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Starsector 0.9.1a is out! (05/10/19); Blog post: Skills and Story Points (07/08/19)

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Mods / Re: [0.7.2a] ORI faction v0.3.8b (PhaseFix) Nexerelin compatible
« on: January 02, 2017, 07:50:20 AM »

Today is definitely a good day for bug fixes.  :)

Many thanks for the defects found. It seems to be fixed.

Mods / Re: [0.7.2a] ORI faction v0.3.8a (PhaseFix) Nexerelin compatible
« on: January 02, 2017, 01:41:10 AM »
Thank you for your feedback and suggestions. Especially for the tips. ;)

Thanks to the recommendations of Orikson I managed to solve the phase ships problem found by SierraTangoDelta.

I also hope I have been able to fix the Linux case issue (?pecial thanks to Histidine for that). But unfortunately without Linux I can not check the result.

Here is the corrected version:

Mods / Re: [0.7.2a] ORI faction v0.3.8 Nexerelin compatible
« on: October 09, 2016, 09:27:19 AM »
Unfortunately, lately I have for a number of reasons did not follow the development of the game and mods for it. Therefore, I am sorry that I have not updated my mod on time. And I ask those who know tell me what  influence the compatibility changes have occurred in Nexerelin. I would be very grateful if people who have already adapted their mods to the latest version would have suggested what are the changes.

Mods / Re: [0.7.2a] ORI faction v0.3.8 Nexerelin compatible
« on: March 27, 2016, 02:08:56 AM »
       Initially, the Weld Torch was created so limited to compensate  increased survivability of that frigate for balance. But I agree, given recent trends the efficiency of this weapon should be increased, so that its usefulness was at the level of the other examples. Now the important thing is in improving not to make it too powerful.

       Concerning producing more fuel if fleet sits in a solar flare I think it's a good idea. It remains only to think of how to implement it in code.
By the way, if you see modes that would use similar mechanics with reference to the determination of the fleet in a specific area? It would be interesting to see how it is implemented that solution.

Mods / Re: [0.7.2a] ORI faction v0.3.8 Nexerelin compatible
« on: February 28, 2016, 07:57:35 AM »
Another update timed to the release of a new version of the game.

The main task of updating of course was to achieve compatibility with the new version of the game and moving to the seventh version of Java. I take this opportunity once again to convey my thanks for the hints to Snrasha.

Also three new ship has been added in this update. At first Gryllus mining craft wing. Attached is a set of miner missiles of different sizes. By the way, and the unit itself and supplied weapons should be miners in the Nexerelin. Also added Navis armored supertanker and Solaris Oris fuel producing cruiser. The last is worth mentioning separately. Solaris Oris cruiser not only is not bad in a fight, but actually able to produce fuel is located next to the star (again, many thanks to Histidine for helping with code). I tried to make fuel production rate balanced, so that on the one hand the ship was not useless, but on the other hand did not break balance.

As always thank you all for your attention. Waiting for your feedback.

Once again, hello everyone.

Firstly thank you for your help with my previous question.

And again I have to ask for advice.

When I try to move my mod on the new version of the game (0.7.2a), I found a strange problem.
When I try to run the game with my mod, the game falls with the following error:

16766 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at Source)
at com.fs.starfarer.settings.StarfarerSettings.o00000(Unknown Source)
at com.fs.starfarer.launcher.ModManager.getEnabledModPlugins(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$ Source)
at Source)


But, what is the strangest thing, if I replace java folder (jre) on the one, that was used in previous versions of the game (0.7.1a), then suddenly everything starts to operate normally. I guess it has something to do with the changing Java version in the new version of the game.

For this please advise what could be the reason for this? And what part of my mod should I look for reasons to fix compatibility with the new version of the game? Perhaps someone has already faced a similar problem.

Thanks in advance for your attention.

Hello everyone.

Can you advise me, how can I make a hullmods which would have produced fuel over time? And that while the number of produced fuel would depend on the distance to the nearest star, the closer to the star, the more fuel is produced.

If you already have mod which such already is realized, please show it to me as an example.

Thanks in advance for your help.

Mods / Re: [0.7.1a] ORI faction v0.3.7 Nexerelin compatible
« on: February 07, 2016, 10:50:17 AM »
Once again, we have another update:
The main innovation of this update is of course to achieve compatibility with Nexerelin in both of its regims. Feedback of Grinningsphinx  prompted me to work in this direction, for which a special thanks to him. And of course I could not do anything about this, without significant help of Histidine.

Among other changes, radicals got their own heavy flagship Atlantis, as always built on the basis of the Atlas, but with much greater changes. A significant revision undergone fighter wings, especially bombers. And a new heavy fighter has been added. Instead of the standard has been added to the new ship system Sentry PD Drones for ORi ships. Also reduced by half the maximum speed of Tester battleship (I'll have to invent better name for this ship).

