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Topics - oranoron

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1
I tried making my own mod but this game's modding requirements are beyond my self taught coding abilities and open source graphics utilities. In fact I would go as far as to say it is needlessly beyond them, I have never had this much trouble implementing original content into a game since Sword of the Star's tech tree (which required altering the tree's 3d model to make new techs actually show up in the game). The entire ordeal has left me frustrated with my purchase because I can honestly say most of the vanilla factions are just so... generic, safe and uninteresting that it makes me sick and their abilities are so lame. It leaves me with the husk of a game I am rapidly losing interest in now that I am unable to add my own factions. There is just too much work for what in half a dozen other games I could have accomplished in a few hours, in beyond earth would take me days and I would still need to buy utilities that are not cheap to do it. 

I can understand if the architecture is set up to facilitate a division of labour when a TEAM is working on the game but the audacity to tout the games mod friendliness when not inexpensive utilities programs needed to make these mods work is sickening. I will never again support a product of Firaxis or 2k over this breach of consumer trust. 

2
Bug Reports & Support / Constant Crashes After Months Of Stability
« on: September 18, 2014, 07:31:52 AM »
I have been playing Starsector with no problems since it was Starfarer. I have been running mods like LazyLib and Ironclads with no problems since their threads only had a few pages. I've been making my own mods for just as long. I've had system resources set to 1024 the entire time.

However in the last few weeks I have been getting constant crashes in campaign mode within seconds of moving around on the campaign map. Both in vanilla and Ironclads. I can play missions indefinitely without issues, I can keep campaign mode from crashing simply by not moving around on the map.

My game seems to have just suddenly become unstable and I cannot figure out why.

Spoiler
877319 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.TimeManager.runDaily(TimeManager.java:56)
   at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:212)
   at data.scripts.world.TimeManager.advance(TimeManager.java:204)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.o00000(Unknown Source)
   at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
   at com.fs.oOOO.A.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I do not know what this indicates.

3
I was just wondering. I just started playing again after a few months on hiatus from Star Sector and noticed in the January patch the state of the game is nearly the same. I find myself pretty much ready to give up and waiting another few months of content already because well, right now there isn't any.

I know there is a ton of modder generated content but I really don't find the gameplay provided by the Exerelin or Uomoz's Sector at all engaging. Exerlin because I find myself generating a dozen sectors before finding one I deem playable and the starting curve is way to high. Both of them also have the fact the plethora of mod factions not meshing well IMO. "Vanilla Balanced" or not, the drastically different art styles sets off my autism and combined with limited meaningful interaction between them it doesn't feel like a living world at all. Without any actual structured missions or story that doesn't leave anything for me to be interested in. In its current state the gameplay alone has grown too tiresome to keep my interest, its been the same combat after combat without nothing to mix it up at all. 

So yeah. If there any point in me continuing to care at all about this game? I feel it has a lot of potential but as it stands its too stagnant.

4
Spoiler
22520 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Problem loading class [data.scripts.world.instrumentalitySpawnPoint]
java.lang.RuntimeException: Problem loading class [data.scripts.world.instrumentalitySpawnPoint]
   at com.fs.starfarer.loading.scripts.ScriptStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.new.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.H.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.InstantiationException: data.scripts.world.instrumentalitySpawnPoint
   at java.lang.Class.newInstance0(Class.java:340)
   at java.lang.Class.newInstance(Class.java:308)
   ... 15 more
[close]

5
Modding / java.lang.IndexOutOfBoundsException
« on: December 01, 2013, 10:59:13 AM »
I started getting this crash after starting a new game all of a sudden when I last updated my mod. I can't figure out what started it. Prior to this I had been debugging an issue where the game was unable to locate ship variants that were clearly in my variants folder and when I resolved it this problem occurred. I don't know what it is trying to say.


Spoiler
22462 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.RangeCheck(ArrayList.java:547)
   at java.util.ArrayList.get(ArrayList.java:322)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.ShipNameStore.o00000(Unknown Source)
   at com.fs.starfarer.campaign.fleet.FleetData.addFleetMember(Unknown Source)
   at com.fs.starfarer.campaign.fleet.CampaignFleet.addFleetMember(Unknown Source)
   at com.fs.starfarer.loading.FleetCreationSpec.super(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.corvus.PirateSpawnPoint.spawnFleet(PirateSpawnPoint.java:43)
   at data.scripts.world.corvus.Corvus.generate(Corvus.java:55)
   at data.scripts.world.SectorGen.generate(SectorGen.java:61)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.float.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.I.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.H.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
   at com.fs.starfarer.ui.F.processInput(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
   at com.fs.super.oOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

6
Modding / The Instrumentality [WIP]
« on: November 24, 2013, 02:30:14 PM »
Instrumentality
noun
1.
the fact or quality of serving as an instrument or means to an end.


Concept
The Instrumentality is to a traditional society like the Hegemony as a multicellular organism is to a colony of single cellular organisms. In both cases the cells work together, benefiting from those around them. In the case of a multicellular organism however the cells have diversified, being remade by one another into specific and distinct roles to further enhance synergy.  

Backstory
In the early years of the collapse the not yet self-sufficient colony world of Issa was on the brink of failure. Cut off from their funding and supply lines from outside the sector the colony's terraforming project was cancelled and colonists were leaving in droves. However, to many colonists the chaos and uncertainty of those early years was more than they could handle and preferred to stay at the isolated colony site simply to avoid the attention of warlords and raiders. However without the constant influx of off world resources the corporation running the project had already cut its losses and left leaving very few jobs and limited supplies with which to run the environmental systems of their habitats.

