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Topics - Snrasha

Pages: [1] 2
1
When you enter on a planet but also, the same time, you click also on a icon on the left(here, for look on my colony who have finish my heavy industry).
You can go on a "Nothing screen" of the planet. You cannot do nothing except save and exit and relaunch.

This is hard to reproduce this glitch, and you can save-exit, but i think you can reproduce it if you produce a building on your colony, then wait the last day for go on a planet, see the icon for click it and enter on the same time, on the planet.


2
Mods / [0.9.1a] Pulse Industry
« on: February 07, 2019, 03:49:27 AM »
Require:
LazyLib
Download the mod v1.0
High tech armada has be renamed Pulse Industry and many things has be removed for be simplified
For check update:
Version Checker



Descriptions:
Quote
Creator:
-Snrasha: Have made somes of these kitbash sprite (everything go look weird and same theme with core)
-YuiChan: The co-creator for High-tech armada. (Everything who is unique  and not kitbash)
-Nia: Have perfectly fix qew things on some sprites like the Malice.
-Community: For have helped for the story and to be present.

What is the mod?

This is a Kitbash mod who add many weird kitbashed high-tech ship from the Pulse Industry Corp.
This mod add also a set of standard ship from Yui-Chan.

The Pulse Industry Corporation made low-crew requirement ships, often equipped with EMP system.

Tri-Tachyon's Kitbash Ships of Snrasha:
Spoiler
Lassitude Long Range Support
A tactical laser is nothing, but three?

Coupsur Long Range Support
If tactical laser is not important for you,
graviton beam, maybe?

Pulsar fighter

The perfect fighter for hit everything

Cuo-class Kite

A personal frigate who is very popular.

Malice-class Frigate

A frigate who have some power.

Bignouf-class Frigate

Lack of a EMP Emitter, but (TT)
version of a lasher.

Athenia-class Fast Carrier

Fast BattleCarrier.
Lodium-class Heavy Cruiser

Size of a capital, power of a cruiser
SeekerPulse-class Module of Lodium

You cannot ignore it!
Minster-class Ultra-Heavy CapitalShip

This is clearly and 100% just a
copy of the Cathedral from SWP.
[close]



3
Bug Reports & Support (modded) / [0.9a RC10] Phase type.
« on: December 01, 2018, 12:24:08 PM »
The first is more a suggestion, need to be deplaced, but like this is a mod problem too, this is problematic.
Here:
We have a phase ship completely standard: He has a special phase who change just some ridiculous thing, but always a 100% phase ship.
Spoiler

[close]
He is not on the phase ship type.

And if you change per the default phaseystem, he is.
We suggest to add a PHASE hint for this case. (Like also, one of my mod has purely only non-phase ship but who have a special "PHASE" system)



Thank you!

4
Bug Reports & Support / Graphical bugs when a ship explode.
« on: November 28, 2018, 05:28:23 AM »
1:The explosion light is far too high, from  my view, look like a bug.

2:When you go on pause then switch on the command mode, the light is not cancel and impossible to do anything fastly just after a ship dying.

5
Bug Reports & Support / Steady AI problem.
« on: November 19, 2018, 10:48:57 PM »
I am not sure if this thing has be posted.
For replicate the bug, just run the game, put somes falcon(P) with long range weapon and see it flying on a big ennemi fleet without fear.

Many of my "Steady" officers look pretty aggressive and my "aggressive" officer look pretty steady, when i play.

Some people of the discord say than they have a attack run of 450 maybe, but with very long range weapon( same for falcon(P), i have put ITU on, with 800+ range weapon and pilum or salamander)), this is weird and pretty boring when your harass army go suicide without reason.

But i have not memory of that on the 0.8.

6
Mods / [0.9.1a] Gladiator Society
« on: June 05, 2018, 04:54:41 AM »

ARE YOU READY TO FIGHT?!
DO YOU LOVE BLOOD?
DO YOU LOVE MONEY?
DO YOU LOVE SPILLING BLOOD FOR EARN MORE?

