Fractal Softworks Forum

Starsector => Mods => Topic started by: fgdfgfthgr on September 15, 2015, 09:17:03 PM

Title: [0.7.1a] Fleaden New Regime v1.1.2
Post by: fgdfgfthgr on September 15, 2015, 09:17:03 PM
(http://i.imgur.com/es0ryie.png)
Can be play with Nxerelin, but before you play it with nxe, you should go into the mod folder, find the "use it to make it support Nex(but not support normal game)" folder, and put the things out the folder.
https://youtu.be/in7NnaUiWT4
(Requires LazyLib)
Fleaden was a pirate bloc, but after a ambitious schemer Flead·Qier managed to take control of most of the authority of the pirate bloc,he made a coup and killed the original leader. After that, he reformed those pirates to be a new faction:"Fleaden".
No one knows how he managed to persuade the pirates to give up evil and return to good, probably a promised amount of gain, probably just use of force, probably even boredom or trust. Mabye even inspiration... However, Fleaden was established, and so a new faction has arison in Starsector.


Download:http://www.mediafire.com/download/5u7jczolxsb52s1/Fleaden_en_1.1.2.zip (http://www.mediafire.com/download/5u7jczolxsb52s1/Fleaden_en_1.1.2.zip)


Ship List:
FRIGHTER:
Spoiler
(http://i.imgur.com/UJfD5Sk.png)(http://i.imgur.com/gIgznuc.png)(http://i.imgur.com/S3U8cRU.png)(http://i.imgur.com/I8Ph4TD.png)(http://i.imgur.com/K1fntRc.png)
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FRIGATE:
Spoiler
(http://i.imgur.com/e02NOYP.png)(http://i.imgur.com/QaAhyt9.png)(http://i.imgur.com/7x8ntIi.png)(http://i.imgur.com/1zVjSyr.png)
(http://i.imgur.com/sDRE4iQ.png)(http://i.imgur.com/euGmzq6.png)(http://i.imgur.com/pP15yLD.png)
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DESTROYER:
Spoiler
(http://i.imgur.com/GTzf60q.png)(http://i.imgur.com/dD7OjWi.png)(http://i.imgur.com/iVh2vgM.png)[(http://i.imgur.com/kVlMuEk.png)(http://i.imgur.com/EXAAhFK.png)(http://i.imgur.com/RgW0sZs.png)
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CRUISER:
Spoiler
(http://i.imgur.com/u8Fcvhz.png)(http://i.imgur.com/92VRS4h.png)(http://i.imgur.com/AKaOjHp.png)
(http://i.imgur.com/EgRfnDl.png)(http://i.imgur.com/EkzjxGq.png)(http://i.imgur.com/F3DtvBi.png)
(http://i.imgur.com/FOndxKp.png)(http://i.imgur.com/4FNa94j.png)
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CAPITAL SHIP:
Spoiler
Exactly, Fleaden don't really have capital ship......
But.....
OK, that:
(http://i.imgur.com/D7JmmxJ.png)
[close]

Fleaden ships have good speed and maneuverability but engine is unstable.
Some of them have lots of weapon slot.
The hull and armor is fragile, the flux system is weak.
And they don't have CAPITAL SHIP !

Some screenshots:
Spoiler
(http://i.imgur.com/cwWtMGf.png)
(http://i.imgur.com/CZR1Lrn.png)
(http://i.imgur.com/mzlzjv5.png)
(http://i.imgur.com/DBg3pXN.png)
(http://i.imgur.com/ouX6vq2.png)
(http://i.imgur.com/4fBlSoS.jpg)
(http://i.imgur.com/zyQ9Shx.png)
(http://i.imgur.com/7nhh1Fa.png)
(http://i.imgur.com/DpHvWrE.png)
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Thanks the @Fith @NOID? @Takion Kasukedo, they help me make this mod.








Now this part is for Anti_Fleaden organization :):
Some fanatics of old pirate leader try to revolt the new Fleaden, they theft some outdata ship design and use them to against the Fleaden. However, they are not successful at all.

Heavy armor and strong weapons, very low supplies cost each battle.

They will appear on the hidden place in Fleaden system, they will attack the Fleaden fleets and most of other faction fleets.
Picture of their ships: (http://i.imgur.com/JN2hD0s.png) (http://i.imgur.com/KCeW5NM.png) (http://i.imgur.com/6W2jaZQ.png)(http://i.imgur.com/mqdMDgL.png) (http://i.imgur.com/nGVTCoo.png) (http://i.imgur.com/q02TYS8.png)

