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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Flare

Pages: 1 [2]
16
Modding / I'm having a bit of trouble modding a mission.
« on: February 28, 2012, 01:56:39 PM »
I'm working on a mod at the moment, and I've seem to have run into a road block that I can't seem to solve no matter what I try. It has to do with the game crashing on the mission that I created, so it's probably an ID problem. Specifically the mission title is fine, but the details of the mission defaults back to "Turning the Tables", clicking on the play button causes the game to crash as well as clicking on the ship R-Batty. I went through the IDs again and again but have come up with nothing. It specifically said null on weapon IDs but have no idea what it is I'm doing wrong.

17
Suggestions / Fighters- Hangar Space- Travel Speed.
« on: February 27, 2012, 06:25:03 PM »
I did a search and didn't find anything about this topic so here goes.

I know that adding a ship to your fleet might slow it down due to keeping a battle-ready formation in case the fleet gets intercepted, and in the new version the fleets automatically move as fast as the slowest ship or the average of the fleet. But I've been thinking about fighters when a fleet is traveling around a system. Shouldn't they be in the carriers when they're not in use?

If I have a really slow torpedo wing, I think what should happen is this wing of bombers gets stashed inside of the carrier or carriers when traveling, and the speed of the carrier dictates how fast the fleet should move at that point if it's faster than the wing.

Not sure if this will be useful or not in the future though. Since the game will ditch the average speed in a fleet more or less in the future, this might not matter all that much, but I thought it would be nice to see some more interaction between the carriers and the fighters when the fleet is on the navigational plane.

18
Modding / How to Increase Spawn Rate
« on: February 23, 2012, 01:37:34 AM »
Does anyone know how spawning works?

I'm playing a game with some of the wonderful mods and it has come to my attention that due to the number of factions going at it, and my own contributions, most of the fleets in the sector are decimated. What was once a bustling system is now a ghost town with the lone remnants of fleets zipping by here and there.

Is it this part of the scripts that control it?

@Override
   protected CampaignFleetAPI spawnFleet() {
      
      String type = null;
      float r = (float) Math.random();
      if        (r > 0.xxf) {
         type = "bleh";         
      } else if (r > 0.xxf) {
         type = "blah";
      } else if (r > 0.xxf) {
         type = "bloh";   
      } else {
         type = "bleg";     
      }

19
Bug Reports & Support / Impervious Shields
« on: February 22, 2012, 06:46:55 PM »
I've just noticed that when I was cheating around and fooling around with hullmods that give my ship shields, IE. Omni shields, and the ship itself doesn't have any shields to begin with, the omni shield raises no flux! You can shoot all you want into those shields want! Forever! HAW-HAW!

20
Bug Reports & Support / Game Not Starting- Crashing on Start Up
« on: February 19, 2012, 05:42:33 PM »
Played the game yesterday, it's not working today :P.

It doesn't seem to be a problem with me modifying the files. I don't remembering doing much to the files outside of the xml sheets, and a clean install exhibits this too.

The pop up warning states:

Fatal: Exiting - exception in LWJGL initialization
Cause : Could not bind dummy context
Check Starfarer. log for more info.

The last lines of the log states:


1865 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1280x768, 60Hz, 16bpp
1866 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 32bpp
1866 [main] INFO  com.fs.starfarer.StarfarerLauncher  - Found display mode: 1366x768, 60Hz, 16bpp
7616 [Thread-6] INFO  com.fs.starfarer.StarfarerLauncher  - Running vanilla game with no mods.
7616 [Thread-6] INFO  com.fs.starfarer.settings.StarfarerSettings  - Loading settings
40547 [Thread-6] ERROR com.fs.graphics.L  - Exiting - exception in LWJGL initialization
org.lwjgl.LWJGLException: Could not bind dummy context
   at org.lwjgl.opengl.WindowsContextImplementation.nCreate(Native Method)
   at org.lwjgl.opengl.WindowsContextImplementation.create(WindowsContextImplementation.java:50)
   at org.lwjgl.opengl.Context.<init>(Context.java:131)
   at org.lwjgl.opengl.Display.create(Display.java:859)
   at org.lwjgl.opengl.Display.create(Display.java:785)
   at com.fs.graphics.L.ô00000(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
40603 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Exiting - exception in LWJGL initialization
java.lang.RuntimeException: Exiting - exception in LWJGL initialization
   at com.fs.graphics.L.ô00000(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: org.lwjgl.LWJGLException: Could not bind dummy context
   at org.lwjgl.opengl.WindowsContextImplementation.nCreate(Native Method)
   at org.lwjgl.opengl.WindowsContextImplementation.create(WindowsContextImplementation.java:50)
   at org.lwjgl.opengl.Context.<init>(Context.java:131)
   at org.lwjgl.opengl.Display.create(Display.java:859)
   at org.lwjgl.opengl.Display.create(Display.java:785)
   ... 4 more

