate my ships into the game (taken from the starfarer.log file):

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)


That's the error from the start. Any who's got a solution to this? ;D Would be grateful if someone had one
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 26, 2012, 04:30:07 AM
Oh, and i copied the junkpirates world files and changed the nessecary stuff ;D, but i still get that same error, any solution?
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Rhyden on February 26, 2012, 01:08:57 PM
   Yo, this mod is pretty cool man, even in the early version. If you don't mind some constructive criticism on the Dreadnaught? And sorry if you do, just giving feedback ^^, IMO it doesn't look as good as it is. Not saying that it looks bad, because it looks great. Just saying that if I saw that, and an Onslaught by eachother, I would have to say the onslaught looks more powerful, right now it just looks like it shouldn't be that good lol, I mean I'm no modder or anything so ya know, lol. Anyways nice mod, been watching it since the start.
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 26, 2012, 01:10:17 PM
Thanks ^^, the dreadnought has been tweaked but the new dreadnought isin't out yet, but thanks for your criticsism :D
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Rhyden on February 26, 2012, 01:26:05 PM
Thanks ^^, the dreadnought has been tweaked but the new dreadnought isin't out yet, but thanks for your criticsism :D
Yeah, no problem. =]
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 27, 2012, 12:05:48 PM
Update coming soon: campaign integration (hopefully  ;D + more ships and missions)
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Apophis on February 28, 2012, 12:16:27 AM
Some feedback:

in terra ship you should use many smaller engine instead of a big one, unless you like the huge halo
in the same ship there are 2 burst pd laser in the same weapons group of missiles
in the mission definition file you should set the first ship as flagship
   addToFleet(FleetSide side, String variantId, FleetMemberType type, boolean isFlagship)
destroyer mission is labeled as hard but it is easy
Title: Re: The TimCORP Mod (Link on first post, and do vote in the poll :) )
Post by: Upgradecap on February 29, 2012, 10:41:16 AM
Bump for version 0.5a
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED )
Post by: Wriath on February 29, 2012, 01:33:24 PM
grats on getting it into the campaign dude!
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED )
Post by: Upgradecap on March 01, 2012, 05:37:57 AM
Thanks ;D.. i Can Tell you it was alot of hard work
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED )
Post by: Upgradecap on March 02, 2012, 05:49:16 AM
Updated team member and redid the op and thread.
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED )
Post by: Upgradecap on March 02, 2012, 10:45:35 AM
I get this error now when i try to start my campaign: 33605 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Fleet id [null] not found for faction [TimCORP]
java.lang.RuntimeException: Fleet id [null] not found for faction [TimCORP]
   at com.fs.starfarer.loading.OOoO.?0000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.TimCORPConvoySpawnPoint.spawnFleet(TimCORPConvoySpawnPoint.java:39)

I'm also posting my convoy spawn file:

[attachment deleted by admin]
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Paul on March 02, 2012, 11:34:27 AM
String type = null;
float r = (float) Math.random();
if (r > .9f) {
type = "supplyConvoy";
}

That bit there means that 10% of the time your type is supply convoy, but you don't have an else to set it to something else the other 90% of the time. So 90% of the time the type will be what you set it to on the first line - null. Which causes your crash.

If all you want it supply convoys, just remove that section and change

CampaignFleetAPI fleet = getSector().createFleet("TimCORP", type);
to
CampaignFleetAPI fleet = getSector().createFleet("TimCORP", "supplyConvoy");
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Upgradecap on March 02, 2012, 11:37:55 AM
Thanks! The code was originally also set for a fuel convoy but I removed that fleet from the faction and forgot to rewamp the code here. Thanks again ;D
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Upgradecap on March 02, 2012, 12:27:30 PM
Now i get this error (i changed the line above) :48548 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.TimCORPConvoySpawnPoint.spawnFleet(TimCORPConvoySpawnPoint.java:42)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)

It's a null pointer exepition, and i don't know in which line or what about.
Any help?
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Alex on March 02, 2012, 12:28:46 PM
Now i get this error (i changed the line above) :48548 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.TimCORPConvoySpawnPoint.spawnFleet(TimCORPConvoySpawnPoint.java:42)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)

It's a null pointer exepition, and i don't know in which line or what about.
Any help?

That's the line number.
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Upgradecap on March 02, 2012, 12:49:11 PM
here's that exact line :
if (type.equals("supplyConvoy")) {
What to change here?
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Paul on March 02, 2012, 12:54:41 PM
Ah, forgot about the rest of those checks. I assume you erased the bit setting type to supplyConvoy?

If all you're using is supplyConvoy, just erase all those conditional checks that use type to see if it's supply convoy - it will always be supply convoy anyway, so it isn't needed.
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Upgradecap on March 02, 2012, 01:10:07 PM
hmm. I erased the conditonal checks and now i get this error :
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/TimCORPConvoySpawnPoint.java, Line 49, Column 18: Identifier expected

What?
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Upgradecap on March 02, 2012, 01:47:20 PM
I can't solve this problem in the previous post, Anyone who has a solution to it?
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Upgradecap on March 02, 2012, 01:59:55 PM
Oh, and i'll link a new convoy file here:

[attachment deleted by admin]
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Paul on March 02, 2012, 02:30:22 PM
You left an extra }, closing the spawnFleet bit prematurely. You also left one of the conditionals that used type.

Need to try and learn a little about how programming works :P, those are some pretty obvious mistakes.

To save us both some time, I went ahead and cut out the parts that aren't needed with the way you're currently using the spawn point.

[attachment deleted by admin]
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Upgradecap on March 02, 2012, 02:33:01 PM
Well, it's pretty obvious I'm a beginner on coding, but i did come this far with the mod
;D, thanks alot
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Upgradecap on March 03, 2012, 08:19:32 AM
Updated op
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Upgradecap on March 03, 2012, 09:08:21 AM
Right, did you change anything about the spawning of the faction or the fleets? Because now they won't spawn at all. I'll try to solve this before releasing a new stable version, but if anyone can actully say why they aren't spawning (i'm talking about you, paul ;D) i'd be grateful.
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Paul on March 03, 2012, 09:35:16 AM
All that spawn point does is spawn a convoy at the location with the destination and interval specified when you set up the spawn. The parts I edited wouldn't stop it from spawning, I just removed the parts left over that weren't necessary or were breaking the script after you took out the different types.

How often they spawn and where would depend on how you set it up in your gen file (or in another spawn point file if that's what you did).
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Upgradecap on March 03, 2012, 09:42:39 AM
Hmm, I see. I'll try to play around with the sectorgen file and see if it works. Have you rested the mod?
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Upgradecap on March 03, 2012, 09:59:04 AM
Tested* can't edit the post because i'm on my phone.
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,read last post )
Post by: Upgradecap on March 03, 2012, 12:37:56 PM
NEW STABLE VERSION RELEASED. v. 0.7a
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,WE ARE RECRUITING )
Post by: Upgradecap on March 04, 2012, 09:01:04 AM
Added changelog for those who wish to have one such (not in the mod, but on this post)
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,WE ARE RECRUITING )
Post by: Upgradecap on March 05, 2012, 11:53:43 AM
Updated stuff
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,WE ARE RECRUITING )
Post by: Upgradecap on March 06, 2012, 01:01:41 PM
Updated stuff AGAIN
Title: Re: The TimCORP Mod (Link on first post, CAMPAIGN INTEGRATED,WE ARE RECRUITING )
Post by: Upgradecap on March 07, 2012, 11:24:20 AM
Anyone who knows what needs to be changed when importing a mid into 0.51a?
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED,WE ARE RECRUITING )
Post by: Upgradecap on March 08, 2012, 11:53:10 AM
Update: The mod now works with .51a ;D (it's still 0.7a)
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 09, 2012, 09:24:36 AM
And to mention, the TimCORP station has all possible weapons in the game :D
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: XpanD on March 09, 2012, 11:58:12 AM
Pretty decent mod, although the designs seem a bit unfitting with the main Starfarer theme as-is. Still good fun to play around with in the campaign. One thing that did irk me a bit was the grammar though - below are a few fixes and changes I wrote up to hopefully improve on that. Good job either way!

In TimCORP.faction:
Code
		"greetingFriendly":"Welcome back, commander. Had a safe trip? The road is all clear.",
"greetingNeutral":"Greetings, traveler. Are you here to cause trouble or to pass by the station?",
"greetingHostileAggressive":"You have committed crimes against TimCORP. Prepare to surrender, or be destroyed!",
"greetingHostileTimid":"If you kill me now, you will be hunted down and destroyed. If you let me go, maybe we can make spare you...",
Just a suggestion on that hostile timid greeting, the old one is fine too. :P

In descriptions.csv:
Code
"id","type","text1","text2","text3"
"tachyon","SHIP","The empire's workhorse, the Tachyon frigate provides excellent speed and decent strike weapons for hit and run tactics, and it also features Durabinium armor for extra protection. Shields are a weak point.

Best used with caution, as the durability of the hull's plating is easily misjudged.",
"velocity","SHIP","The Velocity-class frigate is an excellent ship, providing near full-cover shields and durable hull plating.

Supported by 2 small missile and 2 medium energy mounts, this ship is very usable as a quick attacker.",
"gauntlet","SHIP","The smallest of TimCORP destroyers, the Gauntlet class still features enough firepower to seriously challenge a capital Hegemony or Tri-Tachyon ship.

The destroyer features advanced shielding and weapons, to quickly destroy opposing foes. They can hold their own against larger ships thanks to the two large ballistic mounts and missile launchers, but can also take down more nimble ships. The destroyer is surprisingly slow for its near-frigate size, but weaponry is impressive.",
"terra","SHIP","The largest of the dreadnoughts, the Terra comes with extremely durable armor and lots of weapon mounts. To construct one of these is a logistical nightmare, requiring nearly 10 cycles to be finished.

With its impressive array of features, it is easily one of the best ships in the galaxy, second only to the even larger Leviathan class of ships.",
"viper","SHIP","A relatively quick and nimble bomber, featuring two Bomb Bays and one light Machine Gun to fight off other fighters. While not designed for anti-fighter combat, it can take down capitals surprisingly quickly.

Do not underestimate these little bombers, as they can quickly dispose of most undefended ships in a matter of seconds.",,
"reaver","SHIP","Reaver-class fighters are advanced designs, currently being used by both the TimCORP and the Alliance.

While fast and versatile, these fighters lack proper armor protection. If not attacked too heavily, they can last for a very long time on the field before being forced to return to a carrier.",

"phoenix","SHIP","Phoenix-class carriers are heavily armed, and can take out a Paragon or Onslaught on their own given an experienced enough captain and some luck.

They feature two flight decks and a few defensive weapons to keep enemy ships out of range. Heavy armor plating and a good shield gives these carriers a tactical edge.",

"iota","SHIP","An advanced carrier-cruiser with fairly light weapons, still being able to deliver a kick in the teeth for nearly-downed ships.

With it's assortment of Machine Guns and Pilums, it can safely provide clean airspace for rearming fighters, whilst keeping pesky frigates or other cruisers at bay with the a barrage from the LRMs.",
"omega","SHIP","One of the best point-defense destroyers out there, the Omega class can keep it's own against hordes of fighters. A sturdy shield keeps out bombs, whilst the anti-fighter weapons do their job.

Despite being a destroyer it is not very durable, but it is still very effective against strike craft. However, heavier ships should thread carefully as well - those Chainguns, paired with high flux reserves and good speed, present a very real threat.",

I haven't touched mission descriptions, because there's a lot of them and I don't really have the time to do them too right now. I could look into them later though if you want me to. Anyways, keep up the good work!
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 09, 2012, 12:04:43 PM
I see. Good editing there :D. Want to be grammar corrector for me? ;D, Oh, adn did you take a look at the campaign? (i mean the files)
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: XpanD on March 09, 2012, 12:06:25 PM
Sure, as long as I'm active around here I don't mind helping out. As for the campaign edits, I'll look into them in a bit. Don't expect too much though - I haven't modded anything remotely impressive in Starfarer yet, so if I find out how to fix this it'll be by pure luck. :P
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 09, 2012, 12:09:22 PM
Thanks for it, though :D.
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: XpanD on March 09, 2012, 12:20:10 PM
Got it working! I'm gonna take a jab at making the two stations not conflict now, and then I'll give you the files. :)
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 09, 2012, 12:21:09 PM
Thanks :D, oh and did you see any TimCORP fleets in the area?
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: XpanD on March 09, 2012, 12:24:25 PM
Yep, fleets are spawning and resupplying normally. Do you want me to look into changing fleet color, too?

EDIT: If I set the spawn delay to 15 days or 45 days, both stations will circle on opposite sides of the planet without any conflicts. Want me to change that?
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 09, 2012, 12:31:13 PM
No, leave them circling :D, Wait, so there were ordinary TimCORP fleets, not just the supply fleet?
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 09, 2012, 12:32:06 PM
Oh, and see if there's a available Color free (not pink :D)
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: XpanD on March 09, 2012, 12:35:15 PM
Yep, I saw a few assault fleets spawn. Time to test some changes I just made. :P
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 09, 2012, 12:39:12 PM
Any other fleets than assault fleets? I'm having some trouble here you see :D
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: XpanD on March 09, 2012, 12:45:32 PM
I've also seen one Carrier Wing, so far. On a side note, both stations are now orbiting the planet, but I can't quite get them mirrored on opposite sides just yet. Gonna take a while to get it working, lots of trial and error. It'll look sweet in the end, though. Here's what I have right now:

(http://ugstunt.com/stations.png)
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 09, 2012, 12:48:42 PM
Nice  :D, any chance I can get the file?   ;D
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: XpanD on March 09, 2012, 01:00:07 PM
http://ugstunt.com/TimCORPupdate.zip

That has the files I changed to make this work. New colors, fixed grammar (because hey why not) and a 20-day delay on spawning (which is still out of sync, but I'll look into that later). Going off for a bit now, so I'll see what you think later. ;)

PS. If you want to change the 20-day delay until the station gets hauled in yourself, open TimCORPModGen.java, find "20", and replace it with how many days you want the delay to be. Keep in mind that values like 30 (and anything close to that) will cause the station to conflict with the other one again.
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 09, 2012, 01:10:55 PM
I see. Many Thanks :D
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: XpanD on March 09, 2012, 01:55:37 PM
http://ugstunt.com/TimCORPConvoySpawnPoint.java
It's... beautiful. Perfectly mirrored Gun Runner and TimCORP stations. :D

(http://ugstunt.com/stations2.png)
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 09, 2012, 01:59:37 PM
Right. :D. Any chance you could explain how to make fleets spawn on station launch :D. That would be a perfect release.
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 09, 2012, 02:01:38 PM
Oh, and can you make a mods race be hostile towards another mods race?
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: XpanD on March 09, 2012, 02:04:17 PM
I'll check out the fleet thing tomorrow - gonna head for bed in a bit. :)

As for mod faction relationships, I would imagine you'd get an error stating the name of the other faction would be undefined if that other mod wasn't installed. If mods are packed together or one mod contains multiple new factions, relationships can easily be set, though.
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 09, 2012, 02:15:08 PM
Aha, thanks, see you tommorow :D
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: rada660 on March 09, 2012, 05:27:48 PM
is it me, or when i try to do some modification on the terra dreadnought in the ship editor, the bounds are off with the picture ( and kinda everything else ) what that?

then i wanted to edit the terra because the engine... is way to bright in my taste, wanted to separate it in many smaller engine and longer one too

was just a wonder why in ship editor its off :(
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: XpanD on March 10, 2012, 01:16:22 AM
http://ugstunt.com/TimCORPConvoySpawnPoint.java
New file which automatically spawns 3 fleets when the station deploys. It's using some code I took from Gun Runners, which I then modified a bit to work here. 5 fleets (like Gun Runners) would make the TimCORP way too powerful, but 3 seems pretty balanced with the other factions. ;)

Also, I edited the orbital station deployment message a bit to be more in-line with other mods and the core game itself. Enjoy!

PS. To any non-modder reading this who wants these changes already: Grab and install http://ugstunt.com/TimCORPupdate.zip first, then put in the above file.
PPS. Time for a new official release?
PPPS. Maybe the mod should get a few smaller fleets to be able to spawn at random? A scout fleet or the like would help take the edge off and bring the TimCORP faction more in-line with others. As it stands, the mod is a bit OP in that regard because there are no small fleets.

is it me, or when i try to do some modification on the terra dreadnought in the ship editor, the bounds are off with the picture ( and kinda everything else ) what that?

then i wanted to edit the terra because the engine... is way to bright in my taste, wanted to separate it in many smaller engine and longer one too

was just a wonder why in ship editor its off :(
I remember this being an issue with the center/anchoring position, but it's been a while since I last read about that. Try editing that if you find any values like it.
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 10, 2012, 01:23:01 AM
http://ugstunt.com/TimCORPConvoySpawnPoint.java
New file which automatically spawns 3 fleets when the station deploys. It's using some code I took from Gun Runners, which I then modified a bit to work here. 5 fleets (like Gun Runners) would make the TimCORP way too powerful, but 3 seems pretty balanced with the other factions. ;)

Also, I edited the orbital station deployment message a bit to be more in-line with other mods and the core game itself. Enjoy!