update log:
Spoiler
versions: 1.1.2
Spoiler
Fix the bug about the nex faction file.
Mission! Better Mission!(I can't descript it but it is very good!)
Visual effects for Ultima and Highelecgun when hit on enemy.
Light effect for Collding Drive(need shaderlib).
Add a new weapon: Grenade Transmitter(O)
Better Nex support.
AI will use Collding Drive more times.
The missile slot of Siege became a built-in slot, with a Anti_missile SRM.
Rewrite the light_data for shaderlib.
[close]
versions: 1.1.1d
Spoiler
Rename the Prototype ship.(Prototype -> Special)
Increase the damage of Anti Missile SRM, reduce the number of it.
Better code for Anti Missile SRM.
Fix the bug of Illusingdestory error glow when using Positional mod.
Fix the bug when Anti_Fleaden lost they last planet(or ststion) in Nexelerin, the game will not remove the faction tag.(Thank for  @grinningsphinx).
Some better descriptions by @grinningsphinx.
Better Collding Drive.
New graphic for Cyclone.
[close]
versions: 1.1.1c
Spoiler
New graphic for Cruelty.
Decrease the strength of Anti_Fleaden fleets. (Oh, ****! When I see about 10 more huge fleet flying around the Moerfen, I want to **** then ****, *******!)
Better effect for Collding drive.
Collding drive will make fewer and soft flux.
Add a new sub market on Moerfen, you can buy some prototype ship there.(Incredible powerful).
Nex: if the hidden Anti_Fleaden base capture by other faction, it will not hidden anymore.
Nex: better Nex support: the Anti_Fleaden will be more like the pirate.
Nex: better Nex support: If Fleaden or Anti_Fleaden capture a station or planet, the market on it will add"Free Port" market condition on it.
Fix the bug of Masonry Bounds Polygon.
Move the Scrap jump point in Fleaden system to the orbit of Moerfen.
Move the Relay in Fleaden system to the orbit of Boshi.
Add a new weapon: Anti Missile SRM.
[close]
versions: 1.1.1b
Spoiler
A new descriptions from Takion Kasukedo. :)
Rename some ships.
Rewrite the descriptions of Bakelite Hull.
Remove the Heavy Industrial in Askonia.
AI will use Machu Picchu more like a carrier, and use Sky more aggressive.
[close]
versions: 1.1.1a
Spoiler
Code Compile.(But I left all the code in the same place too :))
Better Code(Small, quicker!)
The mine became a mirv again!
A missile ai for mine!
Would not apply damage when engine burn out.
A new fighter: Mice.
A new graph for trible shock gun.
A new ship for Anti_Fleaden.
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versions: 1.1.1
Spoiler
Fix the bug when the use Collding drive near the phased ship game will crash.
Better effect for Flay Spear.
Recoil force for highelecgun and ultima.
When higheclecgun or ultima hit on enemy and overload they, will make some damage to the hull.
Better support for nex corvus mod.
Add a new weapon: Modular Highelecgun.
Increase the DPS and flux/s for Doubl Heavy Connon.
The engine of Fleaden ship will random burn out in battle.
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versions: 1.1.0
Spoiler
Better effect for Engine potential active, Over burn, Collding drive.
New effect for Ultima.
New descriptions for Klaidersen,Nauseation.
The four medium hardpoint in Nauseation can place the energy weapon on it now.
Fix the bug when the use Collding drive game would be crash.
Ruiner Cannon from once shot three times to once shot one time but three times speeds.
Remove the Ram and Nauseation in Positional War mission. And the map getting much smaller.
Add music for Fleaden markets.
Add a new ship: Miner
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versions: 1.0.9.5hotfix01
Spoiler
Add effect to Engine potential active, Over burn, Collding drive.
Engine potential active can be regen now(very slow)
Support nex again.
You can play Anti_Fleaden in Nex!
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versions: 1.0.9.5
Spoiler
Charge down time of LongBow missile from 8 to 5.
The cargo of Wolf(F) from 25 to 40.
Better variant for Rander.
Sound of all the weapons.
Rewrite all the mission text.
Support Nxerelin Corvus mode.
Move the Nxerelin support from Nxerelin to Fleaden.
The main damage type of Ultima from ENERGY to KINETIC.
The vent rate bonus of Bakelite Hull from 10% to 20%
The Flux capacity of Hatcahet Man Wing from 600 to 760.
Increase the Flux dissipation for all the ships.
Add a new hull mod for all Fleaden ships: High burn engine(a negative hull mod)
[close]
versions: 1.0.9 for 0.7.1
Spoiler
Machu picchu have build_in hullmod: High Resolution Sensors.
Balance weapons.
The max crew of Ram form 180 to 60, min crew from 150 to 5, and add a new hullmod:half-no crew.
Remove the black market in Operational base.
[close]
versions: 1.0.8
Spoiler
Fix the economy bug exhaustively.
Armor and hitpoint debuff of Bakelite Hull from 20% to 30%.
New market conditions for all the market.
Anti_Fleaden will be more like a pirate now.
About the game crash, if it is java:null, you need more RAM, if not, tell me.
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versions: 1.0.7
Spoiler
A new ai for Positional mod.
Decrease the flux produce by all type of Shot Cannon.
Positional mod can't always on now.
Move the operational base far away from the star.
Fix the bug of Fleaden make the price of supplies rise.(Not really, but That is the best I can do, from 300 to 140)
A better relation ships for Anti_Fleaden organization.
Fix the bug of the initCargo unuse.
Fix the faction name bug.
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versions: 1.0.6
Spoiler
Anti_Fleaden organization fleets will appear from some new place.
A new place for Fleaden solar system.
The range of Grenade Transmitter and Triple Grenade Transmitter from 1100 to 1000.
All new Fleaden solar system: Add a asteroid field, move two jump point to other place, add
a new jump point, a nebula, and a new inactive jump point.
Balance the Anti_Fleaden organization ship's performance.
Now Fleaden is inhospitable to pirate, that mean you will not find the so many pirate in Fleaden solar system.
The Anti_Fleaden organization will be hostile to most of factions, but they will favorable to diktat.
Fix some text bug.
[close]
versions: 1.0.5 For 0.7!
Spoiler
Add a new ship system for Wind Tunnel: Strategy defence drone.
Add a new faction: Anti_Fleaden organization
Anti_Fleaden organization have a hidden place, very very hard to find.
Lots of sight change.(so much, I can't even list it out.)
Add 5 new ship for Anti_Fleaden organization.
[close]
versions: 1.0.1 Hot_Fix
Spoiler
Fix the bug of when player open the hullmod view, game will crash.
A better ai for Collding drive.
Improve the maneuverability of Cruel Kill.
Reduce the speed of kazooka missile.
All the "hardpoint" in Fleaden became really hardpoint.
The ballistic hardpoint infront of Halberdier class became a missile hardpoint.
Remove two turret from Halberdier.
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versions: 1.0.0
Spoiler
The armor rate of Ram from 1000 to 1300.
The Collding drive would not make the engine burn out any more.
Thr Collding drive will destory the shield around the ship.
Fix the bug of one of the engine fire is red in Ram.
Remove the Fleaden ship in the "Time to Coup!" mission.
The pirate fleets will have some Fleaden ship.
Rename the "Out Data" variants to "Common" variants.
Add 3 new ships: Halberdier, Cruel Kill, Abyss Beelzebub.
New graph for: Die Out, Kazooka missile, Longbow missile, all the (D) ships, Ammo Pressue System.
Remove a small turret in front of Dieout
Increase the frigate speed.
Sindrian Diktat will be more frequent to bounty the Fleaden.
[close]
versions: 0.9.5 (Waiting my grapher)
Spoiler
All new descriptions for all the ships/weapons/shipsystem.
Name change: Skw wing-Sky Tear Space-Render Finaldestory-Flay Spear Longicorn-Nauseation Revolution-Klaidersen.
Reduce the player ship total number in the "Positional warfare".
A indescribable change of Ultima weapon.
Add two new ships: Hroagn, Ram
Add two new ship systems: Collding drive, EMP_Wide
Modify the market conditions of all the planet, obtial station.
[close]
versiona:0.9.0
Spoiler
Reduce the flux dissipation of nearly all the ships.
Balance the logistics for all the ships.
Weapons balance: Grenade Transmitter(tri) damaga from 350 to 300. Flux per shot from 325 to 340.
The Guard have 2 Dual Small Flak now.
Add a new ship system: 2rd flux system
The ship system of Typhoon from CBDSsystem to 2rd flux system.
Add 2 missile weaponslot to Typhoon.
The ordnance points of Typhoon from 115 to 130.
Add a new mission.
Change the difficulty for all the mission.
Rewrite the Suitability Exercise Test, now the random range is bigger, probably it will make 2 Asteroid Field!
[close]
versions:0.25
Spoiler
Some slight change of hulls.
Add a glow texture of Ultima.
Balance the weapons: Dual small flak damaga from 30 to 25, range from 600 to 500.
The range of Artillery and Ruin Cannon from 650 to 600.
Improve the maneuverability of Kazooka missile.
Remove the Suppress.
Improve the peak CR time and shield angle of Dieout.
Modify the variants.
Some change of Position mod ai.
The damaga addition of Ammo Pressue System from 50% to 25%
Nearly all the weapon use other sound now.
Add a very shocking effect of Finaldestory.
A new graph of all the missile.
Add two new weapons:Grenade Transmitter and Triple Grenade Transmitter.
Fix the bug of the light data not available.
[close]
versions:0.24
Spoiler
The Atropos torpedo in Nihility change to the Atropos single.
The Artillery on Hatchet Man change to the Light Artillery.
Add a Fleaden station into the Askonia solar system.
Add some Ai Hint to the weapons.
The burst size of Heavy Shot Cannon from 40 to 20.
The Tariff of Fleaden from 30% to 25%.
Add more enemy ships to the mission.(Positional warfare, Battle with Neutrino)
Some logistics balance of ships.(Such as supplies used per day)
Some small change of warrior weaponslots.
Now the Bakelite hull can use for any ship.(and it will reduce the hitpoint and armor)
Change nealy all the ship variants.
Reduce the spread of Shot Cannon.
Modify the damaga of Ultima.
Add a new hullmod:Ammo Pressure System.(Just use in Finaldestory)
Add 4 "D "ship.
Longicorn have smaller, stronger shield.
Graphic of Artillary get bigger.
[close]
versions:0.22
Spoiler
Fix the bug of positionalmod.
Rewrite all the descriptions.(Again)
Improve the firing rate of Dual Small Flak.
Improve the speed improve of Over Burn. Reduce the active time of Overburn.
Reduce the Cool Down time of all the ship systems.
Fix some texts bug of missions.
Now "Poor patrol" mission is easier.
Balance the weapons' strength.
[close]
versions:0.21.5
Spoiler
Fix the bug of ultima.
Make a light_data for weapons.
Other weapons replace the Bombs in variants.
Some other change in variants.
Modify the difficulty of missions from common to middle, from impossiblity to impossible.
Modify the ai of Positional mod.
Improve the maneuverability of kazooka. Improve the acceleration of flywings.
Increase the the fighter number in fighter wings.
Change the light color in Fleaden solar system.
[close]
versions:0.21.1
Spoiler
Fix the bug of Siege's variants.
Modify the AI HINT of weapons.
Modify the market conditions of Moerfen, Boshi.
Modify some weaponGroups in variants.(LINKED and ALTERNATING)
Fix the turret position bug of Ruincannon and Doublcannon.
Rise the damage of Doubl Small Flak and CBDSsystem and Fly Wing Rocket.
Translate the text when using shipsystem.
[close]
versions:0.21
Spoiler
Fix the bug of when shot the artillers the game will crash.
Modify bakelite hull.
Rewrite the ships_data.
Rewrite nearly all of the descriptions.
Modify missions.
Modify weapons' strength.
Add 4 new ship: Destory, Die out, Machu Picchu, Revolution.
[close]
[close]
Title: Re: [0.65.2]Fleaden 0.21 En
Post by: Tartiflette on September 15, 2015, 11:22:27 PM
Some interesting and unusual design here, I love the brick frigate! Although just looking at them I wouldn't have though they are fast: their boxy silhouettes and many mounts spelled "tanky ships" to me, but I will try them for sure. Just to be sure, I know things are a bit different on Baidu with a lot of very powerful mod ships, so are you trying to make your faction balanced with vanilla or only fun to play with?
Title: Re: [0.65.2]Fleaden 0.21 En
Post by: fgdfgfthgr on September 16, 2015, 12:16:10 AM
Some interesting and unusual design here, I love the brick frigate! Although just looking at them I wouldn't have though they are fast: their boxy silhouettes and many mounts spelled "tanky ships" to me, but I will try them for sure. Just to be sure, I know things are a bit different on Baidu with a lot of very powerful mod ships, so are you trying to make your faction balanced with vanilla or only fun to play with?
Fleaden is veryveryvery unbalance: Fleaden is too weak!
I always want to make it stronger, but the AI is so stupid.......
Normally, A temple frigate can easy kill 10 Fleaden frigate......
Title: Re: [0.65.2]Fleaden 0.21 En
Post by: fgdfgfthgr on September 16, 2015, 12:20:10 AM
Some interesting and unusual design here, I love the brick frigate! Although just looking at them I wouldn't have though they are fast: their boxy silhouettes and many mounts spelled "tanky ships" to me, but I will try them for sure. Just to be sure, I know things are a bit different on Baidu with a lot of very powerful mod ships, so are you trying to make your faction balanced with vanilla or only fun to play with?
And other things I need to tell you......
Fleaden's chinese name is "Square Da........"
Title: Re: [0.65.2]Fleaden 0.21 En
Post by: SafariJohn on September 16, 2015, 11:23:17 AM
Don't balance against the Templars unless you are trying to create a boss faction.
Title: Re: [0.65.2]Fleaden 0.21 En
Post by: Tartiflette on September 16, 2015, 04:59:46 PM
Don't balance against the Templars unless you are trying to create a boss faction.
I'm not sure he meant a Templar, or a Tempest.... Both are powerful frigates.
Title: Re: [0.65.2]Fleaden 0.21 En
Post by: fgdfgfthgr on September 16, 2015, 06:07:56 PM
Don't balance against the Templars unless you are trying to create a boss faction.
I mean the fleaden is so weak, much weaker than hegemony ......
1 temple ship can vs4-5 hegemony ship........
But fleaden ......10
Title: Re: [0.65.2]Fleaden 0.21.5
Post by: fgdfgfthgr on September 19, 2015, 10:46:34 PM
I fix the problem of my computer! Now I can open the game and make the screenshots!
(Yes, I can't open game before, don't ask me how do I make mod without open game to test it :))
Title: Re: [0.65.2]Fleaden new regime v0.21.5
Post by: Takion Kasukedo on September 23, 2015, 05:59:52 AM
So, I got an error saying something like this

