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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Messages - Toranet

Pages: [1] 2
1
Mods / Re: [0.9.0a] Scy V1.53 (2019/01/05)
« on: February 04, 2019, 06:41:33 AM »
Hey there, had somewhat similar issue with Inferno launchers lately so was able to figuire it out easier. There is an issue with Phase torpedo launcher, or the torpedoes actualy, when they unfase they crash the game. Here is the log:
 java.lang.NullPointerException
   at com.fs.starfarer.Object.int.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
 Didnt know what launcher was used by that pirate station so took a bunch of them and was testing them one by one on atlas in simulation untill it crashed on phase torpedo.

 Same thing apparently happens with Ship/Weapon Pack inferno MIRV's and was in the past with Disassemble/Reassemble's Swift Burst Launcher on some PC's. I fixed the crash issue the same way by adding ["splitSound":"hurricane_mirv_fire",] to the "behaviorSpec" section of the weapon's .proj(SCY_phasedS.proj) file as Morathar told me in Ship/Weapon Pack thread but the torpedo itself is now broken as it stops doing anything as soon as it enters split range.
 I hope it will help)

2
Modding Resources / Re: [TUTORIAL] Intro to modding for complete beginners
« on: February 03, 2019, 02:58:19 AM »
I have added my small tutorial to your page, it has a link to a video made by WadeStar I learned from and then my own additions that cover what I struggled with and point out what you have to be carefull with. There are also several extra things that were not mentioned in tutorial such as where you can find the list of all market conditions. I have added it only to System creation, adding markets to planets in said system too due to it doesnt say how to mod market conditions but only how to add them to your planets.
I currently have issues on wiki with making full size pictures, I can add screenshots but they are automaticly transformed into very low resolution versions, how do I make them beter resolution?

3
Modding Resources / Re: [TUTORIAL] Intro to modding for complete beginners
« on: February 02, 2019, 03:39:51 PM »
Hey there, I have dived into modding star systems and markets a bit and made my own small mod on those so I might as well add what I dug to your tutorial? It wont be full but it will let you make your own star systems, write the planets in the system yourself or make planet generating script for it and add whatever market conditions you want to the planets you make.

4
Modding / Re: Terraforming
« on: February 02, 2019, 02:09:14 PM »
You also forget throwing ice asteroids on desert worlds to turn them into Arid))

5
Modding / Re: Terraforming
« on: February 02, 2019, 01:16:04 PM »
  Well first part is blueprints and parts, then you need to build something realy expensive due to those thing beying planet affecting machines and structures and then you would need to wait for a lot of time, like a LOT of time, several years at the least for any effect to happen or it wont be all that realistic.

  Still I totaly love the idea

6
Modding / [0.9a] New Star System To Colonise Mod
« on: February 02, 2019, 12:50:55 PM »
  Hello, I saw a lot of people share seeds with good generated systems. Looking for systems to colonise is bothersome for some of us or your current game is centered on something different from exploration, so I created this mod for those who either do not want to look for systems they want to colonise or want to aim for other aspects of the game like war in Nexelerin.

  This mod currently features 3 modules, you can pick one of them. They are all one star system to the left of Askonia star system with different level of juice to them. One is outright cheat(Max), other is overpowered(Mid) and third one is clean but you need "fix all empty planets" utility mod ( https://fractalsoftworks.com/forum/index.php?topic=14879.0 ) for it to work which will make it random like any undiscovered ones(Min). I am new to modding and didnt yet find out how to make planets get random market conditions.

  The system consists of 4 terran worlds orbiting a gas giant, relay, buoy, array, inactive gate, 4 extra predefined worlds and extra generated random entities. Max system has all 4 terran worlds have 50% habitability and best possible conditions, and overall system has 8 vast ruins. Mid also has 50% habitability and market conditions are also very good, although they are not ultrarich all rounders and dont have max conditions. They still have all resourses on them so and system has 8 extensive ruins and thus overpowered. The last one Min doesnt have any market conditions set so you will need "fix all empty planets" mod that will make it all random, but it still has 4 terran worlds orbiting one gas giant and plenty other planets stacked in one system with all utility systems in place. I could add Dominion Colony ship but thought it would be an overkill))

  Here is a link to download the mod:https://github.com/toranet2/ColonyStar

  I used WadeStar tutorial video and star system frame as a base for my mod, they were realy helpfull! https://youtube.com/watch?v=HUbEhuzHur8 link to his tutorial, it will help you edit my system easily as it explains almost everything required to make your own system and has a link to the mod frame I used. That frame also contains several function script lines for custom descriptions and system background I didnt implement in my mod.