Issa did already supported it's own biosphere but one not quite suitable for humans to live in. The native plant and fungal spores could trigger anaphylaxis in minutes of exposure and active thermal vents left high levels of lead oxide in the atmosphere. Realizing the only reason a society could not exist on Issa was a matter of Human limitations the colonial government reached the only rational conclusion they could; if they could not change the planet, they would change themselves.

What started as a project to devise cybernetic modifications necessary for survival in the Issani wilderness evolved into a full blown revision of human anatomy and societal organization. It was decided that rather than be ruled by a traditional government each colonist would contribute approximately 10% of their cognitive processing power to a cloud computing network. AI programs devised to fill administrative and strategic planning roles were given access to this brain power. Over the years this grew into a fully symbiotic relationship with the thoughts of the colonists influencing the actions and dispositions of the AIs but in turn the information presented to the colonists by the AI influenced them back. This effect evolved into a unity of will and purpose that served as the driving force for progress in their society. When a task needed doing it was simply known by those who were required for it's completion. When a statistical projection called for the creation of 5000 zero-g manufacturing jobs in 20 years the AI operated breeding programs ensured 5000 suitable candidates would be conceived in the next cohort.  

Having completed it's first goal, a planet wide resource extraction and distribution network it is now time for stage two of the Instrumentality's plans: Re-establish contact with the rest of the Sector and neutralize any potential threats to it's long term survivability and integrating itself in the economic structures of the surrounding polities.    

Ships

These are not all of the ships I plan on creating, simply those I feel are vanilla balanced enough to be considered finished.

Overall Instrumentality Ship Traits
High Flux Capacity and Dissipation
Weapons with Good Synergy

Below Average Ordnance
Few Large Weapon Slots


Fighters
Spoiler
Golma

[close]

Frigates
Spoiler
Metric
[close]

Destroyers
Spoiler
Regulator

Comptroller

[close]

Cruisers
Spoiler
Intendant


Magistratus

[close]


Capital Ships
Spoiler
Executor
[close]

7
Modding / Why do weapon files use a 4 value colour code?
« on: November 15, 2013, 02:01:51 PM »
I'm trying to teach myself how to mod weapon files and when it comes to colours why are there 4 sets of numbers per colour instead of 3?

Example

"fringeColor":[0,255,0,225],
"coreColor":[255,255,255,255],
"glowColor":[155,255,155,255],

In this case, the tactical laser, the core colour is white which is typically represented by 255, 255, 255. What is the additional set represent and which is not part oft he standard coordinate system? The first or last set? Please explain.


Never mind, I just found out there is a four colour system and that the game uses it. Please delete.

8
I expect a legitimate answer. Failure to deliver one will result is steep fines.

Seriously though. I am bored of the vanilla ships currently but after checking out your mods I literally cannot be bothered to even try playing with them. I would literally need to rebalance nearly every ship and weapon combo to make the game playable and redo it every time one of you updated.

Seriously, you should be ashamed of yourselves. Zero self control. Zero capacity for coordination or to form a standardize cost format. Just one big self gratificationfest.

9
Modding / Fighter wing bugs
« on: December 21, 2012, 07:12:57 AM »
The custom fighter wing I am working on has the following bugs:

1. They crash into each other and other ships. Do normal fighters not have bound polygons or something? If so how are they shot at?

2. They keep being listed under frigates even though I have designated them fighters everywhere I can. They also keep getting named and tracked individually even though they still behave like and deploy as a squadron in combat. Even though they act like a squadron they are individual sensor pings.

3. The game crashes if I click on them during combat instead of giving Mr options like show video feed.

One more thing; where do I give descriptions?

ONE MORE THING; my first ship pack will be uploaded by the end of the holidays. Most of the ships are are kitbashes that I have recoloured but I am still learning how to make decent pixel art. These fighters are the most unique and that's mostly because of their small size and even then there are some kitbashed parts.

10
I followed the information I found here and on the wiki and I can't figure out what I am doing that isn't what I've read. I placed bound polygons, I've checked the ship data file to make sure I have shields set, etc. I am really having no luck with this  :(

11
Modding / Getting My Ship From The Ship Editor Into The Game
« on: December 19, 2012, 07:04:34 AM »
I made a custom ship this morning by editing the some sprites in gimp and using a ship editor to create its Hull and variant and stuff. What do I do to get it to show up in the game?

12
Bug Reports & Support / The Site Stalled/Crashed When Trying To Do PayPal
« on: December 18, 2012, 06:14:40 PM »
Not sure if this is where to report this kind of bug but yeah.

13
My friend showed me this game and I really want to like it but I just can't. I tried playing it for two hour or so on his laptop and I have to say even with 1/2 damage on the player's ship I had to create 4 new characters I was being killed so often.

The crux of the problem is how accurate and well timed the AI's shooting and shield movement is. I simply cannot match it and as starting ships are very similar to the low tier pirate ships encountered who generally have fighter support it just tips the balance too far in their favour.

Are there any plans on having an easier setting where the computer doesn't have perfect timing on its shots and tracking? Conceptually I really want to like this game but so far it has only been an exercise in frustration. 

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