PS. Time for a new official release?
PPS. To any non-modder reading this who wants these changes already: Grab and install http://ugstunt.com/TimCORPupdate.zip first, then put in the above file.

is it me, or when i try to do some modification on the terra dreadnought in the ship editor, the bounds are off with the picture ( and kinda everything else ) what that?

then i wanted to edit the terra because the engine... is way to bright in my taste, wanted to separate it in many smaller engine and longer one too

was just a wonder why in ship editor its off :(
I remember this being an issue with the center/anchoring position, but it's been a while since I last read about that. Try editing that if you find any values like it.
thanks, will update it as soon as I get the computer. And the dreadnought issue is because of it's.size, you need to load the ship file first and then the image.
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: XpanD on March 10, 2012, 02:55:59 AM
By the way, might I suggest a new fleet type? My idea would be a "TimCORP Prospector Fleet" (as in gathering resources) or a "TimCORP Scout Fleet", a small and very light fleet used for scouting duties. This would in turn make less of the current big fleets spawn, balancing the mod a bit further with the core campaign. Here's what I suggest the contents to be:

1x Tachyon Frigate
1 or 2x Reaver Fighters
1x Viper Fighters

Alternatively, the Tachyon frigate could be replaced by a new ultralight carrier/freighter (this IS a scout fleet!) in this setup, if you wanted to put some more work into designing that.

I could probably help on the scripting side of things if you want me to.
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 10, 2012, 03:34:24 AM
By the way, might I suggest a new fleet type? My idea would be a "TimCORP Prospector Fleet" (as in gathering resources) or a "TimCORP Scout Fleet", a small and very light fleet used for scouting duties. This would in turn make less of the current big fleets spawn, balancing the mod a bit further with the core campaign. Here's what I suggest the contents to be:

1x Tachyon Frigate
1 or 2x Reaver Fighters
1x Viper Fighters

Alternatively, the Tachyon frigate could be replaced by a new ultralight carrier/freighter (this IS a scout fleet!) in this setup, if you wanted to put some more work into designing that.

I could probably help on the scripting side of things if you want me to.
You, my good sir, are hired. And i will make one such fleet, Don't worry, I key haven't had the time ;)
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: rada660 on March 10, 2012, 07:21:27 AM
http://ugstunt.com/TimCORPConvoySpawnPoint.java
New file which automatically spawns 3 fleets when the station deploys. It's using some code I took from Gun Runners, which I then modified a bit to work here. 5 fleets (like Gun Runners) would make the TimCORP way too powerful, but 3 seems pretty balanced with the other factions. ;)

Also, I edited the orbital station deployment message a bit to be more in-line with other mods and the core game itself. Enjoy!

PS. Time for a new official release?
PPS. To any non-modder reading this who wants these changes already: Grab and install http://ugstunt.com/TimCORPupdate.zip first, then put in the above file.

is it me, or when i try to do some modification on the terra dreadnought in the ship editor, the bounds are off with the picture ( and kinda everything else ) what that?

then i wanted to edit the terra because the engine... is way to bright in my taste, wanted to separate it in many smaller engine and longer one too

was just a wonder why in ship editor its off :(
I remember this being an issue with the center/anchoring position, but it's been a while since I last read about that. Try editing that if you find any values like it.
thanks, will update it as soon as I get the computer. And the dreadnought issue is because of it's.size, you need to load the ship file first and then the image.

ive did load the ship file first then the image after, and the ships bounds was on the left of the ship D:

*edit* ohhh ok, i found how to make the bounds over the ship, i just moved the center point! now i can fix the engines ;3
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 10, 2012, 07:35:01 AM
Nice ;)
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: rada660 on March 10, 2012, 07:38:22 AM
ill go in game and take a screenie of teh new engine and tell me if ya like C:
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: XpanD on March 10, 2012, 07:38:46 AM
Any idea on when a new version is coming out yet? :P
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: rada660 on March 10, 2012, 07:41:13 AM
a ***... now i moved the center point for the ship editor, now in game all the ship is way off >.< dammit!

now someone can tell me the original center point coordinate? ._.

*or well ill just redownload the original file with the original terra just to get the coordinate >_>
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 10, 2012, 07:43:32 AM
It is "center":[100,349], for the terra
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: rada660 on March 10, 2012, 07:44:20 AM
cool thx, im gonna try it now lol

alright here the 2 screenies, where the engine is working and when they are in idle

(http://img140.imageshack.us/img140/8161/screenshot001ug.png)
(http://img856.imageshack.us/img856/6936/screenshot000yr.png)
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 10, 2012, 08:44:08 AM
Looking nice :D
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: rada660 on March 10, 2012, 08:51:37 AM
want teh ship file so you update the ship in your official download? :3
Title: Re: The TimCORP Mod (CAMPAIGN INTEGRATED, FEEDBACK?, WE ARE HIRING, WORKS WITH .51a)
Post by: Upgradecap on March 10, 2012, 08:53:06 AM
Yeah, sure, looks much better high tech. You haven't changed the bounds, have you?
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 10, 2012, 06:28:42 PM
nope i havent moved the bound but now well... you popping up a question in my head, i havent moved the bounds yes, but the engine is not directly connected to the bounds, since the bounds is behind the engine exhaust, when my engine start point is at the end of the exhaust, its was looking odd if i was going to connect it to the bound...

so the question is, is it a problem if the engine is not directly connected to the bounds? like is it an issue for the flameout?

(http://img716.imageshack.us/img716/9339/theboundsandengine.png)

Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 11, 2012, 03:09:59 AM
The dreadnought has been like that always, and the engines seem to work fine.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: XpanD on March 11, 2012, 03:18:53 AM
I have another suggestion: Lower the spawn rates for TimCORP fleets. It starts off as being fine (initial deployment of 3), but as the campaign progresses there's just too many TimCORP fleets on the map. Combining lowered spawn rates and that new prospector fleet would balance the mod a lot more with the core campaign, imho.

I've made the TimCORP an enemy of mine in my current campaign playthrough, and it's a bit insane how many fights I have with them - they're basically a second pirate faction when it comes to system population. As they don't get culled by nearly every enemy faction (everybody hates the pirates) they're allowed to grow by too much.

Also, don't you think the Omega-class destroyer is a bit too cheap? I can get new ones for about 7000 credits, armed and well, and they easily kick the asses of anything double that price. Not that I mind... ;D
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 11, 2012, 03:24:32 AM
You see, It's those bugs I have to fix/balance before public release.
But the spawn rate is decided in the TimCORPspawnpoint.java, right?
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: XpanD on March 11, 2012, 03:49:32 AM
Code
package data.scripts.world;

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;

public class TimCORPSpawnPoint extends BaseSpawnPoint {

public TimCORPSpawnPoint(SectorAPI sector, LocationAPI location,
float daysInterval, int maxFleets, SectorEntityToken anchor) {
super(sector, location, daysInterval, maxFleets, anchor);
}

@Override
protected CampaignFleetAPI spawnFleet()
{
//if ((float) Math.random() < 0.5f) return null;

String type = null;
float r = (float) Math.random();

if (r > 0.9f) type = "assaultFleet"; // 10% chance, most powerful fleet
else if (r > 0.75f) type = "defenseForce"; // 15% chance, mid-tier
else if (r > 0.6f) type = "carrierWing"; // 15% chance, mid-tier
else if (r > 0.4f) type = "defenseScreen"; // 20% chance, relatively easy to beat
else type = "prospectorFleet"; // 40% chance, common scouts

CampaignFleetAPI fleet = getSector().createFleet("TimCORP", type);
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);

if (type.equals("assaultFleet"))
{
if ((float) Math.random() > 0.5f) {
fleet.addAssignment(FleetAssignment.RAID_SYSTEM, null, 30);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
} else {
fleet.addAssignment(FleetAssignment.DEFEND_LOCATION, getAnchor(), 20);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
}
}
else
{
fleet.addAssignment(FleetAssignment.RAID_SYSTEM, null, 10);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
}

return fleet;
}

}

That would be my suggestion. You might get errors in-game with the exact above code (I'm used to PAWN scripting, which would accept constructions like this - but I'm not 100% sure about Java) but the idea should be pretty clear. Read the comments for my explanations on the changes. Be sure to create a "prospectorFleet" under TimCORP.faction for this to work. :)

PS. The reason for me rewriting this code is to make it easier to edit and a bit faster as well.

EDIT #1: Made a change to hopefully avoid errors. I'm not sure if !type.equals works, so I just switched around the if and else contents for fleet behavior instead. ;)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 11, 2012, 03:57:05 AM
Right, i redid the coding, so they will hopefully spawn less often. Also, i made them hostile towards all factions.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: XpanD on March 11, 2012, 03:58:49 AM
Might want to make them friendly with the Gun Runners if you know how to do that, since they share a planet.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 11, 2012, 04:02:24 AM
They are friendly with every mods race :), unless i change that in the future... but they are now.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 11, 2012, 10:35:37 AM
Update: Version 0.9a out now.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: jet36 on March 11, 2012, 12:52:38 PM
Not gonna finish the story? :P
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 11, 2012, 12:55:05 PM
Not gonna finish the story? :P
It will all be revealed when i get some coding work done and *hint* add a planet ;), so that's Why I'm going to extend the story for a later period. When the planet comes into play.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 11, 2012, 02:33:14 PM
upgrade, one of the mission dont work, the End battle, its telling cant load the mission description

then to see the log, just havent check them yet
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 11, 2012, 11:37:33 PM
upgrade, one of the mission dont work, the End battle, its telling cant load the mission description

then to see the log, just havent check them yet
Yeah, you need the cfs mod for it to work :D
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 12, 2012, 08:48:56 AM
bleh! and me i cant make the dam cfs mod to work :( i get a compelling error when i try to use it D: ( for the campaign and etc ) because dam i would use it >_>
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 12, 2012, 09:02:04 AM
The cfs mod dosen't work with any other capmpaign mod. But if you can do without them in the campaign, and you haven't copied over the original sectorgen.java, then it should work fine. If you have copied over the original, just remove the lines were it says that he edited.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 12, 2012, 09:40:49 AM
bah, me want all other modded campaign! plus.... well i did tried overwrite the original file ( as tho its much simpler to just make it mod file too, just do al lthe correct structure and its work.... ) but didnt know about delete line he edited
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 12, 2012, 10:19:34 AM
bah, me want all other modded campaign! plus.... well i did tried overwrite the original file ( as tho its much simpler to just make it mod file too, just do al lthe correct structure and its work.... ) but didnt know about delete line he edited

Remove these lines in sectorgen.java (in the core directory) :


// This if the change i made to get the ship in the campaign mode

      cargo.addMothballedShip(FleetMemberType.SHIP, "pac_attack_malleus", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "pac_heavy_ass_excalibur", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "pac_heavy_cobra", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "pac_missile_viper", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "pac_sup_heavy_ass_joyeuse", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "oau_heavy_mars", null);
      cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "pac_stiletto_wing", null);
// This is the end duh!


remove those lines. If you want the other campaign mods to work until he fixes the compability :)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 12, 2012, 10:45:22 AM
thx im gonna this out, but atm, just editing the homeworld of the mod The scrapper :P
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Erick Doe on March 12, 2012, 01:02:49 PM
http://fractalsoftworks.com/forum/index.php?topic=1342.15

Created some new ships. Enjoy!
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 13, 2012, 09:54:15 AM
Updated op, was getting quite old :)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 14, 2012, 12:53:50 PM
We have an IRC channel now (though it's so far devs only ;))
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 14, 2012, 02:05:30 PM
then why calling it!!!!!
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 14, 2012, 02:16:58 PM
then why calling it!!!!!
Because it will be public soon enough :D ( oh and you all should expect a super weapon soon.....)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 14, 2012, 05:11:50 PM
bet the Terra gonna trade its 3 tachyon lance for this one super weapon, unless you talk about a levianthan ( titan maybe? )
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 14, 2012, 11:19:38 PM
bet the Terra gonna trade its 3 tachyon lance for this one super weapon, unless you talk about a levianthan ( titan maybe? )

The Terra will be changed when the time comes.... But so far, top priority is a leviathan.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 15, 2012, 04:50:17 AM
Leviathan will be the size of the joyeuse of cfs? Or around it? :P
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: megal00t on March 15, 2012, 05:41:13 AM
the size of an EVE online leviathan? xD its 17 km long :/
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 15, 2012, 06:11:49 AM
the size of an EVE online leviathan? xD its 17 km long :/
:D
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 15, 2012, 08:08:27 AM
the size of an EVE online leviathan? xD its 17 km long :/

Well, not that long no, but larger than the cfs joyeuae class ;)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 15, 2012, 08:56:23 AM
Well shitzor, will be ass to fit it since the thing will be longer than the fitting panel would allow
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 15, 2012, 09:25:38 AM
Well shitzor, will be ass to fit it since the thing will be longer than the fitting panel would allow

I hope alex better fix the zoom levels :D, or just keep the forward turrets, since the broadsides will be powerful enough with the new weapon (named echo pulse), i mean literally powerful as it can take an onslaught in one barrage, a paragon in two, if all guns hit ;)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 15, 2012, 09:26:44 AM
Oh, and just a quick notice, if everything goes well enough, this mod might aswell be a TC mod (total conversion)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 15, 2012, 11:59:44 AM
what ya mean in total conversion?
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 15, 2012, 12:05:50 PM
what ya mean in total conversion?

Total conversion is when a mod completely changes the vanilla game, instead of just adding a faction, and some ships. It adds tons of content, similar to a whole new starfarer. Though such cannot be completed yet, as the game is only in alpha.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 15, 2012, 12:21:10 PM
interesting :3
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 16, 2012, 11:56:55 AM
I have some plans that i need to know about: there's an alien race currently in the brainstorming, but what would make it look best, a flood style like in halo, or more necromorph style like in Dead space?
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Flare on March 16, 2012, 11:59:37 AM
Use your imagination as much as possible :P.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 16, 2012, 12:03:37 PM
least dont make it like SPAZ >_> lol
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 16, 2012, 12:23:20 PM
NO SPAZ HERE :D, but i was just wondering around what YOU would like better (everyone has their opinion, right? :))
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 16, 2012, 12:41:40 PM
hmm alien ship type.... hmmmm..... there so many variant on how an alien ship could be its troubling lol, maybe its could be as simple as ours could be, but lol right now i wished i could do a EVE online sprite mod, having the 4 nation in the game... but im no modder, right now im just good in editing ships, not creating them ( also as i dont have PS neither any other good image editor )

plus that im no good in doing mod, not the greatest in coding, i know you can train yourself but well, its better in have some training first then do try after, me i got nothing D:
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 16, 2012, 12:44:25 PM
No worries :), when i started, i had no clue how to do it, and now well, the mod is going very quickly forward :), it's not hard to mod.
Just need to devote a day or two to train yourself the basics and you're on your way :D
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: megal00t on March 16, 2012, 12:46:17 PM
gallente ships look very alien... but i doubt i can get them in sprite form... might give it a try.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 16, 2012, 12:48:45 PM
I see :D, they do look alien, especially their battleship, though i can't remember it's name. It's the one with two.... claws.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: megal00t on March 16, 2012, 12:59:24 PM
taking some screens atm gonna upload em in a sec...
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: megal00t on March 16, 2012, 01:03:12 PM
ahem...
(http://img716.imageshack.us/img716/589/nyxw.th.png) (http://imageshack.us/photo/my-images/716/nyxw.png/)
(http://img59.imageshack.us/img59/1574/thanatos.th.png) (http://imageshack.us/photo/my-images/59/thanatos.png/)
(http://img337.imageshack.us/img337/6223/marauderd.th.png) (http://imageshack.us/photo/my-images/337/marauderd.png/)(http://img850.imageshack.us/img850/4317/catalysti.th.png) (http://imageshack.us/photo/my-images/850/catalysti.png/)(http://img19.imageshack.us/img19/6049/battleshipy.th.png) (http://imageshack.us/photo/my-images/19/battleshipy.png/)
just a handfull but 4 of the 5 are more top down fucussed.
ED1: gah imagshack is messing up the pics...
ED2: fixed.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 16, 2012, 01:06:08 PM
Looking nice :), it was the kronos i was talking about, though it would be hard to get these as sprites, and then there are legal issues :-/
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: megal00t on March 16, 2012, 01:09:53 PM
nah no legal issues. look at this...
Quote from CCP's message 2011.10.05 18:54:00 CCP Wrangler (wich should allow me to use their stuff for the mod.)
..."As long as you don't charge for the mod or otherwise make any profit, and as long as you give us (CCP) credit for the artwork and such, there shouldn't be any problems with this mod."
of the EVE RTS mod from moddb.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 16, 2012, 01:11:47 PM
Well then, that's very nice to know :D
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 16, 2012, 01:52:26 PM
Looking nice :), it was the kronos i was talking about, though it would be hard to get these as sprites, and then there are legal issues :-/

the kronos is the tech 2 of the Megathron :P

would like to see the Hyperion if you will try to take the gallente nation as a template lol :D

i would see that like :

drone -> fighter in starfarer

Frigate -> well duh...

