Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

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

Pages: 1 ... 4 5 [6] 7 8 ... 12

Author Topic: [0.9.1a][Discontinued] Artefact  (Read 212898 times)

Peace_Destroyer

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
« Reply #75 on: June 06, 2017, 08:59:24 AM »

This is a bug than I have fixed, if you read changelogs just yesterday. (For me, but for you, I have fixed this error there are 9 hours, version checker !)
The crash have be reported:
http://fractalsoftworks.com/forum/index.php?topic=12560

Sorry for all.  I need to play with these best mod(dynasector, nexerelin, ...) for some test.

Well I feel stupid now for not checking the OP for a new file.
Logged

Snrasha

  • Admiral
  • *****
  • Posts: 705
    • View Profile
Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
« Reply #76 on: June 06, 2017, 09:19:42 AM »

I feel stupid for have forgot a null Exception, me too, ah ah.

I do not update each time per a message, sorry ^^'. And like this is not a instant crash, i have think than people can see the new version,but it seems than not.

Version checker Powa!

Edit: Nexerelin include Looters and Artefact, now. Thank to Histidine to accept my request!
« Last Edit: June 06, 2017, 09:30:43 AM by Snrasha »
Logged
I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Peace_Destroyer

  • Ensign
  • *
  • Posts: 16
    • View Profile
Re: [0.8.1a] Looters factions v1.55 /// Artefact factions v1.05
« Reply #77 on: June 07, 2017, 05:40:25 PM »

Yup, using current version got rid of the crash. Thanks again.
Logged

Snrasha

  • Admiral
  • *****
  • Posts: 705
    • View Profile
Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
« Reply #78 on: June 15, 2017, 09:34:42 PM »

For people who want know, DrakonST have remade all sprite of each ship, weapon:
Spoiler

[close]

On the v1.1+


Thank to him!


Edit: I wait feedback, also. And do not forgot to thank DrakonST with that.
« Last Edit: June 16, 2017, 04:52:29 AM by Snrasha »
Logged
I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile
Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
« Reply #79 on: July 02, 2017, 09:24:33 PM »

The new ship sprites look great!
Logged

OzarMidrashim

  • Ensign
  • *
  • Posts: 42
    • View Profile
Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
« Reply #80 on: July 17, 2017, 03:25:24 PM »

OMPH!
DrakonST...I was hoping to make some day a "Water/Sea Shell" like ships with faction of humans commanding either dead ones (more like standard starship) or live ones with unique systems and only build-in weapons, and looters sprites would do the trick after extensive Photoshop kitbash.

Both factions look just like an ART. LOVE IT!
Logged
Mods are like drugs for games - they allow to customise and expand experiance...
...yet be carefull not to mix to much or overload...as conflicts yield terrible results.
There is only one rule always in (load)order...be responsible and know what you're doing.

OzarMidrashim

  • Ensign
  • *
  • Posts: 42
    • View Profile
Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
« Reply #81 on: July 24, 2017, 04:45:46 AM »

"""
From: Andrew Hartmann Cheles

I tried to register in the Starsector forum, but I do not receive the validation email.

As you were the last user active on "Looters /// Artefact mod" and have the visible email I wanted to ask you to post in the forum the error that I am having with this mod in battle against Artefact Capital Ship.

350915 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
                at src.data.scripts.weapons.Artefact_Overridebeameffect.advance(Artefact_Overridebeameffect.java:40)
                at com.fs.starfarer.combat.entities.ship.A.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatState.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)
"""
Only one time, and only because its an error. You need to get your account in order, such practices are in bad taste and "troll security risk" ;-)
Logged
Mods are like drugs for games - they allow to customise and expand experiance...
...yet be carefull not to mix to much or overload...as conflicts yield terrible results.
There is only one rule always in (load)order...be responsible and know what you're doing.

Tommy

  • Commander
  • ***
  • Posts: 150
    • View Profile
Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
« Reply #82 on: July 24, 2017, 09:48:51 AM »

Hey.

The Noir captured a market :)

So, since I do not know how to find their system (you mentioned some map coordinates that I cannot find anywhere, so I have no way of knowing what nebula it is, and what system),I felt the need to join them.

After I joined them, I'm basically ... in two empires :) (I joined the Noir, the system said I left Try-Tachyon, but I didn't.

Now, if continue to receive the salary from Tachyon, and if I call a fleet for an invasion, it will come from a Tachyon world.

Also, any market I invade, also gets assigned to Tachyon, instead of Noir.

