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Author Topic: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016  (Read 67547 times)

TrashMan

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Re: VNS mod (add-on to Ironclads 10.1) v6.3 - updated 19.12.2015
« Reply #105 on: December 23, 2015, 03:30:29 AM »

Been busy updating and re-balancing stuff.
- Many variant paid no attention to the OP limit, so I'm fixing that.
- Adding several new weapons to the VNS arsenal and changing loadouts so there's less use of other factions weapons (especially more advanced ones)
- After many test battles the balance for some things was way off.
- Paladin bumped from cruisers into capitals with corresponding tweaks.
- OP points for most ships tweaked

Alas, I can't get the animated VMLS to work :'(
Also, no faction missions, until Okim manages to incorporate them

Release soon-ish.
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TrashMan

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Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
« Reply #106 on: December 24, 2015, 01:04:22 AM »

6.4 Released.


Merry X-Mas
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Weltall

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Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
« Reply #107 on: December 24, 2015, 05:09:37 AM »

Merry Christmas :D
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TrashMan

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Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
« Reply #108 on: December 26, 2015, 09:23:37 AM »

I kinda rushed hat one out of the door, so feedback is appreciated.

Strange graphics/effects, balance wankery, etc...
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Darenkel

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Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
« Reply #109 on: January 16, 2016, 06:55:40 PM »

Ironclads went 10.2 a couple days ago, any chance this is still compatible?

-EDIT- Tested it and... no, no it doesn't work.
« Last Edit: January 16, 2016, 07:16:58 PM by Darenkel »
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TrashMan

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Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
« Reply #110 on: January 25, 2016, 05:04:51 AM »

I actually have an updated version with some new guns for the latest Ironclads...but given that Ironclads itself freezes, it's pointless to release it.
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ron

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Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
« Reply #111 on: January 25, 2016, 05:48:03 PM »

Ironclads is working for some of us.  At least as well as anything, considering newer versions of Windows have a habit of crashing even when running nothing at all.

Go ahead and post the new one.  And ask around, to see if there's a fix for why it's crashing frequently for you.  (I had to enable save file compression over in the settings.json file to get save games to load, so I know the feeling.)
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TrashMan

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Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
« Reply #112 on: January 26, 2016, 12:49:04 AM »

Allrighty.

I compared the Ironclads files and the only difference between the versions in in the .java file and faction files.
So I cannot explain the freeze, as I didn't change anything on my end other than add a few new weapons.
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ron

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Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
« Reply #113 on: January 26, 2016, 01:43:54 AM »

meh ... not complaining or anything, but there's really no way I can get Mediafire to work where I am (specifically, China).

Any other locations where I can download this thing?

If so, I'll check it out ... see if I can make it work.  We might stumble over why yours is crashing.
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TrashMan

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Re: VNS mod (add-on to Ironclads 10.1) v6.4 - updated 24.12.2015
« Reply #114 on: January 28, 2016, 02:48:13 PM »

Hm...I can try to put it somewhere else.

Either way, I put 6.5 up.
No guarantees it will work well.

The only changes Okim made (that I could see) were in the factions files, so aside from new guns and ship variants, that's the only thing changed
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ron

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Re: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
« Reply #115 on: February 03, 2016, 01:36:01 AM »

OK, I got a copy (by rather circuitous route of getting someone else to pull it from Mediafire for me, and send it over Skype), and goy you some data ... see if this means anything to anybody ....
The log file looked fine until it got to this point:

Spoiler
23040 [Thread-5] INFO  data.scripts.world.FleetSpawner  - Spawning VNS main fleet in Vaynar.
23154 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at data.scripts.world.FleetSpawner.vnsmain_spawner(FleetSpawner.java:1125)
   at data.scripts.world.TimeManager.runWeekly$(TimeManager.java:74)
   at data.scripts.world.TimeManager.doIntervalChecks$(TimeManager.java:136)
   at data.scripts.world.TimeManager.advance(TimeManager.java:117)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

[close]

Needless to say, Java Null Pointer Exception was a total crash to desktop.
Now, it didn't do this with the latest version of Ironclads before plugging in the VNS package, so something has changed.
There's no way my programming skills are good enough to find exactly what, but maybe this log file will help.


------------------------
Edit:
Started a new game ... it hasn't done this again ... yet.   Will keep you informed.
« Last Edit: February 03, 2016, 01:50:18 AM by ron »
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TrashMan

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Re: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
« Reply #116 on: February 03, 2016, 04:56:37 AM »

As far as I can see, there are no changes in the fleet spawning file from the previous Ironclads version, and neither have I made any changes there in the VNS mod, so I have no idea why that error popped up.

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ron

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Re: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
« Reply #117 on: February 04, 2016, 01:11:35 AM »

No idea about that.

Did find one minor but annoying bug, where if you take VNS military commission, fights with pirate and marauder groups don't register as enemies.  Rep -5, "not hostile with pirates" (and oddly enough, it always said "pirates", even if it was marauders or black widows.  The faction screen clearly showed that they should have been hostile with these groups.  It didn't have this bug when fighting the Russians (who were also hostile in this particular game, not sure if they always are).
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TrashMan

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Re: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
« Reply #118 on: February 04, 2016, 06:02:44 AM »

Did find one minor but annoying bug, where if you take VNS military commission, fights with pirate and marauder groups don't register as enemies.  Rep -5, "not hostile with pirates" (and oddly enough, it always said "pirates", even if it was marauders or black widows.  The faction screen clearly showed that they should have been hostile with these groups.  It didn't have this bug when fighting the Russians (who were also hostile in this particular game, not sure if they always are).

Well, that's cenrtainly odd... ???
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ron

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Re: VNS mod (add-on to Ironclads 10.2) v6.5 - updated 28.01.2016
« Reply #119 on: February 04, 2016, 07:42:07 AM »

"odd" ... yeah, that was kind-of the word that came to mind.  Like, how could the code get so confused as to do THAT?

Anyway, see if you can replicate it ... because it seems a minor but extremely game-significant bug.

Otherwise ... I'm really liking your mod.  One more faction, with a rather different military philosophy, to kind-of break up the stalemate, was just what Ironclads needed.
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