Cruiser -> destroyer

battlecruiser -> cruiser

battleship and all the capitals, obviously... capital :P
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: intothewildblueyonder on March 16, 2012, 01:56:44 PM
Could you rename the weapons that are borrowed from other mods; so that they do not conflict with those mods
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 16, 2012, 02:08:43 PM
There are no conflicts? It's all tested, and the version with a weapon added isin't added yet.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: intothewildblueyonder on March 16, 2012, 02:49:33 PM
Oh sorry, I thought the weapons from Apophis's mod were implemented and they were causing conflicts (as implied in the OP) and I was just offering a solution, sorry for the confusion.

and I though I should mention for some reason the terra cruiser had Graphics\\TimCORP\\Ships\\TimCORP_terra.png instead of Graphics/TimCORP/Ships/TimCORP_terra.png and my computer didn't like it (I'm using a mac).

fun mod :)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: XpanD on March 16, 2012, 02:53:33 PM
There are no conflicts? It's all tested, and the version with a weapon added isin't added yet.

If you add the More Weapons mod, could you add it as a separate or included-but-not-merged download? This would help avoiding conflicts, since only one version would have to be installed to cover all mods that use it. ;)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 16, 2012, 02:55:09 PM
Ahh, these are bugs to be fixed in the upcoming release, and it will come this weekend (tommorow) I only need the planet done :D

Thanks for the feedback, really loving it, and thanks for those kind words ;D
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 16, 2012, 06:02:34 PM
for when the levianthan so i can tweak its engine >;3
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: jet36 on March 17, 2012, 07:35:18 PM
So i played a few mission levels with your ships and can safely say they are awfully overpowered, i just turned on auto pilot and let everything do whatever; It ruined it for me.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 17, 2012, 08:17:40 PM
hey, 14 paragon beat easy 9 Terra dreadnought, done that in variant vs variant in large battle mode

so yea.... if you go auto pilot and loose your own fault, this one make a challenge which the pirates, TT and hegemony cant give you in a late game
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 18, 2012, 01:39:37 AM
So i played a few mission levels with your ships and can safely say they are awfully overpowered, i just turned on auto pilot and let everything do whatever; It ruined it for me.

Currently, not all are overpowered, and if they are, I always make sure that they get a  weakness, they always have a weakness :)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 18, 2012, 01:51:41 AM
And sorry for the late release but it will come today, promise :)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 18, 2012, 07:25:46 AM
Bump for version 1.0, the mod is finally released :D
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: jet36 on March 18, 2012, 09:03:58 AM
Currently, not all are overpowered, and if they are, I always make sure that they get a  weakness, they always have a weakness :)

Well the carrier ship you had could take on a few onslaughts at a time, its flux dissipation is insanely high. Although since its your mod i can see how you would want your ships to be better, i would probably do the same but it isn't as fun.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 18, 2012, 09:05:51 AM
Oh, there will be rebalancing later on, main focus now is getting the ships ready and having a diversity of them. But balance isint completely destroyed :D.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 18, 2012, 11:24:49 AM
Most bugs are fixed by now, but if there are any, please reply so I find them.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Calodine on March 19, 2012, 04:57:37 AM
Can't say as to it being a bug, but the omega has 80000 hangar space. That's rather a lot for a cheap destroyer :P

Oh, and while it's a compatibility thing with more weapons (Though they ARE way to cheap anyway), the shipbuilder convoys can and will drop off hulls are the vanilla bases. You can buy a carrier dreadnought hull for a whopping 364 credits :P
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 19, 2012, 07:55:59 AM
Can't say as to it being a bug, but the omega has 80000 hangar space. That's rather a lot for a cheap destroyer :P

Oh, and while it's a compatibility thing with more weapons (Though they ARE way to cheap anyway), the shipbuilder convoys can and will drop off hulls are the vanilla bases. You can buy a carrier dreadnought hull for a whopping 364 credits :P
they will be hunted down and destroyed :D

How...... Thanks for reporting these bugs,
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Erick Doe on March 19, 2012, 08:16:16 AM
I'd love to see some more gameplay videos from Acidzombie.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 19, 2012, 08:18:10 AM
I'd love to see some more gameplay videos from Acidzombie.
You liked those? :D, I'll ask him to do more (are you playing the mod?)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Erick Doe on March 19, 2012, 08:23:23 AM
Yes, I tried a previous version. It only had a few ships in it though.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 19, 2012, 08:24:43 AM
You should try the latest, unless you are hands full with coding. The latest version adds a planet, and numbers of ships :)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: XpanD on March 19, 2012, 08:52:19 AM
Random descriptions.csv corrections follow:

Code
"zeta","SHIP","The newest design to get incorporated into the TimCORP fleets, the Zeta is quite a nimble frigate, used for escort roles.

It packs little power to challenge larger ships, but it can quickly take out incoming missiles, and guard bigger ships from fighter and bomber threats. It can engage opponents on its own with the medium energy mount, though this is not recommend by Fleet Command.",

Code
"echo_pulse","WEAPON","Utilizing the most advanced of experimental technologies and exploiting vast amounts of energy reserves, the Echo Pulse Cannon is a weapon meant to provide capital ships that can meet its flux demands with an alarming amount of damage per shot.

Designed by the TimCORP Experimental Design Detachment codenamed ""Weasel Works"", the Echo Pulse Cannon utilizes further advancements of tried and tested Pulse and Brane technologies. Furthermore the armament makes use of experimental Anti-Matter Echo theories which exploit the reaction between matter and anti-matter to maintain relative stability for a projectile so powerful that it would simply disintegrate upon being fired. This enables the phase projectile to maintain stability for a crucial few seconds before the echo effect wears off and the beam dissipates.

The result is a projectile with excellent range and devastating firepower, able to easily overwhelm the shields of most ships and deliver serious structural damage to whatever it hits. The weapon is theoretically able to fire a continuous beam, but because of the outrageous energy demands and the horrific stress on the weapon platform itself, the weapon was wisely limited to firing a single pulse every six seconds as to allow safe firing.

That said the weapon is still very flux-demanding and in practice only the largest of capital ship power generators can handle it. The weapon platform also demands significant ship estate, and despite the extremely durable and reliable materials used on the weapon itself, it is still vulnerable to direct attack.

Meant to be used on the leading flagship of entire factions, the Echo Pulse Cannon deters even the most skilful and daring of Fleet Admirals from direct engagement.","Assault",

Code
"gamma","SHIP","A high-tech dreadnought, the Gamma-class offers unexpected versatility for the fleet point requirement it poses. It features more armor and flux capacity than the Terra, at the cost of hull integrity.

A very recent design from the TimCORP, The Gamma is still in the process of proving its worth on the field. Even though it is new on the field, it can quickly disintegrate enemy fleets into mere particles, especially as this is one of the few ships that can actually accommodate the Echo Pulse Cannon.",

Code
"cityworld","PLANET","An Imperial core planet, responsible for the majority of Imperial production, agriculture and population within this sector. These planets can be artificially constructed, but most are usually barren or desolate planets terraformed at will from TimCORP and populated in mere months.",

Code
"ksi","SHIP","Effective against every ship known to the TimCORP at this time, the Ksi is the culmination of many cycles of work put into it by the Experimental Design detachments. Large flux reserves and good generators top it off.",,

I'm still not entirely happy with these descriptions (but I don't have the mod installed to make further corrections right now), but they should be a fair bit better than what was in place before. An important thing to remember is to keep the perspective of these descriptions the same - having one description be written from the "I own this thing" perspective and another one from the "This thing is my enemy" one just looks messy.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 19, 2012, 09:45:29 AM
They look good there, though.  Thanks :)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 19, 2012, 11:38:41 AM
upgradecap! im not proud of you!  >:(

you force put a pulse laser in a small energy slot on the gamma dreadnought! :P its on the bow of the ship left side
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 19, 2012, 11:41:49 AM
upgradecap! im not proud of you!  >:(

you force put a pulse laser in a small energy slot on the gamma dreadnought! :P its on the bow of the ship left side
I'm sorry :(, it shall be fixed as soon as possible (damn these bugs to oblivion :D)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 19, 2012, 11:57:59 AM
and for the leviathan... i feel its too small, for what its muster ( *** high armor/HP ) almost one shot Echo pulse ( maybe..... decrease the dmg output of this thing..... supercharged on 1 volley i one shooted an onslaught that i boosted >_> )

i would say its should have the length of the Joyeuse super dreadnought ( even myself i fell like this one should be name a leviathan )

especially when the terra is longer ( so technically bigger ) that is only a dreadnought :P

any plan in making the Ksi bigger than the Terra, least so its have its real name of being a leviathan :P
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 19, 2012, 12:08:08 PM
Well, i didn't find a sprite that was equally or bigger than the terra so i decided to OP it with firepower, just to say that small isin't always worst :)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 19, 2012, 05:36:09 PM
but its shouldnt have then the leviathan title!!!!  >:(

wish i could do ships..... problem, i only know how to use paint >_> unless well.... hmmmmmm

could always try something >_>

edit!!!!

how about this?
(http://img84.imageshack.us/img84/1127/ksi.png)

now its look more like a leviathan... well i think >_> keep in mind its been done with parts of the gamma and the iota, and merge its with the ksi, but again made with paint, thus no invisible back ground D:

redone in paint.net :3

Its not yet my final redesign since making longer now its seem to have weapon hole... Trying to feel them aand some rubbish graphic fixing on some place
:3
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 19, 2012, 11:33:38 PM
There will be Such a ship soon, you just need to Wait!!!!
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 20, 2012, 04:04:35 AM
Well why wait when I can make the ksi live up its title :P
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 20, 2012, 09:56:43 AM
Well why wait when I can make the ksi live up its title :P
You want me to add that one? Fine, i'll make do with it :P, but there are larger ship(s) in the works currently, but i'll se if that sprite dosen't mess up too much :)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 20, 2012, 01:43:08 PM
Updated OP
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 20, 2012, 01:50:18 PM
:D well its was not my direct intend taht you add it directly but well this one look bigger than Ksi :D and this one i believe would have the title of small leviathan me think, and yea i seen the upcomming super leviathan :D the prince super heavy Leviathan :D

and tbh, i am happy with the remodel i made.... its was my very first attempt in doing tweak in a sprite >_>
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 20, 2012, 01:55:45 PM
It looks great for being a first try :), Oh, and the next update will, hopefully feature a new faction, plus the super leviathan :D
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 20, 2012, 01:59:03 PM
well yesterday, about the modified ksi ( which should get a new name :D ) and i was adding physic turret emplacement, so its dont look to be in middle of nowhere if someone wanna refit it, and i was also doing the .ship data >_> :D

*edit*
for the name..... its could be the terra? dont you think, since more i look at it, its kinda look like the Terra itself, could be its replacement, to fit with all the other ship no? >_>
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 20, 2012, 02:07:16 PM
Maybe. Maybe ;D
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 20, 2012, 02:17:29 PM
:D well ill finish it, make it mod toggle, so i can try it out without modifying timCORP mod file or main game :3

so yea when ill finish ill come back with the second version of the sprite, a .ship data, and an ingame screenshot

(http://img440.imageshack.us/img440/9480/screenshot014t.png)

have 9 echo pulse, 8 heavy blaster and 11 small PD weapon

here the .ship data :3
http://dl.dropbox.com/u/66460892/timCORP_terra2.ship (http://dl.dropbox.com/u/66460892/timCORP_terra2.ship)

which come with this final design of sprite

(http://img809.imageshack.us/img809/8950/timcorpterra2.png)

up to you to make changes on it :P
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 20, 2012, 11:54:37 PM
Great work there. I'll be using it for the next release ;)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 21, 2012, 04:39:32 AM
Lol I notice how perfectionist I am with the bounds when I seen other one >_>
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 21, 2012, 05:27:01 AM
Bounds don't have to be spot on, they can be around the ship, and the shots will still hit.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 21, 2012, 09:12:50 AM
Yea... Im gonna try to be less perfectionnist lol, maybe doing the .ship will be faster lol
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Trylobot on March 21, 2012, 11:47:52 AM
In fact, it is worth mentioning that you should optimize for as few vertices as possible. More vertices means collision tests require more computations, and if the number of instances of the complex collision polygon is high, you will cause slowdown. If you are doing bounds for say, a capital ship, it's alright to get a little more detailed I think because you will generally not have many of those in a battle.

But particularly for fighters, you should ideally have only 3 vertices (the minimum). You'd be surprised how "off" they can be, and still look fine in-game.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 21, 2012, 11:59:54 AM
oooh i see... yea... i kinda got like... 40 bounds maybe more on the Ksi upgrade =/ maybe that teh cause of 3-4 FPS loss in my test run
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 22, 2012, 03:13:54 AM
This thread needed an newer op, so I updated it :)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 22, 2012, 05:15:55 PM
noooo cant let this tread going to the second page!!!!!!!
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 23, 2012, 08:16:03 AM
We are still hiring coders, so please contact me if you know how to code weapons, ships and java scripting ( for future campaign and more updates )

Oh, and if you do play the mod, please post feedback on what is ok, what is op, and what I could possibly add to it :)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 23, 2012, 09:07:24 AM
well... what to add to it? something that can rivalise with your ship, like the worst enemy of timcorp, that have ship and weaponry able to fight the timcorp, becuase now in late game with mostly timcorp ship... its almost boring to fight other people ( thus that why im eagerly patiently on CFS campaign integration >_> ) i want epic battle that battle last long with huge ship, just just ass whooping lol
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 23, 2012, 09:10:19 AM
There is going to be an Arch-Enemy of the TimCORP, named the Alliance, which will have some less firepower ships (but still enough to rival the TimCORP), but they will come in numbers :D

The new faction will, if I am able to, be done this weekend? Provided I have enough sprites. So keep your anticipation up :) 

P.S If you have tried the mod out, would you be so kind to write something about it here :D, see it as a kind of guestbook (i'm not forcing you to, i'm just kindly asking for feedback ;D)
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: rada660 on March 23, 2012, 10:50:10 AM
:D weeee
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Doom101 on March 23, 2012, 12:41:05 PM
not sure if anyone else has reported this but i noticed this while i was getting a fleet together to record a spotlight video, the zeta class point defense frigate and the omega class destroyer have 80k hangar space. the iota cruiser has 87k hangar space, the terra has 20k hangar space and the dedicated carrier capital ship has 10k hangar space.not sure if this is intended because for all of those that is a TON of fighter craft.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 23, 2012, 12:45:03 PM
not sure if anyone else has reported this but i noticed this while i was getting a fleet together to record a spotlight video, the zeta class point defense frigate and the omega class destroyer have 80k hangar space. the iota cruiser has 87k hangar space, the terra has 20k hangar space and the dedicated carrier capital ship has 10k hangar space.not sure if this is intended because for all of those that is a TON of fighter craft.

That was a bug which is fixed in the dev version of the game ( the bug occured because i tried to write the ship_data.csv file by raw text :D, just tell me if you want the dev version :))
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 23, 2012, 01:57:11 PM
Updated OP with alot of lore ;D
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Doom101 on March 23, 2012, 03:00:03 PM
not sure if anyone else has reported this but i noticed this while i was getting a fleet together to record a spotlight video, the zeta class point defense frigate and the omega class destroyer have 80k hangar space. the iota cruiser has 87k hangar space, the terra has 20k hangar space and the dedicated carrier capital ship has 10k hangar space.not sure if this is intended because for all of those that is a TON of fighter craft.

That was a bug which is fixed in the dev version of the game ( the bug occured because i tried to write the ship_data.csv file by raw text :D, just tell me if you want the dev version :))

i think im good for now i just thought it was interesting i doubt anyone could get that many fighters. im getting a fleet together of all the timcorp ships and i find the prices of ships compared to vanilla ships is ridiculously low, for example the dreadnought can destroy entire fleets by itself and yet it only costs 68k i think the ships need to be WAY more expensive.
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 23, 2012, 03:08:19 PM
not sure if anyone else has reported this but i noticed this while i was getting a fleet together to record a spotlight video, the zeta class point defense frigate and the omega class destroyer have 80k hangar space. the iota cruiser has 87k hangar space, the terra has 20k hangar space and the dedicated carrier capital ship has 10k hangar space.not sure if this is intended because for all of those that is a TON of fighter craft.

That was a bug which is fixed in the dev version of the game ( the bug occured because i tried to write the ship_data.csv file by raw text :D, just tell me if you want the dev version :))

i think im good for now i just thought it was interesting i doubt anyone could get that many fighters. im getting a fleet together of all the timcorp ships and i find the prices of ships compared to vanilla ships is ridiculously low, for example the dreadnought can destroy entire fleets by itself and yet it only costs 68k i think the ships need to be WAY more expensive.

