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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 - Sanrai

Pages: [1] 2 3
1
Mods / Re: [0.96a-RC10] D-MOD Services (v0.3.0)
« on: May 30, 2023, 11:46:52 PM »
Do ships altered through this mod still get targeted by hull restoration? If so, would there be a way to prevent that?

2
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: May 21, 2023, 04:34:44 PM »
Woke up this morning and realized I was going about this stupid and wrong. There was a very easy fix. Go to data/config/settings.json and comment out "neuralLinkPlugin":"com.fs.starfarer.api.impl.campaign.skills.CaptainsNeuralLinkScript",. This will prevent the offending code from being called. I've3 tested the neural link mod in combat and it appears to work fine. Gonna do a more full play-through and see if it's stable.

3
Mods / Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« on: May 20, 2023, 08:42:05 AM »
Weird, could have sworn I was playing on the highest version.

4
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: May 20, 2023, 02:04:02 AM »
Alright, I did some digging through the class files and I think I found the problem with changes to the original neuralnetworkscript.class file. On line 307
Quote
if (this.engine.getCombatUI().isShowingCommandUI())
was replaced with
Quote
if (this.engine == null || this.engine.getCombatUI() == null || this.engine.getCombatUI().isShowingCommandUI())
and between lines 416 and 417 the line
Quote
public static class NeuralLinkScript {}
was added. However I know nothing about actually de-compiling and recompiling class files, so I can't actually implement a fix.

Wouldn't a quick-and-dirty fix be to rename (OR delete) the 'neural_link.skill' file from the '<Starsector install path>\mods\Quality Captains\data\characters\skills\' folder (so it uses the default Starsector version of the skill, averting the CTD) along with changing 'gameVersion' in the mod_info.json file to '0.96a-RC8' (or -RC9, or -RC10, etc.)?

No, because you also would have to comment out ever single line of code that calls that file, and that still leaves the contents of the .jar file untouched (Which I don't know how to edit.)

5
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: May 19, 2023, 08:42:16 PM »
I went through and checked all skill .class files that changed in size from .95 to .96. Here are the changes I found.
Spoiler
AutomatedShips$Level1
   Changed Line 23
      From
         if (Misc.isAutomated(stats)) {
      To
            if (Misc.isAutomated(stats) &&
               !Automated.isAutomatedNoPenalty(stats)) {

AuxiliarySupport$Level1
   Removed Lines
      import com.fs.starfarer.api.Global;
      import com.fs.starfarer.api.loading.HullModSpecAPI;
      
      HullModSpecAPI mil = Global.getSettings().getHullModSpec("militarized_subsystems");
      HullModSpecAPI ep = Global.getSettings().getHullModSpec("escort_package");
      HullModSpecAPI ap = Global.getSettings().getHullModSpec("assault_package");
      info.addPara("+%s to combat effects of " + mil.getDisplayName() + ", " +
         ep.getDisplayName() + ", and " + ap.getDisplayName() + " (maximum: %s)", 0.0F, this.hc, this.hc, new String[] { (int)auxBonus + "%",
           (int)AuxiliarySupport.AUXILIARY_EFFECT_BONUS + "%" });
      addMilitarizedOPThresholdInfo(info, data, stats);

BaseSkillEffectDescription
   Added Dependencies
      import com.fs.starfarer.api.impl.hullmods.Automated;
   Changed Line 592
      From
         !Misc.isAutomated(curr))
      To
         !Misc.isAutomated(curr) ||
         Automated.isAutomatedNoPenalty(curr))

DerelictContingent
   Added Line
      public static float EXTRA_DMODS = 4.0F;

DerelictContingent$Level2
   Entirely New File

ElectronicWarfareScript
   Changed Line 89
      From
         int eccm = Math.round(this.engine.getPlayerShip().getMutableStats().getDynamic().getValue("electronic_warfare_penalty_mod", 0.0F));
         eccm = -eccm;
         if (eccm != 0)
            this.engine.maintainStatusForPlayerShip(KEY_STATUS2, icon, "On-board ECCM", "up to " + eccm + "% ecm neutralized", false);
      To
         int eccm = 100 - Math.round(this.engine.getPlayerShip().getMutableStats().getDynamic().getValue("electronic_warfare_penalty_mod", 100.0F));
         if (eccm > 100)
            eccm = 100;
         if (eccm < 0)
            eccm = 0;
         if (eccm != 0)
            this.engine.maintainStatusForPlayerShip(KEY_STATUS2, icon, "On-board ECCM", eccm + "% ecm neutralized", false);
      
   Changed Line 104
      From
         currPenalty = member.getShip().getMutableStats().getDynamic().getValue("electronic_warfare_penalty_mod", penalty);
      To
         currPenalty = member.getShip().getMutableStats().getDynamic().getValue("electronic_warfare_penalty_mod", currPenalty);
      
