Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Updated the Forum Rules and Guidelines (02/29/20); Blog post: GIF Roundup (04/11/20)

Pages: 1 ... 107 108 [109] 110 111 ... 197

Author Topic: [0.8a] Starsector+ 3.7.0  (Read 1093488 times)

HeartofDiscord

  • Commander
  • ***
  • Posts: 195
    • View Profile
    • Email
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1620 on: October 27, 2015, 01:07:49 PM »

Really wish there was a way to get the boss ships besides capturing them, or they had a 100% chance to be available to capture or something, idk. Its basically impossible to capture the all ones where more than one boss ship is involved, and getting the rest isn't exactly a cakewalk either. I know nexerelin has them for sale at the freeport, but I don't prefer to use nexerelin much.
« Last Edit: October 27, 2015, 01:09:45 PM by HeartofDiscord »
Logged

The Soldier

  • Admiral
  • *****
  • Posts: 3738
  • Quartermaster
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1621 on: October 27, 2015, 01:21:07 PM »

I think you can purchase the boss ships at the Prism Freeport once you've defeated them (if you have the Prism Freeport enabled) in Nexerelin.  But, obviously that's in Nexerelin and not in SS+ (I think).
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

HeartofDiscord

  • Commander
  • ***
  • Posts: 195
    • View Profile
    • Email
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1622 on: October 27, 2015, 02:14:12 PM »

I think you can purchase the boss ships at the Prism Freeport once you've defeated them (if you have the Prism Freeport enabled) in Nexerelin.  But, obviously that's in Nexerelin and not in SS+ (I think).
I know, but like I said, I don't use Nexerelin much.
Logged

Blaze

  • Commander
  • ***
  • Posts: 219
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1623 on: October 27, 2015, 02:23:11 PM »

So I checked SS+ files and found no custom SkillData.java there, so this is a wrong theory.
No you're absolutely correct. However, the SkillData.java file for SS+ is stored in the SSP.jar file in the jar folder.
Logged

Creepin

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1624 on: October 27, 2015, 02:50:26 PM »

So I checked SS+ files and found no custom SkillData.java there, so this is a wrong theory.
No you're absolutely correct. However, the SkillData.java file for SS+ is stored in the SSP.jar file in the jar folder.
Blaze, thank you a lot for your prompt reply!

It is surely a step in right direction, but even though I was able to locate SkillData.java within SSP.jar, modify it and package jar back (making sure afterwards that changes I made were still there), in SS+ game I still get vanilla bonuses. Any idea on what could went wrong?
Logged

Blaze

  • Commander
  • ***
  • Posts: 219
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1625 on: October 27, 2015, 04:46:04 PM »

SS can't read the java file that's stored inside the jar; it uses the equivalent .CLASS file.

So you'll either have to:
1. Compile the java file into a class file.
2. Delete the class file, and move the java file to the equivalent location within the standard file system.
Logged

Creepin

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1626 on: October 28, 2015, 10:50:24 AM »

SS can't read the java file that's stored inside the jar; it uses the equivalent .CLASS file.

So you'll either have to:
1. Compile the java file into a class file.
2. Delete the class file, and move the java file to the equivalent location within the standard file system.
Blaze, thank you for your patience :)

Here's what I've got:
Spoiler
I figured that learning java is a bit overkill to freaking change 3 numbers in text file, so I went along second option you provided. I created folder "Starsector Plus\data\characters\skills\scripts", copied thereto SkillData.java from SSP.jar and then erased both SkillData.java & SkillData.class from SSP.jar. Didn't worked :( Then I pondered a bit more on what you meant under "equivalent location", erased "Starsector Plus\data\characters\skills\scripts" folder, and put SS+'s SkillData.java into "starsector-core\data\characters\skills\scripts", overwriting vanilla file. Didn't worked as well :(
I'm trying to describe my actions in as much detail as I can in hopes you might see what I did wrong. Any ideas?
[close]
Logged