If i only knew how to up the prices :(, if someone could tell me how to, i'd be glad to balance it further ;D
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: intothewildblueyonder on March 23, 2012, 03:13:01 PM
I believe the ship price is in the ship_data.csv file

name,id,designation,fleet pts,hitpoints,armor rating,max flux,8/6/5/4%,flux dissipation,ordnance points,max speed,acceleration,deceleration,max turn rate,turn acceleration,mass,shield type,shield arc,shield upkeep,shield efficiency,min crew,max crew,cargo,fuel,fuel/ly,range,hangar,base value,number
Title: Re: The TimCORP Mod (campaign integrated, feedback?, we are hiring, works with .51a)
Post by: Upgradecap on March 23, 2012, 03:20:09 PM
Aha, so it's that one which sets the price. Thanks :)
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: Upgradecap on March 24, 2012, 06:36:44 AM
Updated OP
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: Upgradecap on March 24, 2012, 08:15:50 AM
And if there are any good spriters seeking employance, post a reply here or give me a pm ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: rada660 on March 24, 2012, 08:33:14 AM
if only i had the talent :P
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: Upgradecap on March 24, 2012, 09:00:27 AM
Yeah ;), but I'd be happy if the ships would follow the same artstyle :)
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: Uomoz on March 24, 2012, 09:27:06 AM
Is it possible to have an image showcase with all the mod's ships in the OP? That would clarify most of the interested players on what to expect in the mod (not screens, more like in the JP and Lotus OP)


Keep up the good work ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: Upgradecap on March 24, 2012, 09:38:19 AM
Thanks for those words :), Yeah, there will be a collection of all ships later, when I manage to get them uploaded ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: Upgradecap on March 24, 2012, 10:33:30 AM
As by popular request, i have added sprites of every current added ship in the mod :D. So, i'd love to hear your thoughts on all of this :)
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: rada660 on March 24, 2012, 11:58:55 AM
i dont see my Ksi version ( so did ya find a name? well me while testing it i named it Terra 2 lol )
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: Upgradecap on March 24, 2012, 12:05:40 PM
i dont see my Ksi version ( so did ya find a name? well me while testing it i named it Terra 2 lol )

I haven't taken the time to add it, yet, I'm just developing on some new ships, but I will add it, don't worry :)
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: rada660 on March 24, 2012, 12:06:54 PM
new ship huh? oh yea the alliance i bet
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: Upgradecap on March 24, 2012, 12:09:56 PM
No, I'm actully doing bombers and fighters for TimCORP, I don't have the sprites for the alliance.
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: Upgradecap on March 24, 2012, 12:34:21 PM
I see there aren't many who would want to be a part of a team :)
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: Upgradecap on March 24, 2012, 12:49:02 PM
Oh, and i am still looking for a artist who could make me epic portraits, pm me for info on them :D
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: Upgradecap on March 25, 2012, 01:22:49 AM
Update ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: Upgradecap on March 25, 2012, 11:54:39 AM
Update: works has begun on the new faction. The alliance ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED SPRITER URGENTLY, works with .51a)
Post by: Upgradecap on March 26, 2012, 07:32:38 AM
Bumping it for a new update on progress.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 26, 2012, 09:57:45 AM
Updated OP :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 26, 2012, 12:52:41 PM
Oh, and please do leave feedback, will you? ;) I have cookies :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: cp252 on March 26, 2012, 01:26:36 PM
Woah, haven't been here for a while. The new grey and orange ships are very very nice. They fit the game's art style for one. (I guess they're frankenships?  :P)
Not saying the old ones weren't nice, but the disparity between them and the stock ships sort of turned me off... :P If your ships all looked like the new ones I'd have liked the mod the moment I saw it.. no offense.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 26, 2012, 01:32:44 PM
Thabks :), well, they aren't quite frankenships, but actully sort of. Currently, I'm working on the new faction, which will have It's own planet too :), quick question here, have you tried the latest version? ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: cp252 on March 26, 2012, 01:57:28 PM
Nah, I'm playing modless right now. Never tried TimCORP, like I said... I recently uninstalled Minimash.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 26, 2012, 07:11:19 PM
tho i agree with CP252, all ship should look alike, thus Terra, the carrier, and some destroyer/cruiser and etc seem to no more belong into the empire >_>
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 26, 2012, 11:14:30 PM
Think of it as they were designed in different eras :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Apophis on March 27, 2012, 05:20:31 AM
Woah, haven't been here for a while. The new grey and orange ships are very very nice. They fit the game's art style for one. (I guess they're frankenships?  :P)
Not saying the old ones weren't nice, but the disparity between them and the stock ships sort of turned me off... :P If your ships all looked like the new ones I'd have liked the mod the moment I saw it.. no offense.
I agree, you should remove the old ship they are too different. The new style ships are good.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 27, 2012, 05:31:18 AM
Awww. Well, then it will only be these ships that are keeping the artstyle. Erick doe has more than plenty for my needs ;D

But the current artstyle ( the newest ships) are great, right? And if would be keeping that same artstyle, more would be playing the mod, yes? :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: acidzombie on March 27, 2012, 08:03:19 AM
I will start uploading a new vid tonight so expect it up early tomorrow (european time, not American) Sry for the long wait ive had a bit of technical problems. But i think im back on track.  ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 27, 2012, 08:14:07 AM
Sure, no problems :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 27, 2012, 08:59:02 AM
That why I proposed my ksi version to be the terra as they look almost the same, tho I believe the weaponnery would be better on m :)y version

And what a portraiter? Someone that do sprite, and could be fun being part of your team my spec would be doing the .ship and .variant  :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 27, 2012, 09:04:30 AM
Well, yeah i'll send you the images and you'll make ships with them? :D, and the portraiter i was looking for was because i need more portraits for the faction itself. ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: ciago92 on March 27, 2012, 09:17:15 AM
Hey, you might want to check your decimal places for the hangar space. I've got a couple destroyers Iota and Omega or Beta I think? Will double check. Anyways, they each have literally 10s of thousands of hangar space. I think the Iota has 87000 hangar points. And then some of your carriers have 1 or 7 hangar points, instead of 10 or 70 like I would think. I will double check next time I get a chance to play the game, but just a heads up that your hangar space is off

EDIT: confirmed, Iota has 87000 and Omega has 80000 hangar space
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 27, 2012, 11:14:58 AM
Yeah, that was a bug, which is fixed for the next version of the game. That's actully supposed to be the value of the ships, not the hangar space :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: ciago92 on March 27, 2012, 12:15:30 PM
ah hah, thanks! Any idea when that update will be? Or did it already come out and I missed it?
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 27, 2012, 12:33:50 PM
Not out yet, sorry :(, but the new update has so much content to add. There will be ~5 new TimCORP ships, ~10 Alliance ships, which will be having their new planet and station. :) So i don't want to release a buggy release. And now the ships will be keeping the same artstyle, there will be no more shifting ones, to make it maintain the "factiony" look :D
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 27, 2012, 01:19:19 PM
Well, yeah i'll send you the images and you'll make ships with them? :D, and the portraiter i was looking for was because i need more portraits for the faction itself. ;)

well yea, i would do the bounds, engine, shield if any, put the hardpoint, upgrading the ship_data.csv ( sort off balanced ) and all that in your linking or around, and you could do the tweak at your liking :P
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 27, 2012, 10:13:06 PM
Well, yeah i'll send you the images and you'll make ships with them? :D, and the portraiter i was looking for was because i need more portraits for the faction itself. ;)

well yea, i would do the bounds, engine, shield if any, put the hardpoint, upgrading the ship_data.csv ( sort off balanced ) and all that in your linking or around, and you could do the tweak at your liking :P

Perfect ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Zilerrezko on March 27, 2012, 10:24:40 PM
how do you change the name of your post? and put a poll into an existing post?
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 27, 2012, 10:57:16 PM
You change it by pressing "modify" on the first post and then you can do Whatever you want. And i just updated the op :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Zilerrezko on March 27, 2012, 11:16:03 PM
Awesomeness!!! thanks  ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: acidzombie on March 28, 2012, 02:22:43 AM
vid is up :) http://www.youtube.com/watch?v=zAx6We01NSs (http://www.youtube.com/watch?v=zAx6We01NSs)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 28, 2012, 04:55:18 AM
Well, yeah i'll send you the images and you'll make ships with them? :D, and the portraiter i was looking for was because i need more portraits for the faction itself. ;)

well yea, i would do the bounds, engine, shield if any, put the hardpoint, upgrading the ship_data.csv ( sort off balanced ) and all that in your linking or around, and you could do the tweak at your liking :P

Perfect ;D

So when do I start? :P
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 28, 2012, 08:08:56 AM
Well, yeah i'll send you the images and you'll make ships with them? :D, and the portraiter i was looking for was because i need more portraits for the faction itself. ;)

well yea, i would do the bounds, engine, shield if any, put the hardpoint, upgrading the ship_data.csv ( sort off balanced ) and all that in your linking or around, and you could do the tweak at your liking :P

Perfect ;D

So when do I start? :P

Great, here are some sprites, the first one is a carrier, the escond one a heavy cruiser, and third one, a heavy fighter :)

[attachment deleted by admin]
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 28, 2012, 08:55:45 AM
Alright ill do those when ill be back home!  :D
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 28, 2012, 08:58:36 AM
Any chance you'll make them today? ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 28, 2012, 12:21:20 PM
Any chance you'll make them today? ;D

ill try! :P

as im back home im starting that right away

tho any chance you got an updated ship_data.cvs that you can send me into PM, so i update from that ship_data instead of the old oen i got now?
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 28, 2012, 12:26:14 PM
yeah, sure
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 28, 2012, 12:40:17 PM
also for weapon, mostly energy? ballistic? missile maybe? well ill do what i could think better, but a guideline about the alliance main weaponry i could set what i think is best :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 28, 2012, 12:42:09 PM
I've sent you the Dev version of the mod via a PM :), but alliance ships (the sprites) are ballistic/missile.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 28, 2012, 12:45:02 PM
alright! :D
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 28, 2012, 01:00:53 PM
Oh, and give me some feedback on the new faction :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 28, 2012, 01:03:18 PM
first word, dam easy to do the bounds xD

*edit* here we go for the censor heavy cruiser, the .ship, a basic .variant is done, gonna try to do the line for the ship_data.csv for it now
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: acidzombie on March 28, 2012, 01:17:02 PM
once again im uploading a new vid, can i get some feedback (except for me having a terrible mic) i will put up the link as soon as it is done
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 28, 2012, 01:27:19 PM
once again im uploading a new vid, can i get some feedback (except for me having a terrible mic) i will put up the link as soon as it is done
Your vids are good :), just ask ne if you want the Dev version of the mod, for video purposes ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 28, 2012, 02:33:47 PM
done with the 3 ship .ship with a basic .variant ( that you can change to what ever you want :P ) and done the upgrade to the ship_data.csv, now trying a test run if they load :P

>_> they loaded, but i greatly underestimated their size.... lol the fit ive given to the consul and censor look like the weapon is too big for it >_>

gonna try to fix that lol

.
.
.
.
now i check other alliance ship... and seem fair now lol!
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: medikohl on March 28, 2012, 05:27:18 PM
here is your portrait

[attachment deleted by admin]
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 28, 2012, 05:44:12 PM
lol seem credible
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 28, 2012, 10:32:05 PM
here is your portrait

....... Hahahaha credible, very credible :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: medikohl on March 28, 2012, 10:55:33 PM
here is your portrait

....... Hahahaha credible, very credible :)
right dimensions and everything
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 28, 2012, 11:13:42 PM
here is your portrait

....... Hahahaha credible, very credible :)
right dimensions and everything
If it only was a bit more serious :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: medikohl on March 28, 2012, 11:30:09 PM
serious...serious....hmmmm
I got it!

[attachment deleted by admin]
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Zilerrezko on March 29, 2012, 12:04:28 AM
I see what you did there  :P
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: medikohl on March 29, 2012, 12:39:11 AM
Did you?  >:(
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Zilerrezko on March 29, 2012, 12:41:19 AM
Well... now i'm just not sure  :-\
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: medikohl on March 29, 2012, 12:45:12 AM
Well... now i'm just not sure  :-\
lol, 
(http://fractalsoftworks.com/forum/index.php?action=dlattach;topic=852.0;attach=609;image) (http://fractalsoftworks.com/forum/index.php?action=dlattach;topic=852.0;attach=616;image)
you used this :P

I responded with this >:(
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Ralkern on March 29, 2012, 05:19:06 AM
I saw you need portratits. I would like to try it but dunno what kind of portraits you mean.
Like a normal human with an uniform, or maybe a guy who looks realy poor. could you plz tell me?
(sry if my english sucks)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 29, 2012, 06:35:07 AM
I saw you need portratits. I would like to try it but dunno what kind of portraits you mean.
Like a normal human with an uniform, or maybe a guy who looks realy poor. could you plz tell me?
(sry if my english sucks)

I was thinking of humans in dark blue uniforms, and some engineer kind of figures. And females aswell :) (no problem with the English ;))
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: mendonca on March 29, 2012, 06:59:14 AM
(http://www.zen102301.zen.co.uk/starfarer/junkpirates/captainobvious.png)

Former Captain Harold P. Obvious, now working as a sous-chef on the ISS Hamatsu.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 29, 2012, 07:05:54 AM
Hahaha..... Yeah, i was actully thinking more game art stylish and less "real", so to say. Like your portraits, mendonca :) (BTW, is that you? ;D)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: mendonca on March 29, 2012, 07:18:49 AM
(BTW, is that you? ;D)
It does look suspiciously like a webcam pose, doesn't it ...
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 29, 2012, 07:20:27 AM
(BTW, is that you? ;D)
It does look suspiciously like a webcam pose, doesn't it ...

Shall I take that as a yes? :D
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 29, 2012, 12:00:08 PM
did ya got my pm upgrade? :P
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 29, 2012, 12:04:36 PM
did ya got my pm upgrade? :P
Yeah, I got it working alright. ETA for next update is: Tommorow ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: medikohl on March 29, 2012, 12:39:19 PM
(http://fractalsoftworks.com/forum/index.php?action=dlattach;topic=1283.0;attach=634;image)
commander badass
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 29, 2012, 12:41:02 PM
Fidel Castro? ;D, Q: would the ships look better if I would set the TimCORP badge on them?
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: medikohl on March 29, 2012, 12:48:11 PM
Fidel Castro? ;D, Q: would the ships look better if I would set the TimCORP badge on them?
dammit, that is me.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 29, 2012, 12:54:33 PM
So badass even Chuck Norris is afraid 8), can you do a more imperial style portrait? Like the 1700 British commander outfits but more future :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: medikohl on March 29, 2012, 01:17:18 PM
??

[attachment deleted by admin]
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 29, 2012, 01:30:20 PM
Google sucks at finding the correct image for me.... xD, something like this http://02varvara.files.wordpress.com/2008/07/lemuel-francis-abbot-a-portrait-of-vice-admiral-horatio-lord-nelson-1790s-e1276900769715.jpg just less stupid, and no hat, and nothing overkill. Just to maintain the look of game art.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: medikohl on March 29, 2012, 01:31:48 PM
Google sucks at finding the correct image for me.... xD, something like this http://02varvara.files.wordpress.com/2008/07/lemuel-francis-abbot-a-portrait-of-vice-admiral-horatio-lord-nelson-1790s-e1276900769715.jpg just less stupid, and no hat, and nothing overkill. Just to maintain the look of game art.
hey, don't be knocking my hat
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 29, 2012, 01:33:34 PM
You have such a hat? :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: medikohl on March 29, 2012, 01:34:15 PM
You have such a hat? :)
thought you meant the one i was wearing in the picture
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 29, 2012, 01:37:55 PM
No, I was talking about the pic I posted. :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 29, 2012, 02:02:28 PM
how bout this?

(http://forums.relicnews.com/images/avatars/DoW/IG3.jpg)

maybe this for a girl portrait? guess its would need some resizing

(http://t2.gstatic.com/images?q=tbn:ANd9GcSXwj9nB3NoxpfpRAe6tSJbcRI5Y7kexBYu13NJxtDqkrq3xO4U0GvRvsvk)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 29, 2012, 02:46:27 PM
*double post i know*

upgrade, is it you fitting the new ships and all? because, i notice how all the weapon can do 360 degree, and missing many weapon ( as many weapon slot is literary empty )

wanna me fix the .ship ( for better, and kinda realistic weapon angling , add the missing weapon ) and fix the .variant for some diversity?

