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Topics - Morrokain

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31
Hey was wondering if anyone could help me with this or has run into this before me.

I'm trying to edit variants using dev mode since the new weapon types broke Trylobot's editor and I am running into the permissions issue with Windows 7. I have tried changing the permissions of the variants folder and it always autodefaults back to read only. I don't seem to have a way to get it to "stick" so to speak when I change it even when trying to add special permissions  :P and that was the workaround discussed here: http://fractalsoftworks.com/forum/index.php?topic=8600.0

Its driving me crazy its like windows has absolutely determined that if I am allowed to change program file permissions I will break the whole computer.
I could use the second solution and reinstall the game outside of programs(x64) but I would rather not unless that is the only option because that would probably break many more things...  ::)  



32
Bug Reports & Support / v7.2a Consistent Crash while in Marketplace
« on: March 03, 2016, 01:09:02 PM »
I keep getting game crashes if I linger on the market U.I of any station or planet for too long.

It was a null exception, last lines of code in the starsector log were:
Spoiler
1558360 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Adding Food(Asharu)
1559726 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
1559726 [Thread-10] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
1933548 [Thread-4] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1933556 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [faction_generic_market_01_neutral_var01.ogg]
1933747 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [faction_generic_market_01_neutral_var01.ogg]
1933747 [Thread-10] INFO  sound.H  - Playing music with id [faction_generic_market_01_neutral_var01.ogg]
1933831 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.ui.s.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.P.advance(Unknown Source)
   at com.fs.starfarer.ui.s.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.impl.StandardTooltipV2.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.P.advance(Unknown Source)
   at com.fs.starfarer.ui.s.advanceImpl(Unknown Source)
   at com.fs.starfarer.ui.P.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)
[close]

33
When you open the descriptions.csv file in either notepad or open office you immediately notice that there isn't a comma between "notes" and the first ID of the first description.

The game will run fine if you do not edit it at all, but even pressing enter will break the file completely. Pressing backspace to fix your "mistake" does not help either. You will continually get the FATAL:JSONObject: ["id"] not found error message. So far all I have been able to do to fix the problem is to re-download the game each time.

It must be something from the latest patch because I have always been able to edit the file in the past... come to think of it I think I had to scrap my old descriptions file when the trade update hit. At the time I thought there was just a format change and I would get back to it later... could even be from way back then.

Anyway I will start experimenting more with it to see if I can find out some more info but it looks like there is something weird there that doesn't apply to any of the other csv files such as ships.csv or weapons.csv.

Those seem to be far more flexible in how you can edit them. I have consistently edited them even with the new update using both notepad and open office.

EDIT: Actually all of those files don't have a comma after the end of the descriptor first line and before the first actual data line either.. seems strange to me  :P but those seem to work ok. Looks like it is simply an issue with any space or editing at all of the  descriptions file. I tried just putting a simple space in between the last comma of a line and the id of the next line and it breaks it the same way.  :-\

34
Modding / 0.65a Modding Resources?
« on: December 21, 2014, 02:10:49 PM »
I was just curious to see if there were any resources or tutorials for 0.65a on how to change how fleets are composed and the new ways to add markets and systems.

35
Suggestions / Environmental Battles
« on: December 11, 2014, 03:31:39 PM »
I am not 100% sure where you are planning to go next as far as features are concerned, Alex, but I thought I would bring something up I haven't seen mentioned here in a while.

I would like to see environmental battles implemented in the near future in the campaign.

For instance:

Battles near nebulae in the campaign map have a lot of nebulae clouds in them and maybe in lower sight radius on ships.

Battles near asteroid fields have larger and more menacing asteroids in them that can seriously damage ships/hold pirate bases.

Battles near stations or planets have the stations or planets in them somehow.


I think it would really open up the game's immersion and create some interesting tactical choices much like the mission scenarios would imply.

Of course it would be even better to see mod support for different battle variants/scenarios too. Modders could really use them in creative ways.

TwigTech station battles anyone?  ;D

36
Suggestions / New Collision Class
« on: September 19, 2014, 06:49:18 PM »
I would like:
Code
collisionClass: "SHIPS_AND_ASTEROIDS_no_FF"

Essentially a way for a projectile or beam to ignore enemy fighters and only be able to hit ships and asteroids without automatically damaging your own ship.

37
Modding / MutableShipStatsAPI Missing Something?
« on: May 06, 2014, 01:43:28 PM »
I am trying to make a skill that sets the deployment/logistics cost of the player flagship but I can't seem to find anything in the MutableShipStatsAPI that can modify logistics cost.

I see almost everything else modifiable in the data spreadsheet though and plenty of things that aren't. Was this overlooked or am I missing it?

I want it to look something like this:
Code
	public void apply(MutableShipStatsAPI stats, HullSize hullSize, String id, float level) {
stats.getFleetPoints().set(id, SkillData.HELMSMANSHIP_LOGISTICS_COST);

Where HELMSMANSHIP_LOGISTICS_COST = 12 in skilldata

This should make it so that the logistics/deployment cost of the player flagship is always 12 no matter the hull-size correct?

38
Modding / Level Cap
« on: April 28, 2014, 05:24:27 PM »
Is there currently a way to set a hard level cap in the LevelupPlugin? Or at least a way to simulate it by cutting off point earning past a certain level?