WELL, BAD FOR YOU IF IT'S YOUR BLOOD THAT WILL BE SPILLED, BUT IF YOU'RE NOT HERE FOR THAT, YOU ARE HERE FOR THE
INTERSTELLAR GLADIATOR  BATTLES
(Free cookies and drinks for subscribers of level delta and up)


Download 1.2a
Can be added on a current save, but not removed and rarely updated too, this mod do not add any content except on your com relay

The Gladiator Society gives you the option to put your life on the line to become popular. Each Gladiator match is being broadcasted on every inhabited planet and station in the Sector.

If you're interested, go to nearby Com Relay and subscribe to our GladiatorTM program.


Please do not read the fine print part of the contract

Gladiator Society will start hosting matches soon!
It was nice knowing you.
May the best win.


Download the contract with a click on the download link!

Lost on the options of the Gladiator Society?
Open up!
Spoiler
After have reach any Comm relay:


Choice between two options:

The first is for unique bounty! Some are available after reach a level and others after have done others bountys!
The seconds, the endless battle, for the end-game, for kill giant fleet of your dream! And win some reward too!
[close]



More Bounty on/with:


-SAD
-Sylphon
-FDS
-SWP
-Underworld


For a better blood effect:


-Dynasector  Randomization of variant and more capital hullsize and less frigate!
YOU ARE DEPRECATED, noooooooooooo





Addional Information for our subscribers:

Quote
- Current banner isn't final, new banner coming soon (budget cuts)
- Mod works like IBB, no code was stolen, only the idea was (too much Tri-Tach security programs in the system)
- Mod is supported by Starsector community living on Unofficial Starsector Discord server (they aren't AI, we swear)
- Mod adds special / meme / unique ships and fleets, just like IBB in Ship and Weapon pack, but it's easier to make your own (totally)
- Other mods can add their own Gladiators, this mod will add them to Gladiator pool automatically (we have stolen some Tri-Tach tech)
Credits:
Quote
-Thank Avanitia.(She have redone 95% of the text of Gladiator Society, including this thread.
-Thank NightKev for personality hullmod.
-Thank Mod community.
-Thank Drakon_ST for the concept of endless battle (and to have give reward ship).


Addional Information for modders:

Quote
-This mod is a framework for create your own mission bounty, you need just to insert a bounty.json on your mod and you are done!
He have also qew bounty and a readme for see how this thing work!
-You can add your own faction to the EndlessBattle.csv on your own gsbounty folder. They will be added on the random faction of the infinite battle functionality.
-On the 1.0c, you can add your own unique reward ship on the endless battle. Work like every CSV.


7
Bug Reports & Support (modded) / Remnant: Civ Ships.
« on: May 22, 2018, 03:42:19 AM »
This is a tiny problem of nothing but well, i need to report that:


A Civilian ship on remnant fleet will cause a endless battle.

Nothing to say more about that. On the case where a people want add a remnant civilian ship, someday, this will be problematic.

8
Mods / [0.9.1a] SAD: Sanguinary Anarchistic Defectors
« on: May 17, 2018, 12:50:12 PM »


Download here 1.0.1e
Requires LazyLib, GraphicsLib, MagicLib
No visible conflict with Nexerelin. Version Checker Available, Do not need Shadowyard for work


Descriptions:
Quote
With the authorization of the creator of Shadowyard, i made a fan mod of Shadowyard. Not the best, but special.
This fan mod is composed of Kitbashing and re-use code/sound/weapons.

This is a mini-faction who act like remnant, they spawn randomly on the sector, with their own mothership.
You are aware of their presence with a warning beacon because they are hostile to you.

They are not so hard than Remnant but they can loot many blueprint.

Quote
And others...
Important informations about the mod:
Quote
Except the 2 mothership, everything is technically finish.
This is a tiny faction, so you can lost 1 hour to found just a starsystem who contains maybe not their mothership.