*edit* well did it anyway, look better now, more fearsome >:3 and there a big diversity of weapon, main weapon is still the echo pulse, medium have heavy pulse, phase, graviton, heavy blaster, and the small are LR PD laser and Burst PD laser, gave it couple of hull modification and upgraded the O.P. to 775 instead of 600.

then i fixed a scripts that was still searching for old ship ( terra and etc ) erased those line that wanted them.

then im tweaking the .faction file in world, giving fleets ship that would live up their name, as defense fleet, its would be normal to be the most powerful fleet having the timCORP flagship and sub-flagship like the Ksi and omega and etc, well buffing a bit some fleet that lost the old ships in them
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 29, 2012, 10:36:19 PM
Nice 8), those portraits really look good :)

EDIT: More portraits ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 30, 2012, 06:50:49 AM
Updated op
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 30, 2012, 08:55:04 AM
Updated op

I never know whats the upgrade when you say that X_X
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 30, 2012, 08:56:31 AM
Minor changes, mostly ;D, And do you have more of those great portraits? :D
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: WarStalkeR on March 30, 2012, 10:29:06 AM
Upgradecap, I hope you will like it:
(http://i1223.photobucket.com/albums/dd518/WarStalkeR/TimCorp.png)
Tell me, if it misses something :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 30, 2012, 10:34:49 AM
Damn....... That's exactly what I was looking for ;D. It will be featured in the upcoming release today ;)

How did you make it so good?
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: WarStalkeR on March 30, 2012, 10:52:49 AM
By myself I'm an awful painter if it's picture to draw from zero.
On the other side, I can do great pictures from parts of other.
And I got a large database of all kinds images and cuts.
Rather it takes time to find parts you need, and it's good that I give to these pictures names :)
So yeah eagle - one of many eagles from GDI badges, gear - has been found in google years ago.
And such simple work as outlines and shadows is done with photoshop :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 30, 2012, 12:27:25 PM
upgrade, wanna my Delta .ship tweak with its .variant that goes with it? so its seem more like a super leviathan?
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 30, 2012, 12:31:55 PM
yeah, sure. I'll release version 1.4 soon :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 30, 2012, 01:09:59 PM
NEW VERSION OUT, VERSION 1.4 ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 30, 2012, 02:30:38 PM
Updated op
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 30, 2012, 02:48:27 PM
gah i didnt send out my version of the delta!!!!!!!  :o :o

plus i know i think, let me guess, its tell : terra_hull is not a valid ship ( or something that look like it? )
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 30, 2012, 03:01:23 PM
I don't know this one really. Have you encountered the error? If so, did you manage to find what was wrong?
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 30, 2012, 03:10:57 PM
well i did some ingame test with the dev version ya sent me ( the number 11 ) to see in game how the ship i made looks like, each time the timCORP convoy got to eris, i crashed here... well better just download the current version that have the error, and see by myself if its the same i was encountering
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 30, 2012, 03:13:39 PM
Try version 1.4 in the original post. See if you can find a jug there, because everytime the alliance spawns, it crashes.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 30, 2012, 05:08:08 PM
first thing i noticed, that you copy-paste the convoy spawn from the timcorp, and then ive done a match up with another mod that spawn a convoy to a planet, like the gun runners, and i noticed this:

from the gun runners

Quote
if (station == null) {
          SectorEntityToken CorvusI = system.getEntityByName("Corvus I");
          SectorEntityToken CorvusIIIA = system.getEntityByName("Corvus IIIA");
          station = system.addOrbitalStation(CorvusI, 45, 300, 50, "Orbital Depot", "gunrunners");
          Global.getSectorAPI().addMessage("The Gun Runners have been detected launching an orbital station from Corvus I.");
          Global.getSectorAPI().addMessage("Hegemony command warns that dealing with such criminals is dangerous.");
          CargoAPI cargo = station.getCargo();

then the alliance and the timcorp

Quote
if (station == null) {
          SectorEntityToken ErisI = system.getEntityByName("Eris I");
          station = system.addOrbitalStation(ErisI, 300, 300, 50, "Imperial Orbital Station", "TimCORP");
          Global.getSectorAPI().addMessage("The TimCORP empire has arrived and has launched an orbital station from Eris I.");
          CargoAPI cargo = station.getCargo();

Quote
if (station == null) {
          SectorEntityToken DisyantiaII = system.getEntityByName("Disyantia II");
          station = system.addOrbitalStation(DisyantiaII, 300, 300, 50, "Orbital Security Station", "Alliance");
          Global.getSectorAPI().addMessage("The Alliance has made a breakthrough the Alliance fleets and have launched a space station from Disyantia II.");
          CargoAPI cargo = station.getCargo();

what in bold seem to me coordinate for the station

notice both alliance and timcorp got the same exact coordinate ( well i think its coordinate tho... )

then you put in the wrong modgen, this line and with the wrong target:

Quote
Alliance.setRelationship("Alliance", -1);

switched that to

Quote
Alliance.setRelationship("TimCORP", -1);

did the same thing for the timcorp to make them hate the alliance

now ill try to change the coordinate on the first issue and see if its fix it

*edit* well ive seen the alliance spawn, notice also its have the same color, might change that, but ist spawn, no crash for now, will see where they gonna land, as i changed teh alliance line for station to this : 200,300,50 instead of 300,300,50

well now its crashed when its reach its destination, now to see what doing that! yay

well tho, now im stuck here ( im no pro in coding yet... :D )

in the log i get this:

Quote
119139 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.hullmods.HeavyArmor.applyEffectsBeforeShipCreation(HeavyArmor.java:25)
   at com.fs.starfarer.campaign.fleet.FleetMember.private.this$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.loading.FleetCreationSpec.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.AllianceSpawnPoint.spawnFleet(AllianceSpawnPoint.java:33)
   at data.scripts.world.AllianceConvoySpawnPoint$1.run(AllianceConvoySpawnPoint.java:71)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.õÕ0000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.oOOO.OõÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

and tbh i dont know where to look to see what the error, maybe you, you might be able to, otherwise, could always ask alex i guess
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 30, 2012, 11:54:25 PM
That log tells me there's something wrong with line 71 in allianceconvoyspawnpoint.java. should've tested more before release, but oh well.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 31, 2012, 12:46:52 AM
well least i spotted something for you lol
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Trylobot on March 31, 2012, 01:26:58 AM
You edited the scripts for your hullmods, and there's a null pointer exception in the one for "heavy armor."

Try restoring your hullmods back to vanilla and see if it fixes it.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 31, 2012, 01:36:09 AM
ahh. Any chance you have the original heavy armor hullmod? I kinda changed mine :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 31, 2012, 02:49:37 AM
Restored all hullmods back to vanilla, and it still gives me this crash. Maybe should ask alex? I don't know really what the error is here, exepct for it's something with heavy armor. Even though i changed it back to vanilla.

EDIT: I tried remvoing the heavy armor hull mod from every alliance ship (because it's their station deployment that crashes the game) and it still gives me the crash.
I'm also setting the alliance files up here.

[attachment deleted by admin]
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 31, 2012, 03:42:37 AM
Edited the above post. Anyone got a clue???
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Zani on March 31, 2012, 04:21:42 AM
Hey, the Zeta-Class Point Defense Frigate has a Hangar Space of 800000
:P
Along side its very cheap cost, you should fix that bug lol

EDIT: Terra-Class Standard Dreadnought has a hangar space of 20000.
EDIT2: Phoenix-Class Standard Carrier has a hangar space of 10000. Is this intentional? If it is, its a bit OP, don't you think?
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 31, 2012, 04:23:17 AM
Not in the new version, though the latst one crashes when the alliance spawns. But those are bugs that are fixed in version 1.4, which dosen't work with campaign properly.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Zani on March 31, 2012, 04:24:33 AM
Oh, there was a new version? Better download it then.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 31, 2012, 04:26:45 AM
Yeah, but be Warned. Of you are going to have it, you'd better destroy the alliance convoy bedövare it reaches the planet. Or else the game will crash for a reason I have yet to figure out.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Zani on March 31, 2012, 04:29:08 AM
Can I use it on a world that the convoy has already set up a station?
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 31, 2012, 04:31:31 AM
No, it requires a new save. Unless you don't want the alliance. But it requires a new save for thr new ships.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: WarStalkeR on March 31, 2012, 05:25:17 AM
Upgradecap... I LOLED when I seen this:
Code
api.addToFleet(FleetSide.PLAYER, "delta_Standard", FleetMemberType.SHIP, "TCN Tantive IV", true);
api.addToFleet(FleetSide.PLAYER, "delta_Standard", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "xyphos_wing", FleetMemberType.FIGHTER_WING, false);
api.addToFleet(FleetSide.PLAYER, "zeta_Pointdefense", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "zeta_Pointdefense", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "zeta_Pointdefense", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "delta_Standard", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "delta_Standard", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "rho_Strike", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "ksi_Assault", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "ksi_Assault", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "gamma_Assault", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "gamma_Assault", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "gamma_Assault", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "gamma_Assault", FleetMemberType.SHIP, false);






// Mark a ship as essential, if you want
//api.defeatOnShipLoss("ISS Black Star");

// Set up the enemy fleet
api.addToFleet(FleetSide.ENEMY, "idf_battleship_complex", FleetMemberType.SHIP, "IDF Freedom", false);
api.addToFleet(FleetSide.ENEMY, "idf_battlecruiser_invasion", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_battlecruiser_invasion", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_destroyer_pursuit", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_fighter_wing", FleetMemberType.FIGHTER_WING, false);
api.addToFleet(FleetSide.ENEMY, "idf_fighter_wing", FleetMemberType.FIGHTER_WING, false);

Lets make them more equal, in other words:
Code
		api.addToFleet(FleetSide.PLAYER, "delta_Standard", FleetMemberType.SHIP, "TCN Tantive IV", true);
api.addToFleet(FleetSide.PLAYER, "delta_Standard", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "xyphos_wing", FleetMemberType.FIGHTER_WING, false);
api.addToFleet(FleetSide.PLAYER, "zeta_Pointdefense", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "zeta_Pointdefense", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "zeta_Pointdefense", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "delta_Standard", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "delta_Standard", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "rho_Strike", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "ksi_Assault", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "ksi_Assault", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "gamma_Assault", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "gamma_Assault", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "gamma_Assault", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.PLAYER, "gamma_Assault", FleetMemberType.SHIP, false);
/////////////// VS
api.addToFleet(FleetSide.ENEMY, "idf_battleship_complex", FleetMemberType.SHIP, "IDF Freedom", false);
api.addToFleet(FleetSide.ENEMY, "idf_battleship_complex", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_battleship_complex", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_battleship_complex", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_battleship_complex", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_battleship_complex", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_battlecruiser_invasion", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_battlecruiser_invasion", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_battlecruiser_invasion", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_battlecruiser_invasion", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_destroyer_pursuit", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_frigate_interceptor", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_frigate_interceptor", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_frigate_interceptor", FleetMemberType.SHIP, false);
api.addToFleet(FleetSide.ENEMY, "idf_fighter_wing", FleetMemberType.FIGHTER_WING, false);

Now it seem equal, 15 vs 15...
For every your Delta-class Super Leviathan I placed Samekh-class Battleship.
For every your Ksi-class Leviathan I placed Samekh-class Battleship.
For every your Gamma-class Dreadnought I placed Jerusalem-class Battlecruiser.
For every your Rho-class Destroyer I placed Malkhut-class Destroyer.
For every your Zeta-class Frigate I placed Hesed-class Frigate.
For every your Xypos-class Fighters I placed Nesher-class Fighters.
And now, when forces are equal try to fight equally...
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 31, 2012, 05:40:16 AM
Ok, sure ;D remember, TimCORP ships cannot match sniping ones, but sure, go ahead and test, and please put screenshots up ;)

Oh and have you tried the campaign out? I'm not sure why it's being so buggy. Same for you?
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: WarStalkeR on March 31, 2012, 05:47:52 AM
Ok, sure ;D remember, TimCORP ships cannot match sniping ones, but sure, go ahead and test, and please put screenshots up ;)
Right, I agree... Now I understand that putting even single battleship against 4 super-leviathans was to much...
(http://img85.imageshack.us/img85/557/screenshot008qq.png)
I see TimCORP pilots and commanders are so brave, that even "Tantive IV" was first one to run off the battlefield ;D

P.S. IDF Edain was disabled due my mistake, all 10 siege railguns shot at it, while I was aiming at super-leviathan...
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 31, 2012, 05:51:45 AM
Yeah............ TimCORP commanders are brave indeed, but that was not a TimCORP commander. Not anymore, atleast ;D

And you might actully think of nerfing your railguns? But never underestimate the Echo Pulse Cannon. One barrage can take the IDF battleship, hands down. But only if the shields are down. And please, lower the flux venting rate.
Either way, it's not fair. ;)

And did you manage to get around the camapign? Mine always seems to crash when the Alliance deploys their station.
And strangley, everytime i autoresolve against TimCORP with IDF ships, TimCORP always wins ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: WarStalkeR on March 31, 2012, 06:18:04 AM
Yeah............ TimCORP commanders are brave indeed, but that was not a TimCORP commander. Not anymore, atleast ;D
Screenshot says otherwise :)

And you might actully think of nerfing your railguns?
It was not the railguns, but missiles who done their job perfectly :) Railguns just disabling shields.

But never underestimate the Echo Pulse Cannon.
Twice powerful then Siege Railgun, but only half range of Siege Railgun. Siege Railgun requires even more energy then Echo Pulse Cannon to shoot, 3 times slower rotation then "Echo Pulse Cannon", who said it unbalanced?

One barrage can take the IDF battleship, hands down.
One barrage of how much Echo Pulse Cannons? of 10? Maybe... Didn't gave them that chance though...

But only if the shields are down.
Echo Pulse Cannon does lots of damage to shield too.

And please, lower the flux venting rate. Either way, it's not fair. ;)
Try to install a couple of these railguns on your ships, and you will see why IDF ships have such big flux venting rate. To launch one heavy missile you need 20000 flux free. IDF weapon doesn't use ammo, instead it requires immense amount of energy to "produce" it on fly. Yes, every IDF weapon equipped with built-in Ammo Replication Facility. Also before your great fleet lost against such small IDF fleet, you didn't said a word about how fair it is, you were just happy with victory :P

And did you manage to get around the camapign? Mine always seems to crash when the Alliance deploys their station.
Nope, I didn't tried it and I don't want till you will fix all bugs, also your campaign is incompatible with mine :)

And strangley, everytime i autoresolve against TimCORP with IDF ships, TimCORP always wins ;D
Because for now AI is stupid.
If I only could create my own AI and put it in mod... You've been able to face "me" in AI version :)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 31, 2012, 06:19:36 AM
Alright, here's a withdrawal from the .log file:

java.lang.NullPointerException
   at data.hullmods.HeavyArmor.applyEffectsBeforeShipCreation(HeavyArmor.java:25)
   at com.fs.starfarer.campaign.fleet.FleetMember.private.this$Object(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
   at com.fs.starfarer.loading.FleetCreationSpec.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.AllianceSpawnPoint.spawnFleet(AllianceSpawnPoint.java:33)
   at data.scripts.world.AllianceConvoySpawnPoint$1.run(AllianceConvoySpawnPoint.java:71)
   at com.fs.starfarer.campaign.ai.CampaignFleetAI.??????00(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.oOOO.O??????0(Unknown Source)
   at com.fs.super.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)


i've removed the "heavy armor" hullmod from every alliance ship, and yet it crashes. I have the vanilla hullmod. anyone got a clue?
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: WarStalkeR on March 31, 2012, 06:38:13 AM
The best thing I can tell you, that you're trying to use something, that doesn't exists... Like trying to create station at orbit of planet, that doesn't exist.
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 31, 2012, 06:41:07 AM
nope cant really tell :( ya should send this log to alex in a PM
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 31, 2012, 06:42:38 AM
yeah, i should ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 31, 2012, 12:46:30 PM
Finally :), with the help of alex, i managed to solve this bug, now the game won't crash, and is all set ;)

(no more competition with IDF anymore)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 31, 2012, 01:00:36 PM
Ho, and as always, feedback is vastly aprreciated ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 31, 2012, 02:05:50 PM
so i can download the new version? :D so when my terra gonna be in here! x3
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on March 31, 2012, 02:54:48 PM
Yeah, you can download the new version.;D, the Terra will hopefully be in the next update ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: rada660 on March 31, 2012, 03:17:15 PM
\o/!
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on April 01, 2012, 01:08:45 AM
I still need feedback on the latest version ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED PORTRAITER URGENTLY, works with .51a)
Post by: Upgradecap on April 01, 2012, 02:53:57 AM
Updated the links on the OP, some were not functioning. Also, i might consider removing the old links, because they don't serve much purpose now, do they?
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: rada660 on April 01, 2012, 04:17:56 AM
id say same for the screenshot!, those ship does not exist anymore
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 04:27:18 AM
Yeah, should remove that, forgot to. Derp >.<
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 05:45:58 AM
Yeah, so now i need someone who could atleast do me three mssile launcher, with three missiles.
Anyone?
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 06:32:54 AM
And i also need someone who could code weapons for me, as i've tried but it just dosen't end up well :(
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 10:46:50 AM
Still no feedback on the 1.4 version? It is fixed, as i haven't seen any bugs in it.
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Zilerrezko on April 01, 2012, 11:40:22 AM
so when I saw the ship list, there was one ship that like... wasn't colored it looked like, is that removed/fixed?
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 11:42:21 AM
You haven't tried the latest version out, no? Well, all ships keep the same artstyle now ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Zilerrezko on April 01, 2012, 11:47:17 AM
it seems the reaver ship is not properly installed?

