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Author Topic: [0.95.1a] Green Knight Security (v3.0)  (Read 152574 times)

Histidine

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Re: [0.8.1a] Green Knight Security (v1.3)
« Reply #60 on: June 12, 2017, 06:26:56 PM »

Current GKS crashes with Nexerelin's random mode (see reports in the most recent page of Nex thread). Does your mod plugin use the Nexerelin checks specified in my OP?

Quote
Your sector generation code should have something like this:

Code: java
import exerelin.campaign.SectorManager;
//[...]

public class MyModPlugin {
    @Override
    public void onNewGame()
    {
boolean haveNexerelin = Global.getSettings().getModManager().isModEnabled("nexerelin");
if (!haveNexerelin || SectorManager.getCorvusMode())
   new MySectorGen().generate(Global.getSector());
    }
    //[...]
}
If you don't want to use Nexerelin as a library, it may be possible (in principle) to check for Corvus mode at the new game stage, simply by checking if Corvus (or some other vanilla system/planet) exists. I haven't tested this yet however.

Be careful with any code that targets a specific planet or star system by name! Make sure you disable it in non-Corvus mode, and don't assume a given planet will always belong to its original owner.

Also found on Discord: a crash from using FleetRequestCanInvade in rules.csv. I removed it in 0.8.1, IsValidInvasionTarget is used in its place.
(Although I suspect the issue in general is just from people trying to use the old rules.csv patch with new Nexerelin)
Spoiler
Code
18792 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame

com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame

    at com.fs.starfarer.campaign.rules.A.<init>(Unknown Source)
    at com.fs.starfarer.campaign.rules.Rules.o00000(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)
Caused by: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame
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peperoni_playboy

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Re: [0.8.1a] Green Knight Security (v1.3)
« Reply #61 on: June 12, 2017, 06:35:45 PM »

I was getting the crash even with GKS disabled, I'll try to narrow it down a bit.

Edit: GKsec and Snrasha's Nomads reboot are both crashing on random sector generation. when those are disabled it works as it should.
« Last Edit: June 12, 2017, 06:48:20 PM by peperoni_playboy »
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SierraTangoDelta

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Re: [0.8.1a] Green Knight Security (v1.3)
« Reply #62 on: June 12, 2017, 10:06:46 PM »

I was getting a crash on startup with GKSec and the newest Nexerelin enabled. When I disabled GKSec, it worked.

28614 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: ExerelinFleetRequestOptionListFire
28615 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: ExerelinFleetRequestOptionListFireNoMarkets
28615 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: ExerelinFleetRequestOptionListFireNotEnoughCredits
28615 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: ExerelinFleetRequestOptionListChangeFP
28615 [Thread-4] INFO  com.fs.starfarer.campaign.rules.Rules  - Loading rule: ExerelinFleetRequestOptionListChangeMarineCount
28652 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame

com.fs.starfarer.api.util.RuleException: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame

   at com.fs.starfarer.campaign.rules.A.<init>(Unknown Source)
   at com.fs.starfarer.campaign.rules.Rules.o00000(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)
Caused by: java.lang.RuntimeException: Command [FleetRequestCanInvade] not found in packages:
com.fs.starfarer.api.impl.campaign.rulecmd
com.fs.starfarer.api.impl.campaign.rulecmd.salvage
com.fs.starfarer.api.impl.campaign.rulecmd.newgame

   at com.fs.starfarer.campaign.rules.A.getCommandClass(Unknown Source)
   ... 8 more
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MinusUdn

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Re: [0.8.1a] Green Knight Security (v1.3)
« Reply #63 on: June 13, 2017, 09:02:00 AM »

V.1.4 is out, it should fix the problem with nexelerin, link in the OP

-v.1.4 Nexelerin fix, added a new Capital ship: Karkadann class Battleship, balance: Vritra: max flux 10000->11000 / Linnormr: max flux 8500->9000 / Privateer Pulse Laser: damage 50->90, ammo 16->8, ammo/sec 1.5->1.2, flux 65->95, chargeup 0.35->0.45 / Privateer Heavy Pulse Laser: damage 220->350, ammo 9->6, ammo/sec 0.5->0.6, flux 230->370, chargeup 0.8->1 / Bifors & Hughes: missile speed 300->200, range 2000->1500, Pod Burst size 16->12
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Maelstrom

