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Messages - c plus one

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61
Modding / Re: [0.8][UTILITY] EZ Faction
« on: June 02, 2017, 10:31:43 AM »
@Jc what faction are planning to update?

i was planning to update the batavia shipyards faction. it was a really fleshed out faction too
Yes! I loved Batavia! Now I can get my space Germans back.

Those were space Dutch/Netherlanders, methinks. Only Erick Doe knows for sure.  ;)

62
Modding / Re: [0.8][UTILITY] EZ Faction
« on: May 28, 2017, 07:33:27 PM »
This is a mod developed to make it much easier for non-coders to develop their own Factions.  Currently, Starsector's requirement for a Faction mod includes some fairly extensive knowledge of Java; I've decided that it's time to make this far easier for people who are primarily artists and designers, not coders.

( -snip- )

The code does all the work behind the scenes; modders don't have to know any Java to make a Faction mod that works with 0.8 (and hopefully 8.1+).

I've always thought the game needed simplicity in this area; we've lost so many good mods over the years because of the base game changing; this is hopefully going to provide a good path forward.  I'll almost certainly maintain this for the community as SS gets closer to Done.

Xenoargh, thank you for what you have begun here and why you have begun it. Regarding your viewpoint about the need for simplicity, I strongly agree. The combination of steady long-term code churn through the beta *plus* the necessity of substantial experience with Java's dense and opaque innards has been a highly discouraging barrier to laypersons who aren't code mages.
Until now, it seems.  ;D

There are indeed numerous good, solid, enjoyable mods that have been discontinued and lost. "Maintenance Wars" are not fun. I hope that a new generation of successor mods will grace the player community and fill the void left by the absence of those fallen titans. Thanks again for EZ Faction.

Oh by the way: I really liked your old Vacuum mod! Rock on, buddy.  8)

63
You used to be able from a long list of ships to start with.

Erick Doe and CaptainWinky:

Will that feature be returning? That was truly one of TuP's greatest strengths and it's sorely missed. I do hope that a restoration will be possible.

64
I can hardly wait until this wonderful, back-from-the-dead mod is fully compatible with game version 0.8a!  ;D

65
General Discussion / Re: Help me love this game
« on: May 13, 2017, 06:10:56 PM »
Are there any mods recommended to get the best experience out of SS? I already run SS+, which is supposed to be a no-brainer. I am chiefly intersted in MORE CONTENT, such as more ships, weapons and pieces of equipment.

Once it's updated to function with current game version 0.8a, the (link) Ship and Weapons Pack mod would be perfect for you.
It's another mod by Dark.Revenant (the creator of Starsector +), so you can rest assured it's a quality project. The Version Checker mod mentioned above will let you know once S&WP has been made compatible.

66
If you aren't lucky, you might only find blueprints for a VCR

The blueprints for the tape media player had finally been secured. Ever since finding the ancient tape labelled "SWHS 19781117", you'd been on the lookout for a way to play it back. Your engineers assure you that it would be easy to build, and easy to modify to output its signal to a standard display unit. The fabbers should be done in an hour.

[-slow clap-] I see what you did there...  :D
What did he do?

Star Wars Holiday Special, dude! The distilled quintessence of suck!  ::)
See:
https://en.wikipedia.org/wiki/Star_Wars_Holiday_Special#Reception

You've just got to read that article on the subject. George Lucas himself disowned the whole blob of fail, which other parties created and which he allegedly had little knowledge of until it was too late.

A small quotation --
Quote
On the 2010 television program Times Talk, New York Times columnist David Carr asked Carrie Fisher about the special; she said that she made George Lucas give her a copy of the special in exchange for recording DVD commentary for the Star Wars films. She added that she showed it at parties, "mainly at the end of the night when I want people to leave."

I'm still literally laughing out loud at how Elaron skillfully deadpanned that mention of the SWHS into his blueprints post. Well memed, comrade.  ;)

67
If you aren't lucky, you might only find blueprints for a VCR

The blueprints for the tape media player had finally been secured. Ever since finding the ancient tape labelled "SWHS 19781117", you'd been on the lookout for a way to play it back. Your engineers assure you that it would be easy to build, and easy to modify to output its signal to a standard display unit. The fabbers should be done in an hour.

[-slow clap-] I see what you did there...  :D

68
Discussions / US Navy Finally Decommissions "The Big E"
« on: February 05, 2017, 02:44:09 PM »
The real-life version of Starsector's Astral super-carrier has finally been decommissioned after being taken out of service several years ago. 'Tis a sad day, but read on to find a glimmer of hope for the illustrious name Enterprise...