Quote
32188 [Thread-6] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [reaver] not found in ship_data.csv
32219 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Fatal: ship_data.csv is missing ships
java.lang.RuntimeException: Fatal: ship_data.csv is missing ships
   at com.fs.starfarer.loading.ShipHullSpreadsheetLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 11:51:19 AM
What? The reaver should not exist, as i've tested it and tried it over and over. Are you sure you used the 1.4 file in the top?
Because for me it works.
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Zilerrezko on April 01, 2012, 11:53:59 AM
Quote
The LATEST Version here: 
http://dl.dropbox.com/u/63653453/TimCORP.7z

I think I am
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 11:56:34 AM
Hmmm. Try to remove the TimCORP folder, and re-download it again. That should fix the problem.
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Zilerrezko on April 01, 2012, 11:59:29 AM
A step ahead of ya, I had an older version :P 1.0
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 12:00:39 PM
And it still gives you the error?
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 12:04:20 PM
Just tried that version, and it works for me. Does it still crash?
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Zilerrezko on April 01, 2012, 12:16:21 PM
oh no, I redownloaded, what happened why I had an older version, and since the older version had a ship not in the 1.4, that was still in the file when I overwrited it :P my bad, works good as far as I can see.
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 12:21:49 PM
Aha, great :D
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Zilerrezko on April 01, 2012, 12:39:40 PM
hmm a few things I spotted fairly early in the game...

First off, I love the thing you did with the supply fleet coming in and then builds the station (gotta teach me that sometime)

Second (don't know if you ment this but most likely since it is everywhere) but your mod is called TimCORP? Wasn't it TimeCORP?

Third, I notice that the "TimCORP" defense fleet actually acts like a raider. It doesn't guard the station, it just goes out and plunders other systems (again, don't know if this was meant to be, just assumed cause it's called a "defense fleet") and if fact The Assault fleet stays and guards the station O.o.

fourth and last, the Rho class destroyer looks like it could be classified as a heavy cruiser with it's armaments (I noticed the large Ballistics... along with the 4 medium energy :/ it actually "looks" like it's better than your cruiser O.o)

But these are things I'm pointing out like I said in some, you may have meant some of these, you may have overlooked em. Great mod the first 5 minutes xD
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 12:45:08 PM
Yeah, the fleets act normally. they do it because it is ment to trick the other factions ;D. No, but i've placed the assault fleet on guard because it has much heavier ships, and the rho class is classed as a destroyer because it can't handle the flux which the weapons produce. And where did you see TimeCORP?
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Zilerrezko on April 01, 2012, 12:53:45 PM
I guess I thought that was the original mod name a while ago back when I first made an account, guess it was just an illusion :/
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 12:56:10 PM
Oh, and have you tried Psiyons mod collection? If so, do ou get a error at startup aswell?
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Zilerrezko on April 01, 2012, 02:24:41 PM
did you read the line about that error you posted? (you didn't copy it, but it's there in the log)
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 03:01:34 PM
Ok, main thing I'm looking for this mod as of current is to get it into one of the mashes.
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: ciago92 on April 01, 2012, 03:11:24 PM
MAJOR issue with alliance. No idea whats glitching here. Only way I can describe it is they autoresolve before facing me, which would be fine except I get annihilated. Do you have an email I can send the save file to? Theres no error message and I can't get dropbox to work for some reason.


Edit: Oh and minor glitch where the alliance has major brass ones if you know what I mean. Their scouting fleet of two scouts and a light fighter will still charge and engage me when I have 2 venture 3 condor 3 thunder 5 broadsword 6 piranha or so.
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 01, 2012, 03:24:31 PM
Yeah, Autoresolve is bugged on this matter >.<,  it seems to base the victory chance on the armor values, which the alliance has plenty of, by it dosent calculate the hull integrity. Weird, and Yeah, hope you won that battle there. You can send the save file at the email in my profile there.

And what you're describing actully happend to me once aswell, so no need to send me an email. I don't know really there, all i can say is that they Autoresolved when coming in contact of me. Must be some glitch with the dialogue. I'll try to see if it can be solved through my mod. If not, then its up to Alex. But the rest is fine, right?
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: ciago92 on April 01, 2012, 03:47:55 PM
Ya, no serious other issues. Just annoying because I saved right before they hit me and I had a large fleet built up. Oh well.

Edit: Email sent, but repeated testing (read: reloading every time they killed me attempting (and failing) to evade) has yielded that this does not happen every time, as I finally managed a battle with my full fleet and easily won, then saved. I now have a full fleet again lol yay :-)
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 02, 2012, 12:53:15 AM
Heh. Good thing. I think it must be some sort of bug in the faction file or something like that. I'll see to it.
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: rada660 on April 02, 2012, 09:36:15 AM
yea you are not the only one having this, the scrapper sparrow is a fearless fighter that dare fighting your super fleet, and if you auto resolve its lay waste in your fleet... yet being completely annihilated if you control the battle lol
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 02, 2012, 09:38:25 AM
 I know, the autoresolve with sparrows is buggy, do never autoresolve with them. This is a bug in the game itself, not something related to my mod, per se.
Oh, and i'm also working on a another mod, a very silly mod, but i still wanted to do something silly ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 02, 2012, 12:49:07 PM
Heh, anyone got more feedback?
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 03, 2012, 05:50:22 AM
No feedback???
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: mendonca on April 03, 2012, 06:20:49 AM
No feedback???
RESEARCH is spelled incorrectly in the OP ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 03, 2012, 06:22:37 AM
Oops :), any feedback on the mod itself?
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: ciago92 on April 03, 2012, 08:22:10 AM
Overall fun, but a little difficult to make the jump from buying TriTachyon to buying Alliance/TimCORP. However, I do think the ships are priced fairly, maybe just make some midline ships for each so that they're easier to get in to
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 03, 2012, 08:39:31 AM
Yeah, more content will be added, It's just that I'm working on three mods now, this mod, the ponies mod, and the massfarer mod............. >.<
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: ciago92 on April 03, 2012, 06:10:30 PM
well I love both this and the massfarer mods :-) also suggestion. Since Omega won't add your mod to his, can you make a version of your mod that is compatible with the minimash? I don't know how much work that would be, but I know it would be appreciated if you did!
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 04, 2012, 02:39:27 AM
There would be some trouble with it since pepole who don't have his mod would get a error........... And I'm not really up for making a minimash myself either, because it would take too much time and be worthless, or somewhat worthless, since there are already two minimashes. I'll ask Uomoz wether he's reconsidered that idea. But isint it already compatible with rhe minimash?
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 04, 2012, 03:58:38 AM
Updated OP with all the ship sprites available. Tell me what you think ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: K-64 on April 04, 2012, 04:15:53 AM
Those sprites are bloody amazing. I especially like the alliance ones. One thing I have to say about them is that some seem to have thicker edges on them, any particular reason for that, or is it something to be tidied up?
Title: Re: The TimCORP Mod (campaign integrated, NEED WEAPONS ARTIST, works with .51a)
Post by: Upgradecap on April 04, 2012, 04:36:43 AM
That's as intended, since I wanted to give the impression that they have better armor over the TimCORP, which they do. But don't Thabks me doe the sprites, thank erick doe, which makes then ;). There will be more alliance ships, since they as of current, are lacking a battleship.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 04, 2012, 10:04:32 AM
Updated op, and i need someone who could write a story revolving around one or several characters, which are in turn related to this mod.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: arcibalde on April 04, 2012, 10:17:57 AM
Why do you keep posting double posts? Your topic cannot fall even if you stop doing it. Unless you wanna your topic to be on top all the time...
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 04, 2012, 10:19:46 AM
Double posts? I announced something recently, so yeah 8)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: ciago92 on April 04, 2012, 10:23:34 AM
Just tried, mods are not compatible. Has issues with your cityworld. Where is the starfarer log so I can post it? Also my specific idea was to make an alternate version of your mod that was an add on to his minimash. Basically take his minimash, add yours in, make everything compatible, then take yours back out and host that since he won't add it.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 04, 2012, 10:28:44 AM
Yeah, I know, since the two planets need to be inside the planets.json aswell, but go ahead and try to make a compatible version ^___^, would really help if you made one, then started a new thread about it, ofcourse with bugfixes ;)


EDIT: 1000 posts. Yeah 8)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: ciago92 on April 04, 2012, 10:43:11 AM
thought u said u thought they were compatible :-P what do you mean by putting the planets inside the .json as well? I have no experience modding this, but I'm willing to learn. is there a guide to it/can you help at all?
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 04, 2012, 10:44:45 AM
Just copy the lines from my planets.json file into their planets.json file, and then it'll work, I'm sure.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 05, 2012, 02:48:51 AM
Cleaned the Op up alot, don't have the old versions up anymore.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Erick Doe on April 05, 2012, 03:38:59 AM
For TimCorp (Princeton) you appear to be using the two versions inconsistantly. I'm talking about the darker sprites with higher contrast and the lighter ones.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: cp252 on April 05, 2012, 03:52:35 AM
Snip. Moved to PM.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: cp252 on April 05, 2012, 04:03:47 AM
What?
Okay that was really mean but I thought it had to be said.
Maybe I should move it to PM.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Zilerrezko on April 05, 2012, 04:14:27 AM
well, he has gotten a lot of this lately. Just seems like he's gettin a lot of crap just because he wants his mod or rather his vision of his mod to be known. But I guess it's none of my business  anyway.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: cp252 on April 05, 2012, 04:20:46 AM
Yeah... I understand. I've been kicked out of/ostracized by several communities for acting exactly like he is, in similar circumstances, both online and IRL. I think I should do something.
By the way, could you remove that quote for his sake? :P
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 05, 2012, 05:21:08 AM
Very well, as cp252 said there, i shall rebalance the mod.
It could have been said more constructive than going all-out rage on me for trying to maintain something i'm working on :P
But yeah, i will rebalance the ships, and the story is subjec to change.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: cp252 on April 05, 2012, 05:25:34 AM
Not 'subject to'. 'needs' change.
Are you implying I just started screaming at you and offered nothing constructive? Because if you are, you obviously haven't read my message (and judging by your reply, you did read it.)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 05, 2012, 05:27:57 AM
No, i'm not implying anything, don't get me wrong, there was alot of constructive critique there, which i did take on.
And yeah, Does "Will change" sound better?
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: cp252 on April 05, 2012, 05:30:01 AM
Yes, it does. And speaking from the perspective of someone who has been in your exact position (I can elaborate on this in private if you want, it's embarrassing), do you want help?
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 05, 2012, 05:33:02 AM
Well, yeah i could use some help. Yeah, pm me about that elaboration, please :)
 But what could you change, as of current?
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 05, 2012, 06:34:27 AM
Oh, and some further plans (am to lazy to wirte it in the op :P) I am as of current, planning on possibly bringing in several factions into play, after the multi-system starfarer comes into play ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: rada660 on April 05, 2012, 09:59:53 AM
me no more have work? >_> D: or do you want me to fix all variant and weapon angle, so its not all the dam weapon can fire simultaneous, and look more like a ship that need to go in position for a broad fire!
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 05, 2012, 10:03:22 AM
Yeah, rada, would like that. Currently all ships fire in all angles.... >.<
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: arcibalde on April 05, 2012, 10:08:08 AM
360 degrees? All turrets on all ships?
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 05, 2012, 10:09:59 AM
360 degrees? All turrets on all ships?

Not all, no. But some, as is the case for the leviathans.

And how does one set the faction color? I've tried everything, but it just always is GREEN

SOLVED ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 05, 2012, 02:57:27 PM
34939 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.RangeCheck(ArrayList.java:547)
   at java.util.ArrayList.get(ArrayList.java:322)
   at com.fs.starfarer.campaign.fleet.CampaignShipEngineGlow.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.if(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.??????00(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.?0000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.?0000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.oOOO.O??????0(Unknown Source)
   at com.fs.super.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Any chance someone can help me with this error? Seems to start right after i start camapign, after trying to add a new faction in.
Anyone who sees something i've probably missed?
Oh, and the files for refrence.

[attachment deleted by admin]
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: K-64 on April 05, 2012, 03:08:20 PM
Looks to me you've put a number somewhere that's a wee bit too high for the engine to handle perhaps? Not even close to 100% sure on that, just reading the jargony bits
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 05, 2012, 03:13:57 PM
I'm not sure, really. Those versions there are the latest, as I haven't changed anything.

I've double checked stuff but probably missed something, as usual.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: rada660 on April 05, 2012, 07:59:54 PM
as always... ask alex! :D

and ill check and tweak ( if needed ) tomorrow ( right now its 11 PM at my place ) so ill do the tweak on ship that need it, and ill send you the hulls folder with the variants folder also, as i might change its fit ( like the delta i did changed it to be more super leviathan like, more diversity in weapon and have missile :) )

so tomorrow check your PM :)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 06, 2012, 04:52:49 AM
Yeah, sure. I'll see about it, though i'm still not certain on what to do with the error :-\
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: GloriousMess on April 06, 2012, 06:14:01 AM
I'm happy to take a look but I'm not entirely sure where to get the superclasses of the two source files you posted, namely BaseSpawnPoint and SectorGen. I've not got anything more than your mod, the Starfarer API (0.51a) and lwjgl though, so I might be missing something.. :)

At a glance I can't see anything wrong, but the stack trace doesn't lead into the Starfarer API so this is probably one for Alex.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 06, 2012, 06:16:57 AM
Well, that's actully not for my mod, those files, it's for an upcoming version of the MassFarer mod, which i'm helping out on.
So don't worry about looking in my mod for the superclasses, because they won't be there.

But yeah, i PMed him and i'll see what he'll respond with.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: GloriousMess on April 06, 2012, 06:19:20 AM
Righto.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 06, 2012, 06:21:45 AM
Anyway, enjoying the mod so far? Anytihng i could change for the next version? :D
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 06, 2012, 11:53:56 AM
34939 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.RangeCheck(ArrayList.java:547)
   at java.util.ArrayList.get(ArrayList.java:322)
   at com.fs.starfarer.campaign.fleet.CampaignShipEngineGlow.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.if(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.??????00(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.?0000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleetView.?0000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.oOOO.O??????0(Unknown Source)
   at com.fs.super.A.?0000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Any chance someone can help me with this error? Seems to start right after i start camapign, after trying to add a new faction in.
Anyone who sees something i've probably missed?
Oh, and the files for refrence.

Just wanted to bump this one up for those who can help me solve it ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Alex on April 06, 2012, 12:01:51 PM
Looks like one of the ships doesn't have any engine glows whatsoever. Adding some should fix it (for the future, I'll make it so that's not a requirement).
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 06, 2012, 12:03:15 PM
Whoops. Sorry for spamming you with messages :( didn't think you where reading.
Sorry, but Thanks for the help.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: rada660 on April 06, 2012, 02:54:22 PM
here ship and modified variant for which some ship needed it :)

http://dl.dropbox.com/u/66460892/ship_variant.7z (http://dl.dropbox.com/u/66460892/ship_variant.7z)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 06, 2012, 02:57:40 PM
Thanks rada, will be using them in the next update ;)


Above error is solved now ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: rada660 on April 06, 2012, 03:02:28 PM
yay \o/
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 06, 2012, 03:09:07 PM
Oh, and also a small poll here: what weapon should be done next. A railgun or a missile?

Post in the thread on this matter :)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: K-64 on April 06, 2012, 03:10:57 PM
Either a nice, big thunderish gun, or something like the annihilator but with some tracking.

Though I'd prefer to see more big guns
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 06, 2012, 03:27:48 PM
Big, thunderish gun it is then ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 07, 2012, 08:34:15 AM
Just Bumping it up for news on the op
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 07, 2012, 10:25:10 AM
Updated the op again, and added the Copyright on it.

Ask me for permission if you're going to use it.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 08, 2012, 08:07:42 AM
And i updated the op again, where i found some typos ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Erick Doe on April 08, 2012, 04:43:08 PM
I tried out your mod. Loved the way the Alliance ships looked ingame. You've done a good job making use of all those sprites.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 09, 2012, 02:38:35 AM
I tried out your mod. Loved the way the Alliance ships looked ingame. You've done a good job making use of all those sprites.

Thanks!  Glad you liked it.
Now will see some more princeton and league ships? ;D
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: ChrisG619 on April 09, 2012, 10:05:06 AM
I have a problem in the leviathan mission giving me a fleet points limit of 46! This means I can't deploy any ships.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 09, 2012, 10:08:13 AM
Should have mentioned that you need the big battles mod for this to play properly.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: ChrisG619 on April 09, 2012, 10:27:28 AM
Could you provide a link?
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 09, 2012, 10:32:41 AM
Sure. Random battles mod (http://fractalsoftworks.com/forum/index.php?topic=679.0)
Just download thatone and you'll be fine :)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: ChrisG619 on April 09, 2012, 10:33:45 AM
Thanks!!  :)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 09, 2012, 10:35:11 AM
Thanks!!  :)
As always, glad to be of assistance :)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: acidzombie on April 10, 2012, 03:18:45 AM
Hi sorry for my long time oflline... but yeah... idk... But, im going to make a new vid soon and i will give you a hint. Its going to be called bumper cars... and it will involve the TimCorp leviathan :D
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 10, 2012, 09:16:14 AM
New release out: 1.5.1 in the op ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Cordacc on April 10, 2012, 09:20:41 AM
so what exactly is new in 1.5.1.
Also if you need coder I have a pretty good idea of how ships work and have waaayyyy too much extra time.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 10, 2012, 09:23:36 AM
I added a new alliance battleship in there, 4 new weapons (all missiles) and three new TimCORP ships.
And added then so they could be sold.
And alot of.missions :)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: WarStalkeR on April 10, 2012, 11:28:41 AM
That is a lot of ships...
Do you created fleets layouts (yes, in these .faction files) using all ships?
Also, don't forget to fill required info about you race :)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 10, 2012, 11:36:35 AM
About to pm you with the info (yes, all ships are used, ofcourse :D)
If google tanslate can translate inot proper latin instead of going dumb >.<
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 10, 2012, 11:38:09 AM
And any chance you get this error, warstalker?
java.lang.NullPointerException
   at com.fs.starfarer.campaign.CampaignOrbitalStation.readResolve(Unknown Source)
   at com.fs.starfarer.campaign.CampaignOrbitalStation.<init>(Unknown Source)
   at com.fs.starfarer.campaign.StarSystem.addOrbitalStation(Unknown Source)
   at data.scripts.world.InterstellarFederationSectorGen.generate(InterstellarFederationSectorGen.java:25)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.super(Unknown Source)
   at com.fs.starfarer.ui.float.super.super(Unknown Source)
   at com.fs.starfarer.ui.impl.new.super.super(Unknown Source)
   at com.fs.starfarer.campaign.save.A.super(Unknown Source)
   at com.fs.starfarer.ui.g.super(Unknown Source)
   at com.fs.starfarer.ui.o0OO.super(Unknown Source)
   at com.fs.starfarer.ui.T.o00000(Unknown Source)
   at com.fs.starfarer.oOOO.OõÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Seems to get thrown into my face everytime i start the campaign with the Corporate mod.

