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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638614 times)

Lorn

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1005 on: December 29, 2012, 10:43:23 PM »

Hello,

i have a problem when starting the game ... it crashes and a messagebox occurs:

Quote
"Fatal: Ship hull spec [onslaught] not found! Check starfarer.log for more info."

And in my logfile, there is this:

Quote
7481 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
7485 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
7506 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull spec [onslaught] not found!
java.lang.RuntimeException: Ship hull spec [onslaught] not found!
   at com.fs.starfarer.loading.class.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.U.return.new(Unknown Source)
   at com.fs.starfarer.loading.specs.U.ÔÓ0000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.o00000(Unknown Source)
   at com.fs.oOOO.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)

Does anyone know what that means?

Thx in advance! :)
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Okim

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1006 on: December 29, 2012, 11:04:46 PM »

Turn off all other mods. This is a total convertion mod that does not work with anything else.

You should also make sure that you have removed the old folder and any saves and custom ship variants for missions.

If nothing helps - redownload the archive and reinstall the mod.

If that also does not help - reinstall the game :)
« Last Edit: December 30, 2012, 12:17:05 AM by Okim »
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Wyvern

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1007 on: December 30, 2012, 06:23:32 PM »

Some more balance comments:

Due to a bug (fixed in dev version), beam weapons with multiple beams display incorrect DPS and FPS (flux per second) values.  The displayed values have been multiplied by the number of beams the weapon fires (for DPS), or the number of beams squared (for FPS).  For an example, the Linked Beamer fires two beams - meaning that, while its displayed stats claim it does 180 DPS for 300 FPS, it actually does 90 DPS for 75 FPS - making it only barely better than the Beamer's 75 DPS for 75 FPS.
For another example, the microlaser array's displayed stats are: burst DPS: 300, sustained DPS: 60, sustained FPS: 270, while its actual stats are: burst DPS: 100, sustained DPS: 20, sustained FPS: 30 - no better than a single small microlaser.

And finally, there's the Laser Tri-Beam, a confusing weapon if ever there was one.
Listed stats: burst DPS 514, sustained DPS 900, sustained FPS 2700.  Okay.  So, first correct for multi-beam bug, gives us:
burst DPS 171.3, sustained DPS 300, sustained FPS 300.  So what's up with burst being lower than sustained?  Well, turns out the weapon uses charges - so burst is calculated off maximum potential rate of fire (24 shots / minute), while sustained is calculated based on how quickly the gun can recover charges - which is 30 charges per minute.
But even that can't be the full story, since it's showing a real dps that's almost half the sustained dps - not in a 24 to 30 ratio like the recharge rates.  What's the extra gotcha here?  I don't actually know, but there's something else wonky going on with this gun.

* * * * *

Also, the new magna cannon & heavy magna cannon are rather unimpressive.  The heavy magna cannon is about the same as the old magna cannon... except that it gets one more charge, and generates 50% more flux, making it all but unusable by, well, anything.  Plus, it's actually lower sustained DPS than the medium slot magna cannon!  Maybe you meant to also increase its per-shot damage by 50%?

Previously, the magna cannon was a good niche weapon - high anti-armor burst damage for those ships (not the XLE, that's for sure) that could support its flux costs.  Now?  Well, it doesn't have burst damage... it's still vaguely decent, but, given that overall damage output of a ship is limited more by flux than by available weapon slots, I'd rather trade slightly worse anti-armor damage for improved damage-per-flux, i.e., would prefer any of light plasma cannon, particle cannon, particle pulse cannon, or linked heavy blaster.  Or, if I really want armor-crunching burst damage, there's always the alien blaster...
Dunno.  Maybe I'm just spoiled by knowing what it used to be; as energy weapons go, it's not that bad of a niche weapon.

Similarly, the choice of making the Dragon's hardpoint an energy slot is less than ideal; a full burst from the heavy magna cannon costs half its flux capacity, and the rest of the heavy energy weapons are either nearly as inefficient, or suffer from other flaws (plasma beam's comparatively short range, plasma cannon's inaccuracy, plasma-blast cannon's exceptionally low rate of fire).  Of these, the plasma blast cannon is probably the best choice; it's got good range, low flux cost, and does a nice chunk of burst damage.  Still, the last Dragon I outfitted, I ended up just using the hardpoint for an alien blaster.

My suggestion for this slot on the Dragon would be a built-in weapon, using firing graphics similar to the current Laser Tri-Beam (omg so much glowy!), and statted as an extended range, high-efficiency scorcher.  Doesn't need more DPS - just the range to actually reach out and touch someone, and the flux-efficiency to not overload the Dragon from firing it.
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Wyvern is 100% correct about the math.

Okim

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1008 on: December 30, 2012, 10:56:59 PM »

So if the weapon has multiple beams - it actually doesn`t matter how many. All what counts for it is the exact values in weapons.csv file. Odd, but ok.

New magnas are already improved in current dev version. Mainly by OP reduction and flux generation. Plus additional shot fo hvy magna.

Dragon is cr and crs are not planned for built-in weapons. Don`t forget that there are other large energy weapons planned for XLE - larger beamer and scorcher.

