Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Pages: 1 ... 36 37 [38] 39 40 ... 107

Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1121563 times)

Golol

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #555 on: May 19, 2014, 06:03:09 AM »

I just installed shadowyards and when I tried to launch the game I got this error message:
Fatal: Error compiling [data.scripts.ShadowyardsModPlugin]
Cause: Parsing compilation unit "com.fs.starfarer.loading.super$1@f9efe0"
Check starsector.log for more inf
Other mods i have installed:
Citadel 0.6.3
lazylib 1.8c
Exerelin 0.64
with citadel and exerlin turned off it crashed too.
Can anyone help me  ???
Logged

Debido

  • Admiral
  • *****
  • Posts: 1183
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #556 on: May 19, 2014, 06:48:41 AM »

Can you paste the contents of your mod info.json file from the root of the SHI mod directory. Just open it with word.
Logged

Golol

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #557 on: May 19, 2014, 06:50:03 AM »

{
        "id":"shadow_ships", # internal id
   "name":"Shadowyards Heavy Industries Mod", # displayed to the player
   "author":"MShadowy",
   "version":"0.4.4a",
   "description":"=Requires LazyLib= Adds the Shadowyards Heavy Industries faction and related ships.",
   "modPlugin":"data.scripts.ShadowyardsModPlugin", # Insert the path to your mod's implementation of ModPlugin here
   "gameVersion":"0.6.2a-rc3",
   "jars":["jars/SHI.jar"],
}
i am a bit confused that version says 0.4.4a although I am certain it should be 0.4.4b
Logged

Debido

  • Admiral
  • *****
  • Posts: 1183
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #558 on: May 19, 2014, 06:56:27 AM »

Hm, that file looks fine, the modplugin class path is correctly defined and the jar is being referenced correctly too. Does the SHI.jar file exist under the SHI mod directory\jars?
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #559 on: May 19, 2014, 07:14:33 AM »

i am a bit confused that version says 0.4.4a although I am certain it should be 0.4.4b

That is one of the things I typically forget to check while doing an update, but it's also a non-issue and wouldn't be causing this problem.

As I've been testing each release before posting it in order to make sure that everything is functioning correctly, I'm not sure what the issue could be.  Could you please post the last lines of your starsector.log file so I can see what's going wrong?

Edit:  Alright, after talking with Debido for a bit, it turns out that the problem stems from trying to do the catch on ShaderLib which doesn't actually seem to render the Library optional.  For now, it seems that ShaderLib is mandatory; please download it and let me know if that fixes the problem.
« Last Edit: May 19, 2014, 07:43:27 AM by MShadowy »
Logged

Golol

  • Ensign
  • *
  • Posts: 32
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #560 on: May 19, 2014, 12:42:35 PM »

after reinstalling starsector (lets say I kind of uninstalled it after that *** STUPID FRIGATE AAAAH DONT DIE!1!!1!) I tested it with ShaderLib and it worked
Logged

Grug

  • Commander
  • ***
  • Posts: 180
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #561 on: May 19, 2014, 07:33:39 PM »

What does the marine command relay do?
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #562 on: May 19, 2014, 07:34:34 PM »

Makes marines more effective in boarding operations; a device of possibly marginal utility.
Logged

Grug

  • Commander
  • ***
  • Posts: 180
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #563 on: May 19, 2014, 07:46:12 PM »

Pretty marginal, I'd imagine. Might be a good idea to give it some sort of use in combat.

Perhaps re-brand it as a sort of 'suppression field,' or ship disabler, similar to a sort of directed EMP suite. Meant to specifically shut down offending ship systems to ensure the success of marine squads against automated depended, and keep the enemy ship from getting its engines online.

Could make the troopship somewhat more of an interesting support vessel, like a longer-range EMP 'arc/beam.'
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #564 on: May 24, 2014, 04:18:14 PM »

New dev version up.  This adds the Thresher CL and Southpaw FF to pirate bands spawning in Anar.  These ships come equipped with the Overdrive system, which doubles the ships firepower for about 2 and a half seconds but has a four second downtime where firespeed drops by half (and steam emits from the ship because space, lol)


Edit: Oops, forgot to ensure that all the plugins were being properly loading in the settings.json file.  You might want to redownload the dev version if you've already gotten it.
« Last Edit: May 24, 2014, 05:02:26 PM by MShadowy »
Logged

Debido

  • Admiral
  • *****
  • Posts: 1183
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #565 on: May 25, 2014, 02:51:46 AM »

The shaderlib lightsource for the ndhoggr lance is purple/blue when the projectile is green. Should the light be green too?
Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.4b
« Reply #566 on: May 25, 2014, 04:17:59 PM »

The shaderlib lightsource for the ndhoggr lance is purple/blue when the projectile is green. Should the light be green too?

Aight, fixed.  Also added a mission to allow one to test out the Pirate ships more easily.

Logged

MShadowy

  • Admiral
  • *****
  • Posts: 911
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
« Reply #567 on: May 28, 2014, 10:25:33 PM »

    Shadowyards 0.4.7 ready for release:


0.4.7 Changelog:

  • Added the Thresher-class Light Cruiser.
  • Added the Southpaw-class Frigate.
    • These craft are fast and heavily armed, but not terribly sturdy.
      • Both are equipped with the Overdrive system.
      • This system doubles the firepower of all types of weapon for 2.5 seconds, but halves firepower for 4 seconds afterwards.
      • Also emits steam while cooling down.
  • Both of these craft are available in limited numbers at the pirate held Shadowyards research station over Theramin in Anar.
  • Rebalanced the CR ratings of most Shadowyards craft.
    • Craft not changed are the Skinwalker, Neriad, Raksahsa, Kobold and Morningstar.
    • Changes generally increase the overall supply cost for getting into fights while keeping the general costs for maintenance low.
  • Added the mission "Stampede"; this is a crazy mission of a handful of SHI vessels facing down a massive stampede of rampaging Buffalo (Mk IIs).
    • How long can you survive?
    • If you're somehow able to win, you'll have to hit the escape key in order to get it to register as a victory.

Thanks to Debido, Lazy Wizard and Cycerin for their invaluable assistance.[/list]
« Last Edit: May 28, 2014, 10:33:40 PM by MShadowy »
Logged

Debido

  • Admiral
  • *****
  • Posts: 1183
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
« Reply #568 on: May 29, 2014, 12:37:47 PM »

Anyone beaten the stampede mission yet?
Logged

Ishman

  • Captain
  • ****
  • Posts: 269
    • View Profile
Re: (0.6.2a) Shadowyards Heavy Industries v0.4.7
« Reply #569 on: May 29, 2014, 12:41:03 PM »

A new version? Aww yiss. Love your sprites :3
Logged
Pages: 1 ... 36 37 [38] 39 40 ... 107