9
Bug Reports & Support (modded) / Memory leak: Final value who become null?
« on: November 21, 2017, 12:15:04 PM »
Today, i have received about a player that:

Code
2249965 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
    at src.lt.data.scripts.campaign.Lt_SpecialCampaignFleetAI.pickLootersLocation(Lt_SpecialCampaignFleetAI.java:70)
    at src.lt.data.scripts.campaign.Lt_SpecialCampaignFleetAI.run(Lt_SpecialCampaignFleetAI.java:50)
    at com.fs.starfarer.campaign.ai.AssignmentModule.advance(Unknown Source)
    at com.fs.starfarer.campaign.ai.ModularFleetAI.advance(Unknown Source)
    at com.fs.starfarer.campaign.fleet.CampaignFleet.advance(Unknown Source)
    at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
    at com.fs.starfarer.campaign.StarSystem.advance(Unknown Source)
    at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
    at com.fs.starfarer.campaign.CampaignState.advance(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$1.run(Unknown Source)
    at java.lang.Thread.run(Unknown Source)
About my mod.
-This is about a Private Final array list initialized on the constructor. (No-static)

The guy have say about the list of mod:
Quote
I use most/all faction mods including valkyre and approlight wich are translated chinese mods for teh latest version
No idea if too many mods can cause to destroy a final list, but after a unknow amount of time, it seems,
My array list become null. Then crash. I have fix that very without problem, but i have not put a case where he can be null, because he cannot, but meh, any things can happens, no? ^^

I want just to be sure if this a normal case of a "private final" without static, after a certain amount of time, because i have not found the problem on google and than this is technically a bug who can happens for others peoples, i put that here.



10
Suggestions / Thruster on the other side?
« on: October 29, 2017, 01:19:19 PM »
Like we can see on my gif:
Spoiler
[close]

I suggest than all Thruster put with a angle between 80degree and -80degree   go on the 100% length when the ship decelerate and not when he accelerate. Nothing change when the ship turn or slide.

I do not think It exist ship who will have problem with this suggestion.
But for ship who have "burst back thruster", this is a problem...

This seems stupid to put here a thruster on the other side, but maybe this sprite of my gif is wrong, but some ship with protected thruster cannot have a good effect with this problem.

Thank you o/

11
Bug Reports & Support (modded) / Game crash on save sometime.
« on: October 05, 2017, 11:37:16 AM »
Error:
Spoiler
839677 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.8668311
839680 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Error saving game
839695 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.8668311
839711 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.8668311
839729 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.8668311
839743 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.8668311
839761 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.8668311
839779 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.8668311
839795 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.8668311
839797 [Thread-4] ERROR com.fs.starfarer.campaign.save.CampaignGameManager  -
java.util.ConcurrentModificationException
   at java.util.HashMap$HashIterator.nextEntry(Unknown Source)
   at java.util.HashMap$EntryIterator.next(Unknown Source)
   at java.util.HashMap$EntryIterator.next(Unknown Source)
   at com.thoughtworks.xstream.converters.collections.MapConverter.marshal(MapConverter.java:75)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.wri teItem(AbstractCollectionConverter.java:64)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.marshal(CollectionConverter.java:74)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.wri teItem(AbstractCollectionConverter.java:64)
   at com.thoughtworks.xstream.converters.collections.MapConverter.marshal(MapConverter.java:79)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:88)
   at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.wri teItem(AbstractCollectionConverter.java:64)
   at com.thoughtworks.xstream.converters.collections.CollectionConverter.marshal(CollectionConverter.java:74)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller$1.convertAnother(AbstractReferenceMarshaller.java:84)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hallField(AbstractReflectionConverter.java:256)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.writeField(AbstractReflectionConverter.java:232)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter$2.<init>(AbstractReflectionConverter.java:195)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doMa rshal(AbstractReflectionConverter.java:141)
   at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.mars hal(AbstractReflectionConverter.java:89)
   at com.thoughtworks.xstream.core.AbstractReferenceMarshaller.convert(AbstractReferenceMarshaller.java:69)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:58)
   at com.thoughtworks.xstream.core.TreeMarshaller.convertAnother(TreeMarshaller.java:43)
   at com.thoughtworks.xstream.core.TreeMarshaller.start(TreeMarshaller.java:82)
   at com.thoughtworks.xstream.core.AbstractTreeMarshallingStrategy.marshal(AbstractTreeMarshallingStrategy.java:37)
   at com.thoughtworks.xstream.XStream.marshal(XStream.java:1043)
   at com.thoughtworks.xstream.XStream.marshal(XStream.java:1032)
   at com.thoughtworks.xstream.XStream.toXML(XStream.java:1020)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.cmdSave(Unknown Source)
   at com.fs.starfarer.campaign.save.oOOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
839798 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 9 (exception)
839798 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading stage 10 (exception)
839810 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.8668311
839827 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
839842 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
839859 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
839877 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
839892 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
839910 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
839926 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
839942 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
839959 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
839976 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
839992 [Thread-17] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0
(Infinite, after)
[close]