Blaze

  • Commander
  • ***
  • Posts: 219
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1627 on: October 28, 2015, 11:45:13 AM »

Quote
I created folder "Starsector Plus\data\characters\skills\scripts", copied thereto SkillData.java from SSP.jar and then erased both SkillData.java & SkillData.class from SSP.jar.
That should have worked. Did you make sure the changes you made were there? Packaging/Unpackaging can do odd things.
Logged

Creepin

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1628 on: October 28, 2015, 12:16:25 PM »

That should have worked. Did you make sure the changes you made were there? Packaging/Unpackaging can do odd things.
Yes, I have double-checked :(
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2557
    • View Profile
    • Sc2Mafia
    • Email
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1629 on: October 28, 2015, 07:33:00 PM »

Constants from SkillData.java are compiled into each of the individual skills, so you can't replace them without re-compiling those skills (or removing them from the Jar and having Janino automatically compile them at runtime).
« Last Edit: October 29, 2015, 03:37:22 PM by Dark.Revenant »
Logged

Creepin

  • Commander
  • ***
  • Posts: 108
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1630 on: October 29, 2015, 02:00:59 PM »

Constants from SkillData.jar are compiled into each of the individual skills, so you can't replace them without re-compiling those skills (or removing them from the Jar and having Janino automatically compile them at runtime).
Thanks a lot Dark.Revenant! Due to your clarification I was finally able to modify SS+ game and now could play it exactly in the way I enjoy most!

In case anyone as clueless as I was will be interested, here's what I did:
Spoiler
to modify a skill effects I (using ComputerSystemsEffect1 as an example)
- found ComputerSystemsEffect1.class file in SSP.jar in data\characters\skills\scripts\ folder (.jar opens like an archive by 7zip);
- decompiled this .class file in to readable form by using online decompiler (javadecompilers.com in my case);
- saved this decompiled contents as a plain text file, naming it ComputerSystemsEffect1.java;
- created \scripts folder in Starsector Plus\data\characters\skills folder;
- placed newly created ComputerSystemsEffect1.java therein;
- erased ComputerSystemsEffect1.java and ComputerSystemsEffect1.class files from SSP.jar, like you would do with a usual .rar or .zip;
- modified .java file to my heart's content, and happily played with modified numbers actually appearing in SS+!
P.S. works for aptitudes too :)
[close]
Logged

orost

  • Captain
  • ****
  • Posts: 430
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1631 on: October 30, 2015, 02:24:47 PM »

I got an assassination bounty against Templars and when I got there the target fleet was composed entirely of a single Tempest (with the name of the assassination target). It dropped Templar flux cores after being killed. Doesn't seem right.
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2692
  • Your Friendly Forum Friend
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1632 on: October 30, 2015, 02:38:08 PM »

I got an assassination bounty against Templars and when I got there the target fleet was composed entirely of a single Tempest (with the name of the assassination target). It dropped Templar flux cores after being killed. Doesn't seem right.
Sounds like a fleet spawn bug as the game (or SS+) defaults to a single Tempest if it encounters problems IIRC
Logged
Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
[close]

Serenitis

  • Admiral
  • *****
  • Posts: 928
    • View Profile
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1633 on: October 31, 2015, 04:55:06 PM »

Did bounty hunter fleets get tweaked up again in the new release?
I'm finding them much harder than previously, to the point that some of them are essentially impossible to beat or escape.

Any chance bounty hunter fleets can be ramped up a bit slower in the next release?
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2557
    • View Profile
    • Sc2Mafia
    • Email
Re: [0.65.2a] Starsector+ Vanilla Enhancement Mod 2.10.0
« Reply #1634 on: October 31, 2015, 05:12:08 PM »

The next release does not have bounty hunter fleets at all, so I think your fears will be put to rest.
Logged
Pages: 1 ... 107 108 [109] 110 111 ... 197