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Author Topic: [0.6.2a] Uomoz's Sector: Journey 1.3 [upd.17\05] *New video in the OP!*  (Read 1549211 times)

pyg

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3435 on: March 16, 2014, 07:23:18 AM »

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Isaew

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3436 on: March 21, 2014, 03:01:53 AM »

dear Uomoz, you've done a great work!
Thank you.
Its  time that quantity of stuff you've put together started to evolve into some quality code.
The original vanilla game runs more than smoothly on my PC, while your mode activated drains my system completely.
I mean that it seems the time to put more effort into polishing gems of this great collection into a crown, not a pile of treasures.
Thank you
Wish you best,
Isaew
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Kazzthal

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3437 on: March 22, 2014, 12:35:02 AM »

I think I have a problem

In some ships beam weapons won't work... For example in the wolf class hull installing beam weapons is not working, I mean I can install them, but they just don't work at all, If I fire them, they create the flux they are suposed to but no laser or animation will show up, targeting an enemy at very very close range with this will take no efect, meaning that these weapons become useles, and a lot of ships seem to have the same problem.

I have reinstalled the mod like 100 times & deleted saved games with no success

I'm using the latest vertion of the game, I have no problem runing ram demanding mods & the latest version of the mod.

This is the very first time I have a problem ever in this great mod.

Great work tho.

Thankx in advance  
« Last Edit: March 22, 2014, 06:48:54 AM by Kazzthal »
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gladius2metal

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3438 on: March 22, 2014, 05:54:30 AM »

I'm using the latest vertion of the game (steam downloaded) I have no problem runing ram demanding mods & the latest version of the mod.
there is a steam version of this game?
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Tecrys

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3439 on: March 22, 2014, 06:23:29 AM »

I'm using the latest vertion of the game (steam downloaded) I have no problem runing ram demanding mods & the latest version of the mod.
there is a steam version of this game?

No
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Symbiotic Void Creatures 0.5.0-alpha for 0.97a is out
https://fractalsoftworks.com/forum/index.php?topic=28010.0

Kazzthal

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3440 on: March 22, 2014, 06:59:41 AM »

haha... My bad, I thouht it was from steam... Asking my bro, he got the activation code for the game via his email...

Still, anyone with that problem that I just mentioned ?
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gladius2metal

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3441 on: March 22, 2014, 07:02:38 AM »

haha... My bad, I thouht it was from steam... Asking my bro, he got the activation code for the game via his email...

Still, anyone with that problem that I just mentioned ?
well, check if you really have the current version and also the requirements: you need another mod too.
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Taverius

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3442 on: March 24, 2014, 03:01:30 AM »

I noticed the factional hull mods (like the BRDY Assault Fitting) are disabled. Is that for balancing or technical reasons?

Edit: Ok, level 20 now, I think its enough for a preliminary assessment.

  • I love the random variant thing.
  • Blueprint mechanic is interesting but could use some work? Unless I want to use out-of-faction ships its something like 6 times cheaper to buy the ships direct than use components, and its just as random as the ships I find for sale, so it doesn't really help with having the ships I want.
  • Increasing the supply cost and reducing drops does negate much of the cash-flow, but unlike Starsector+'s solution of just making supplies cheaper, it also greatly penalizes you when the AI screws up and, for example, gets too close to a ship about to blow up. I've lost count of how many times I got set back by that, in the end I started savescumming battles out of frustration.

    The end result is it encourages risk-averse play; overall the opposite effect from what I desire play-wise, apart from the cash-flow.

    It also feels frankly forced that I get mounds of components, weapons and crew from a battle, but only a minuscule fraction of what the enemy fleet would have realistically been carrying.
« Last Edit: March 24, 2014, 06:23:28 AM by Taverius »
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No faction is truly established without a themed Buffalo (TAG) variant.

Nanao-kun

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3443 on: March 24, 2014, 03:38:04 PM »

Uomoz, is there a way for me to use the Random Variants with Exerelin?
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Uomoz

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3444 on: March 29, 2014, 12:42:59 AM »

Hi guys! Will answer to all feedback later today, for now here's the link to the current working DEV of UsS. Go check the changes, some things are pretty cool (BPs ever more important)!

https://www.dropbox.com/sh/tcdfwh7smxa7p2k/uUy-OWFQQs

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theSONY

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3445 on: March 29, 2014, 04:29:13 AM »

Spoiler
Code
java.lang.RuntimeException: Error compiling [data.scripts.plugins.exigency_MacrossMissilePlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.super$1@e8059e"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/exigency_MacrossMissilePlugin.java, Line 1, Column 1: Invalid character input " " (character code 0)
at org.codehaus.janino.Scanner.produce(Scanner.java:593)
at org.codehaus.janino.Parser.peek(Parser.java:2332)
at org.codehaus.janino.Parser.peek(Parser.java:2353)
at org.codehaus.janino.Parser.parseCompilationUnit(Parser.java:142)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:150)
[close]

crashed just before Main Menu, all old mods deleted, redownload lazyLib (just to be sure)
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-the ABOMINATION - in progress

TimeDiver

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3446 on: March 29, 2014, 05:45:01 AM »

*snip code*
crashed just before Main Menu, all old mods deleted, redownload lazyLib (just to be sure)

Confirmed with both 'exigency_MacrossMissilePlugin.java' and 'exigency_RepulsionBeamEffect.java'.

Still going through all the files in the 'data' sub-folders, but these two were the immediate culprits.

Also, (pre-defined) variants for the added Starsector+ ships (the Revenant and the Achilles) are missing.
« Last Edit: March 29, 2014, 06:30:06 PM by TimeDiver »
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Uomoz

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3447 on: March 29, 2014, 06:24:12 AM »

Definitely weird, it's working here! Maybe it's just dropbox being bad? :D
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TimeDiver

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3448 on: March 29, 2014, 06:52:47 AM »

Just re-downloaded from that link four posts above this one, just to be sure.

Both aforementioned files, in spite of having the same file size as the earlier DEV releases, are filled with null characters, thus resulting in the crash-on-load.

Easy enough to work around by extracting valid versions of those files from an earlier release ('Date modified' stamps are identical, so...)

Addendum:

Don't suppose asking for all of the music tracks to be moved into a strictly optional add-on is asking for too much?

Granted, it's simple enough to delete any unwanted tracks and edit 'sounds.json' as appropriate to avoid crashes, but hey.

Also, unless you're lucky enough to have a really high speed connection, it'd make uploading less time-consuming as well, ya?
« Last Edit: March 29, 2014, 06:30:30 PM by TimeDiver »
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cestus41

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Re: [0.6.2a] Uomoz's Sector: Journey 1.2 (Mods Collection) [upd.22\01]
« Reply #3449 on: March 29, 2014, 11:28:39 AM »

hey new starsector player here i saw your mod on youtube and it convinced me to buy the game i have tried installing your mod but starsector  cant seem to find it it just plays vanilla and does not appear in the mod list i downloaded and installed the lazy lib and that works and modified the vmparams but it cant seem to pick up the mod and im not sure what im doing wrong??
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