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Messages - Morrokain

Pages: 1 ... 40 41 [42] 43
616
Modding / Working System Defense Fleet?
« on: August 18, 2012, 12:06:45 AM »
So I am having a problem with my system defense fleet spawn. It works fine except that it spawns a new one every couple of days and begins to saturate the whole system. I have a feeling it has something to do with the gen file but my understanding of code is limited. Anyway here is the gen file entry:

Code
ArcheusSpawnPoint2 archSpawn2 = new ArcheusSpawnPoint2(sector, system, 5, 30, archstation1);
system.addSpawnPoint(archSpawn2);

for (int i = 0; i < 2; i++) archSpawn2.spawnFleet();

I was wanting it originally to only spawn a max of 2 fleets but I guess I am not completely understanding how its working here. Any takers?

If more information is needed ill post it.

617
Modding / Re: Destroyer A.I Fight or Flight
« on: July 27, 2012, 08:49:01 PM »
Ah. Yep that's the problem then.  :-\ It is supposed to be a direct combat ship despite the flight deck so I guess I better use that fix. For the larger ships it shouldn't be an issue luckily. Thanks for the help!

618
Modding / Destroyer A.I Fight or Flight
« on: July 27, 2012, 05:42:59 PM »
So, what determines the fight or flight response for ships? I made a destroyer that for whatever reason is as skittish as a cat in a thunderstorm. It books it full thrusters in the other direction any time an enemy pings on its scanners. The only things it ever reluctantly engages are things that are faster than it. At first I thought it was number crunching... but whenever I take control I can down several fighter wings, a destroyer and even a light cruiser single-handedly. So I don't think the number crunching should turn a lasher into an onslaught that should be avoided on penalty of death. I noticed destroyer ships I have made tend to act this way. Is it coded into the destroyer hull size A.I? Destroyers do tend to be carriers or fire support... but there are a few who do not act this way.

Anyway, anyone have similar problems with autopilot and/or npc A.I acting this way? I'm not talking the usual won't commit to capitalize on an overloaded or venting foe issues. I'm talking full on retreat without even trying to get into firing range no matter what size or shape the enemy comes in.

619
Modding / Re: Log Error Assistance (Code included)
« on: July 22, 2012, 03:47:26 PM »
Its there it just did not fully paste  :-[

However your response still led me to see the error. The spawn file was copied from the original Tri-Tachyon spawn file.. which goes one further to indicate the corvus directory in starfarer-core\data. So the script read:

Code
package data.scripts.world.corvus;

instead of:

Code
package data.scripts.world;

So thanks!

620
Modding / Log Error Assistance (Code included)
« on: July 22, 2012, 12:02:29 AM »
Quick question, I am receiving this error message after adding a new spawn point for the Tri-Tachyons:

Code
8965 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.ArcheusSectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.ArcheusSectorGen]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/ArcheusSectorGen.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Source file "data/scripts/world/MilitaryTriTachyonSpawnPoint.java" does not declare class "data.scripts.world.MilitaryTriTachyonSpawnPoint"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:165)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.findClassByName(UnitCompiler.java:6054)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4568)
at org.codehaus.janino.UnitCompiler.access$10300(UnitCompiler.java:104)
at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4442)
at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2020)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4476)
at org.codehaus.janino.UnitCompiler.getLocalVariable(UnitCompiler.java:1607)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2226)
at org.codehaus.janino.UnitCompiler.access$3700(UnitCompiler.java:104)
at org.codehaus.janino.UnitCompiler$7.visitLocalVariableDeclarationStatement(UnitCompiler.java:2141)
at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1771)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2144)
at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2105)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1946)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
... 5 more

Now, I have tried making a new separate faction file for this particular department of the Tachyons and modifying the fleet compositions to be more militarized. Then in my generator file I add the spawn point at a new station close to Corvus (III?) where the corporate headquarters are. I have also made the specific spawn file that it references here:

Code
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorEntityToken;

import data.scripts.world.BaseSpawnPoint;

public class MilitaryTriTachyonSpawnPoint extends BaseSpawnPoint {

private final SectorEntityToken station;

public MilitaryTriTachyonSpawnPoint(SectorAPI sector, LocationAPI location,
float daysInterval, int maxFleets, SectorEntityToken anchor,
SectorEntityToken station) {
super(sector, location, daysInterval, maxFleets, anchor);
this.station = station;
}

@Override
protected CampaignFleetAPI spawnFleet() {
//if ((float) Math.random() < 0.5f) return null;

String type = null;
float r = (float) Math.random();
if (r > .8f) {
type = "scout";
} else if (r > 0.6f) {
type = "raiders";
} else if (r > 0.3f) {
type = "attackFleet";
} else {
type = "securityDetachment";
}

CampaignFleetAPI fleet = getSector().createFleet("militarytritachyon", type);
getLocation().spawnFleet(getAnchor(), 0, 0, fleet);

fleet.setPreferredResupplyLocation(getAnchor());

if (type.equals("scout") || type.equals("raiders") || type.equals("attackFleet")) {
fleet.addAssignment(FleetAssignment.RAID_SYSTEM, null, 30);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
} else {
if ((float) Math.random() > 0.3f) {
//fleet.addAssignment(FleetAssignment.RAID_SYSTEM, null, 30);
fleet.addAssignment(FleetAssignment.ATTACK_LOCATION, station, 50);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
} else {
fleet.addAssignment(FleetAssignment.DEFEND_LOCATION, getAnchor(), 20);
fleet.addAssignment(FleetAssignment.GO_TO_LOCATION_AND_DESPAWN, getAnchor(), 1000);
}
}
return fleet;
}

}


So my question is... what in the heck does it mean by the generator file is not declaring a class for the spawn file???


621
Modding / Re: 0 flux generation bug?
« on: July 18, 2012, 04:57:24 PM »
In weapon_data.csv, what did you specify for the charge up/charge down/burst delay/burst size? Sounds like the game thinks the weapon has an infinite rate of fire - i.e, up + down is 0, and possibly burst delay (if the burst size is >1).

*facepalm* I can't believe I didn't see it earlier haha. I had the burst size set to 0 by mistake. Ugh. Well thanks for the fast help Alex. Release should be in the next couple days maybe even today if I am feeling ambitious  :D

622
Modding / 0 flux generation bug?
« on: July 18, 2012, 02:40:20 PM »
Ok so my mod is just a few play tests away from release, but I am having an issue with one of my custom weapons. It uses the vulcan cannon spite and weapon file slightly modified. The problem I am having is that when I put 10 energy per shot into the weapon data spreadsheet, it shows up in game as 0 flux generated in the weapon groups with "NaN" in the flux per second category of the weapon description. Not sure what could be causing it. Any ideas?

Here is the weapon file:

{
   "id":"pdplasma",  # this id must match what's in the spreadsheet
   "specClass":"projectile",
   "type":"ENERGY",
   "size":"SMALL",
   "turretSprite":"graphics/weapons/vulcan_cannon_turret_base.png",
   "turretGunSprite":"graphics/weapons/vulcan_cannon_turret_recoil.png",
   "hardpointSprite":"graphics/weapons/vulcan_cannon_hardpoint_base.png",
   "hardpointGunSprite":"graphics/weapons/vulcan_cannon_hardpoint_recoil.png",
   "visualRecoil":3.0,  # the gun sprites are only used if this is non-0
   "turretOffsets":[12, -2, 12, 2],
   "turretAngleOffsets":[0, 0],
   "hardpointOffsets":[17, -2, 17, 2],
   "hardpointAngleOffsets":[0, 0],
   "renderHints":[RENDER_BARREL_BELOW],
   "barrelMode":"ALTERNATING", # or LINKED.  whether barrels fire at the same time or alternate.
   "animationType":"MUZZLE_FLASH",
   "muzzleFlashSpec":{"length":20.0,   # only used if animationType = MUZZLE_FLASH
                  "spread":0.0,
                  "particleSizeMin":12.0,
                  "particleSizeRange":12.0,
                  "particleDuration":0.12,
                  "particleCount":12,
                  "particleColor":[100,100,255,255]},      
   "projectileSpecId":"autopulse_shot",  # projectile that will be fired
   "fireSoundTwo":"energy_pulse",
}