ModList:
Spoiler
Artefact
Looters
Combat Chatter
Blackrock drive yards
Diable Avionics
Lazylib
GraphicLib
Nexerelin
Dynasector
Outer Rim alliance
ShadowYard
Ship/Weapon pack
The knights templar
Graphic lib
Version checker
[close]

I have also the same crash sometime without Ora, bdy and dynasector, but seems less often.


Thank for your help!



12

This subject is closed, Trylobot have return!


Spoiler

Like Trylobot have accepted than i made a new Thread for small update. (Like the title!)
PS: Put on modding section, the moment than i finish the subject.

Experimental version want say:
Spoiler
Than the game can crash per my fault(Snrasha). But need feedback for fix crash. But seriously, i play always with Nomads version, but i never crash and others always, damnit.
[close]


The real link is here:
http://fractalsoftworks.com/forum/index.php?topic=162.0
But, deprecated except if Trylobot decide to come back.



Description of the mod:
Spoiler
This mod adds a new faction, The Nomads, to the game with custom ships and weapons. They are universally hostile, except to the player and the other neutral or independent factions. The Armada Fleet will depart from the Nur system and journey around the sector for as long as it can. If, however, the Oasis is destroyed, the escort fleets will scatter. The Oasis is available for sale during the brief period following its destruction, from the station in the Nur. It also adds some demo missions to allow for a quick preview of the content.
[close]



Credits:
-Trylobot: Creator of the mod. (All ships, all weapons, sounds, scripts,... )
-People on the credits mod.
People who have updated the mod for 0.8.1a:
-Snrasha: A player who want just play to Nomads. (and have a Github.)
-PokerChen: All thing when a no-english cannot done. So all lore.


Compatibility:
-Compatible Nexerelin, corvus disabled.
-Include version checker.





[close]

13
Bug Reports & Support / [Use-Bug] Infinite Gamma Core
« on: June 06, 2017, 02:01:28 PM »
This is the history of a man who steal 999999999999999999999999999999 Gamma core to two ships.

Spoiler

[close]
Spoiler

[close]


PS: The real history is than i have run of supplies for back on my home.

This is a real bug, found a  dormant remnant who give gamma core when you harry their retreat, they give always a gamma core. But, You have not cost for harry their retreat, so you understand what i say per infinite gamma core.



Edit: after some busy, for the moment, just 30 gamma core, but meh, probably infinite.
Spoiler
[close]

14
Modding / [0.7.1a] FriendlyFireOff BetaB(closed)
« on: January 13, 2016, 11:55:52 AM »
BetaB
Require LazyLib

Delete because too greedy for that and useless.
Spoiler
Really: He have not reason exists except for a guys who search reduce damage flame out missile who shoot ally. I do not go request a put of this mod in list mod because, just useless.


