Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Poll

What kind of faction should i make next?

A pirates faction
A alien faction
Another main faction
A unknown faction (Post suggestion)

Pages: 1 ... 32 33 [34] 35 36 ... 41

Author Topic: The TimCORP Mod (Version 1.6,we need a new spriter, works with .52a)  (Read 193086 times)

Upgradecap

  • Admiral
  • *****
  • Posts: 5422
  • CEO of the TimCORP
    • View Profile
Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
« Reply #495 on: April 14, 2012, 03:42:42 PM »

Alright, got some more lore ready and some sneak-peeks, though I won't upload them now :)
Logged

rada660

  • Captain
  • ****
  • Posts: 277
    • View Profile
Re: The TimCORP Mod (campaign integrated, NEED STORYWRITER, works with .51a)
« Reply #496 on: April 14, 2012, 08:48:50 PM »

i see my name everywhere!  :o
Logged

Upgradecap

  • Admiral
  • *****
  • Posts: 5422
  • CEO of the TimCORP
    • View Profile
Re: The TimCORP Mod (campaign integrated, works with .51a)
« Reply #497 on: April 15, 2012, 07:43:47 AM »

Ok, so i get this error everytime i try to start the campaign now:

Code
832216 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
832222 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loaded 214,53 MB of texture data so far
832457 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
845764 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
845953 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.B] with id [cityworld] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.B] with id [cityworld] not found
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.combat.entities.terrain.Planet.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
at com.fs.starfarer.campaign.StarSystem.addPlanet(Unknown Source)
at data.scripts.world.TimCORPModGen.generate(TimCORPModGen.java:28)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOO.super(Unknown Source)
at com.fs.starfarer.ui.float.super.super(Unknown Source)
at com.fs.starfarer.ui.impl.new.super.super(Unknown Source)
at com.fs.starfarer.campaign.save.A.super(Unknown Source)
at com.fs.starfarer.ui.g.super(Unknown Source)
at com.fs.starfarer.ui.o0OO.super(Unknown Source)
at com.fs.starfarer.ui.T.o00000(Unknown Source)
at com.fs.starfarer.oOOO.O??0(Unknown Source)
at com.fs.super.A.?0000(Unknown Source)
at com.fs.starfarer.combat.String.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

Anyone kind enough to help me out? :D

EDIT: Anyone who could leave feedback on the mod itself is also greatly thanked :)
« Last Edit: April 15, 2012, 08:44:20 AM by Upgradecap »
Logged

Zilerrezko

  • Commander
  • ***
  • Posts: 246
    • View Profile
Re: The TimCORP Mod (campaign integrated, works with .51a)
« Reply #498 on: April 15, 2012, 09:04:38 AM »

looks like it can't find (either) your "city world" file or you may have a problem in the coding somewhere relating to "cityworld".
Logged

Upgradecap

  • Admiral
  • *****
  • Posts: 5422
  • CEO of the TimCORP
    • View Profile
Re: The TimCORP Mod (campaign integrated, works with .51a)
« Reply #499 on: April 15, 2012, 09:16:27 AM »

Yeah..... I'll had to poke around and see what strings I'll pull
Logged

Zilerrezko

  • Commander
  • ***
  • Posts: 246
    • View Profile
Re: The TimCORP Mod (campaign integrated, works with .51a)
« Reply #500 on: April 15, 2012, 10:35:03 AM »

I just downloaded and started the campaign... works fine for me. delete the file in the mod list and put a fresh new one in. Unless the problem is that you had a character with a previous version, and tried to alter the "cityworld" file, and then went back on with that same character, creating somethin wacky.
Logged

Upgradecap

  • Admiral
  • *****
  • Posts: 5422
  • CEO of the TimCORP
    • View Profile
Re: The TimCORP Mod (campaign integrated, works with .51a)
« Reply #501 on: April 15, 2012, 10:42:07 AM »

I just downloaded and started the campaign... works fine for me. delete the file in the mod list and put a fresh new one in. Unless the problem is that you had a character with a previous version, and tried to alter the "cityworld" file, and then went back on with that same character, creating somethin wacky.