21
Suggestions / Individual Ship Groupings
« on: February 15, 2012, 09:06:15 PM »
I got this idea when I was renaming some of my ships and noticed that I could change the title of the destroyer from fire-support to anything I want. I'm not sure whether this is already in the plans or whether I'm just not astute enough to notice it, but I was thinking that it would provide a lot more flexibility to the system if we get to decide which ships should be fire-support, which is supposed to be strike, civilian, or whichever.

Obviously we can't exactly have just us grouping them into as many groups as possible due to the fact that some orders are class specific, and even if we were able to do such a thing it's going to be quite similar to the RTS controls we had before with the exception that we make up the groups beforehand.

22
Modding / Putting new ships into the Outpost
« on: February 15, 2012, 03:57:06 AM »
Is the sectorgen.java in data/scripts/world responsible for what types of ships we see at the shipyards? Specifically, this part?

      cargo.addMothballedShip(FleetMemberType.SHIP, "hyperion_Strike", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "vigilance_FS", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "tempest_Attack", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "wolf_PD", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "hound_Assault", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "lasher_Assault", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "brawler_Assault", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "dram_Light", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "medusa_Attack", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "enforcer_Assault", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "condor_FS", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "buffalo2_FS", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "hammerhead_Balanced", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "sunder_CS", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "falcon_Attack", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "eagle_Assault", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "dominator_Outdated", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "venture_Balanced", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "apogee_Balanced", null);
      cargo.addMothballedShip(FleetMemberType.SHIP, "onslaught_Outdated", null);
      //cargo.addMothballedShip(FleetMemberType.SHIP, "odyssey_Balanced", null);
      cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "wasp_wing", null);
      cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "talon_wing", null);
      cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "talon_wing", null);
      cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "broadsword_wing", null);
      cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "broadsword_wing", null);
      cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "piranha_wing", null);
      cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "piranha_wing", null);
      cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "thunder_wing", null);
      cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "gladius_wing", null);
      cargo.addMothballedShip(FleetMemberType.FIGHTER_WING, "warthog_wing", null);

If it is, would the file recognize modded ships from folders in starfarer/mods if I put in a line like:

      cargo.addMothballedShip(FleetMemberType.SHIP, "modded_ship", null);

when "modded_ship" refers to an ID inside a folder mod?

23
Bug Reports & Support / Crash at Fleet Screen
« on: February 15, 2012, 02:31:30 AM »
The error came about when I pressed "r" at the fleet screen and the words "choose which ship you want to resume repairs" became attached to the mouse pointer. I then clicked on one of my ships which led to the mouse returning back to the windows default mouse and I had to alt tab to get out.

The error reads as follows:

Fatal: Index: 6, Size: 4

The end logs states:

"4598142 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 330.90 MB of texture data so far
4676823 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 342.90 MB of texture data so far
5129834 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 354.90 MB of texture data so far
5296937 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 366.90 MB of texture data so far
5648183 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.IndexOutOfBoundsException: Index: 6, Size: 4
java.lang.IndexOutOfBoundsException: Index: 6, Size: 4
   at java.util.ArrayList.RangeCheck(Unknown Source)
   at java.util.ArrayList.get(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.String.Object(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.class.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.O.o00000(Unknown Source)
   at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
   at com.fs.starfarer.super.ôøÒ000(Unknown Source)
   at com.fs.super.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
"

24
Modding / Restricting a Section of Weapon Arcs
« on: January 21, 2012, 02:48:47 AM »
Would it be possible to restrict a section of a weapon turn arc?