Effect:

Quote
- Desactivate friendly fire for projectile, missile and beam(beam is not included in Beta version)


Contains
Quote
- A file text in mod, where you can change options.
List:
FriendlyFireDamage: true reduce at 0 % damage.   false reduce at 50% damage. (Yes, it is very logic for a french player)

true/false: If false, ally have reduce damage(or immune). If true, he can take full damage of that.
-ProjectileOn
-MissileOn
-RocketOn
-BeamOn (Not included, for the moment)

Warning:

Quote
- This is a utility mod, but it is very dangerous actually use with  no new game.(Can corrupted your save, i have not idea how, but let providing)
- This mod IS very greedy in RAM(compared with his weight), only in combat. So do not affect campaign. But for example, do not use with 50 minigun at the same time. An advice.

Require:

Quote
- A good computer.
Next version:
Quote
-Add beam friendly fire.
-Find a means for desactivate hiteffect another than visual... (It is impossible, i think)
-Detect if no bug.
- Find a other means because use collision radius is not very good...
- Less greedy RAM.
- Change name of mod.

Reason of this mod:
Quote
I cannot put in my current mod.
And, ... this is a request for a player... so for others players very bad for kill allies with rocket...
And.... i want put this mod is an other utility mod or ...

My principal reason:
-Rule 34: If he is useless, YOU NEED ABSOLUTELY!
-Rule 34.bis: If he do not exist, CREATE THIS USELESS MOD!
-Rule 34.bis.bis: If you have already many mods, shut up and work.





PS: If you want a standard build:  put false for FriendlyFiredamage, rocket and projectile, you take so just 50% damage of a only guided missile(if he shoot you)


[close]

15
Bug Reports & Support / Shield.getfacing?[Solved]
« on: January 06, 2016, 12:48:37 PM »
EDIT: Just fail radian/degree, because facing is a degree, script is an radian, sorry. You can delete this subject? Thank!


Except if i am very bad, but when you request facing of your shield, he is center of your shield no?(Facing is a angle)  

(Do not look projectile, just look yellow explosions)

Why so when i use this value with math, my explosion follow my RIGHT and LEFT arrow:
Spoiler
[close]



This is for a shield project. I need than explosions spawn only on shield, so i have arc of shield for calculate and facing of shield, but if facing is not functionnal... except if he link with facing of ship, but without javadoc, it is very hard for have correct value...  with a front shield, shield facing is equal with ship facing. But ship facing give same results ><

Positions exact for me for facing ship: But not for game. (Or just not for player ship.)
Spoiler
[close]

Spoiler
Each frame:
Quote
                   float pX = Shield.getLocation().getX();
                    float pY = Shield.getLocation().getY();
                    float range = Shield.getRadius();
                    float arc = Shield.getArc(); // no use
                    float facing = Shield.getFacing();  // My problem, he save my move mouse, not facing
                    float angleco = range * (float) Math.cos(facing) ;   // explosion normally always on head of my ship(because, we cannot turn this shield)
                    float anglesi = range * (float) Math.sin(facing) ;
                    Vector2f positio = new Vector2f(pX + angleco,pY + anglesi);
                    
                    engine.spawnExplosion(positio, ZERO, Color.yellow, 100, 0.5f);
                    interval.advance(amount);
                    if (interval.intervalElapsed()) {
                        
                        for(int i = 1; i <= 3; i++){

                            float facingproj = Shield.getFacing();
                            float anglecos = range * (float) Math.cos(i*45) ;
                            float anglesin = range * (float) Math.sin(i*45) ;
                            Vector2f position = new Vector2f(pX + anglecos,pY + anglesin);
                            
                            engine.spawnExplosion(position, ZERO, Color.red, 100, 0.5f);  // random position if i move my mouse(my shield do not turn)
                            engine.spawnProjectile(shipshield, null,"Noir_mortir",position,facingproj, null); // This facingproj is good, he do not follow my mouse, what???
                        }
                            
                    }
[close]


My first question: Why ship/shield facing is linked with right/left arrow, it is not face of ship or shield, normally?
My second question: How i can have facing of a shield(for calculate positions)?


Thank!

EDIT: Getfacing give good "facing" for my projectile, but not for others, what the... why my projectile have always facing 90? (when i do not move MY MOUSE) and my explosions NAWAK EXCEPT 90?. Why link mouse with facing ship? ><

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