As always thank you all for your attention. Waiting for your feedback.

Mods / Re: [0.7.1a] ORI faction v0.3.5 Exerelin compatible
« on: February 02, 2016, 11:18:46 AM »
Thank you, Grinningsphinx,  for your feedback.

Please tell more details of the error occurred, so I could reproduce it.

What operating system do you use?
What else mods do you set, especially considering global?

Mods / Re: [0.7.1a] ORI faction v0.3.5 Exerelin compatible
« on: January 16, 2016, 02:54:48 AM »
This update has two main themes.

First significant changes underwent balance.
Many characteristics of the ships were brought into line with similar ships of the original game. For example at the request of the players  some frigates have been significantly weakened. As well RORI fraction received the D versions of some ships. Two ships (Iris and Tester) have been moved up a class. In place of Iris in the category of destroyers was added Candor which is more in line with this role. Also added another iris Viator cruiser, more suited for single campaigns option of original Iris.

The second part of the update was the expansion of lore of faction. Here were elaborated not only descriptions of ships and items. But added large text in the first message of the topic, look for it under the spoiler. I apologize in advance for the  curve language. I largely had to use machine translation.
Thank you in advance for your attention.

Mods / Re: [0.7.1a] ORI faction v0.3.2 Exerelin compatible
« on: January 02, 2016, 02:36:31 AM »
Many thanks to you for your feedback.
Really, I must admit that balance in my mode to put it mildly is not perfect. When I started to develop it I tried to make so that the characteristics of the ships were similar to
characteristics of the ships of popular at that time mods like Neutrino Corp,  Blackrock Drive Yards, Hiigaran Descendants and so on. I did not want make its ships too weak, otherwise the player would not make sense to acquire them. But now the balance of the game has undergone many changes since that time and it seems to me the time has come once again to take up the Ship BalanceSuite and the Codex.
As for the diversity of variants for the ships here I absolutely agree, this is my omission. I will try to fix it in the next update.
Regarding lore. Unfortunately my knowledge of literature English leaves much to be desired (I think it shows in my records). And all of my attempts to write a voluminous text describing the history of faction and justification of strange designs of ships and vehicles leads to the fact that it turns the text unreadable.

Firstly thank you for such an interesting and so useful mod.
In my opinion it turned out to be a particularly useful function allows you to buy reputation of factions.
I have a small suggestion how to make more diverse this mod. I think it would be interesting if in the beginning of the game, when the player selects in menu the type and the technical level of his future fleet, he would have the opportunity to choose ships of popular modded factions (if such mods are installed). For example, as it was done in the Exerelin. I understand that it somewhat complicates the code. It will be necessary to do check for installed mods. But I think it would have made the beginning of the campaign, more interesting and varied.
Thank you again for such a useful and original mod.

Mods / Re: [0.7.1a] ORI faction v0.3.2 Exerelin compatible
« on: January 01, 2016, 08:38:24 AM »
Once again, we have another minor update:

This time the main changes were in the economics of the Singula star system. I tried to make it more interesting and varied. To do this, we created several new market conditions. Also, I have tried to solve the problem of shortage of supplies and greatly inflated prices. To increase the intensity of the economic life of the system introduced two new space stations, one for each faction.
It has also been added to several small ships. Small strike frigate Tipster, phase semi civilian shuttle Frogger and it's simplified combat modification Froggster as RORI variant.
Well, as usual, and several different minor changes and improvements.

Hello everyone.

When I try to create my own market condition I ran into a problem. Why in the code of file "my_mod\data\campaign\econ\my_new_market_condition" the following code works with custom commodity "my_commodity":

market.getCommodityData("my_commodity").getSupply().modifyFlat(id, my_commodity_supply * crewDemandMet);

Where "my_commodity" - are id of my new commodity and "my_commodity_supply" - private static final float indicating the amount of supply.

But the following code almost same essentially unfortunately for some reason it does not work:

market.getCommodityData("my_commodity").getDemand().modifyFlat(id, my_commodity_demand);

Please help to understand what is the problem.

And what are the best ways to set the amount of demand of new custom commodity in market condition file?

Thanks in advance for your help.

Mods / Re: [0.7.1a] ORI faction v0.3.1 Exerelin compatible
« on: December 14, 2015, 11:23:24 AM »
And here's another update of my mod:

In addition compatibility with the latest version of the game added a new ship. I've been wanting to make a small fleet support ship. Its defense is much better than its armament, but it can not only repair ships after battle, but also to repair fighters during the battle. I hope it will prove useful in the composition of your fleet. Also in this update slightly changed the economy of star system to make it more profitable for the merchant players. And slightly modified some of the old sprites.
As usual, I expect your comments. Special thanks to Ryu116 for the positive feedback. t's always nice to hear that someone likes what you did.

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