Quote
Famous aircraft carrier of the United States Navy, USS Enterprise (CVN 65) , was decommissioned during a ceremony held in the ship's hangar bay, Feb. 3 . The ceremony not only marked the end the ship's nearly 55-year career, it also served as the very first decommissioning of a nuclear-powered aircraft carrier. Capt. Todd Beltz, commanding officer of the Enterprise, addressed the ship's company, former commanding officers and distinguished visitors and spoke of where the true spirit of "The Big E" comes from. "For all that Enterprise represents to this nation, it's the people that bring this ship to life," said Beltz. "So as I stand in this ship that we all care so much about, I feel it's appropriate to underscore the contributions of the thousands of sailors and individuals that kept this ship alive and made its reputation. We are 'The Big E.'"

Enterprise was the eighth commissioned US naval vessel to carry the name. It was also the only ship of the Enterprise-class nuclear-powered carriers - six ships were planned, but only the first was built. It was built by the Newport News Shipbuilding Co. - largest drydock in the western hemisphere - and was christened Sep. 24, 1960, by Mrs. Bertha Irene Franke, wife of former Secretary of the Navy William B. Franke. The ship was put to sea in 1961 and safely steamed more than 1 million nautical miles on nuclear power over its entire career of more than half a century.

CVN-80, a Gerald R. Ford-class aircraft carrier, is scheduled to begin construction in 2018, be delivered by 2025, and be in operation by 2027. She is tentatively slated to be named the USS Enterprise and will replace the USS Nimitz, lead ship of the Nimitz-class aircraft carriers and currently the oldest US Navy aircraft carrier still in service.

But the best news is:
Quote
At her inactivation ceremony, Secretary of the Navy Ray Mabus announced in his taped message that the next Ford-class carrier, CVN-80 would indeed be named Enterprise. Steel from the Enterprise will be used to construct that next USS Enterprise (CVN-80)

Related Video:
http://www.navy.mil/viewVideoDVIDS.asp?id=49&story_id=98707

Enterprise CVN-65 is the only naval ship ever built with eight nuclear reactors for her propulsion plant. The Nimitz-class carriers have only two reactors each. Enterprise's unprecedented and unique power design is the cause of one of her nicknames, "Eight Reactors, None Faster".

69
I second the implementation of Home key & End key functionality.

As for a wider scrollbar, I strongly second that! I loathe the existing one that's so unnecessarily narrow; using it is like having to do cranial microsurgery with my cursor. :(

70
You'll need to post your modified venture_Balanced.variant.

Quote
1) I have no idea what com.fs.starfarer.combat.CombatMain is & why it's important, nor what an org.json.JSONException is & why it's important. What these have to do with making very simple changes to installed refits & contents of weapon slots in a single ship variant file is completely opaque to me.

com.fs.starfarer.combat.CombatMain is the class in which the exception is occurring.
org.json.JSONException is the class of the exception being thrown.

I am ignorant of Java, but I thank you for taking the time!  :)


In the context of fixing your problem, neither is relevant; all that's important to you is:
Code
Loading JSON from [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\variants\venture\venture_Balanced.variant]
and
Code
Expected a ':' after a key at 462 [character 10 line 21]


As requested, here is my modded iteration of venture_Balanced.variant:
Code
{
    "displayName": "Balanced",
    "fluxCapacitors": 20,
    "fluxVents": 20,
    "hullId": "venture",
    "hullMods": [
"targetingunit",
"stabilizedshieldemitter"
],
    "quality": 0.5,
    "variantId": "venture_Balanced",
    "weaponGroups": [
        {
{
            "autofire": false,
            "mode": "ALTERNATING",
            "weapons": {
                "WS 004": "sabot",
                "WS 007": "sabot"
            }
        },
            "autofire": false,
            "mode": "ALTERNATING",
            "weapons": {
                "WS 005": "harpoonpod",
                "WS 006": "harpoonpod"
            }
        },
{
            "autofire": false,
            "mode": "LINKED",
            "weapons": {
"WS 002": "miningblaster"
}
        },
        {
            "autofire": true,
            "mode": "ALTERNATING",
            "weapons": {
                "WS0003": "lightdualac",
                "WS0004": "lightdualac",
"WS0005": "chaingun",
                "WS0006": "chaingun",
"WS0009": "lightmortar",
                "WS0010": "lightmortar"
            }
        },
        {
            "autofire": true,
            "mode": "LINKED",
            "weapons": {
                "WS 001": "flak",
                "WS 003": "flak",
"WS0001": "mininglaser",
"WS0002": "mininglaser",
"WS0011": "taclaser",
"WS0012": "lightmg",
"WS0013": "lightmg"
            }
        }
    ]
}

I can only assume that code-wise there's something wrong with my syntax, but I cannot identify what. Any ideas what it might be?

