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Messages - keptin

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406
Mods / Re: Earth Cracker: Orbital Superweapon
« on: April 01, 2012, 02:12:57 PM »
This video (@ 20:00) shows you how to import ships using the method above:

http://www.youtube.com/watch?feature=player_detailpage&v=r4K7S34ShSw#t=1202s

The ship ID is EC_earthCrackerOrbital
The weapon IDs are EC_earthcracker and EC_pdlaserCracker

407
Mods / Re: Earth Cracker: Orbital Superweapon
« on: April 01, 2012, 01:20:40 PM »
All I have to say is CEC, Dead space ;)


Aww yeah....  8)

408
Mods / EarthCracker: Orbital Superweapon
« on: April 01, 2012, 08:37:25 AM »
EarthCracker: Orbital Superweapon Mod
An abandoned relic from the days of orbital mining. Many lie dormant above lost planets, their fusion cores keeping them powered for a thousand years.

Before the time of atomic material restructuring, all metals and materials were processed from raw ore. Earth crackers were the answer to ravenous galactic expansion. These massive satellites were assembled on transit to a planet or moon. Positioning themselves in orbit, their fusion cutting beam would tear through miles of rock, cutting enormous pieces from its surface that would be pulled up to orbit by tractor winches. Some ran continuously for centuries until newer methods replaced them. Too large to move and expensive to disassemble, many were deserted and forgotten.

Knowledge of their existence is kept alive by the stories told of ships who unknowingly approach arrays of dormant crackers, never to be heard of again.

Changelog:
Code
EarthCracker v1.15:
-mission Forsaken Relics 2 added
-descriptions additional lore

EarthCracker v1.1:
-mission Forsaken Relics added
-balance changes

EarthCracker v1.0:
-Cracker main weapon
-Cracker platform
-Old-tech Asteroid PD
-descriptions for all items


Installation:
1. Extract files to Starfarer\mods folder
2. Cut & paste forsakenrelics mission folder to Starfarer\starfarer-core\data\missions folder
3. Add "forsakenrelics" to mission_list.csv in Starfarer\starfarer-core\data\missions folder

!!IMPORTANT!! Steps 2 and 3 are vital to avoid loading error.
I'm looking into why this occurs, but until it's solved, these steps are necessary for the game to load properly.

You can also edit your save file to use it in the campaign.


Download EarthCracker v1.15:
http://dl.dropbox.com/u/66999462/earthCrackerMod_v1_1_5.rar

Mirror:
http://www.mediafire.com/?gyxltterv6lnwol

====

409
Modding / Re: Weapon spec not found
« on: April 01, 2012, 01:20:13 AM »
Oh jeez, now I feel dumb.  I was sitting here staring at the .wpn and .csv stuff and I botched the save edit.

Thanks!

410
Modding / Weapon spec not found
« on: April 01, 2012, 12:52:00 AM »
Trying my hand at modding.  Adding ships was easy enough, but I'm getting stuck when trying to add a new weapon.  I'm using the tachyon lance as an example and going from there, but it's throwing this error upon loading the campaign (with the weapon added to a weapon point on a current ship).


Log:
Code
11559 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
13127 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\saves\save_bill_1651518222899613751...
14450 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
14458 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
14748 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Weapon spec [earthcraker] not found!
java.lang.RuntimeException: Weapon spec [earthcraker] not found!
at com.fs.starfarer.loading.J.Ó00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.String(Unknown Source)
at com.fs.starfarer.campaign.A.Object.o00000(Unknown Source)
at com.fs.starfarer.campaign.A.String$o.super(Unknown Source)
at com.fs.starfarer.campaign.A.String$o.<init>(Unknown Source)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.super(Unknown Source)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.Ò00000(Unknown Source)
at com.fs.starfarer.campaign.ai.PursuitAndEvasionModule.String.class(Unknown Source)
at com.fs.starfarer.campaign.ai.CampaignFleetAI.õÕ0000(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.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.super.super(Unknown Source)
at com.fs.starfarer.oOOO.OõÒ000(Unknown Source)
at com.fs.super.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

earthcracker.wpn
Code
{
"specClass":"beam",
"id":"earthcracker",
"type":"ENERGY",
"size":"LARGE",
"displayArcRadius":1250,
"turretSprite":"graphics/weapons/tachyon_lance_turret_base.png",
"turretGlowSprite":"graphics/weapons/tachyon_lance_turret_glow.png",
"hardpointSprite":"graphics/weapons/tachyon_lance_hardpoint_base.png",
"hardpointGlowSprite":"graphics/weapons/tachyon_lance_hardpoint_glow.png",
"turretOffsets":[-3, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[5, 0],
"hardpointAngleOffsets":[0],
"fringeColor":[25,119,215,255],
"coreColor":[255,255,255,255],
"glowColor":[100,191,255,235],
"darkCore":false,
"width":300.0,
"textureType":ROUGH,
#"textureType":["graphics/fx/emp_arcs.png","graphics/fx/emp_arcs.png"],
"textureScrollSpeed":292.0,
"pixelsPerTexel":5.0,
"pierceSet":[PROJECTILE_FF,PROJECTILE_NO_FF,PROJECTILE_FIGHTER,MISSILE_FF,MISSILE_NO_FF,FIGHTER],
"fireSoundOne":"beam_heavy_burst_1",
"fireSoundTwo":"beam_heavy_loop",
}

weapon_data.csv entry
Code
Earth Cracker,earthcracker,3,30000,5000,30000,,5000,0,7,32,,ENERGY,,2000,1,2,10,5,,,,,1000,,,,,,27


I didn't have any luck digging through the forums and there isn't much step-by-step documentation on adding weapons.  Anyone have an idea of how to fix this?

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