FieldRepairsScript
   Changed Line 115
      From
         if (member.getVariant().isStockVariant())
      To
         if (member.getVariant().isStockVariant() ||
         member.isMothballed() ||
         member.getHullSpec().hasTag("unrestorable") ||
         member.getVariant().hasTag("unrestorable"))
   Changed Line 143
      From
         if (member.getVariant().isStockVariant()) {
      To
         if (member.getVariant().isStockVariant() || member.isMothballed() ||
         member.getHullSpec().hasTag("unrestorable") ||
         member.getVariant().hasTag("unrestorable")) {
[close]

6
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: May 19, 2023, 07:57:28 PM »
Alright, I did some digging through the class files and I think I found the problem with changes to the original neuralnetworkscript.class file. On line 307
Quote
if (this.engine.getCombatUI().isShowingCommandUI())
was replaced with
Quote
if (this.engine == null || this.engine.getCombatUI() == null || this.engine.getCombatUI().isShowingCommandUI())
However I know nothing about actually de-compiling and recompiling class files, so I can't actually implement a fix.

7
Mods / Re: [0.95.1a] Quality Captains: A Skill Rework v1.1.1
« on: May 19, 2023, 07:17:59 PM »
If there is mod i need to have for 0.96 that's nexerlin, but next one in line is Quality captains, anyone has clue how to update it for current patch?

Looks like an issue in the jar file with neural network.

49765 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: java.lang.NullPointerException
java.lang.RuntimeException: java.lang.NullPointerException
   at com.fs.starfarer.combat.oOOO.B.Ò00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
Caused by: java.lang.NullPointerException
   at com.fs.starfarer.api.impl.campaign.skills.CaptainsNeuralLinkScript.processInput PreCoreControls(CaptainsNeuralLinkScript.java:383)
   ... 8 more

No clue how to fix this.

8
Mods / Re: [0.95.1a] Underworld 1.7.1
« on: May 19, 2023, 04:55:51 PM »
So far mod appears to function simply by raising version number to .96.

Exept it seems like if you enable the mod you cannot get a commision from pirates.

I admit, I did not test for that.

9
Mods / Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« on: May 19, 2023, 04:49:39 PM »
Just because it appears to be functioning doesn't mean it is.

100565 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.prototype.Utils.void(Unknown Source)
   at com.fs.starfarer.combat.ai.Oo0O.o00000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.acquireAndPrepare(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.seekTarget(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MissileAI.advance(Unknown Source)
   at com.fs.starfarer.combat.ai.GuidedProximityFuseAI.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)

The first time someone fires a phased missile your game is going to crash.

10
Mods / Re: [0.95.1a] Scy V1.66rc3 (2023/03/19)
« on: May 19, 2023, 01:55:07 PM »
Scy currently isn’t compatible with .96. The phased large missile causes a crash to desktop when fired.

11
Starsector 0.96a
Uaf 0.73c1


'''
136171 [Thread-3] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading CSV data from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
243103 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/util/MagicRender

Is there anything I can do to fix it or do I just have to be patient and wait for the update to 0.96a?

That's a crash from the new magic lib update. There's a dev build out that has backward compatibility with .95 mods. Try that.

12
Mods / Re: [0.96a] Forge Production v1.1.3
« on: May 09, 2023, 04:07:14 PM »
How would one remove the hullmod conflict between automated ships and these? I'd like to be able to use this alongside ai-retrofits.

13
Crash as soon as mouseover on hull mod of Armaa start ship.
Spoiler
276915 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
java.lang.NoSuchMethodError: com.fs.starfarer.api.ui.TooltipMakerAPI.addImageWithText(F)V
   at data.hullmods.armaa_SilverSwordHM.addPostDescriptionSection(armaa_SilverSwordHM.java:105)
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source)
   at com.fs.starfarer.ui.R.showTooltip(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.super.new(Unknown Source)
   at com.fs.starfarer.ui.Stringsuper.processInput(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.O00o$Oo.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.O00o.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.OOoO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.public.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.W.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source)
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source)
   at com.fs.starfarer.ui.R.processInput(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:750)
[close]

14
Mods / Re: [0.95.1a] Outer Rim Alliance v0.95rc1 (2023/01/07)
« on: May 09, 2023, 02:18:25 PM »
To whoever picks this project up, .96 graphics changes have messed with the invocation launcher. It now releases an almost invisible wave when it reaches it's target.

15
Mods / Re: [0.95.1a] Mayasuran Navy 9.0.0 RC5
« on: May 07, 2023, 03:52:30 PM »
Mayasuran Navy appears to function just fine by simply raising the version number to .96.

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