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31
Mods / Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
« on: May 19, 2017, 01:11:42 AM »
Looks like you need to modify custom_entities.json and figure out what to do with the probe, survey ship, and mothership, since the procgen is trying to create these and crash. We will need the derelict faction or something similar, or to rewrite the procedural generation, or possibly not use it, since it creates various custom entities that you will need to redefine.

32
Mods / Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
« on: May 19, 2017, 12:02:09 AM »
System generation is now error free.
Note that despite this, the game still does not run. Vanilla procedural generation still runs, and crashes because the derelict faction does not exist (and I am sure it will crash for a host of other reasons).

Few things that I need your input on or you did not include:
Line 51 of Shelezyaka.java:
Code
a1.getSpec().setGlowTexture(Global.getSettings().getSpriteName("hab_glows", "stal"));
The graphic "stal", I can't find anywhere. I've replaced it with "barren" for now. If you want to add it, make the proper entry in settings.json, and then you can reference it.

Similar issue again in Grant.java:
Code
simpson.setInteractionImage("illustrations", "simpson");
"simpson" is not an image I found anywhere. Replaced with urban01 for now. Same exists with Gianopolis.java with "vella"

Code
uomoz_scrapyard.setInteractionImage("illustrations", "orbit");
orbit does not exist. Did you mean orbital? terran_orbit? Assumed orbital.

Code
SectorEntityToken centronom_nebula = Misc.addNebulaFromPNG("data/campaign/terrain/centronom_nebula.png",
centronom_nebula is missing. Commented out the lines for now. Same with Gianopolis.

Adra.java:
Code
relay.setCircularOrbitPointingDown(system.getEntityById("zagan"), 120, 5500, 220);
Needs an existing entity to orbit. Chose "unity" for now.

Kores.java:
Code
SectorEntityToken probe = DerelictThemeGenerator.addSalvageEntity(system, Entities.DERELICT_SURVEY_PROBE, Factions.DERELICT);
Derelict faction does not exist. Changed to pirate for now. Either add the derelict faction or assign a better faction to the probe.

Impalo.java
Code
PlanetAPI horizon = system.addPlanet("horizon", impalo_star, "Horizon", "rocky", 220, 160, 4300, 180);
Rocky does not exist. Replaced with rocky_ice for now.

Thule.java: Who owns the system (and the comm relay?) I gave it to pirates.

Various other common errors fixed. Most common is probably that faction names are capitalized when referred to in a string (not "isa", "ISA" is correct)

Changed files are attached. Complete list of changed files below:
Spoiler
       new file:   data/config/settings.json
        modified:   data/campaign/rules.csv
        modified:   data/config/custom_entities.json
        modified:   data/scripts/world/EMPTY/Thule.java
        modified:   data/scripts/world/EMPTY/Valhalla.java
        modified:   data/scripts/world/EMPTY/Zero.java
        modified:   data/scripts/world/FFS/Adra.java
        modified:   data/scripts/world/FFS/Impalo.java
        modified:   data/scripts/world/FFS/Kores.java
        modified:   data/scripts/world/ISA/Argos.java
        modified:   data/scripts/world/ISA/Grant.java
        modified:   data/scripts/world/ISA/Shington.java
        modified:   data/scripts/world/RSF/Barnard.java
        modified:   data/scripts/world/RSF/Gagarin.java
        modified:   data/scripts/world/RSF/Lomonosov.java
        modified:   data/scripts/world/RSF/Shelezyaka.java
        modified:   data/scripts/world/RSF/Vega.java
        modified:   data/scripts/world/UIN/Achiles.java
        modified:   data/scripts/world/UIN/Centronom.java
        modified:   data/scripts/world/UIN/Gianopolis.java
        modified:   data/scripts/world/VNS/GammaDraconis.java
        modified:   data/scripts/world/VNS/Vaynar.java
        modified:   data/scripts/world/XLE/Procyon.java
        modified:   data/scripts/world/XLE/Uomoz.java
        modified:   mod_info.json
[close]

EDIT:
It seems like removing the procgen plugin in settings.json solves part of the problem, but some parts still seem to be running and causing crashes. Seems likely due to the stuff you are trying to spawn in the various files.

[attachment deleted by admin]

33
Suggestions / Re: Stronger [Redacted]
« on: May 18, 2017, 03:07:02 PM »
SO Lasher is great. The phase skimmer ships lose the flux war and you just run them over. The other one is more dangerous due to the Ion Pulser's high damage. If you keep out of the range and snipe with the LAGs until flux reaches 25% or so, you can win the flux war. My preferred setup is a Hammerhead to hold the line, and a SO Lasher to pick off frigates 1 by 1.

