Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Poll

Poll closed

Closed
- 0 (0%)
Closed
- 0 (0%)
closed
- 0 (0%)
Sorry
- 0 (0%)

Total Members Voted: 0

Voting closed: October 28, 2014, 01:20:16 PM


Pages: 1 2 3 [4] 5 6 ... 29

Author Topic: Old Metelson Industries :: Important Update 03/12/2024  (Read 300321 times)

ORMtnMan

  • Commander
  • ***
  • Posts: 148
    • View Profile

Missions are going to be part of a more major update, ver. 0.0.3 - 0.0.5  is when they'll likely appear. They seem to be the two things that'll take a lot more time and effort on my part to complete and I'm still trying to figure out why my fighters won't spawn properly in the games campaign simulator...  =\

Are you trying to add the variant or the wing id?
Logged
Creator and lord of The Ashkurr Commonwealth

Sprite artist and designer for Naysmyth Armouries

Lakis

  • Lieutenant
  • **
  • Posts: 79
  • I shall offend all of them!
    • View Profile

Variant, I don't think that the wing_id would work because the game wouldn't have a variant to load...
Logged
http://fractalsoftworks.com/forum/index.php?topic=8100.0 - Metelsons Faction Mod - Occasional contributor - mostly a cold dead planet.

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile

You have to use the wing_Id, for example talon_wing is what is used in the sim_opponents.csv file.
Logged

ORMtnMan

  • Commander
  • ***
  • Posts: 148
    • View Profile

Yeah, the wing ID links to a variant. If you don't use the wing id it doesnt know how to generate the fighter wing.
Logged
Creator and lord of The Ashkurr Commonwealth

Sprite artist and designer for Naysmyth Armouries

Lakis

  • Lieutenant
  • **
  • Posts: 79
  • I shall offend all of them!
    • View Profile

hrm...

so it should look like this?

Code
id	                 variant	      fleet pts	 hyperdrive	formation	num 	role	         refit 	base value
msinc_nail_wing   msinc_nail_int      5                      CLAW      4 INTERCEPTOR 10      5000

« Last Edit: October 04, 2014, 12:59:00 PM by Viymese »
Logged
http://fractalsoftworks.com/forum/index.php?topic=8100.0 - Metelsons Faction Mod - Occasional contributor - mostly a cold dead planet.

ORMtnMan

  • Commander
  • ***
  • Posts: 148
    • View Profile

Looks about right
Logged
Creator and lord of The Ashkurr Commonwealth

Sprite artist and designer for Naysmyth Armouries

Lakis

  • Lieutenant
  • **
  • Posts: 79
  • I shall offend all of them!
    • View Profile

Problem solved... I don't know how I did it, but I did it!

Spoiler
Nope, I get a nice error reporting that the fighter wing ID is invalid.

Spoiler
Code
23002 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: [msinc_nail_int] is not a valid fighter wing id
java.lang.RuntimeException: [msinc_nail_int] is not a valid fighter wing id
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(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.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.B.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.float.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.oooO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.null.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.T.o00000(Unknown Source)
at com.fs.starfarer.B.super.float$super(Unknown Source)
at com.fs.A.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:745)
[close]

The code in both the .ship and the .variant are as follows.