61975 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.fleadenModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.fleadenModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compilation unit 'data.scripts.world.systems.Fleaden' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.world.systems.Fleaden' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)

It says Fleaden doesn't declare a class, and that it's to do wit fleaden.java when I tried to start.
Title: Re: [0.65.2]Fleaden new regime v0.21.5
Post by: fgdfgfthgr on September 23, 2015, 11:33:13 PM
So, I got an error saying something like this

61975 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.fleadenModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.fleadenModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compilation unit 'data.scripts.world.systems.Fleaden' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.world.systems.Fleaden' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)

It says Fleaden doesn't declare a class, and that it's to do wit fleaden.java when I tried to start.

just wait, I will fix it in one day.
Title: Re: [0.65.2]Fleaden new regime v0.21.5
Post by: fgdfgfthgr on September 24, 2015, 02:13:46 AM
So, I got an error saying something like this

61975 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.fleadenModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.fleadenModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compilation unit 'data.scripts.world.systems.Fleaden' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.world.systems.Fleaden' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)

It says Fleaden doesn't declare a class, and that it's to do wit fleaden.java when I tried to start.
OK,  just download the new version~
Title: Re: [0.65.2]Fleaden new regime v0.24
Post by: fgdfgfthgr on October 06, 2015, 06:25:50 AM
The 0.24 is updata, have really big change! Try it!
Title: Re: [0.65.2]Fleaden new regime v0.24
Post by: Takion Kasukedo on October 07, 2015, 04:16:40 PM
Hm, from my playtest of Fleaden ships (before the update), I saw that the main guns on most of their ships hit absurdly hard, but at the same time, they have a absurdly long reload (balance I guess)

I'm wondering when they'll get Nexerelin integration (especially non-corvus mode, as i'm looking to face off against squads of Fleaden ships pretty soon without having to go into Combat Simulation)

Out of all honesty, I like this mod, it's like playing glass cannon ships that hit for huge damage with their main guns and are especially good at overloading other ships, like the Firestorm Federation without the armor and with civilian grade shields (my insight on the frigates and destroyers, yet to play the cruisers and battleships)