34
Mods / Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
« on: May 18, 2017, 02:01:06 AM »
Nevermind, figured it out, you were using the variable name instead of the planet's ID for the orbit of the alien station, just the error was pointing to a strange line as to where it was failing.

Onward to the next errors!

I need a modified settings.json file to access the images you have provided. (see the illustrations object as well as hab_glows)

Most of this is fairly straightforward debugging, fortunately.



I guess at this point I should either give you a diff, or just pack and send you the modified files when I get through it all.

35
Mods / Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
« on: May 17, 2017, 08:33:14 PM »
You have this code in Barnard.java:
Code
        system.addRingBand(p3, "misc", "rings1", 256f, 1, new Color(75, 37, 15, 179), 256f, 700, 110f);
        system.addRingBand(p3, "misc", "rings1", 256f, 0, new Color(75, 49, 26, 179), 256f, 800, 115f);
        system.addRingBand(p3, "misc", "rings1", 256f, 0, new Color(75, 49, 26, 50), 256f, 900, 115f);
        system.addRingBand(p3, "misc", "rings1", 256f, 2, new Color(75, 49, 26, 50), 256f, 1100, 115f);
        system.addRingBand(p3, "misc", "rings1", 256f, 3, new Color(75, 49, 26, 179), 256f, 1200, 115f);

Vanilla no longer seems to make this call, for example, the code has the following in Aztlan.java:
Code
			//system.addRingBand(aztlan2, "misc", "rings1", 256f, 3, Color.white, 256f, 500, 30f);
system.addRingBand(aztlan2, "misc", "rings_dust0", 256f, 3, Color.white, 256f, 500, 33f, Terrain.RING, null);
Replacing those lines gets further in the generation, but there's a lot of issues.

Next up, it looks like Vega.java references the world type of "rocky" which has been replaced by things like "rocky_metallic".
Also, you try to set up a comm relay for the Hegemony in there.

Lomonosov attempts to create a planet of type "ice" instead of "frozen". The alien base has a duplicate id with the asteroid mining station (in custom_entities.json). It also tries to spawn for the "Alien" faction, instead of "ALIENS"
After that, Lomonosov still fails on the call to autogenerateHyperspaceJumpPoints, and I'm not sure why.

36
Mods / Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
« on: May 17, 2017, 02:10:23 AM »
Got the rules.csv file working for starting the game, at least. See attached.

I copied the current vanilla rules.csv file, cut out the new game starting options, and replaced them with the ones you provided. I then replaced instead of append in mod_info.json (in general, replace should be used over append with a TC IMO)
I had some trouble with setStartingRep.java compiling that I never resolved, but since you cut it out of the rules.csv, it's unneeded and I deleted it.
I had to doctor the rules a bit to fix some minor issues (extra line with a blank space in it caused a crash, aptitude points no longer exist).

However, the game fails to create the sector. There should be a planets.json (in data/config), but there is not one provided, so barnard_star_red_dwarf is not recognized.
Code
		PlanetAPI barnard_star = system.initStar("barnard", // unique id for this barnard_star 
"barnard_star_red_dwarf",  // id in planets.json
    400f,   // radius (in pixels at default zoom)
    600); // corona radius, from barnard_star edge

[attachment deleted by admin]

37
Mods / Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
« on: May 16, 2017, 02:56:09 AM »
You can try the fix in the attachment. Don't know if both files will be needed. I couldn't test it yet.



ALSO:
With the fighter changes (fighters tied to carriers), factions don't really work as they are supposed to. The ISA is supposed to be fighter-heavy, but they have only one carrier. Methinks I'll have to make a new ISA ship or give other ships a hangar.
Their BB just became a lot more beastly with the addition of 3 fighter bays. Balance is out of whack.
Tried the fix, didn't work even after modifying mod_info.json. Are you planning to append to the default mod_info, or replace it entirely?

38
I had the largest battle size on, deployed a Paragon and 2 Astrals, made fairly quick work of it. A giant swarm of Sparks protects my ship from any real damage. Probably doable with 2 Astrals.

39
Mods / Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
« on: May 15, 2017, 10:12:27 PM »
Tried to get the campaign working using the older rules.csv from the last Ironclads version. The big thing is that you absolutely will want a jar to make this work, and you need to provide a modified rules.csv. Stripping down the Ironclads rules.csv or copying from it is probably the best place to start.
Notably, there is no setStartingRep function to be used by the rules to set up your rep with each starting faction, there is no payFee to be used for requisitioning, etc.

I'm sure there are plenty of other things missing still. I can try adding the stuff in bit by bit when I can find the time.