Yeah, i think it's that bug with planets.json files not merging properly.
Oh well, i'll have to wait till .52a.
Logged

Upgradecap

  • Admiral
  • *****
  • Posts: 5422
  • CEO of the TimCORP
    • View Profile
Re: The TimCORP Mod (campaign integrated, works with .51a)
« Reply #502 on: April 17, 2012, 08:02:21 AM »

Ehm. Feedback on the ship desgins? On the mod? On everything? ;D

And ofcourse, feedback on balance. Though don't worry about balance with vanilla :D

There are secrets yet to be revealed......
(For the future of the mod, ofcourse :))
Logged

Upgradecap

  • Admiral
  • *****
  • Posts: 5422
  • CEO of the TimCORP
    • View Profile
Re: The TimCORP Mod (campaign integrated, works with .51a)
« Reply #503 on: April 18, 2012, 07:13:13 AM »

Feedback? No one playing it?? :(
Logged

arcibalde

  • Admiral
  • *****
  • Posts: 1730
    • View Profile
Re: The TimCORP Mod (campaign integrated, works with .51a)
« Reply #504 on: April 18, 2012, 07:18:03 AM »

Make it vanilla balanced  ::)

Lots of people play only vanilla balanced mods. Look at Minimash and Corvus 9 (or is it 10 now?)
Logged
Creator of:
Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
Project ONI MOD - mission only

craftomega

  • Captain
  • ****
  • Posts: 301
    • View Profile
Re: The TimCORP Mod (campaign integrated, works with .51a)
« Reply #505 on: April 18, 2012, 07:19:19 AM »

Make it vanilla balanced  ::)

Lots of people play only vanilla balanced mods. Look at Minimash and Corvus 9 (or is it 10 now?)

Its 10 now, and minimash is far from balenced... oh god... you have no idea... the horror!!! (At trying to balance it)
« Last Edit: April 18, 2012, 07:22:10 AM by craftomega »
Logged

Upgradecap

  • Admiral
  • *****
  • Posts: 5422
  • CEO of the TimCORP
    • View Profile
Re: The TimCORP Mod (campaign integrated, works with .51a)
« Reply #506 on: April 18, 2012, 07:32:12 AM »

Make it vanilla balanced  ::)

Lots of people play only vanilla balanced mods. Look at Minimash and Corvus 9 (or is it 10 now?)

Yeah..........

Wait for update 1.6 ;D

I will try to balance it with vanilla...... but it will actully be something of a horror film for that. Will balance be good if i make the alliance friendly towards all other factions? ;D

(Also, a little secret here. This mod will also be released for  the game Endless Space Once that game is coming into alpha and beta ;))

Also. what do you think now is mostly unbalanced? So i can make a priority list.
Logged

arcibalde

  • Admiral
  • *****
  • Posts: 1730
    • View Profile
Re: The TimCORP Mod (campaign integrated, works with .51a)
« Reply #507 on: April 18, 2012, 07:49:11 AM »

That huge bloody DELTA thing that vaporize anything that come close with it. Not fun to battle... not at all... And then Delta MKII.... HORROR with shields. Whats value on shields? 0.3, 0.2, 0.00001?


@Omega do not whine. You are freaking     O M E G A la craft!!!! No whining for you. Not a little bit!
Logged
Creator of:
Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
Project ONI MOD - mission only

Upgradecap

  • Admiral
  • *****
  • Posts: 5422
  • CEO of the TimCORP
    • View Profile
Re: The TimCORP Mod (campaign integrated, works with .51a)
« Reply #508 on: April 20, 2012, 07:38:55 AM »

Right, did a serious nerf to all capitals.

Anything more? ;)
Logged

arcibalde

  • Admiral
  • *****
  • Posts: 1730
    • View Profile
Re: The TimCORP Mod (campaign integrated, works with .51a)
« Reply #509 on: April 20, 2012, 08:07:00 AM »

Right, did a serious nerf to all capitals.


MUAHAHAHAHAAHAHAHAHAHAHAHAHA   now your capitals are _______________ ->select appropriate word (destroyed) (killed) (eradicated) (crushed)

Anything more? ;)

No, that would be all, ALL I NEEDED!!!!  ;D
Logged
Creator of:
Relics MOD - vanilla balanced - Campaign integrated
Vanilla addon MOD - vanilla balanced - Campaign integrated
Project ONI MOD - mission only
Pages: 1 ... 32 33 [34] 35 36 ... 41