Just thought to mention it.
« Last Edit: July 24, 2017, 11:20:10 AM by Tommy »
Logged

Snrasha

  • Admiral
  • *****
  • Posts: 705
    • View Profile
Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
« Reply #83 on: July 25, 2017, 01:06:59 AM »

"""
From: Andrew Hartmann Cheles

I tried to register in the Starsector forum, but I do not receive the validation email.

As you were the last user active on "Looters /// Artefact mod" and have the visible email I wanted to ask you to post in the forum the error that I am having with this mod in battle against Artefact Capital Ship.

350915 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
                at src.data.scripts.weapons.Artefact_Overridebeameffect.advance(Artefact_Overridebeameffect.java:40)
                at com.fs.starfarer.combat.entities.ship.A.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatState.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)
"""
Only one time, and only because its an error. You need to get your account in order, such practices are in bad taste and "troll security risk" ;-)

Thank, i go see what is the problem.


For Tommy, you use Nexerelin, no?
Logged
I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Tommy

  • Commander
  • ***
  • Posts: 150
    • View Profile
Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
« Reply #84 on: July 25, 2017, 01:44:47 AM »

Yep, I do.

I restarted the game and tried it again on another playthrough, after they captured a market again, and now it was fine.

Except, in my military markets, I can never never find the top two Noir ships.
Logged

Snrasha

  • Admiral
  • *****
  • Posts: 705
    • View Profile
Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
« Reply #85 on: July 25, 2017, 02:29:04 AM »

Yep, I do.

I restarted the game and tried it again on another playthrough, after they captured a market again, and now it was fine.

Except, in my military markets, I can never never find the top two Noir ships.

Strange, no idea why.  For the two last ships, well, they are very rare.

OzarMidrashim, i send out a new version with the fix, thank for the report.
« Last Edit: July 25, 2017, 02:32:33 AM by Snrasha »
Logged
I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

eamaxx

  • Ensign
  • *
  • Posts: 2
    • View Profile
Re: [0.8.1a] Looters factions v1.56 /// Artefact factions v1.11
« Reply #86 on: July 28, 2017, 04:48:02 PM »

"""
From: Andrew Hartmann Cheles

I tried to register in the Starsector forum, but I do not receive the validation email.

As you were the last user active on "Looters /// Artefact mod" and have the visible email I wanted to ask you to post in the forum the error that I am having with this mod in battle against Artefact Capital Ship.

350915 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
java.lang.ClassCastException: com.fs.starfarer.combat.entities.Missile cannot be cast to com.fs.starfarer.api.combat.ShipAPI
                at src.data.scripts.weapons.Artefact_Overridebeameffect.advance(Artefact_Overridebeameffect.java:40)
                at com.fs.starfarer.combat.entities.ship.A.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.o00000(Unknown Source)
                at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
                at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
                at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
                at com.fs.starfarer.combat.CombatState.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)
"""
Only one time, and only because its an error. You need to get your account in order, such practices are in bad taste and "troll security risk" ;-)
Ty OzarMidrashim, sry for that :3
Logged

Death_Silence_66

  • Captain
  • ****
  • Posts: 258
    • View Profile
Re: [0.8.1a] Looters factions v1.57 /// Artefact factions v1.12
« Reply #87 on: August 03, 2017, 04:57:12 AM »

Strange bug, looters fighters don't engage enemy ships. They just hang around their carrier. This issue is also present on most of the Noir fighters.
Logged

Snrasha

  • Admiral
  • *****
  • Posts: 705
    • View Profile
Re: [0.8.1a] Looters factions v1.57 /// Artefact factions v1.12
« Reply #88 on: August 03, 2017, 08:36:34 AM »

Strange bug, looters fighters don't engage enemy ships. They just hang around their carrier. This issue is also present on most of the Noir fighters.

Because, this is the design of my fighter, wrong but support AI.  0 Looters fighters engage, except boss fighter, because they have long range and are more semi-PD.

For Artefact, also.    But here, they are more shield  than other thing.
Logged
I am pretty bad on english. So, sorry in advance.

Gladiator Society
Add battle options on Com Relay/ Framework for modders for add their own bounty.

Sanguinary Autonomist Defectors A fan-mod of Shadowyard.

Death_Silence_66

  • Captain
  • ****
  • Posts: 258
    • View Profile
Re: [0.8.1a] Looters factions v1.57 /// Artefact factions v1.12
« Reply #89 on: August 03, 2017, 06:30:50 PM »

Sorry, are you saying this is an intentional feature?
Logged
Pages: 1 ... 4 5 [6] 7 8 ... 12