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Author Topic: [0.9.1a]STEELCLAD v1.0.25c ( 17.11.2019)  (Read 159040 times)

SCC

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Re: [0.8a]Ironclads revival - WIP
« Reply #30 on: May 10, 2017, 12:52:50 PM »

I think I can provide some feedback too, but I'd rather first play Ironclads on 0.8 and see how AI goes with Ironclads's ships first. It's still trigger-happy about ships without shields...

Johnny Cocas

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Re: [0.8a]Ironclads revival - WIP
« Reply #31 on: May 11, 2017, 10:42:00 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 :)
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Pushover

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Re: [0.8a]Ironclads revival - WIP
« Reply #32 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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Johnny Cocas

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Re: [0.8a]Ironclads revival - WIP
« Reply #33 on: May 11, 2017, 11:19:31 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?
« Last Edit: May 11, 2017, 11:30:14 AM by joaonunes »
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Pushover

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Re: [0.8a]Ironclads revival - WIP
« Reply #34 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.
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Johnny Cocas

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Re: [0.8a]Ironclads revival - WIP
« Reply #35 on: May 11, 2017, 12:18:18 PM »

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.
In that case yes, he may need to set custom spawnpoints.

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.
The ship size preference of the fleets can be set in the "doctrine" part of the faction file, so you can set the main factions to prefer capital ships over frigates for example. If you are speaking of the actual fleet size in terms of number of ships that should be limited by the fleet size cap, which is not set by spawnpoints.

No I have never played Ironclads, I am not a great "total conversion mod" fan when there are dozens of other great quality mods that add the variety and quality of life improvements I usualy want :P
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TrashMan

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Re: [0.8a]Ironclads revival - WIP
« Reply #36 on: May 11, 2017, 11:22:17 PM »

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.
In that case yes, he may need to set custom spawnpoints.

It is true.
The FleetSpawner generally doesn't spawn local patrol fleets, but war fleets that travel between RSF and ISA space.

I don't know how AI handles war now, do they send actual fleets into enemy territory?


That said, I don't know of a way to spawn a fleet for a faction wihout port outside of a FleetSpawner script.



Update on the progress:

- begun work on stations. If anyone wants to make a RSF/XLE/ISA/UIN station, I'd appreciate the help.
I COULD go with a generic station, but I'd rather not.

- finished the first pass of new portraits.
XLE: 24 male, 10 female
UIN: 19 male, 10 female
FFS: 19 male, 10 female
RSF - 24 male, 10 female
ISA - 24 male, 11 female
VSN - 17 male, 10 female
Pirate - 17 male, 8 female
Neutral - 13 female, 11 full helmet, 38 male
bonus - 13+1 (logh)+3(joke)


A total of 294 portraits. I'm aiming for a round 300 or so.
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TrashMan

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Re: [0.8a]Ironclads revival - WIP
« Reply #37 on: May 13, 2017, 03:50:44 PM »

UPDATE:

- Overshot 300 by a big margin. Let's just say there won't be a shortage of portraits.
- Cleaned up music and the sounds.json. A big selection of nice tracks.
- Added the VNS battelstation
- Found some snazzy various unused ships in Okims files. Will make them functional. Also adding few more of mine.
- Faction-specific stations will have to wait.
- Bugfixing progressing... hullmods are messed up and throwing errors, they are up for fixing tomorrow. 08a added a bunch of new ones.
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SainnQ

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Re: [0.8a]Ironclads revival - WIP
« Reply #38 on: May 13, 2017, 04:22:28 PM »

Feckin' sweeet.
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TrashMan

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Re: [0.8a]Ironclads revival - WIP
« Reply #39 on: May 14, 2017, 06:06:53 AM »

Fixed the hullmods....de-bugging.

Ran into a weird bug telling me there's something wrong with my descriptions. IT's throwing a fit over this:
Code
,,,,
vns_harasser,SHIP,"Fast Frigate.

Created from Hunter template, the Harasser is the Vaynar Navy answer to increased pirate raids. With excellent speed and frontal firepower, it is designed to hunt down retreating enemy frigates and gunships. Efficient engines and extra fuel tanks ensure it can live up to it's name. While faster and better shielded then the Hunter, it had to sacrifice some armor and turret suport systems.",,,
,,,,