IE. Restricting a section of the turn arc so that the area that the weapon can turn and fire is effective divided by two. It's like a naval battleship configuration. The turrets can freely turn a full circle but firing in the direction of the centre of the ship is a big no-no. As such, the turrets could only fire at the two sides.

Edit: You know what? I am such an idiot. I don't need to put a restriction on the turn arcs of the weapons at each of the two ends, I just need to limit the range until the weapons turn onto the control column at the centre.

25
Suggestions / Strategic Map Player Entities
« on: November 02, 2011, 02:26:01 PM »
I've just been playing TLD mod for M&B, and while I was chasing (and being outpaced by) a small band of Rohirrim scouts with my large band of Isengard Uruk-hai, it occurred to me that what my entire party was doing was very impractical. I had warg riders, a good number of them. In all practicality I wish I could have sent them ahead of me to catch the fleeing scouts and tie them down so that my main force can catch up. It's not all that uncommon for other independent allied parties faster than mine to catch up to fleeing opposition parties and hold them down while mine comes along and finishes it in our favor.

I don't know how much of M&B or other games like this you're going to take influence from, but the heavily segregated tactical and strategic levels has always bothered me. Cavalry, carrier fleets, and mechanized forces often employ many of their crafts to accomplish strategic tasks like scouting, harassing, and in some cases by passing on a strategic level. The value of these types of special groups comes in great part from their capabilities away from direct combat. I'm not sure whether you've already thought of this, if it's already been discussed (I haven't done that thorough a search of this forum), or even if it's practical in terms of how much programming is needed. But here it is, take it how you will.

26
Modding / Number of Ships at deployment
« on: June 14, 2011, 03:22:11 PM »
Is it possible to give each side an infinite number of ships in missiondefinition? I'm trying to make a game mode where the main objective is to capture stations and to block out enemy reinforcements by capturing all the stations. Not too sure how the AI is going to handle it though. So far I'm only giving each side a massive amount of ships, and even this seems to be inadequate as they quickly dwindle to how much fighting goes on in the map.

I guess it's more along the veins of the space skirmish option in Star Wars: Empire at war, where you have to capture way-stations to fund more upgrades and ships. This is also similar to games such as StarCraft 2's space battle mod (albeit with stations being the main points of focus). Another game where this manafests itself is in the Armada Online MMO game. Particularly the maelstorm mode where a allied players have to push out and capture stations to act as a blockade against the massive ensuing waves of aliens.

I know this idea is not very original, but this type of mode is quite fun where the conservation of force doesn't play all that much of an impact.

27
Suggestions / Fleet Points
« on: June 06, 2011, 05:45:28 PM »
I have a few thoughts about how fleet points can be manipulated or change so I'm just going to throw these out there for those in power to decide whether they're feasible or not.

Carrier dependent flee point: It's more or less the discounting of some fighters as they are based in the carriers themselves, supposedly providing for more fighters if you have a standing carrier around to supply them. This could take the form of specialty wings designed to use only the carrier resources and thus do not cost any additional fleet points other than the carrier to field, and other wings that aren't designed to be compact yet still are at a lower fleet cost if one or more carriers take to the field.
The second way this could take form is for the effect to take form even when there aren't any carriers on the field to speak of. Their effect happening behind the lines with one or two carriers in the immediate field for rearming and field repairs.

As for fleet point in general, would there be ways in which a group can increase their fleet points? Like research, or investing into whatever it is that provides fleet points in the game? The building of relay stations and command centres near your base can perhaps increase your fleet points to outnumber the enemy at the heart of your turf and to outnumber them massively at the heart of your own turf.

Would there be something like communications or a system for housing communications wizards that you can put in ships as well? Or is it possible to increase your fleet points though a process like in M&B with the tactics skill of the main character?

28
Suggestions / Deployment Positions
« on: May 19, 2011, 12:06:34 AM »
I haven't read all the suggestions, or kept up to speed on all the developments, so if this was already covered forgive me :P.

In any case, the suggestion is as the title reads. I noticed that you can shift your ships around before deployment when you put them into groups before battle, however, is there a way to separate the function of grouping and where they're going to appear along the bottom of the map?

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