Quick edit : I forgot there wasn't Battleships yet

Also my only gibble (minor negative) is the names for some of the ships (EG = Suppress, Tear Space, Illusingdestroy, Wind Tunnel, Longicorn, Macchu Picchu, and Finaldestroy)

I am willing to help with names lists based on their objectives/duties if you need some (I have also spoken English my entirety of my life, so I can help, if you need it  :) )

Gosh, I really need to do something with my life  :-\
Title: Re: [0.65.2]Fleaden new regime v0.24
Post by: fgdfgfthgr on October 07, 2015, 05:48:38 PM
Hm, from my playtest of Fleaden ships (before the update), I saw that the main guns on most of their ships hit absurdly hard, but at the same time, they have a absurdly long reload (balance I guess)

I'm wondering when they'll get Nexerelin integration (especially non-corvus mode, as i'm looking to face off against squads of Fleaden ships pretty soon without having to go into Combat Simulation)

Out of all honesty, I like this mod, it's like playing glass cannon ships that hit for huge damage with their main guns and are especially good at overloading other ships, like the Firestorm Federation without the armor and with civilian grade shields (my insight on the frigates and destroyers, yet to play the cruisers and battleships)

Quick edit : I forgot there wasn't Battleships yet

Also my only gibble (minor negative) is the names for some of the ships (EG = Suppress, Tear Space, Illusingdestroy, Wind Tunnel, Longicorn, Macchu Picchu, and Finaldestroy)

I am willing to help with names lists based on their objectives/duties if you need some (I have also spoken English my entirety of my life, so I can help, if you need it  :) )

Gosh, I really need to do something with my life  :-\

Infact, you can play the Fleaden in Nexerelin, Just put it in Nexerelin 0.6.0 or 0.6.1 ?http://www.mediafire.com/download/wupkg2xz1cswdrz (http://www.mediafire.com/download/wupkg2xz1cswdrz)
(If Histidine don't allow me to do that, I can delete it.)
Yes, I need somebody to help me about the name. If you are good at making graph it will help me more(my old artist resigned).
Title: Re: [0.65.2]Fleaden new regime v0.24
Post by: Takion Kasukedo on October 07, 2015, 07:15:06 PM
The unfortunate part about making the graphics is I haven't got experience making ships, at the moment

I could start making more ships for this mod, if I can figure out what ships I should possibly start on.
Title: Re: [0.65.2]Fleaden new regime v0.24
Post by: Histidine on October 09, 2015, 05:59:08 AM
Infact, you can play the Fleaden in Nexerelin, Just put it in Nexerelin 0.6.0 or 0.6.1 ?http://www.mediafire.com/download/wupkg2xz1cswdrz (http://www.mediafire.com/download/wupkg2xz1cswdrz)
(If Histidine don't allow me to do that, I can delete it.)
Sure, it's fine :)
In fact, is it alright if I put this in Nexerelin directly? Would save me a bit of work.
Title: Re: [0.65.2]Fleaden new regime v0.24
Post by: fgdfgfthgr on October 10, 2015, 12:11:49 AM
Infact, you can play the Fleaden in Nexerelin, Just put it in Nexerelin 0.6.0 or 0.6.1 ?http://www.mediafire.com/download/wupkg2xz1cswdrz (http://www.mediafire.com/download/wupkg2xz1cswdrz)
(If Histidine don't allow me to do that, I can delete it.)
Sure, it's fine :)
In fact, is it alright if I put this in Nexerelin directly? Would save me a bit of work.
Of course!
Title: Re: [0.65.2]Fleaden new regime v0.25
Post by: fgdfgfthgr on October 17, 2015, 02:34:55 AM
The Fleaden 0.25 was updata.
Title: Re: [0.65.2]Fleaden new regime v0.9.0
Post by: fgdfgfthgr on October 23, 2015, 10:37:04 PM
The 0.9.0 is update.
Title: Re: [0.65.2]Fleaden new regime v0.9.5
Post by: fgdfgfthgr on November 02, 2015, 08:07:04 PM
The 0.9.5 is updata.
Title: Re: [0.65.2]Fleaden new regime v0.9.5
Post by: Takion Kasukedo on November 02, 2015, 09:58:10 PM
A minor problem happened and it was possibly my fault

So, I attempted to start up Starsector, and it crashed immediately, saying the "Ship hull spec "zhenya" was not found

Here's the log -
Spoiler
16278 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull spec [zhenya] not found!
java.lang.RuntimeException: Ship hull spec [zhenya] not found!
   at com.fs.starfarer.loading.F.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]
Title: Re: [0.65.2]Fleaden new regime v0.9.5
Post by: fgdfgfthgr on November 02, 2015, 11:13:10 PM
A minor problem happened and it was possibly my fault

So, I attempted to start up Starsector, and it crashed immediately, saying the "Ship hull spec "zhenya" was not found

Here's the log -
Spoiler
16278 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Ship hull spec [zhenya] not found!
java.lang.RuntimeException: Ship hull spec [zhenya] not found!
   at com.fs.starfarer.loading.F.super(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]


delete the old version first.
Title: Re: [0.65.2]Fleaden new regime v0.9.5
Post by: Takion Kasukedo on November 03, 2015, 11:10:31 PM
Ah I see.

Well, i'll try that solution.
Title: Re: [0.65.2]Fleaden new regime v1.0.0 !
Post by: fgdfgfthgr on November 08, 2015, 12:29:51 AM
The 1.0.0 is update.
That is a really big update~
Believe me.
Title: Re: [0.65.2]Fleaden new regime v1.0.1 hot_fix
Post by: fgdfgfthgr on November 08, 2015, 08:03:36 PM
1.0.1 hot fix is update......
 :( :-\ That is my fault, I did't find that big bug......
 :-[
Title: Re: [0.65.2a]Fleaden new regime v1.0.1 hot_fix
Post by: fgdfgfthgr on November 09, 2015, 07:03:57 PM
I had upload a new video.
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: fgdfgfthgr on November 25, 2015, 12:00:58 AM
1.0.5 is update, for 0.7a
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: Maelstrom on November 25, 2015, 08:02:22 PM
awesome :D
btw, um
can't use it :( shaderlib uses too much ram and can't fix it...
and I did try the trick
used to work but doesn't for some reason now... really confused :(
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: fgdfgfthgr on November 25, 2015, 08:23:24 PM
awesome :D
btw, um
can't use it :( shaderlib uses too much ram and can't fix it...
and I did try the trick
used to work but doesn't for some reason now... really confused :(

ShaderLib/shaderSettings.json
   "enableShaders":true, # Default: true
to
   "enableShaders":false, # Default: true

then try again.
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: Auraknight on November 25, 2015, 11:18:45 PM
A worthy mod to pass time with!
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: fgdfgfthgr on November 25, 2015, 11:26:27 PM
A worthy mod to pass time with!
In fact, I suggest you wait the next version, it will post out in 1 day.
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: Plasmatic on November 25, 2015, 11:49:37 PM
Fleaden isn't supposed to be a pirate type faction right? so would it not make sense for pirates to be hostile towards them? and for pirates to have some of their ships?