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Re: [0.8.1a] Green Knight Security (v1.4b)
« Reply #64 on: June 17, 2017, 02:02:01 PM »

apperently i go a crash from this mod. Heres the log
Spoiler
8450024 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 8 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
8450024 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Could not spawn fleet - returned null
8450256 [Thread-4] INFO  data.scripts.campaign.events.DS_PersonBountyEvent  - Ending bounty on Jackson Cabrakan by Chicomoztoc
8450279 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - Cleaning up orphaned patrol [detachment] for market [Nova Maxios]
8450279 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - 1 out of a maximum 2 patrols in play for market [Nova Maxios]
8450280 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.PatrolFleetManager  - Spawned patrol fleet [patrol] from market Nova Maxios
8450312 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 8 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
8450313 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Could not spawn fleet - returned null
8450378 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [cruor|raesvelg]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8450525 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 8 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
8450525 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Could not spawn fleet - returned null
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  -
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  -
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picking 1 updates
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Ore(Satiate): weight 7.4532843
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Harvested Organs(Satiate): weight 238.03287
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Supplies(Satiate): weight 31.652382
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Volatiles(Satiate): weight 24.409697
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Metals(Satiate): weight 3.2980917
8450634 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Food(Satiate): weight 31.808714
8450635 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Supplies(Reverie Fortress): weight 28.028923
8450635 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Food(Reverie Fortress): weight 5.59017
8450635 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Supplies(Torment Listening Post): weight 18.091944
8450635 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  -
8450635 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent  - Picked Harvested Organs(Satiate)
8450722 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Udana Station by 0.001355463, is now 0.05592747
8450722 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Udana Station by 0.001355463, is now 0.05694407
8450722 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Salamanca by 0.001355463, is now 0.053017512
8450722 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.StarSystemActivityTracker  - Increasing system bounty probability for Salamanca by 0.001355463, is now 0.054034106
8450785 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData  - Updating connection: [joy_satiate|suddene]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
8450810 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - 0 out of a maximum 8 fleets in play for [data.scripts.campaign.fleets.DS_BountyPirateFleetManager]
8450811 [Thread-4] INFO  com.fs.starfarer.api.impl.campaign.fleets.BaseLimitedFleetManager  - Could not spawn fleet - returned null

It just randomly crashed after I added underworld, dynasector, green knight security, combat chatter.

memory allocation was left at 2g and 4g so it is most likely the cause but in case it isn't theres the log Tongue
also it didn't throw me an error it just closed the game in case you needed the info. Ill increase the memory allocation to see if it fixes the random lag spikes in hyperspace and that random crash.

mods:

14   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: raccoonarms [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Arsenal Expansion]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: blackrock_driveyards [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Blackrock Drive Yards]
15   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: chatter [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Combat Chatter]
16   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_console [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Console Commands]
16   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: istl_dam [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Dassault-Mikoyan Engineering]
17   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: diableavionics [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DIABLEAVIONICS]
18   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: dynasector [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\DynaSector]
19   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: GKSec [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GKSec]
19   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shaderLib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\GraphicsLib]
20   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: IFed Legacy [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ifed Legacy]
20   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Imperium [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Interstellar Imperium]
21   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_lazylib [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\LazyLib]
22   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Neutrino [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Neutrino corp]
23   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: nexerelin [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Nexerelin]
23   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: lw_omnifac [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Omnifactory]
24   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: ORA [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ORA]
24   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: saveTransfer [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Save Transfer]
25   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: SCY [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\SCY]
26   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: shadow_ships [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Shadowyards]
26   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: swp [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Ship and Weapon Pack]
27   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: nomads [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\ss-nom]
27   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: Templars [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Templars]
28   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: toreupplenty [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Tore Up Plenty]
29   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: underworld [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Underworld]
29   [main] INFO  com.fs.starfarer.launcher.ModManager  - Found mod: US [C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\UnknownSkies]
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MinusUdn

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Re: [0.8.1a] Green Knight Security (v1.4c)
« Reply #65 on: June 20, 2017, 11:57:16 AM »

v.1.4c -> fixed some typos that caused the decorative weapons to show up in shops

Mealstrom
I think that bug might be caused by Dynasector since nothing in your log is related to GKSec
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Lesolan

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Re: [0.8.1a] Green Knight Security (v1.4c)
« Reply #66 on: January 02, 2019, 07:18:28 AM »

Surely there will be an update...