  The mod should be compatable with pretty much everything probably with exeption of some total conversions. All it does is inject a starsystem into the world to a place that is not supposed to hold a system(which prevents overlapping with other modder's systems).

  Todo:
1)I plan to create a version of Max system with insane amount of remnant fleets once I figuire out how to do that so that it transforms from cheat system to endgame reward system, when you would be able to clean it up of the hordes of remnants that is))
2)Currently there is an issue that hyper storms can overlap the system in hyperspace. I am trying to find a way to fix it, so currently think of it as it is the reason it wasnt colonised in the middle of core worlds))

7
Mods / Re: [0.9a] Ship/Weapon Pack 1.9.1
« on: January 18, 2019, 02:13:01 AM »
 Yes it worked! Thanks alot!
 My game client and all mods are latest versions and nexelerin got version checker built in so it had to be what you said with some PC's

8
Mods / Re: [0.9a] Ship/Weapon Pack 1.9.1
« on: January 17, 2019, 05:53:43 PM »
135987 [Thread-10] INFO  sound.H  - Playing music with id [battle_ambience_01.ogg]
137225 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.Object.int.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.checkSplit(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)


Here, entered my save where I avoided inferno, got one and run a simulation with it. The moment it was supposed to spread game crashed.
 LazyLib/MagicLib/GraficsLib are all latest versions

9
Mods / Re: [0.9a] Ship/Weapon Pack 1.9.1
« on: January 17, 2019, 12:48:59 PM »
 This mod feels like a nessesity for the base game, if I try to play without it the pool of available vanilla weapons feels realy lacking. Thanks for the amaising mod!
 I happened to stumble upon a crash that happens when Inferno MIRV missile tries to split, I tested it several times and the moment its missiles enter the range where they try to split the game crashes.
 I realy love this launcher. Please test it, I got multitude of mods but I dont think that is the case due to game crash happening spesificly when it reaches the range at which it separates and most of my mods are faction ones. ( I also use nexelerin for mining feature and several mods that have nothing to do with combat)
 Not shure if there are other issues with missile AI's, Harpoons trebusheys and several others work well, its just the inferno's.

10
Bug Reports & Support / Re: Ships become cubes on taking damage
« on: September 12, 2016, 02:00:42 AM »
Yeah:
http://joxi.ru/E2pd9RlFB35j52
That was once a proud eagle

11
Bug Reports & Support / Ships become cubes on taking damage
« on: September 11, 2016, 11:46:35 PM »
My laptop got broken and so I loaded SS on my old computer(2009 and updated 2013) while laptop is repaired. When I get or do damage the ship gets a cube or damage around of it. While on small ships it is not too bad, on big ones it looks sick. You cant see the ship itself behind the damage cube. Saw in search some sort of this problem posted 2012, but my drivers seem to be ok. Any idea what could cause this? Because there was no such problems on ver 6 which I played on this computer last time.

12
General Discussion / Re: Living the life on the dark side of the Law
« on: November 27, 2015, 06:40:51 AM »
 Played once as a pure pirate in 0.7a, everyone exept pirates hated me hard, but as long as you got the omnifactory mod it is not too hard to get ships and weapons, you just need to aquire it once and than get enough money to buy it at a higher price than the usual market.
 I have totaly disrupted trade in jungala system and was smuggling stuffs from it ant than selling it to other blackmarkets where created disruption too. Takes ages to make but 400% income makes sence as long as there is no more food shortage/dissruption to be made. In previous update I was friendly with everyone while buying 8000-10000 food from lud church for 15 creds each(20 with tax so no need in black market realy) and than selling it to planet with food shortage that needs 100 food to be satisfied with 300-400 each(200-250 with tarrifs, with 1000% income I dont realy care :D)... Well, the golden age of traders and mega exploits is gone untill next update where it will be available again, less massive though but still profitable I hope.

13
General Discussion / Re: Combat strategy
« on: November 22, 2015, 07:22:23 AM »
My main strategy is heavy energy/ballistic flagship to get in the middle of the battle and take the attention, and missile ships controlled by AI to stay behind and kill everything with swarms of harpoons from long range with assistance of some carriers with heavy fighter wings which wont let enemy get to my missile ships. Works well in both ironman and casual as long as you are able to sustain the damage that goes on you.

14
General Discussion / Re: Officers
« on: November 22, 2015, 05:43:28 AM »
Well, I think those officers are made for your own LRM ships that can shoot for 7000+ range for you not to be afraid of loosing the ship itself. But probably you realy need to make it fixed a bit for non aiming missiles.

15
General Discussion / Re: Officers
« on: November 22, 2015, 03:12:35 AM »
Thanks! Entered this option multiple times but never saw merc officers before :/    Looked through multiple places, on the 4th station found the one.

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