.ship
Spoiler
Code
{
  "bounds": [],
  "builtInMods": [
    "magazines"
  ],
  "builtInWeapons": {
    "WS0001": "lightdualmg",
    "WS0002": "lightdualmg",
    "WS0003": "lightmg"
  },
  "center": [
    15,
    25
  ],
  "collisionRadius": 12,
  "engineSlots": [
    {
      "angle": 180,
      "contrailSize": 10,
      "length": 34.5,
      "location": [
        -21.5,
        -0
      ],
      "style": "LOW_TECH",
      "width": 10
    }
  ],
  "height": 50,
  "hullId": "msinc_nail",
  "hullName": "Nail",
  "hullSize": "FIGHTER",
  "shieldCenter": [
    0,
    0
  ],
  "shieldRadius": 0,
  "spriteName": "graphics/mi/nail.png",
  "style": "LOW_TECH",
  "viewOffset": 0,
  "weaponSlots": [
    {
      "angle": 0,
      "arc": 0,
      "id": "WS0001",
      "locations": [
        14.5,
        -0.5
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": -0,
      "arc": 0,
      "id": "WS0002",
      "locations": [
        14.5,
        0.5
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "BUILT_IN"
    },
    {
      "angle": 0,
      "arc": 0,
      "id": "WS0003",
      "locations": [
        14.5,
        -0
      ],
      "mount": "HIDDEN",
      "size": "SMALL",
      "type": "BUILT_IN"
    }
  ],
  "width": 30
}
[close]
.variant (did a name change earlier from nail_fi_int to just nail_int)
Spoiler
Code
{
  "displayName": "Nail Interceptor",
  "fluxCapacitors": 0,
  "fluxVents": 0,
  "hullId": "msinc_nail",
  "hullMods": [],
  "variantId": "msinc_nail_int",
  "weaponGroups": [
    {
      
      "autofire": true,
      "mode": "LINKED",
      "weapons": {
    "WS0001": "lightdualmg",
    "WS0002": "lightdualmg",
    "WS0003": "lightmg"
      }
    }
  ]
}
[close]

They should all be correct, I don't notice anything wrong or out of place...

I brose through the ASP syndicate as well as the Gedune mods and they both have similar fields filled in... so I'm not quite sure what I've done wrong...
[close]
« Last Edit: October 04, 2014, 01:53:56 PM by Viymese »
Logged
http://fractalsoftworks.com/forum/index.php?topic=8100.0 - Metelsons Faction Mod - Occasional contributor - mostly a cold dead planet.

ORMtnMan

  • Commander
  • ***
  • Posts: 148
    • View Profile

Send what you have to me real quick and I'll take a look

Edit: via PM
Logged
Creator and lord of The Ashkurr Commonwealth

Sprite artist and designer for Naysmyth Armouries

Lakis

  • Lieutenant
  • **
  • Posts: 79
  • I shall offend all of them!
    • View Profile

Send what you have to me real quick and I'll take a look

Edit: via PM

Spoiler
I fixed it, but I can't remember how, I just know I fixed it.  I'm posting this as an improptu 0.0.2 release since it fixed that issue as well as added the newer images for the Spade and the Aenet.


edit:Also, ORMtnMan, Thanks for the help dude, both you and Toxicity. I didn't know that about the wing id bit and with that I started to get on the right track of figuring things out.  I don't think I'll quite know what I did to fix it, but I'll have to record some of my sessions one day to review what I did... =\
[close]

edit2: Okay, so while I fixed one problem, the mod was still not quite playable... ><;
« Last Edit: October 11, 2014, 02:38:59 PM by Viymese »
Logged
http://fractalsoftworks.com/forum/index.php?topic=8100.0 - Metelsons Faction Mod - Occasional contributor - mostly a cold dead planet.

Az the Squishy

  • Captain
  • ****
  • Posts: 469
  • I'm but a woman with a pencil.
    • View Profile
Re: Metelson Faction Mod developments: redux!! *Update 11/5/14*![read into it!]
« Reply #54 on: November 11, 2014, 03:14:31 AM »

Hey guys, it's been a while since I've actually posted anything here, but, I've been BUSY! Busy busy busy... I'm hoping to NOT be so busy after this term and just... I'm just going to focus on LIFE. I'm trying to get a degree working at wal-mart currently. I've no time for myself, and I've bills to pay and things i want to do (like this mod, an draw!) so... I'm looking on getting out of wal-mart and into an admidistative job for my local city... Anyway.

ONTO THE MOD!!!

I've talked it over with Viymese, and have concluded, that I need to do a revamp of the mod. I've started to re-draw, re-think, and redo certian ships. Metelsons will come into being a faction, but not a ***... Barely functioning, hap-hazrd, weak-sprited,  mish-mash of ships and megear balance. I want a mod. So. I've devised a road-map of sorts.