Wyvern

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1009 on: December 31, 2012, 07:48:47 AM »

So if the weapon has multiple beams - it actually doesn`t matter how many. All what counts for it is the exact values in weapons.csv file. Odd, but ok.
Right.  Haven't been able to track down the original post on that bug, but it's listed as fixed in 0.54.1a (not yet released).

New magnas are already improved in current dev version. Mainly by OP reduction and flux generation. Plus additional shot fo hvy magna.
Neat.  Thanks.

Dragon is cr and crs are not planned for built-in weapons. Don`t forget that there are other large energy weapons planned for XLE - larger beamer and scorcher.
Okay.  Wasn't sure about that, since you'd talked about maybe making it a built-in weapon before, and have mentioned not planning any larger XLE ships.

Speaking of planned XLE ships... are they likely to get a carrier?  (Could just be a converted Anaconda, though I'd think a new light cruiser would be a good choice - something inbetween the Drake & Dragon in terms of speed & firepower - maybe just a single large hardpoint (or narrow arc turret), backed by a decent collection of small & medium turrets?)
« Last Edit: December 31, 2012, 09:39:23 AM by Wyvern »
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Wyvern is 100% correct about the math.

Okim

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1010 on: December 31, 2012, 08:38:14 AM »

The funny thing about carrier is that i just made the scetch 30 min ago :)

XLE ship have no hangar capacity at all, so they have to rely either on Boas or Anacondas. This is not good and it will be changed by introducing a carrier. I think it will be a CR-size, but not as over-dedicated as Astrakhan. Just two hangars will be enough.

Skyjump

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1011 on: December 31, 2012, 09:35:36 AM »

Will the UIN also be receiving a carrier?
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Okim

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1012 on: December 31, 2012, 10:31:46 AM »

Yes. Probably a de size.

Okim

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1013 on: January 01, 2013, 12:39:04 AM »

Happy New Year to all of you, guys!

Here are some new XLE weapons. Linked Streamcannon, Dual Blastcannon, Heavy Beamer and Incinerator Beam.





Beamer is a long range 300 dps 150 fps energy weapon.
Incenerator is a scorcher, but with doubled range and 'speed' of beam.
« Last Edit: January 01, 2013, 12:54:04 AM by Okim »
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Okim

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1014 on: January 01, 2013, 12:52:52 AM »

New XLE destroyer - The Serpent-class.



5 medium turrets, 5 small turrets, 5 active flares.

n4rf

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1015 on: January 01, 2013, 01:20:35 AM »

I love you okim.
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Thule

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1016 on: January 01, 2013, 03:35:09 AM »

I love you okim.

I second this, fantastic looking artwork.
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CrashToDesktop

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1017 on: January 01, 2013, 05:36:32 AM »

Well.  That linked beamer is excellent! :D I can't wait to melt some pirates with it.

^^
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Ragni

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1018 on: January 01, 2013, 07:11:04 AM »

Reporting an Exception:
I believe it is caused by OmniFactory.
It seems that Factory is unable to manufacture the "green-dragon-thingy-freighters" - Ship hull variant [liao-freighter-standard_Hull] not found!

I reproduced this defect twice. I usually try to get everything to Omnifactory. So at some point I manage to haul something to it, that it cannot reproduce.

Code
...
11489 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/isa-de4.png] as texture with id [graphics/ships/isa-de4.png]
11491 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 121.22 MB of texture data so far
11492 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/ships/isa-de3.png] as texture with id [graphics/ships/isa-de3.png]
11495 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 121.88 MB of texture data so far
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_SHIP_SYSTEM not found
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_ALIEN_escort_SHIP_SYSTEM not found
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id DRONE_alien_platform_SHIP_SYSTEM not found
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_SHIP_SYSTEM not found
11535 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_combat_few_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_UIN_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_mining_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
11536 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id drone_RSF_pd_SHIP_SYSTEM not found
11549 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
11553 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 121.89 MB of texture data so far
11650 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
15609 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading C:\Games\Starfarer\starfarer-core\..\saves\save_DrIronclad_3462340599694952261...
17274 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
17308 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
44805 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull variant [liao-freighter-standard_Hull] not found!
java.lang.RuntimeException: Ship hull variant [liao-freighter-standard_Hull] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.?öÕ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addMothballedShip(Unknown Source)
at data.scripts.world.OmniFac$ShipData.create(OmniFac.java:271)
at data.scripts.world.OmniFac.heartbeat$(OmniFac.java:43)
at data.scripts.world.OmniFac.advance(OmniFac.java:152)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.super.Õ??000(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
« Last Edit: January 01, 2013, 07:14:13 AM by Ragni »
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Wyvern

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Re: Project Ironclads, version 4.2 (0.54 with campaign)
« Reply #1019 on: January 01, 2013, 08:11:59 AM »

Found the problem - Omnifactory assumes (as, alas, it has to) that every variant is of the form shipID_variantName.  However, some of the specific variants in Ironclads are written as shipID-variantName.

For the short term, you can work around this by stripping ships before you sell them to the omnifactory; make sure they're using a custom variant instead of one of the built-in ones, and you'll be safe.

For an actual fix, those variants will need to be renamed.  Also, this explains that bizarre supply control bug I fixed, but couldn't figure out why it had happened.
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Wyvern is 100% correct about the math.
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