I just have to wait patiently...
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fatrat

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Re: [0.8.1a] Green Knight Security (v1.4c)
« Reply #67 on: January 02, 2019, 01:58:05 PM »

Surely there will be an update...


I just have to wait patiently...

Holy necro Batman.
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grinningsphinx

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Re: [0.8.1a] Green Knight Security (v1.4c)
« Reply #68 on: January 03, 2019, 01:26:57 PM »

Surely there will be an update...


I just have to wait patiently...

Holy necro Batman.

I really liked there ships; also, seeing Diable fight with GSK was cool:)
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MinusUdn

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Re: [0.9.1a] Green Knight Security (v1.4c)
« Reply #69 on: August 11, 2019, 06:47:38 AM »

Version 2.0b is out, this time compatible with Starsector 0.9.1a, check the OP for download links.
All feedback is appreciated, it has been a while since last time I modded the game.
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Shrugger

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Re: [0.9.1a] Green Knight Security (v2.0b)
« Reply #70 on: August 11, 2019, 06:57:57 AM »

This is pleasant.
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Augustgrad

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Re: [0.9.1a] Green Knight Security (v2.0c)
« Reply #71 on: September 11, 2019, 08:59:14 PM »

Gave this mod a spin and I find this faction nicely balanced as a few of its ships and weapons goes off slight alternative variations of vanilla weaponry and ships. My only complaint about this has to be the lack of ships and weapons with more flavoring required in the lore side and descriptions, but I do love the general idea of a security force you see across the sector.

My favorite ship about this mod has to be the capital ship which I expected to be extremely weak due to its heavy broadside and no shielding, but I was pretty surprised by its power. The AI manages to use this thing to its full potential and juggles around its frontal heavy guns and broadside while the opponent has no idea what to do against armor after armor, but it falls prey to bombers, long range lasers, and EMP the most.

There are a few balance gripes I have about the missiles in the mod, they are fun weapons but it has a problematic power-spike as it is great against small ships while it struggles hard against anything bigger then a destroyer. This is most notable I feel with the small missile variant which feels oppressive against frigates due to its fast fire rate, high capacity, and long range tracking for only 4 points. The medium missiles deals too weak in damage to compete with sabot and harpoons against big ships, especially with its low fire-rate. I'd buff the speed and damage with slightly reduced range, magazine, and tracking to make it powerful against bigger ships more.

I'm also not sure if the Quantum Jammer actually disrupts missiles and fighters as I feel like it does but at the same time it feels like it does nothing. It needs a visual indicator like a circle around it to show its range while the ship itself glows purple or something to better support you.

Also both of the Vasuki frigates needs a wider shield coverage as missiles or shots often hit the side of its wings through the front.

Overall this is a mod I'll happily add to my mod-list, it has a good presence in my campaign where it has 3 markets covering existing vanilla systems alongside its new 3 market home system with interesting ships and weapons in their classy green DA look, although the laser weapons needs better sprite work imo. Here's hoping for new large weapons, ships, variants, and more lore.
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NaitNait

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Re: [0.9.1a] Green Knight Security (v2.0c)
« Reply #72 on: February 11, 2020, 06:42:41 PM »

Hey, I have been having issues with 0 OP armor modules redeploying after the ship has been destroyed. If modules have at least 1 OP they behave normally, it would prevent fleets from getting stuck in a loop where the enemy can forever deploy their previously destroyed ships.
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Kossilar

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Re: [0.9.1a] Green Knight Security (v2.0c)
« Reply #73 on: July 27, 2021, 08:38:36 AM »

This mod looks awesome. Any plans to update to the latest version?
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Cpt.Sirius_Jones

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Re: [0.9.1a] Green Knight Security (v2.0c)
« Reply #74 on: August 29, 2021, 07:25:33 PM »

This mod is dead, Jim.
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