Keep in mind that the two other small weapons that use different gun sprites that I use on my fighter wings don't seem to generate any flux either.

I'm stumped  :-[

623
Modding / Re: Weapon Modding Tutorial?
« on: June 28, 2012, 07:59:59 PM »
Again thank you for this info! Getting back to work now  8)

624
Modding / Re: Weapon Modding Tutorial?
« on: June 24, 2012, 04:02:13 PM »
@ Vandala

Thanks for that resource! That is some useful information and gets me one step closer to completion of my mod  8)

625
Modding / Re: Weapon Modding Tutorial?
« on: June 24, 2012, 03:53:30 PM »
@ The Soldier

Thank you!  ;D I will look forward to seeing it under the tools and resources thread or as a pm whichever you prefer; beggars can't be choosers!

As for increasing ship size as it has already said simply importing the image into something like paint.net and scaling it up a bit should work but I wouldn't bother scaling all the other things up from that I would just rebuild the ship from scratch it is probably much easier and less confusing to do so. Also remember that if the ship has weapon mount slots built into the sprite like most vanilla ships do then they will also increase in size and be visible even with weapons fitted.

626
Modding / Weapon Modding Tutorial?
« on: June 23, 2012, 08:33:33 PM »
Anyone know of a good weapon modding tutorial anywhere even if only the basics? I already looked at the csv data entry explanations but I am more looking for a how-to of setting certain sprites to certain weapon effects and how the recoil animations work and that sort of stuff.

627
Suggestions / Re: Planet/Station invasions w/ assault forces
« on: June 17, 2012, 04:16:19 PM »
@ The Soldier

Thanks for the compliment! It will be a while I think before Alex releases enough ability to mod the game to make this possible and I am sure he has future plans to implement station capture and the like himself, but once he does I will begin working on it right away. Hopefully by then I will also have all the experience and resources I need available to me to make it an epic and visually appealing mod that just feels right as an important addition to the game. It is true that it could turn out to be hampered by a lot of details and technical difficulties but that is way to learn and I still have hope that it will be possible without seeming weird or half-assed.

628
Modding / Re: The Noobs guide to modding starfarer!
« on: June 15, 2012, 08:27:28 PM »
Ok so I am giving this a try. I have made my ship, but a question or two. The ship you use in your example gives the appearance of depth in its color due to differing shades of colors. How do I duplicate that? The editor seems to want to color my ship pieces one color and refuses to give me ways of editing the shade on different parts of the piece or allow me to remove the interior lines. Also, is there anyway to change the parts size in the editor to create a layering effect?

*Edit* nvm I see now the first set of parts was the default BF parts that are meant to look that way. When you open another set it has the depth texture already built in. 2nd question still applies though XP

629
Suggestions / Re: new use for flight decks
« on: June 08, 2012, 02:17:34 PM »
Well if you guys agree that would be a possibility to solve the problem the question is: is it easy to do technically or would it require a revamp of ship systems since it would be a fleet wide benefit for fighters instead of just focusing on that specific ship?

630
Suggestions / Re: Planet/Station invasions w/ assault forces
« on: June 08, 2012, 02:13:02 PM »
Well I talked to Alex and yes he indeed says that planetary assaults, though a cool idea, is not where he would like to take the direction of the game. That being said, I may make a mod for it  ;)

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