NVM, i solved it :D
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: rada660 on April 10, 2012, 07:11:24 PM
did you ever think in doing a change log in the OP? i would like that, not just a new link
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: ciago92 on April 10, 2012, 08:21:33 PM
did you ever think in doing a change log in the OP? i would like that, not just a new link
This, I was literally about to post it myself
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 10, 2012, 10:18:52 PM
Yeah, it is going to happend very soon ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: robparker on April 11, 2012, 04:48:39 AM
Do you still need a story writer?
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 11, 2012, 06:30:00 AM
Do you still need a story writer?

Yeah, someone who could wrote a deep story about the alliance ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: robparker on April 11, 2012, 07:06:21 AM
Huh, deja vu.  :D
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 11, 2012, 07:07:16 AM
Huh, deja vu.  :D

Nice ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 12, 2012, 07:17:26 AM
No feedback of the latest version at all?
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: acidzombie on April 12, 2012, 10:23:43 AM
hmmm ok what's the point of the Delta mk2 it has no pd avaiable unless you use the IDF mod together with it
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 12, 2012, 10:40:47 AM
The delta mk2 is an dedicated missile ship, and you're supposed to use the PD hullmod with it. So the swarmers can shoot other missiles down ;). Well, the delta is an dedicated missile ship, in short. And I'll make use of radas fixes soon.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: acidzombie on April 12, 2012, 11:12:52 AM
hmmm ok
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: arcibalde on April 13, 2012, 04:16:21 AM
110 OP for Delta standard???? Why? I can't even deploy it in mission without changing battle size. I think you should lower it around, 50 OP.
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: acidzombie on April 13, 2012, 05:33:07 AM
110 OP for Delta standard???? Why? I can't even deploy it in mission without changing battle size. I think you should lower it around, 50 OP.
that has been answered before you need the Big battles mod or the IDF mod

BTW it would be op if it only needed 50 op
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: arcibalde on April 13, 2012, 06:24:43 AM
that has been answered before you need the Big battles mod or the IDF mod

BTW it would be op if it only needed 50 op

Well, i did manage to kill it with just 1 Faithoper (40 OP) and for cost of 110 i can bring another one + something to scout for me. But seriously those Echo things with 360 arc, it's just... OP! That's why i snip him to death  ;D

Have you ever consider to limit arc of those large mounts on Delta?
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 13, 2012, 06:40:12 AM
that has been answered before you need the Big battles mod or the IDF mod

BTW it would be op if it only needed 50 op

Well, i did manage to kill it with just 1 Faithoper (40 OP) and for cost of 110 i can bring another one + something to scout for me. But seriously those Echo things with 360 arc, it's just... OP! That's why i snip him to death  ;D

Have you ever consider to limit arc of those large mounts on Delta?

Yeah I will do it with radas fixes. Next version ;)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: Upgradecap on April 14, 2012, 03:42:42 PM
Alright, got some more lore ready and some sneak-peeks, though I won't upload them now :)
Title: Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
Post by: rada660 on April 14, 2012, 08:48:50 PM
i see my name everywhere!  :o
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Upgradecap on April 15, 2012, 07:43:47 AM
Ok, so i get this error everytime i try to start the campaign now:

Code
832216 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
832222 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 214,53 MB of texture data so far
832457 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
845764 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
845953 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.B] with id [cityworld] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.B] with id [cityworld] not found
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.addPlanet(Unknown Source)
at data.scripts.world.TimCORPModGen.generate(TimCORPModGen.java:28)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.ui.float.super.super(Unknown Source)
at com.fs.starfarer.ui.impl.new.super.super(Unknown Source)
at com.fs.starfarer.campaign.save.A.super(Unknown Source)
at com.fs.starfarer.ui.g.super(Unknown Source)
at com.fs.starfarer.ui.o0OO.super(Unknown Source)
at com.fs.starfarer.ui.T.o00000(Unknown Source)
at com.fs.starfarer.oOOO.O??0(Unknown Source)
at com.fs.super.A.?0000(Unknown Source)
at com.fs.starfarer.combat.String.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

Anyone kind enough to help me out? :D

EDIT: Anyone who could leave feedback on the mod itself is also greatly thanked :)
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Zilerrezko on April 15, 2012, 09:04:38 AM
looks like it can't find (either) your "city world" file or you may have a problem in the coding somewhere relating to "cityworld".
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Upgradecap on April 15, 2012, 09:16:27 AM
Yeah..... I'll had to poke around and see what strings I'll pull
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Zilerrezko on April 15, 2012, 10:35:03 AM
I just downloaded and started the campaign... works fine for me. delete the file in the mod list and put a fresh new one in. Unless the problem is that you had a character with a previous version, and tried to alter the "cityworld" file, and then went back on with that same character, creating somethin wacky.
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Upgradecap on April 15, 2012, 10:42:07 AM
I just downloaded and started the campaign... works fine for me. delete the file in the mod list and put a fresh new one in. Unless the problem is that you had a character with a previous version, and tried to alter the "cityworld" file, and then went back on with that same character, creating somethin wacky.

Yeah, i think it's that bug with planets.json files not merging properly.
Oh well, i'll have to wait till .52a.
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Upgradecap on April 17, 2012, 08:02:21 AM
Ehm. Feedback on the ship desgins? On the mod? On everything? ;D

And ofcourse, feedback on balance. Though don't worry about balance with vanilla :D

There are secrets yet to be revealed......
(For the future of the mod, ofcourse :))
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Upgradecap on April 18, 2012, 07:13:13 AM
Feedback? No one playing it?? :(
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: arcibalde on April 18, 2012, 07:18:03 AM
Make it vanilla balanced  ::)

Lots of people play only vanilla balanced mods. Look at Minimash and Corvus 9 (or is it 10 now?)
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: craftomega on April 18, 2012, 07:19:19 AM
Make it vanilla balanced  ::)

Lots of people play only vanilla balanced mods. Look at Minimash and Corvus 9 (or is it 10 now?)

Its 10 now, and minimash is far from balenced... oh god... you have no idea... the horror!!! (At trying to balance it)
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Upgradecap on April 18, 2012, 07:32:12 AM
Make it vanilla balanced  ::)

Lots of people play only vanilla balanced mods. Look at Minimash and Corvus 9 (or is it 10 now?)

Yeah..........

Wait for update 1.6 ;D

I will try to balance it with vanilla...... but it will actully be something of a horror film for that. Will balance be good if i make the alliance friendly towards all other factions? ;D

(Also, a little secret here. This mod will also be released for  the game Endless Space (http://endless-space.amplitude-studios.com/) Once that game is coming into alpha and beta ;))

Also. what do you think now is mostly unbalanced? So i can make a priority list.
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: arcibalde on April 18, 2012, 07:49:11 AM
That huge bloody DELTA thing that vaporize anything that come close with it. Not fun to battle... not at all... And then Delta MKII.... HORROR with shields. Whats value on shields? 0.3, 0.2, 0.00001?


@Omega do not whine. You are freaking     O M E G A la craft!!!! No whining for you. Not a little bit!
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Upgradecap on April 20, 2012, 07:38:55 AM
Right, did a serious nerf to all capitals.

Anything more? ;)
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: arcibalde on April 20, 2012, 08:07:00 AM
Right, did a serious nerf to all capitals.


MUAHAHAHAHAAHAHAHAHAHAHAHAHA   now your capitals are _______________ ->select appropriate word (destroyed) (killed) (eradicated) (crushed)

Anything more? ;)

No, that would be all, ALL I NEEDED!!!!  ;D
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: K-64 on April 20, 2012, 08:25:07 AM
Trebuchets do that anyway, get a couple of fighter squads to harass them, then unleash hell upon the distracted ships. A bit crunchier than vanilla ships, but they still go down quickly enough
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: acidzombie on April 21, 2012, 04:57:52 AM
UpgradeCap do you if there is a problem between the TimCORP mod and the minimash mod or the IDF mod and omega's minimash?
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Upgradecap on April 21, 2012, 05:24:02 AM
The mod us having a problem with every mod that adds a new planet in.
Will be fixed in .52a, but for now, it can't be solved.
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: arcibalde on April 21, 2012, 05:28:56 AM
The mod us having a problem with every mod that adds a new planet in.
Will be fixed in .52a, but for now, it can't be solved.

It can be solved. Download my mod and see what i did in planets.json (and make it compatible with your mod) and then you do it in your mod and everybody is happy  8)

Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: acidzombie on April 22, 2012, 04:47:23 AM
Upgradecap i think you should fix the Theta Class frigate its bugged like hell
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: acidzombie on April 22, 2012, 04:50:21 AM
BTW im currently uploading a vid and Upgradecap i dont think you will like it :(
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Upgradecap on April 22, 2012, 04:51:08 AM
Theta calss is a destroyer. And how is it bugged ???

Dosen't appear bugged in my tests, unless you mean the shields, because they are a bit off center, yeah.

EDIT: why woulden't i like it?
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: acidzombie on April 22, 2012, 05:18:22 AM
then it isnt the theta... idk but the reason for that you might not like it is because the TimCORP gets R**** by the IDF
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Upgradecap on April 22, 2012, 05:23:13 AM
Oh, its that mission, yeah......

If you're good enough in piloting the ships, you'll win that mission with about 2 leviathans lost.
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: acidzombie on April 22, 2012, 05:26:35 AM
except for... its in the campaign
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: acidzombie on April 22, 2012, 06:28:07 AM
http://www.youtube.com/watch?v=Rg3EwZO4LkI&feature=youtube_gdata (http://www.youtube.com/watch?v=Rg3EwZO4LkI&feature=youtube_gdata)
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Upgradecap on April 23, 2012, 01:47:05 AM
Need a new spriter who could make me sprites. Please do contact me ;)

EDIT: I need someone who is pretty good or decent at making weapon sprites!!!
Title: Re: The TimCORP Mod (campaign integrated, works with .51a)
Post by: Sunfire on April 23, 2012, 03:03:35 PM
Need a new spriter who could make me sprites. Please do contact me ;)

EDIT: I need someone who is pretty good or decent at making weapon sprites!!!

Do you need any more?
Title: Re: The TimCORP Mod (campaign integrated,we need a new spriter, works with .51a)
Post by: Upgradecap on April 23, 2012, 03:05:06 PM
Yeah, though I'm satisfied for now. ;)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on April 24, 2012, 04:22:45 AM
Just made some changes recently to the OP

And the mod. Hope you like it :)

EDIT: I'm also looking for a 3D artist who could render the current ships into 3D ;D

For modding other games, ofcourse. :)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Sunfire on April 24, 2012, 08:39:46 AM
Do you wanna expand the pirate faction we made and then include it here?
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on April 24, 2012, 08:55:39 AM
I was thinking a whole new faction made with custom sprites, i think infinitysquared can help out with the sprites, since i'm helping out with his mod, the coding work ;)

But our Advanced Pirates mod will stay for the minifaction mod only :)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Sunfire on April 24, 2012, 02:50:51 PM
I was thinking a whole new faction made with custom sprites, i think infinitysquared can help out with the sprites, since i'm helping out with his mod, the coding work ;)

But our Advanced Pirates mod will stay for the minifaction mod only :)

okay, i look forward to the newest faction, I really do enjoy your mod
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on April 25, 2012, 07:53:55 AM
This just in:

This mod will absolutley be part of this game aswell: Endless space and the TimCORP mod  (http://endless-space.amplitude-studios.com/Features) ;D
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on April 25, 2012, 12:24:09 PM
Damn, this corporation is spreading quickly now.

The TimCORP corp. and infinty space  (http://www.infinity-universe.com/Infinity/index.php?option=com_smf&Itemid=75&) ;D

Though we're just a simple corp there. We will estabilish us as a presence. With time. :)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: acidzombie on April 25, 2012, 12:29:47 PM
AND THEN WE WILL INFEST THE ENTIRE UNIVERSE(And the Internet)!!!! In time :)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: rada660 on April 26, 2012, 05:40:36 PM
where is mai levianthan version!
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on April 27, 2012, 06:32:21 AM
where is mai levianthan version!

Going to be part of the 1.6 version, but it isint in yet
;)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on April 27, 2012, 07:25:42 AM
I seems that our artist, erick doe, has decided to make more art in our time of need.
The goal of a total conversion is coming closer and closer, but i promise you that it won't be a total conversion until I feel content with it.
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Dante80 on April 27, 2012, 07:55:06 AM
but i promise you that it won't be a total conversion until I feel contempt with it.

 ;D
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on April 27, 2012, 08:42:56 AM
I did not get the grin. ???
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Valiant19 on April 27, 2012, 10:19:22 PM
I did not get the grin. ???

Probably because you said 'contempt' instead of 'content'.  :P  Two words that have very different meanings.
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on April 28, 2012, 02:08:12 AM
Damn autocorrect of my phone!!!
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on April 28, 2012, 12:34:45 PM
It is confirmed. The TimCORP corp. has estabilished their own forum here (http://upgradecap.0fees.net/smf/index.php)

Give it a shot, i mean, it's free and a good way to track all of the progress TimCORP is doing ;D
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: arcibalde on April 29, 2012, 02:03:43 AM
For a love of GOD! LOL!  Don't tell me that this tread  isn't enough for TImCORP? :D
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on April 29, 2012, 02:10:07 AM
For a love of GOD! LOL!  Don't tell me that this tread  isn't enough for TImCORP? :D

Well, the forum was needed since the TimCORP mod is reaching out to atleast four other games ;)
AND on the forums you can track everything and anything of value about the TimCORP and our releases.
Want to join? ;)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: arcibalde on April 29, 2012, 08:56:04 AM


Well, the forum was needed since the TimCORP mod is reaching out to atleast four other games ;)
AND on the forums you can track everything and anything of value about the TimCORP and our releases.
Want top join? ;)

What? NO!!! NOOOOOO!!!! NOOOOOOOOOO!!!!!!


RUN Arci RUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUNNNNN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!      ;D ;D ;D
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on April 29, 2012, 11:22:04 AM
Well, it's not like it's going to kill you or something.

Only take your soul. ::) ;D
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on May 01, 2012, 02:21:43 AM
Small update: if .52a goes live today, expect version 1.6 of this mod to also go live :)
I have a lot of new stuff in store ;)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: CrashToDesktop on May 02, 2012, 03:19:07 PM
Well, version 1.6 hasn't come out yet. :D But all you really need to do is edit the mod_info.json and weapons.cvs file.  Not much, I expect our TCN ships to be up and running by this weekend, CEO. ;)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on May 03, 2012, 01:49:17 AM
Well, version 1.6 hasn't come out yet. :D But all you really need to do is edit the mod_info.json and weapons.cvs file.  Not much, I expect our TCN ships to be up and running by this weekend, CEO. ;)

Yeah, I kinda decided to hold back 1.6 until I learn where the music tracks are coded into the game. Also, I need to get more of the Katraid ships done......
I'VE SAID TOO MUCH. MEMORY WIPE, COMMENCE! :)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Sunfire on May 03, 2012, 09:00:53 AM
Well, version 1.6 hasn't come out yet. :D But all you really need to do is edit the mod_info.json and weapons.cvs file.  Not much, I expect our TCN ships to be up and running by this weekend, CEO. ;)

Yeah, I kinda decided to hold back 1.6 until I learn where the music tracks are coded into the game. Also, I need to get more of the Katraid ships done......
I'VE SAID TOO MUCH. MEMORY WIPE, COMMENCE! :)

Hmm, interesting
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on May 03, 2012, 09:08:02 AM
Just a few minutes more and i'll release the 1.6 version ;)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: CrashToDesktop on May 03, 2012, 11:35:58 AM
Been more like two hours now. :D I'll try to get back on track with the Katraid ships...
*ZZzzZZZzz* MEMORY WIPE
By order of Commander Christian D., your are to forget all that is said about the "Katraids."  They are hostile towards the TimCORP and are not to be known about.
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on May 03, 2012, 11:41:01 AM
Yeah, i'm stuck with the TimCORP conboy script, which is here. It crashes when they deploy their station....

