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
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
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:
"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:
"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!
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. ;)
Random descriptions.csv corrections follow:
"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.",
"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",
"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.",
"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.",
"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.
Upgradecap... I LOLED when I seen this:
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:
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...
Ok, so i get this error everytime i try to start the campaign now:
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 :)
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
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.
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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
..........aaaand i still got no feedback. :(
*Sad Panda*
Spoiler
(http://watchplayread.com/files/2009/01/sad_panda.jpg)