Haven't gotten far enough into the game yet to know if Pirates currently use Fleaden ships, but I noticed Pirates have no standing towards pirates and vice versa.
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: fgdfgfthgr on November 26, 2015, 12:28:13 AM
Fleaden isn't supposed to be a pirate type faction right? so would it not make sense for pirates to be hostile towards them? and for pirates to have some of their ships?

Haven't gotten far enough into the game yet to know if Pirates currently use Fleaden ships, but I noticed Pirates have no standing towards pirates and vice versa.
Next version i will set the Fleaden is -35 to pirate.
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: Plasmatic on November 26, 2015, 05:51:14 AM
Fleaden isn't supposed to be a pirate type faction right? so would it not make sense for pirates to be hostile towards them? and for pirates to have some of their ships?

Haven't gotten far enough into the game yet to know if Pirates currently use Fleaden ships, but I noticed Pirates have no standing towards pirates and vice versa.
Next version i will set the Fleaden is -35 to pirate.

I've noticed some spelling mistakes, like the Bakelite hullmod... "Percent" is how it is spelled :) (with a C, not an S)
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: Spoorthuzad on November 26, 2015, 06:10:03 AM
Those are some nice looking ships you got there mate! I love the vanilla look they have :D
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: Maelstrom on November 26, 2015, 11:17:09 AM
awesome :D
btw, um
can't use it :( shaderlib uses too much ram and can't fix it...
and I did try the trick
used to work but doesn't for some reason now... really confused :(

ShaderLib/shaderSettings.json
   "enableShaders":true, # Default: true
to
   "enableShaders":false, # Default: true

then try again.


lol
feel like a noob for asking XD could have easily done that myself:P guess I was just too tired to bother with it  but thanks anyway XD
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: fgdfgfthgr on November 26, 2015, 11:30:19 AM
Fleaden isn't supposed to be a pirate type faction right? so would it not make sense for pirates to be hostile towards them? and for pirates to have some of their ships?

Haven't gotten far enough into the game yet to know if Pirates currently use Fleaden ships, but I noticed Pirates have no standing towards pirates and vice versa.
Next version i will set the Fleaden is -35 to pirate.

I've noticed some spelling mistakes, like the Bakelite hullmod... "Percent" is how it is spelled :) (with a C, not an S)
OK, I will fix it next version. :)
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: fgdfgfthgr on November 26, 2015, 11:33:50 AM
awesome :D
btw, um
can't use it :( shaderlib uses too much ram and can't fix it...
and I did try the trick
used to work but doesn't for some reason now... really confused :(

ShaderLib/shaderSettings.json
   "enableShaders":true, # Default: true
to
   "enableShaders":false, # Default: true

then try again.


lol
feel like a noob for asking XD could have easily done that myself:P guess I was just too tired to bother with it  but thanks anyway XD
Do you mean it is so hard to done for you?
Put this in the mod of shade-lib: http://www.mediafire.com/view/3l6vdn2rvvcqsju/shaderSettings.json
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: fgdfgfthgr on November 26, 2015, 11:34:54 AM
Those are some nice looking ships you got there mate! I love the vanilla look they have :D
I don't understand what is "vanilla"?
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: Spoorthuzad on November 26, 2015, 11:44:24 AM
Those are some nice looking ships you got there mate! I love the vanilla look they have :D
I don't understand what is "vanilla"?
The normal starsector ships. I meant that they feel like they could be implemented in the base game and they wouldn't really feel out of place. Thats a good thing :)
Title: Re: [0.7a] Fleaden New Regime v1.0.5
Post by: fgdfgfthgr on November 26, 2015, 11:50:18 AM
Those are some nice looking ships you got there mate! I love the vanilla look they have :D
I don't understand what is "vanilla"?
The normal starsector ships. I meant that they feel like they could be implemented in the base game and they wouldn't really feel out of place. Thats a good thing :)
...... That is because all the picture of Fleaden ship is made from vanilla ;), if you look that carefully you will find that :).
Title: Re: [0.7a] Fleaden New Regime v1.0.6
Post by: fgdfgfthgr on November 26, 2015, 12:40:17 PM
1.0.6 is update.
Title: Re: [0.7a] Fleaden New Regime v1.0.6
Post by: hunters1 on November 28, 2015, 07:18:49 PM
ill put this here because it stopped when i disabled this mod but i was getting random crashes at random moments when using this mod with every other 0.7 compatible mods i would love to use this (saying would because i couldn't use it) but like i said i have no proof that its this mod specificly and its random so i cant recreate it
Title: Re: [0.7a] Fleaden New Regime v1.0.6
Post by: ChrisH on November 29, 2015, 09:30:56 AM
Not sure if anyone has mentioned it, but I just activated your mod in an attempt to solve a different error. I noticed that your mod, just like Nihil or Nex (I think) is throwing the economy of supplies off a little bit.

Your mod makes the price of supplies rise from day 1 from about 120 to 300. Luckily it's not as bad as the other one, that spiked to 700 from day one, but worth the mention regardless
Title: Re: [0.7a] Fleaden New Regime v1.0.6
Post by: fgdfgfthgr on November 29, 2015, 10:48:24 AM
ill put this here because it stopped when i disabled this mod but i was getting random crashes at random moments when using this mod with every other 0.7 compatible mods i would love to use this (saying would because i couldn't use it) but like i said i have no proof that its this mod specificly and its random so i cant recreate it
"RANDOM MOMENT"You mean the null error?  IF it's null error, that is because you need more RAM.
If not, can you tell me each type of error?
Title: Re: [0.7a] Fleaden New Regime v1.0.6
Post by: fgdfgfthgr on November 29, 2015, 10:49:47 AM
Not sure if anyone has mentioned it, but I just activated your mod in an attempt to solve a different error. I noticed that your mod, just like Nihil or Nex (I think) is throwing the economy of supplies off a little bit.

Your mod makes the price of supplies rise from day 1 from about 120 to 300. Luckily it's not as bad as the other one, that spiked to 700 from day one, but worth the mention regardless
Errrrrr, I will try to fix it...
Title: Re: [0.7a] Fleaden New Regime v1.0.6
Post by: fgdfgfthgr on November 29, 2015, 10:53:29 AM
ill put this here because it stopped when i disabled this mod but i was getting random crashes at random moments when using this mod with every other 0.7 compatible mods i would love to use this (saying would because i couldn't use it) but like i said i have no proof that its this mod specificly and its random so i cant recreate it
I will do my best to fix it...... I can't even image what can make that bug...
Title: Re: [0.7a] Fleaden New Regime v1.0.6
Post by: hunters1 on November 29, 2015, 04:33:28 PM
ill put this here because it stopped when i disabled this mod but i was getting random crashes at random moments when using this mod with every other 0.7 compatible mods i would love to use this (saying would because i couldn't use it) but like i said i have no proof that its this mod specificly and its random so i cant recreate it
I will do my best to fix it...... I can't even image what can make that bug...
well later on i found that i had a similar crash with another mod so it might be the base game itself changed too much in the newest release either that or installing windows 10 screwed me gana try a fresh install

Edit: massive miss-information might need to post on technical forums for this one
Title: Re: [0.7a] Fleaden New Regime v1.0.6
Post by: fgdfgfthgr on November 29, 2015, 10:24:50 PM
Not sure if anyone has mentioned it, but I just activated your mod in an attempt to solve a different error. I noticed that your mod, just like Nihil or Nex (I think) is throwing the economy of supplies off a little bit.