Code
Road map to full release of Metelson Industries:

update and revamp savable sprites
redo sprites as needed.

Get mod framework going with help (thank you foxxer!!! (citadel's fellow))
ensure ships actually spawn into Hegamony and other stations (for now)

Produce 6 civilian ships

BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!

produce 2 favourable ships

BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!

Produce 4 welcoming ships

BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!

produce 6 Friendly ships

BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!

produce # (not sure how many) cooperative ships.

BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!

work on getting own system and lore set-up (i have ideas in mind)

BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
BALANCE TEST, BALANCE AN TEST!!! FIX FIX FIX FIX FIX FIX RELEASE!!!
squish the bug!


That's pretty much the road-map in the most basic sense.... I'm hoping this, among help from others an the giants of this community- who need NO intro from me -possibly if I'm willing to ask or am able to get it. I hope to get the mod up an going.

Again, sorry for the long update, life's a ***. A lovely one, but still nasty.

Az the Squishy

  • Captain
  • ****
  • Posts: 469
  • I'm but a woman with a pencil.
    • View Profile
Re: Metelson Faction Mod developments: On Hatius till further notice.
« Reply #55 on: February 05, 2015, 01:46:48 PM »

Still on the ropes and still alive. I've been making some head-way with sprites, and recently been distracted. As it stands now I think I'm ready to get back to work on sprites and you'll all see me more often in development hell... In some form or another.

That is all. :P

Az the Squishy

  • Captain
  • ****
  • Posts: 469
  • I'm but a woman with a pencil.
    • View Profile
Re: Metelson Faction Mod developments: Coming back.
« Reply #56 on: March 05, 2015, 01:25:44 AM »

Still alive, actively making new ships and going to have a starting fleet of ...

The Negl, Grundiver, Obex, and Golgata being the starting fighters

The Pala, Myrdet, Glime as the 3 starting frigates.

The Varingur and Kringer as the 2 destoryers (one being a combat-cargo hauler and first carrier)

and finally, one cruiser.

... Thrudgirlmir.


The idea for thrudgirlmir is to have a system where teh ship can essentially ram you to death with it's sheilds breifly, but have a signifigantly low damge from weapons, poor as dirt steering, and a ton of speed...

Think of Seige mode for the SRA faction ships only... Less seige more, "HULK SMASH INTO TINY MAN-VESSLE WITH ORANGE GRILL OF DOOOOOOOOOOOOOM~!"

Hehha, more fun for the player than anything. but, renders the ship easy to attack once the system is done and activated by eithre shorting out, or the ship normally having a speed of a snail...  or both.
either way, this last ship is going to be my gem, and when I've the imgur account up agian with pics... That'll be the last one you see. >:3

RandomnessInc

  • Commander
  • ***
  • Posts: 145
    • View Profile
Re: I'm thinking of putting together a mod... would anyone be intrested?
« Reply #57 on: March 08, 2015, 01:53:34 PM »

Trust me, the Nota, Spade, Anthrom (possibly...), and a heavy destoryer called the Lead Carrier will probably be the first ships to be on the offical forms. Also, does anyone have any Idea how to get the stupid Image tag to work correctly? I've been trying to get it to work with no good results... > <
(sorry i for not repliying for idk, a year mabey, i got a new coputer and was setting it up) no what i meant was to add the flying coffin in the official discription of the Nota
Logged
May the fry be with you.

Az the Squishy

  • Captain
  • ****
  • Posts: 469
  • I'm but a woman with a pencil.
    • View Profile

Ah, it's quiet fine.
And the Nota has become the Grudiver look at the front page for the first fighter... It's a Miner's Coffin.

Toxcity

  • Admiral
  • *****
  • Posts: 561
    • View Profile

Those new sprites look awesome!
Logged
Pages: 1 2 3 [4] 5 6 ... 29