For example, I see here that the <code> feature of this forum software causes a ton of extra indents that do not exist in the Notepad++-viewed original of my .variant file; that version is far neater with its whitespace. What I put into <code> above is literally no more than a direct Select All/Copy/Paste from there to here.  ???  I've made NO formatting changes in the Preferences of Notepad++, relative to all of the other modded *.ship and *.variant files that Starsector accurately loads error-free.

71
Hello!
This thread seems to me that it's the best place to post a request for HELP with fixing a (somewhat?) basic modding mistake. If this isn't the best place to ask for aid, I apologize.


*Chronology*

The Sf-Edit ship editor program is great way to add, remove, alter, relocate, etc. weapon slots on ships. I made several slot changes to the Venture cruiser, and am cautiously optimistic with the result. I've used Sf-Edit dozens of times to make conceptually simple changes to ships, and it's never let me down yet. ;D

I then made multiple, manually-typed performance tweaks (installed refits, altered the slot contents, reorganized the weapon groups) to venture_Balanced.variant .

After slowly checking my code syntax, I saved the file and went to open the game and review my changes from inside the game's Refit Screen.

But before I even got to the main menu, boom! Crash to desktop!  :o


*The most relevant quote from starsector.log* :
Code
10679 [Thread-4] INFO  com.fs.starfarer.loading.SpecStore  - Loading variant [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\variants\venture\venture_Balanced.variant]
10679 [Thread-4] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\data\variants\venture\venture_Balanced.variant]
10684 [Thread-4] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
10684 [Thread-4] INFO  com.fs.profiler.Profiler  - --------------------------------
10685 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - org.json.JSONException: Expected a ':' after a key at 462 [character 10 line 21]
org.json.JSONException: Expected a ':' after a key at 462 [character 10 line 21]
at org.json.JSONTokener.syntaxError(JSONTokener.java:423)
at org.json.JSONObject.<init>(JSONObject.java:208)
at org.json.JSONTokener.nextValue(JSONTokener.java:352)
at org.json.JSONArray.<init>(JSONArray.java:125)
at org.json.JSONTokener.nextValue(JSONTokener.java:356)
at org.json.JSONObject.<init>(JSONObject.java:210)
at org.json.JSONObject.<init>(JSONObject.java:311)
at com.fs.starfarer.loading.LoadingUtils.????00(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.?0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.????00(Unknown Source)
at com.fs.starfarer.loading.SpecStore.????00(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(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)


*Why this error code is such a problem for me* :

1) I have no idea what com.fs.starfarer.combat.CombatMain is & why it's important, nor what an org.json.JSONException is & why it's important. What these have to do with making very simple changes to installed refits & contents of weapon slots in a single ship variant file is completely opaque to me.

2) My text-editor (Notepad++; it's awesomely useful) shows absolutely nothing amiss inside of venture_Balanced.variant at character 10 line 21! I don't know why Starsector thinks I needed a colon typed there, or anywhere in that neighborhood.

Would someone kindly point out what I did wrong, why the game can't deal with it, and how I can fix the error? I would be grateful.
:)

72
General Discussion / Re: It's happening!!!!!
« on: April 01, 2016, 05:21:14 PM »
This thread's topic is an unnecessary & foolish joke.

You sound like the Chinese government.
??? Red China's got nothing to do with it. I just don't dig time-wasting pranks that play with people's emotions, that's all. [-shrug-]

Enjoy your evening, everyone.

73
General Discussion / Re: It's happening!!!!!
« on: April 01, 2016, 03:20:53 PM »
This thread's topic is an unnecessary & foolish joke.

74
Lore, Fan Media & Fiction / Re: Crossfire (ch.7 & 8 2016-03-26)
« on: March 30, 2016, 01:58:07 PM »
Well-written, non-adjective-overload, non-Mary-Sue, cliche-avoidant game fiction is a pleasure to read. Please continue to favor us with yours, Histidine. :)  Not many player/writers can even reach such a level, let alone do so consistently.

75
General Discussion / Re: When push comes to shove...
« on: March 13, 2016, 12:10:27 AM »
Scarab nerf in 3...2...1...

Nooooooooo!  :P

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