Your mod makes the price of supplies rise from day 1 from about 120 to 300. Luckily it's not as bad as the other one, that spiked to 700 from day one, but worth the mention regardless
Ok, I fixed it. From 300 to 140, That is the best I can do. Try the 1.0.7.
Title: Re: [0.7a] Fleaden New Regime v1.0.7
Post by: fgdfgfthgr on November 29, 2015, 10:25:17 PM
1.0.7 is update.
Title: Re: [0.7a] Fleaden New Regime v1.0.7
Post by: ChrisH on December 01, 2015, 05:55:42 PM
Mod still causes crashed when used in combination with the various updated 0.7a mods mate. The economy is also still off balance (Organs at 20 credits each?)
Title: Re: [0.7a] Fleaden New Regime v1.0.7
Post by: Ryu116 on December 01, 2015, 06:07:15 PM
Mod still causes crashed when used in combination with the various updated 0.7a mods mate. The economy is also still off balance (Organs at 20 credits each?)

It will be much help if you can do two things:

1) List the combination of mods you installed.
2) Post your crash log.

Without both of these, it is not helping author of this mod to find out what is possibly causing the crash.  Either it is caused by this mod or other mods.  In order to find out what is causing the crash, please bring two things as posted above.
Title: Re: [0.7a] Fleaden New Regime v1.0.7
Post by: fgdfgfthgr on December 01, 2015, 06:13:42 PM
Mod still causes crashed when used in combination with the various updated 0.7a mods mate. The economy is also still off balance (Organs at 20 credits each?)
What type of crashed? Java:null ? Can you tell me.
About the economy, I will fix it exhaustive. :)
Title: Re: [0.7a] Fleaden New Regime v1.0.8
Post by: fgdfgfthgr on December 01, 2015, 07:13:04 PM
1.0.8 is update.
Title: Re: [0.7.1a] Fleaden New Regime v1.0.9
Post by: fgdfgfthgr on December 07, 2015, 10:28:10 PM
1.0.9 is update. :)
Title: Re: [0.7.1a] Fleaden New Regime v1.0.9
Post by: Ryu116 on December 08, 2015, 10:27:10 AM
Thank you for update!  This is one of my favorite mod and this is the ship that I use all the time when being both bountry hunter and pirate:

(Not sure if it is the correct name?)

Flay Spear

(http://i.imgur.com/u8Fcvhz.png)

I usually distract any ships with my different ships while going around to flank on enemy ships.  I keep my shield up while making sure flux is safe and then ram into target while using main weapons against target.  And at the same time, I made sure that flux is not overwhelming my ship.

However, I am looking forward to play this mod for Starsector 0.7.1a, along with other mods!
Title: Re: [0.7.1a] Fleaden New Regime v1.0.9.5
Post by: fgdfgfthgr on December 14, 2015, 03:41:05 PM
1.0.9.5 is update.
Title: Re: [0.7.1a] Fleaden New Regime v1.0.9.5--hotfix01
Post by: hunters1 on December 24, 2015, 11:46:33 PM
is there a way to change faction relation with the player to neutral?
Title: Re: [0.7.1a] Fleaden New Regime v1.0.9.5--hotfix01
Post by: Snrasha on December 25, 2015, 03:41:48 PM
Hunter1:  Mod console command: Setrelationship faction player 0
Title: Re: [0.7.1a] Fleaden New Regime v1.1.0
Post by: fgdfgfthgr on December 27, 2015, 11:16:34 PM
1.1.0 is update. :)
Title: Re: [0.7.1a] Fleaden New Regime v1.1.0
Post by: connortron7 on December 28, 2015, 12:38:18 AM
Looks pretty good so far keep up the good work
Title: Re: [0.7.1a] Fleaden New Regime v1.1.0
Post by: Snrasha on December 28, 2015, 09:50:29 AM
Useless question:

Anti-Fleaden is a pirate faction? If, yes, I can add this faction in [extra salvage/boarding] mod?

Yes, i am never sure if yes or not. This is maybe a " pirate " faction only for Fleaden faction, so...

Thank.

Other question:
I do not understand why this mod have so many problem for compatibility with Nexerelin, it is not just a simply faction mod?
Else, very complete faction mod, thank you!
Title: Re: [0.7.1a] Fleaden New Regime v1.1.0
Post by: fgdfgfthgr on December 28, 2015, 11:40:32 AM
Useless question:

Anti-Fleaden is a pirate faction? If, yes, I can add this faction in [extra salvage/boarding] mod?

Yes, i am never sure if yes or not. This is maybe a " pirate " faction only for Fleaden faction, so...

Thank.

Other question:
I do not understand why this mod have so many problem for compatibility with Nexerelin, it is not just a simply faction mod?
Else, very complete faction mod, thank you!
It is a pirate like faction.A little bit stronger than pirate. But don't hostile to Sindrian Diktat.
About the nex, nex don't support Fleaden? so I do it to make nex can support Fleaden.
Title: Re: [0.7.1a] Fleaden New Regime v1.1.0
Post by: Snrasha on December 28, 2015, 11:52:16 AM
Ok, i have very bad give my question.

I want talk: Why two versions? 1 without nex, 1 with nex
Title: Re: [0.7.1a] Fleaden New Regime v1.1.0
Post by: fgdfgfthgr on December 28, 2015, 03:21:53 PM
Ok, i have very bad give my question.

I want talk: Why two versions? 1 without nex, 1 with nex
The one with nex have somethings in rule.csv file to support nex, but if the game run without nex, it will make game get crash
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1
Post by: fgdfgfthgr on January 05, 2016, 03:18:34 PM
1.1.1 is update. :)
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1
Post by: Spartan on January 06, 2016, 09:00:36 PM
This is a cross-post (http://fractalsoftworks.com/forum/index.php?topic=6347.msg179342#msg179342) from the Hiigaran thread for notification purposes.

***EDIT***
If you are having trouble loading Fleaden and Hiigaran mods alongside each other, please consider making the following changes to the Fleaden ..\data\scripts\world\AddMarketplace.java file.

DISCLAIMER: Thorough testing of these changes have not been performed. Marketplace and economy oddities, however, should be nil.

Rename File:
AddMarketplace.java
TO
F_AddMarketplace.java

Change:
Line 9 - public class AddMarketplace{
TO
public class F_AddMarketplace{

Line 11 - public static MarketAPI F_AddMarketplace
TO
public static MarketAPI F_AddMarketplace

Both mods implement the same class in same file (although different case).

Fleaden mod contains:
\data\scripts\world\AddMarketplace.java

Hiigaran mod contains:
\data\scripts\world\addMarketplace.java

The Fleaden mod gets loaded first (as mods get loaded in alphabetical order), and so Java loads and compiles 'data.scripts.world.AddMarketplace' from the file '\data\scripts\world\AddMarketplace.java' which (on Windows) can't coexist with 'data.scripts.world.addMarketplace' in the file '\data\scripts\world\addMarketplace.java'. However, I think this would probably work OK on Linux with a case-sensitive filesystem...