As Okim says, an IDE would be very helpful in figuring out how to code the Java portions. Kazi has a good guide on setting it up for modding Starsector:
http://fractalsoftworks.com/forum/index.php?topic=10057.0

40
Mods / Re: [0.8a]STEELCLAD v0.1 (Ironclads revival) - 15.5.2017
« on: May 15, 2017, 12:01:00 PM »
It's defined in rules.csv, prepare to leave sanity at the door.

I'll look at it later today, as well as the fleet spawner.

41
Once you have a decent pile of money (200k or so), procurement missions can be very profitable, as they typically ask for a price of 1.5-2x of the buying cost, and then rush delivery can be another 50%. Build up a stock of goods (especially Organs and Drugs, since those are high profit missions) and only take the easy and profitable missions. Pretty safe if you only need to stay in system. Great for building rep for a commission, too.

42
Suggestions / Re: Derelict restoration warns fuel useage
« on: May 14, 2017, 12:59:22 AM »
When I found a Prometheus to scavenge, it came with 1000 fuel. Was that not the case for you? 1000 fuel is enough to get back from anywhere with a Prometheus.

Worst case scenario, you can scuttle the Prometheus for supplies and fuel.

43
If you save a fast ship like a Safety Override Lasher in reserve for such an occasion (or just fly one), you can chase down the wolves despite the phase shift. Chasing them down in a destroyer can be annoying, but that's why you should bring some smaller ships as well.

Phase ships on the other hand...

44
Mods / Re: [0.8a]Ironclads revival - WIP
« on: May 11, 2017, 11:50:30 AM »
This would be true if spawning patrols and trade fleets were all that was needed, but there are several factions without their own ports, and several factions that have a single port, but are basically a different pirate faction.

What exactly do you mean?

Not sure if you played Ironclads before, but the Rock Flies, Aliens, and AI factions all have no ports on account of not being human. They won't spawn given the lack of ports.

There are also the Black Widow raiders and Marauders, who had a single port, but sent out a lot of fleets to raid/salvage.

There was also the ongoing ISA RSF war with extra large fleet battles, and battles between the FFS and UIN/XLE that was part of a custom fleet spawner.

45
Mods / Re: [0.8a]Ironclads revival - WIP
« on: May 11, 2017, 11:09:18 AM »
SectorEntityToken spawnpoint = getSector()..getStarSystems(random).getCenter();   ????


I am not sure if you are still messing with the spawnpoints but you don't need that anymore. Fleet spawning is a lot easier now, all you need to do is set the ship types and frequency of pick in the .faction files, like you can see below (taken from hegemony.faction):
Code
....

"shipRoles":{
"fastAttack":{
"lasher_Standard":5,
"lasher_Strike":5,
"hound_hegemony_Standard":10,
"wolf_hegemony_Assault":2,
"fallback":{"combatSmall":1},
},

"escortSmall":{
"lasher_CS":3,
"lasher_PD":10,
"wolf_hegemony_CS":10,
"monitor_Escort":2,
"wolf_hegemony_PD":10,
"vigilance_FS":10,
"kite_Interceptor":5,
"fallback":{"combatSmall":1},
},
"escortMedium":{
"enforcer_Escort":10,
"enforcer_Balanced":10,
"enforcer_Outdated":10,
"enforcer_CS":10,
"hammerhead_Balanced":10,
"enforcer_Elite":10,
"enforcer_XIV_Elite":4,
"hammerhead_Elite":10,
"fallback":{"combatMedium":1},
},

"combatSmall":{
"lasher_Standard":5,
"lasher_Strike":5,
"lasher_CS":5,
"lasher_Assault":5,
"vigilance_Standard":10,
"vigilance_FS":10,
"vigilance_Strike":10,
"brawler_Assault":10,
"centurion_Assault":10,
"fallback":{"escortSmall":1},
},
"combatMedium":{
"enforcer_Assault":10,
"enforcer_Balanced":10,
"enforcer_Outdated":10,
"enforcer_CS":10,
"enforcer_XIV_Elite":8,
"hammerhead_Balanced":10,
"sunder_CS":10,
"hammerhead_Elite":10,
"enforcer_Elite":10,
"sunder_Assault":10,
"fallback":{"combatSmall":2},
},
.....

All you need to do is set specific ships to one or more of those categories and the game will automatically pick them based on the type and frequency, which is set by the number after the ship name. Those names in the list are the names of the ship variant, just like the names of the variant file.

I spent too much time trying to fix fleet spawning by messing around with the wrong files and wrong code, hope I can help you not do the same :)

This would be true if spawning patrols and trade fleets were all that was needed, but there are several factions without their own ports, and several factions that have a single port, but are basically a different pirate faction.

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