And spits outthis error:
Code
org.json.JSONException: Mismatched quotes in the string; last quote: [,,
,,,,
,,,,
Judgment,WEAPON,Fires a cylindrical capacitor shell that picks up charge as is accelerates trough the barrel. The impact causes a devastating explosion that inoizes the sorounding area.,Assault,
vns_mis_cruise1,WEAPON,Vertical launch tube multi-missile system. Capable of delivering long-range firepower.,Anti-Ship Missile,
vns_mis_cruise2,WEAPON,The Kraken Kinetic-Kill Missile is the anti-shield missile of the VNS.,Anti-Ship Missile,
vns_beamcannon1,WEAPON,The Flux beam cannon utilizes excess flux to create a focused beam.,Support,
vns_beamcannon2,WEAPON,The Heavy Flux beam cannon is a bigger and nastier variant of the VNS multi-purpose beam weapon.,Assault,
vns_beamcannon_k,WEAPON,Powerful particle cannon designed to bring down shields.,Assault,
vns_beamcannon_he,WEAPON,Accelerates superheated plasma at great speeds. Suffers form heat issues and requires cooldowns.,Assault,
vns_beamcannon_k2,WEAPON,Larger version of the VNS anti-shield beam.,Assault,
vns_beamcannon_he2,WEAPON,Capable of melting trough a warship in a single blast.,Assault,
vns_sm_torp1,WEAPON,Powerful anti-ship missile designed for the Armageddon bomber.,Anti-Ship Missile,
vns-sm-mis-micro,WEAPON,VNS produced variant of the XLE micro-missile.,universal Missile,
vns-sm-bal-vindicator,WEAPON,A gattling gun specifically designed for the Phoenix fighter. Now converted to a small turret.,Point Defense,
vns-sm-bal-vindicator2,WEAPON,A larger-caliber HE variant of the Vindicator. Slower ROF.,Assault,
vns-sm-gattlas,WEAPON,Laser weapon utilizing gattlling multi-barrel(lens) principle for rapid cooling and ROF. Effective anti-fighter weapon.,Point Defense,
vns_med_redeemer,WEAPON,Powerful ballistic weapon with a big puch and small EMP effect. Low RoF.,Assault,
vns_med_avenger,WEAPON,Powerful energy gattling laser.,Assault,
vns_med_xray,WEAPON,X-Ray pulse laser weapon wtih good range and damage.,Support,
vns_4x_xray,WEAPON,Large X-Ray battery with an efficient cooling system.,Assault,
], last added row:
{
  "id": "Created from Hunter template",
  "text1": " it is designed to hunt down retreating enemy frigates and gunships. Efficient engines and extra fuel tanks ensure it can live up to it's name. While faster and better shielded then the Hunter",
  "text2": " it had to sacrifice some armor and turret suport systems.,,,\n,,,,\nvns_macross,SHIP,Missile Bus.",
  "type": " the Harasser is the Vaynar Navy answer to increased pirate raids. With excellent speed and frontal firepower"
}
at com.fs.starfarer.loading.return.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.OO0000(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)

It's ignoring the quotes  ??? ??? ???


EDIT:
It derps at EVERY SINGLE SHIP DESCRIPTION, but I can't find ANYTHING wrong when I compare them to core.
WTF is going on?
« Last Edit: May 14, 2017, 06:18:35 AM by TrashMan »
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TrashMan

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Re: [0.8a]Ironclads revival - WIP
« Reply #40 on: May 14, 2017, 06:22:52 AM »

This just keeps getting weirder.

*SNIP*

I am going insane here.
AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA


EDIT:
Finally found the issue..
Wew.
« Last Edit: May 14, 2017, 07:19:29 AM by TrashMan »
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TrashMan

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Re: [0.8a]Ironclads revival - WIP
« Reply #41 on: May 14, 2017, 07:19:00 AM »

Making good progress.

Checking trough the log, it seems all major files are loading correctly.

Except for some reason all the stock hulls, variants and stuff seems to be ALSO loading, even though they don't appear in any of my mod files, and the factions, hulls, variants etc, are all set in mod_info.json.

It also complains about not being able to load STOCK textures for planets.
Code
21527 [Thread-9] ERROR com.fs.graphics.o0oO  - Error loading [graphics/planets/terran_eccentric.png] resource, not found in [G:\GAMES\Starsector\starsector-core\..\mods\Steelclad,../starfarer.res/res,CLASSPATH]
java.lang.RuntimeException: Error loading [graphics/planets/terran_eccentric.png] resource, not found in [G:\GAMES\Starsector\starsector-core\..\mods\Steelclad,../starfarer.res/res,CLASSPATH]
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.util.ooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.String(Unknown Source)
at com.fs.graphics.o0oO.?0000(Unknown Source)
at com.fs.graphics.o0oO.?00000(Unknown Source)
at com.fs.graphics.o0oO$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)


It also complains that it cannot load any portraits, crests or half the stuff that IS there and present.
I spend the entire day just bugfixing.
Finally got the load bar to show up and move.

Help me out


uuuuuuugh
« Last Edit: May 14, 2017, 07:22:51 AM by TrashMan »
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TrashMan

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Re: [0.8a]Ironclads revival - WIP
« Reply #42 on: May 14, 2017, 09:05:14 AM »

Ok, seems this is the last thing to fix.

The Fleet Spawner. Okims old code simply isn't working anymore.
Some help me out here, the file is attached below:

current errror is getContainingLocation(). being a unknown/undefined method

[attachment deleted by admin]
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TrashMan

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Re: [0.8a]Ironclads revival - WIP
« Reply #43 on: May 14, 2017, 12:59:35 PM »

If progress stalls on one side, work on something else.

I figured the AI's and Aliens and pirates could use a more ships

[attachment deleted by admin]
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TrashMan

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Re: [0.8a]Ironclads revival - WIP
« Reply #44 on: May 14, 2017, 03:43:53 PM »

YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES

I got it to work.

By removing the FleetSpawner script entirely, since I couldn't get it to work. No way, no how.

After a million years of fixing a million bugs and deleting half the stuff from systems (since automatic planet generation gave me errors), IT WORKS.

I'll have a playable version tomorrow, after I added a system with aliens and AI so they can actually spawn.


This is why I want to ask anyone who actually doesn't SUCK with java like me to help me out.
The current script is below, it should be simple to see what I was going for.


[attachment deleted by admin]
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