Then, once it gets round to compiling HiiModPlugin later, it's looking for '\data\scripts\world\addMarketplace.java' which on Windows is actually the same as '\data\scripts\world\AddMarketplace.java' and so Java says 'I know this one already! Here you go!' but unfortunately it doesn't contain the expected class.

Workaround is to rename one of the class files (i.e. hii_addMarketplace.java), and then the class inside it to match (i.e. public class hii_addMarketplace), and then the references to it in calling code (I think just HiiPolarisGen.java).

Original Post
Spoiler
Ah, that explains it. I'm using JRE 7 for my java

Edit: Nvm, I'm pretty sure there's a conflict with the Fleaden mod on station spawns. I removed the Fleaden mod and the mod loads up fine now.

I replicated this problem today.  Tested further, but have yet to find a workaround.

*Active Mods* - Latest versions of StarSector+ (all updated required, compatible, and optional mods included), Nexerelin, Hiigaran Descendants (Released 12/31/15), Fleaden en 1.1.1 (Released 01/05/16), Practice Targets 1.01, and a few other Nexerelin supported factions\ships.

Java 8v66


There does appear to be a compatibility problem between the latest Fleaden and Hiigaran mods.  The StarSector error log points to ..\Data\Scripts\World\HiiModPlugin.Java of Hiigaran's files as a potential location for this error.

CTD Launch Log
Spoiler
40689 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
   at org.codehaus.janino.UnitCompiler.findTypeByName(UnitCompiler.java:6893)
   at org.codehaus.janino.UnitCompiler.findTypeByFullyQualifiedName(UnitCompiler.java:9883)
   at org.codehaus.janino.UnitCompiler.importSingleType(UnitCompiler.java:8593)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:7151)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:6801)
   at org.codehaus.janino.UnitCompiler.reclassify(UnitCompiler.java:6788)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5419)
   at org.codehaus.janino.UnitCompiler.access$15400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitAmbiguousName(UnitCompiler.java:5149)
   at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:3135)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
   at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2662)
   at org.codehaus.janino.UnitCompiler.access$4400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$7.visitMethodInvocation(UnitCompiler.java:2627)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2654)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1643)
   at org.codehaus.janino.UnitCompiler.access$1100(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitExpressionStatement(UnitCompiler.java:936)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:2097)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]

Both mods function normally when not loaded together, but can and will fail side-by-side.

Further testing with only StarSector+, ShaderLib, LazyLib, Nex, Fleaden (with Nex files active), and Hiigaran produced the same results:  StarSector would crash when Fleaden and Hiigaran were loaded together.

Please advise.
[close]
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1
Post by: fgdfgfthgr on January 07, 2016, 12:20:29 AM
This is a cross-post (http://fractalsoftworks.com/forum/index.php?topic=6347.msg179342#msg179342) from the Hiigaran thread for notification purposes.

***EDIT***
If you are having trouble loading Fleaden and Hiigaran mods alongside each other, please consider making the following changes to the Fleaden ..\data\scripts\world\AddMarketplace.java file.

DISCLAIMER: Thorough testing of these changes has not been performed. Marketplace and economy oddities, however, should be nil.

Rename File:
AddMarketplace.java
TO
F_AddMarketplace.java

Change:
Line 9 - public class AddMarketplace{
TO
public class F_AddMarketplace{

Line 11 - public static MarketAPI F_AddMarketplace
TO
public static MarketAPI F_AddMarketplace

Both mods implement the same class in same file (although different case).

Fleaden mod contains:
\data\scripts\world\AddMarketplace.java

Hiigaran mod contains:
\data\scripts\world\addMarketplace.java

The Fleaden mod gets loaded first (as mods get loaded in alphabetical order), and so Java loads and compiles 'data.scripts.world.AddMarketplace' from the file '\data\scripts\world\AddMarketplace.java' which (on Windows) can't coexist with 'data.scripts.world.addMarketplace' in the file '\data\scripts\world\addMarketplace.java'. However, I think this would probably work OK on Linux with a case-sensitive filesystem...

Then, once it gets round to compiling HiiModPlugin later, it's looking for '\data\scripts\world\addMarketplace.java' which on Windows is actually the same as '\data\scripts\world\AddMarketplace.java' and so Java says 'I know this one already! Here you go!' but unfortunately it doesn't contain the expected class.

Workaround is to rename one of the class files (i.e. hii_addMarketplace.java), and then the class inside it to match (i.e. public class hii_addMarketplace), and then the references to it in calling code (I think just HiiPolarisGen.java).

Original Post
Spoiler
Ah, that explains it. I'm using JRE 7 for my java

Edit: Nvm, I'm pretty sure there's a conflict with the Fleaden mod on station spawns. I removed the Fleaden mod and the mod loads up fine now.

I replicated this problem today.  Tested further, but have yet to find a workaround.

*Active Mods* - Latest versions of StarSector+ (all updated required, compatible, and optional mods included), Nexerelin, Hiigaran Descendants (Released 12/31/15), Fleaden en 1.1.1 (Released 01/05/16), Practice Targets 1.01, and a few other Nexerelin supported factions\ships.

Java 8v66


There does appear to be a compatibility problem between the latest Fleaden and Hiigaran mods.  The StarSector error log points to ..\Data\Scripts\World\HiiModPlugin.Java of Hiigaran's files as a potential location for this error.

CTD Launch Log
Spoiler
40689 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
   at org.codehaus.janino.UnitCompiler.findTypeByName(UnitCompiler.java:6893)
   at org.codehaus.janino.UnitCompiler.findTypeByFullyQualifiedName(UnitCompiler.java:9883)
   at org.codehaus.janino.UnitCompiler.importSingleType(UnitCompiler.java:8593)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:7151)
   at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:6801)
   at org.codehaus.janino.UnitCompiler.reclassify(UnitCompiler.java:6788)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5419)
   at org.codehaus.janino.UnitCompiler.access$15400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitAmbiguousName(UnitCompiler.java:5149)
   at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:3135)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
   at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2662)
   at org.codehaus.janino.UnitCompiler.access$4400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$7.visitMethodInvocation(UnitCompiler.java:2627)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2654)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1643)
   at org.codehaus.janino.UnitCompiler.access$1100(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitExpressionStatement(UnitCompiler.java:936)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:2097)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]

Both mods function normally when not loaded together, but can and will fail side-by-side.

Further testing with only StarSector+, ShaderLib, LazyLib, Nex, Fleaden (with Nex files active), and Hiigaran produced the same results:  StarSector would crash when Fleaden and Hiigaran were loaded together.

Please advise.
[close]
Thank for his and your help. :)
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1
Post by: Spartan on January 07, 2016, 12:33:24 AM
Thank for his and your help. :)
Always more than happy to help when time is available.  :D  Thank you for the mod!
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1a
Post by: fgdfgfthgr on January 10, 2016, 05:46:22 PM
1.1.1a is update.  :)
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1a
Post by: grinningsphinx on January 11, 2016, 11:07:25 PM
Love the mod and the work you put into it, but the english and writing on the weapons and descriptions of everything....do you use google translate?   I think theres one there in your mod call "Very Heavy Connon....it just for dps!"   Do you have an english speaking friend to help you out on it?