[attachment deleted by admin]
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: CrashToDesktop on May 03, 2012, 11:43:57 AM
Yeah, i'm stuck with the TimCORP conboy script, which is here. It crashes when they deploy their station....
I'm not the best at coding, but I'll see what I can do.
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Vandala on May 03, 2012, 11:49:25 AM
Yeah, i'm stuck with the TimCORP conboy script, which is here. It crashes when they deploy their station....

Lines 193 to 198 look weird to me. Are you sure they are in the right place? I'm not a coder but thats just something I noticed.

Are you using a text editor or actual coding software to check for errors? Might be useful. Those help you find your mistakes.
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on May 03, 2012, 11:53:22 AM
I'm getting around updating the script now. That script was from the .35 era. A bit out-of-date yeah, but i'll update it now to a more cleaner look. And more modern, ofcourse ;D
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: CrashToDesktop on May 03, 2012, 11:54:28 AM
Usually we all use Notepad ++, I'm not aware of any other coding-related text editors out there.
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Vandala on May 03, 2012, 11:59:26 AM
Usually we all use Notepad ++, I'm not aware of any other coding-related text editors out there.
Your google-fu is weak!

Behold!
http://www.apl.jhu.edu/~hall/java/IDEs.html
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on May 03, 2012, 12:07:18 PM
Alright, this is the absolutley latest script i have issued.

He who finds the error and helps me solve it gets a prize!!!

A PIECE OF THE LORE :D :D :D

[attachment deleted by admin]
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: CrashToDesktop on May 03, 2012, 12:12:38 PM
Alright, this is the absolutley latest script i have issued.

He who finds the error and helps me solve it gets a prize!!!

A PIECE OF THE LORE :D :D :D
Have you updated the rest of the mod?  If you did, the starfarer.log would help a lot.
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Vandala on May 03, 2012, 12:31:04 PM
I got nothing, sorry.
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on May 03, 2012, 12:59:33 PM
My latest convoyspawnpoint file here:

[attachment deleted by admin]
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on May 03, 2012, 01:07:06 PM
Damn. Seems like i'll have to either
1. Wait for alex to release a hotfix
or
2. Use a new script for the mod.
If i use the second script, then i'll have to release the mod tomorrow, since i have no chance coding now. :(

EDIT:  Trust ne, Whatever that happends, the 1.6 version will come out tomorrow.
;)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Commoder Gerswin on May 03, 2012, 07:03:03 PM
Here's an idea you might be willing to try.
Rouge Sentient Robots. The assimilators. Basicly small robots spawn randomly and start with just a few fighters. As they attack random units they gain power much like a player, but faster. The method goes like this. The small fighters will attack say... A random scout squad of 1 fighter squad and a frigate. After it wins it will be able to create a robotic ship of near equal power (maybe the OP level?). Eventually it will have to have a cap either a static max ship number or a power limit based on the players power. But give me some feedback on the concept! I love your work!
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: CrashToDesktop on May 03, 2012, 07:17:50 PM
Here's an idea you might be willing to try.
Rouge Sentient Robots. The assimilators. Basicly small robots spawn randomly and start with just a few fighters. As they attack random units they gain power much like a player, but faster. The method goes like this. The small fighters will attack say... A random scout squad of 1 fighter squad and a frigate. After it wins it will be able to create a robotic ship of near equal power (maybe the OP level?). Eventually it will have to have a cap either a static max ship number or a power limit based on the players power. But give me some feedback on the concept! I love your work!
I don't think that's possible with the current game system. ;D
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Vandala on May 03, 2012, 07:24:59 PM
Here's an idea you might be willing to try.
Rouge Sentient Robots. The assimilators. Basicly small robots spawn randomly and start with just a few fighters. As they attack random units they gain power much like a player, but faster. The method goes like this. The small fighters will attack say... A random scout squad of 1 fighter squad and a frigate. After it wins it will be able to create a robotic ship of near equal power (maybe the OP level?). Eventually it will have to have a cap either a static max ship number or a power limit based on the players power. But give me some feedback on the concept! I love your work!
Maybe have them grow by consuming supply, which they get from scrapping other fleets.
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on May 03, 2012, 09:43:35 PM
Here's an idea you might be willing to try.
Rouge Sentient Robots. The assimilators. Basicly small robots spawn randomly and start with just a few fighters. As they attack random units they gain power much like a player, but faster. The method goes like this. The small fighters will attack say... A random scout squad of 1 fighter squad and a frigate. After it wins it will be able to create a robotic ship of near equal power (maybe the OP level?). Eventually it will have to have a cap either a static max ship number or a power limit based on the players power. But give me some feedback on the concept! I love your work!

The idea is great. Having growing robot fleets is something I wouldn't have thought of.
But then again, currently, it is not possible with the game engine. Although it is possible to make them spawn with small ships, It's impossible to make them grow.
Unless I go with dirty hacks on the engine ;D

(Also, Anyone got something on the spawnfile?)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: sdmike1 on May 04, 2012, 07:06:11 AM
Don't know if this is the right place or if it has already been said but the starting OP is broken in the missions... just thought you would like to know  ;D
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on May 04, 2012, 07:16:21 AM
Don't know if this is the right place or if it has already been said but the starting OP is broken in the missions... just thought you would like to know  ;D

What mission is broken?

Also, don't worry. I'll try to fix this in the next release (today) which will also feature several new TimCORP convoys, because one cannot deliver everything ;)
Title: Re: The TimCORP Mod (Version 1.5.1,we need a new spriter, works with .51a)
Post by: Upgradecap on May 04, 2012, 12:00:03 PM
Okeedokee, the TimCORP mod version 1.6 is all set and ready to go ;)

You can find the DL link either here (http://dl.dropbox.com/u/63653453/TimCORP.rar)
Or in the OP

Code
Changelog:

Completley updated both Alliance and TimCORP scripts; They are now compatible with 0.52a

Added 5 music tracks, 3 of them for battle, 1 for campaign travel music, and 1 for the titel screen.
Rebalanced the TimCORP captials; they should be less OP now.

------------------

Added:
Pulse beam.
 A high tech beam weapon designed for close-combat (melee)
Eclipse
A high-tech PD weapon, similar to the Pulse Beam, but a small slot.

Katraid ships:
The arrowhead:
A High-tech destroyer with two large energy slots. Not for sale or in campaign, this is saved for 1.7
The sentinel:
A heavy cruiser equipped with powerful weapons.
The katana:
A small, nimble fighter, exelling in combat operations.

Some stuff are lacking descriptions, but that's as intended. They will come in version 1.7.
And, in version 1.7, the katraid will have some more ships and get into campaign, and get their own set of weapons.



And as always, feedback is vastly appreciated :D
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on May 05, 2012, 01:19:14 PM
Noone got even the slightest amount of feedback? D:
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: rada660 on May 05, 2012, 01:34:52 PM
is it me or you are obsessed into having feedback >_>
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Erick Doe on May 05, 2012, 01:43:06 PM
Getting feedback is fine (and fun!) but it would help if you specify what sort of feedback you require... and on what, exactly? A certain ship, weapon? Spawn-rate?  ???
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on May 05, 2012, 01:50:22 PM
Everything, really ;D
But i mostly want to know about the Katraid ships. Are thet finely balanced with the rest of the TimCORP ships, so that they won't dominate in campaign? Are the alliance balanced towards the TimCORP?
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on May 05, 2012, 02:45:31 PM
..........aaaand i still got no feedback. :(





*Sad Panda*

Spoiler
(http://watchplayread.com/files/2009/01/sad_panda.jpg)
[close]
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on May 07, 2012, 06:59:28 AM
Pepole, come on. why is noone giving me feedback?
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: arcibalde on May 07, 2012, 07:57:59 AM
Shhhhh.
.
.
.
.
.
.
There
.
.
.
.
.
.
.
is
.
.
.
.
.
.
.
conspiracy
.
.
.
.
against... YOU!!!!!....
.
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.
aghhhhhh... i sad toooo much.......
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.
hlp...
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on May 07, 2012, 08:01:41 AM
AHA, I KNEW IT!!!!!

*Puts a interrogation lamp in your face*

Who's in this?  Who are you? Why is there a conspiracy against me?

*Calls in a security guard*
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on May 08, 2012, 02:03:09 PM
Seriously. Is nobody playing the mod??
Well that's depressing to know that all this work has been spent into nothing.
*sad panda*
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Commoder Gerswin on May 08, 2012, 02:20:28 PM
Right now the mod is a bit unbalancing, as when I start TimCORP fleets are too strong and tend to completely annihilate everything in sight. Could you tone down the fleets a bit?
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: DSMK2 on May 08, 2012, 02:34:20 PM
This is one of the reasons why I'm keeping my mod private; it's too overpowered for the general playerbase of Starfarer to enjoy and I don't want to bother fighting myself over the qualities I want vs the qualities that can't be there due to balance. I do want to show off my ship designs however :/
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Vandala on May 08, 2012, 03:25:08 PM
This is one of the reasons why I'm keeping my mod private; it's too overpowered for the general playerbase of Starfarer to enjoy and I don't want to bother fighting myself over the qualities I want vs the qualities that can't be there due to balance. I do want to show off my ship designs however :/
Just put it out there with a disclaimer "NOT BALANCED WITH VANILLA". I'm sure there will be people who will enjoy your work and creativity.
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on May 08, 2012, 10:47:31 PM
Right now the mod is a bit unbalancing, as when I start TimCORP fleets are too strong and tend to completely annihilate everything in sight. Could you tone down the fleets a bit?

Fixed for version 1.7

I am not balancing towards vanilla, but I'm instead balancing the ships towards each other.  Ut yeah, I'm going to make the TimCORP spawn more rare.
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: hadesian on May 09, 2012, 01:31:28 PM
You know what this mod really needs?

Doctor Evil ship. Just a head with his pinky pose - whatever. The only thing it can do is laugh... which is an instakill

Truly, an evil corporation
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on May 11, 2012, 01:13:17 PM
Just wanted to drop in and say that this mod will see less updates now, since project caelus is taking all the time.  But i will update it, occasionally :)
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Temjin on May 11, 2012, 03:40:42 PM
Right now the mod is a bit unbalancing, as when I start TimCORP fleets are too strong and tend to completely annihilate everything in sight. Could you tone down the fleets a bit?

Fixed for version 1.7

I am not balancing towards vanilla, but I'm instead balancing the ships towards each other.  Ut yeah, I'm going to make the TimCORP spawn more rare.

Yeah, this is a deal-breaker for me. I need vanilla balanced.
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: rada660 on May 11, 2012, 04:00:50 PM
well good old Delta class leviathan, beaten the nihil super dreadnaught (http://fractalsoftworks.com/forum/index.php?topic=224.0 (http://fractalsoftworks.com/forum/index.php?topic=224.0)) that i made overly OPed lol....

all the mods

more weapon than the base super dreadnaught

base 500k HP, but 1.7mil from all the mods

10k base armor around 17k armor from mods

infinite ammo ( from ammo regeneration ) same for missile




Hurray for the  delta!
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on May 12, 2012, 01:42:13 AM
Right now the mod is a bit unbalancing, as when I start TimCORP fleets are too strong and tend to completely annihilate everything in sight. Could you tone down the fleets a bit?

Fixed for version 1.7

I am not balancing towards vanilla, but I'm instead balancing the ships towards each other.  Ut yeah, I'm going to make the TimCORP spawn more rare.

Yeah, this is a deal-breaker for me. I need vanilla balanced.

That's too bad.  Well, I *might*, make a TC out of this, who knows.

But if you want a purley balanced TC mod, you should check out project CAELUS ;)
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Dark on August 12, 2012, 06:00:21 PM
im geting fatal: error compiling [data.hullmods.stabhull] Cause: Compiling unit "data/hullmods/stabhull.java"


171745 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.hullmods.stabhull]
java.lang.RuntimeException: Error compiling [data.hullmods.stabhull]
   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/hullmods/stabhull.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/hullmods/stabhull.java, Line 8, Column 13: Non-abstract class "data.hullmods.stabhull" must implement method "public abstract void com.fs.starfarer.api.combat.HullModEffect.applyEffectsAfterShipCreationFirstPas s(com.fs.starfarer.api.combat.ShipAPI, java.lang.String)"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:447)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)
   ... 5 more
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: CrashToDesktop on August 12, 2012, 07:57:35 PM
Considering this hasn't been updated for .53a, I'm sure you'd get that error.
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Lopunny Zen on August 12, 2012, 09:45:33 PM
there alot of thick black on the ships o.o
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on August 13, 2012, 02:24:39 AM
Oh dear god, people actually remember this?

:D

I'll do an short update today for compability with starfarer 0.53 :)
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Dark on August 22, 2012, 05:18:34 PM
Oh dear god, people actually remember this?

:D

I'll do an short update today for compability with starfarer 0.53 :)

LIES
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on August 22, 2012, 11:33:17 PM
Right.  I need to upload it too, and an another project came in the way (not caelus, though.)
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Reshy on December 07, 2012, 11:20:10 AM
So is this mod officially dead?
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on December 07, 2012, 12:09:31 PM
Yeah, until the newest caelus update is out (by december). Then i'm gonna bother updating it to 0.54 and make some new changes here and there, slight changes, nothing big. :)
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Reshy on December 07, 2012, 03:20:47 PM
Yeah, until the newest caelus update is out (by december). Then i'm gonna bother updating it to 0.54 and make some new changes here and there, slight changes, nothing big. :)


Is that december going to turn into January?  e.e
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on December 07, 2012, 04:16:02 PM
No, don't think so.  I'll get term breaks soon, so more modding time. Unfortunately, they say that the world will end on my school ending >_>
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: K-64 on December 07, 2012, 04:39:41 PM
Bloody swedes, ruining everything for the rest of us :P
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on December 07, 2012, 05:10:18 PM
Why yes ofcourse. My job here has been done then.

(this isn't the first time we've ruined stuff for you brits. ;))
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Reshy on December 09, 2012, 12:49:58 PM
Maybe an update to this mod before the end of the world?  :P
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on December 09, 2012, 10:46:39 PM
hmm, yeah. I'll try to, but no promises. ;)

Have a major caelus update out very soon.
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: starfigter on January 12, 2013, 04:21:20 PM
We all survived the end, even we swedes.
Update by any chance?
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: CrashToDesktop on January 12, 2013, 04:22:58 PM
This mod be dead.  Hasn't been updated since .52a, two patches ago. :/ I have to admit, the TimCORP were a bit overpowered.
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on January 12, 2013, 04:48:28 PM
Always where, always will be. Now that you mention it, i am a bit pressed on time, and stuff like that. I'll ask LW to do a compatibility update, and then release it. Ain't promising any new features, though. :)
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: CrashToDesktop on January 12, 2013, 04:49:44 PM
God, is LW your pack mule?  He's practically handling everything on Caelus.  Now this? ;D
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on January 12, 2013, 04:58:49 PM
More like a workhorse, eheh :-) (not literal, though, haha ;D). Anyways, caelus is on hold for a slight bit, though. :)
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: ValkyriaL on January 12, 2013, 05:49:26 PM
LW is practically handling the entire modding community, he is helping just about all of Cappys mods, hes got a hand in mine, he is in the community mod, he has 2-3 mods of his own, he has coding in MANY other mods... so yeah.. he owns the coding section of this forum hands down.
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: CrashToDesktop on January 12, 2013, 07:05:24 PM
Yes, and he says it's his "hobby"
;)
Anything that LW how concocted for this mod yet?
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Hyph_K31 on January 13, 2013, 12:44:13 AM
LW is practically handling the entire modding community, he is helping just about all of Cappys mods, hes got a hand in mine, he is in the community mod, he has 2-3 mods of his own, he has coding in MANY other mods... so yeah.. he owns the coding section of this forum hands down.

Hue hue hue.

So far, my mod is LW free! I get other people to do my coding ;D
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: Upgradecap on January 13, 2013, 02:25:56 AM
Yes, and he says it's his "hobby"
;)
Anything that LW how concocted for this mod yet?

Mind you, he hasn't actually been involved in this mod at all, though. :)
Title: Re: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)
Post by: zeno0010 on February 24, 2013, 12:32:40 PM
i had an idea for a mystery faction, but im neither a coder or a spriter and i feel like i would suck at both.

I called it the cult of the forsaken labortories.

if you do take this idea feel free to call it or change it however you want but i wanted their main trait to be that they GROW ships out of bio material.

Like the outside of the hull would be bone white and well...floating bone where as their ship system would be some bio regenerating armor organ or something.

I wanted them to have a strong armor belt that can of couse regenerate over time, but poor actuall health.

as for weapons i though like a bile bomb that could eat armor over time but does nothing to shields or like a bone spike cannon that shoots....spikes.

Since their grown their crew requiremnets arent big, but they cant think for themselves so they still need A crew.

If you want ill tell you the concept story i came up with but thats the jist of what i got.