My skills system would be totally broken without one :P

39
Suggestions / Free Control Camera During Autopilot
« on: April 22, 2014, 01:09:05 PM »
Ok one more suggestion and I will leave this subforum alone for a bit lol.

I think it would be useful to unlock the camera leash while the player's ship is on autopilot. I can see why its useful when controlling a ship, but for tactical purposes during autopilot I would really like to be able to see everything that is going on in a battle. Unlocking autopilot would of course recenter back to the ship and put the leash back on.

The current system of changing camera views in the tactical screen is somewhat tiresome when trying to monitor several things at once. It also runs into issues when focused on fighter wings since the camera will sometimes randomly zoom to a fighter coming out of the carrier and the sense of whats going on in the battle is momentarily lost.

40
Modding / Modding Faction Fleet Compositions
« on: April 21, 2014, 09:33:48 PM »
Is it enough to simply have a factions file in the mod with the same ID for the campaign to replace fleet compositions in a mod? Or is there an extra step? My mod seems to be using vanilla faction fleet compositions instead of my modded ones. I literally just copy pasted the files into the mod directory with the same path and name and just rewrote the variants.

Should I use the mod info file and just "replace" the factions files? I thought that was only for csv files.

Any idea what I am doing wrong?

41
Suggestions / Unlockable Codex Entries
« on: April 19, 2014, 09:44:32 PM »
For the purposes of storytelling and surprising players. I think it would be a good idea to allow certain ships/weapons/factions/etc to only be shown in the codex when they have been "discovered" in game. You could even have different codex entries for ship variant strengths and weaknesses that are only shown when that ship is discovered.

To add to that, you could have a dialogue when meeting a fleet called (Scan Fleet) or something to gather necessary intel and information that could be stored in the codex. This would of course be considered rude at best, hostile at worst.

In other words, the codex gives a little too much away by having everything stored in it right away. I would rather it be starsector's pokedex lol

42
Modding / Starter Ships
« on: April 08, 2014, 08:09:45 PM »
Didn't see anything that addressed this and I have browsed through the data and didn't see this. How do I edit what ship I am given if my fleet is defeated?


My current incarnation of the Vigilance is a micro carrier with only a single missile turret. It is also one of the ships sometimes given to you when you are defeated.

It is literally impossible to use this ship as a re-starter ship in my mod  :D

43
Suggestions / A Suggestion For Campaign Design
« on: February 23, 2014, 11:04:10 AM »
I have been thinking about this for a while now. One of the things that currently bugs me about the placeholder for starsector's campaign that I would like to see re-visited upon the campaign development is how NPC battles are handled.

My main issue with it is simply that there is no way to affect the outcome of a battle when factions collide. You can't come to the aid of your faction's fleet. It just lacks a certain strategic element.

My proposition:

1)  When enemy fleets begin a battle, have the fleets locked into place for perhaps a day or two in a state of "pre-battle."
    a) If it makes sense from a hardware standpoint, have a slowly degrading battle over time (ie ships lost/damaged) until the battle concludes. If no, simply do not calculate the auto-battle for a day or two and give the player a chance to intervene.
    b) If a player intervenes a new battle type where you have friendly A.I ships (you cannot give anything but general orders to if any at all) already deployed along with enemy ships. You can then deploy elements of your fleet to aid the friendlies.


I feel this is essential for the health of the campaign. Right now the placeholder feels like bugs flying into a bug zapper. They touch it and zap! There isn't any player control there. The only way you can control system mechanics is to snipe supply fleets or defense fleets.


This has other benefits too. Station sieges? Planetary blockades like in the mission? Player owned A.I fleets defending their stations and assets? (I know some of these have been implemented in mods but they will be even more fun with this campaign addition!)


What are everyones' thoughts? Feel free to offer other suggestions as this is a template I came up with overnight  ;)


- Morrokain
 

44
Suggestions / New Weapon A.I Hint
« on: February 23, 2014, 10:43:16 AM »
I am not really sure if this has been implemented and I just missed it, but I think it would be a really good idea to add an A.I hint:

"no_fighter"

so that certain weapons will not fire at fighters with their automated fire control.

For some weapons, especially in mods, it just doesn't make sense that they do and becomes a huge drain on flux. You could always switch to "local control" and snipe them yourself if you want  :)

I know making it a "strike" weapon works... but it unfortunately changes the A.I in other undesirable ways. Not attacking frigates and sometimes not firing until the ship is overloaded for example.

45
Modding / Question on total conversions - solved
« on: November 01, 2013, 04:22:58 PM »
I am making a total conversion that re-balances the vanilla ships.

My plan was to implement the mod in a way that does not interfere with the generator scripts of vanilla but merely replaces the .ship .weapon .faction and .system files along with their associated csv files.

Then I would use my custom mod plugins to add the things I want to to the BaseSpawnPoint and so forth. This is essentially to make it far easier to update on future releases that add things like new sectors, spawn points etc and saves me a ton of headache!

So the question is:

For total conversions using "replace" in the mod info file,

A) Can I use that to replace entire folders? (i.e mods/modname/data/hulls) or if not..

B) Would replacing each file in those folders work if they have the same name in the mod folder? (i.e mods/modname/data/hulls/onslaught.ship)


fingers crossed for A!  ;D

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