Also, if you are able to, when you do an update please post a change log so we can see whats been updated, and whether its worth going through Save Game migration.

Title: Re: [0.7.1a] Fleaden New Regime v1.1.1a
Post by: fgdfgfthgr on January 12, 2016, 12:10:47 AM
Love the mod and the work you put into it, but the english and writing on the weapons and descriptions of everything....do you use google translate?   I think theres one there in your mod call "Very Heavy Connon....it just for dps!"   Do you have an english speaking friend to help you out on it?


Also, if you are able to, when you do an update please post a change log so we can see whats been updated, and whether its worth going through Save Game migration.


1.Yes...Probably I need a English speaker to help me about that.
2.You can find the update log on the bottle of the topic.
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1a
Post by: Takion Kasukedo on January 12, 2016, 11:50:33 AM
I can confirm that Fleaden works with Nexerelin again :D

Alright, time to grab some Fleaden ships and go pirate hunting.
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1b
Post by: fgdfgfthgr on January 13, 2016, 01:54:03 PM
1.1.1b is update. :)
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1b
Post by: grinningsphinx on January 15, 2016, 04:04:37 PM
Send me a private message with dumps of all your text for your descriptions...I will help you with them!   Ill edit them and send them back, and you can just plug them in! They will be good, trust me!

Title: Re: [0.7.1a] Fleaden New Regime v1.1.1c
Post by: fgdfgfthgr on January 24, 2016, 10:04:03 PM
1.1.1c is update.  :)
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1c
Post by: grinningsphinx on January 24, 2016, 11:41:01 PM
While ive been working on your text file, ive found an error with Anti-Fleaden.

When you remove there last planet in nexelerin  the faction tag stays in the game forever...the codes not ending the faction tag like it does for Fleaden.
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1c
Post by: Blaze on January 25, 2016, 12:37:36 AM
Open up the relevant json in config/exerelinFactionConfig and set "showIntelEvenIfDead":true to "showIntelEvenIfDead":false
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1c
Post by: fgdfgfthgr on January 25, 2016, 01:15:44 AM
Open up the relevant json in config/exerelinFactionConfig and set "showIntelEvenIfDead":true to "showIntelEvenIfDead":false
Thanks for your help. It will fix at next version. :) ;)
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1c
Post by: fgdfgfthgr on January 25, 2016, 01:16:28 AM
While ive been working on your text file, ive found an error with Anti-Fleaden.

When you remove there last planet in nexelerin  the faction tag stays in the game forever...the codes not ending the faction tag like it does for Fleaden.
It will be fix at next version. :) ;)
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1d
Post by: fgdfgfthgr on January 27, 2016, 08:15:46 PM
1.1.1d is update. :)
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1d
Post by: Histidine on February 04, 2016, 06:38:54 AM
exerelinFactionConfig/Fleaden.json has a missing comma (,) at the end of the miningVariantsOrWings line that makes the config fail to load.
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1d
Post by: fgdfgfthgr on February 04, 2016, 10:27:53 AM
exerelinFactionConfig/Fleaden.json has a missing comma (,) at the end of the miningVariantsOrWings line that makes the config fail to load.
OK, I will fix it at next version. :)
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1d
Post by: grinningsphinx on February 05, 2016, 01:57:19 PM
Where do i put the comma in the fleaden file?

Found the file, no idea where to place the comma?:)
Title: Re: [0.7.1a] Fleaden New Regime v1.1.1d
Post by: Mr. Nobody on February 06, 2016, 01:42:49 AM
Go to mods/fleaden/data/config/exerelinFactionConfig/fleaden.json

Go to:
"miningVariantsOrWings":["maqiubiqiu_zhiyuan", "mining_drone_wing"]
And add a "," at the end.

IMPORTANT NOTE: if you are using Notepad (the normal Windows version) then move the cursor just before the "]" THEN press the Right Arrow Key and THEN insert the ",".
The reason for this is that Notepad is a bit screwy with how it visualizes certain formats and linebreaks if you try to do it from the rightmost side of the "]" then you might accidentally put the "," after the linebreak instead of after the "]", you can see this by using the arrow keys, you'll notice that after the "]" you have to press right two times in order to move the cursor by another space.

Or you can just use Word or Notepad++
Title: Re: [0.7.1a] Fleaden New Regime v1.1.2
Post by: fgdfgfthgr on February 15, 2016, 10:29:53 PM
1.1.2 is update. :)
Title: Re: [0.7.1a] Fleaden New Regime v1.1.2
Post by: spartan117pr on February 16, 2016, 07:36:33 AM
Still need to mess with files to play with nexerelin?
Title: Re: [0.7.1a] Fleaden New Regime v1.1.2
Post by: fgdfgfthgr on February 16, 2016, 11:34:18 AM
Still need to mess with files to play with nexerelin?
Yes
Title: Re: [0.7.1a] Fleaden New Regime v1.1.2
Post by: Weltall on March 17, 2016, 06:35:13 PM
Not sure if it matters, but highburnengine.png in "\graphics\hullmods" is actually a jpg file renamed to png.
Title: Re: [0.7.1a] Fleaden New Regime v1.1.2
Post by: Midnight Kitsune on March 17, 2016, 08:09:16 PM
Not sure if it matters, but highburnengine.png in "\graphics\hullmods" is actually a jpg file renamed to png.
Yeah it doesn't as this mod is dead
Title: Re: [0.7.1a] Fleaden New Regime v1.1.2
Post by: Weltall on March 17, 2016, 10:18:21 PM
O.O Why it is dead? Because it is not updated to 0.7.2a?
Title: Re: [0.7.1a] Fleaden New Regime v1.1.2
Post by: Snrasha on March 18, 2016, 03:13:34 AM
This is maybe because author is banned, maybe not. (None idea why he is banned, also.)
Title: Re: [0.7.1a] Fleaden New Regime v1.1.2
Post by: Spoorthuzad on March 18, 2016, 03:42:05 AM
Shame, It was a good looking mod.
Why was he banned? ???
Title: Re: [0.7.1a] Fleaden New Regime v1.1.2
Post by: Midnight Kitsune on March 18, 2016, 03:57:02 PM
Shame, It was a good looking mod.
Why was he banned? ???
From what I have heard, he was banned for sprite theft (explains why it was good looking) and then claiming it as his own, but that could be false
Title: Re: [0.7.1a] Fleaden New Regime v1.1.2
Post by: Surge on March 18, 2016, 04:02:59 PM
I'd believe it honestly, he seemed a bit...eccentric..
Title: Re: [0.7.1a] Fleaden New Regime v1.1.2
Post by: sycspysycspy on April 05, 2016, 03:20:12 AM
He has several issues besides "referencing others' work", including sharing the game key...
Title: Re: [0.7.1a] Fleaden New Regime v1.1.2
Post by: Weltall on April 06, 2016, 12:07:58 PM
>.> He actually gave out his game serial?
Title: Re: [0.7.1a] Fleaden New Regime v1.1.2
Post by: Mr. Nobody on April 06, 2016, 11:18:36 PM
Pirate faction with stolen assets and shared keys.

You can't fault him for lack of coherence.