Fractal Softworks Forum

Starsector => Mods => Topic started by: DeathSG on February 26, 2012, 04:31:37 AM

Title: DeathSG Minimash V1.3d! Up for grabs!
Post by: DeathSG on February 26, 2012, 04:31:37 AM
Hey guys this is the mod pack which includes Nomads,Junk Pirates,gun runners,Starfarer Extended mods!
The nomad and Starfarer Extended ships are sold at the Gun Runners Orbital Station.

GUYS WE WON'T BE ADDING ANYMORE MODS INTO THIS MINIMASH! because theres just too many things in there 4 mods and additional stuff in here. Also there are like 8-9 factions in game, 2 of which have no planet to call home. I would personally love to add more mods in here but i don't want it to be to cluttered. Sorry!

Heres the download link!

V1.1a
compatible with 0.51a!:
http://www.mediafire.com/?yljl2vxg7gb7gjf

V1.2a
included weapons pack 0.15, more ships, ALIENS:
http://www.mediafire.com/?hxair9rliy8ed21

V1.3c:
Minimash and more weapons is seperated:
To run minimash more weapons is required!
More weapons included in the download file!
http://www.mediafire.com/?za13ndvbc35ptaq

V.13d & weapon_pack V0.16:
Minimash weapon bug fix:
http://www.mediafire.com/?74bui7ybsdcpszs


Coming up:
more ships
more balance
possibly a new alien race with a huge ass capital ship(boss)

All credits goes to the mod creators!
Thanks to medikohl for helping me design the ships
Thank you Wriath and Uomoz for helping me out!

PS i modded the ships abit so if there are any balance issues in this mod pack put it here and not on the base mod's thread
PPS Comments are welcome be it constructive feedback or plain rude ones.

THANKS GUYS!

Edit This is DeathSG and i'm sad to say that i'm unable to continue expanding the mod because i really dont have the time. So i'm putting the minimash up for grabs for whoever that wants to help to keep it going! And once again i'm terribly sorry!
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Uomoz on February 26, 2012, 04:33:30 AM
:Q
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: ShadowLurker on February 26, 2012, 04:36:10 AM
Kudos to you good sir! Now if you'll excuse me, I'm off to go blow up some stuff.
No problems so far. Everything's running smoothly.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 04:38:57 AM
If there are any bugs tell me and i'll try to get it fixed.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: MechaLenin on February 26, 2012, 04:50:59 AM
TT and Gun Runners stations don't seem to get deployed after 7 days in my game, although Nomad fleets are there.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: ShadowLurker on February 26, 2012, 04:54:04 AM
TT and Gun Runners are deploying normally for me. Isn't it usually at least 30 ingame days?
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: MechaLenin on February 26, 2012, 04:57:17 AM
They just deployed after 23 days, I was pretty sure it was 7. Nvm.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: ShadowLurker on February 26, 2012, 04:58:58 AM
Although you might want to disable developer mode... You can cheat money now :o
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 04:59:37 AM
Ahh. Ok ima go do that now.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: ShadowLurker on February 26, 2012, 05:07:01 AM
Combining the mods seems to have messed up the descriptions of several ships and items... Checking out Codex, the descriptions of the TT Gun Runner ships disappeared, also the descriptions of the Truce items form the Gun Runner's base is gone as well.
You could add a Truce item to the Gun Runners for the Nomads as well :D

Edit: The descriptions of the Nomad ships are gone as well...
Double Edit: Weapon descriptions of the Nomad ships are gone as well...
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: XpanD on February 26, 2012, 05:20:02 AM
Any chance of mixing the Junk Pirates mod into this as well? Thanks for the upload, I'm installing it now! :)
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 05:26:39 AM
The nomads have no description i think. and i'm working on for the truce item for the nomads.

SUXpanD

i'm only incorporating the mods that have campaign included. Sorry
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: XpanD on February 26, 2012, 05:28:32 AM
Junk Pirates has campaign support as well. I'm testing it as a separate mod enabled together with this mod pack right now, which seems to be working, but I'm afraid conflicts might pop up further into the game - hence the question.

Anyways, great job so far. Everything seems to be working smoothly for me. ;D
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 05:39:09 AM
hmm ok.
i'll try incorporating the junk pirates too.
and i have made the nomad truce item now to test it out.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 06:49:18 AM
Junk pirates are screwing with my mod pack!
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: arcibalde on February 26, 2012, 07:14:32 AM
Junk pirates are screwing with my mod pack!

Of course, they are Junk pirates. They trying to assimilate your mod pack.  ;D
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 07:15:50 AM
hey guys i'm getting this error

Cannot determine simple type name "NomadSpawnPoint"

can someone help me out by telling me what it means?
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Flare on February 26, 2012, 07:22:28 AM
I posted this link in another forum before, and the pack has not failed me yet: http://www.gamefront.com/files/21361209/Bags+o+Joy.rar

http://forums.taleworlds.com/index.php/topic,167782.msg5221142.html#msg5221142

It's all compatible.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 07:24:01 AM
YEA!!!
I GOT IT TO WORK!!!
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: ShadowLurker on February 26, 2012, 07:49:45 AM
On two save games I tried this on, both of them cannot be loaded.
On the first case, was save, exit and re-open the game.
Second case, save and exit, continue without closing the game. Crashed.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 07:52:54 AM
its works for me
but could you describe it a little more?
how far were you into the game?
are the gun runners there yet?
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 08:02:33 AM
thats it for me tonight i'm going to sleep.


BTW i'm new at programming so if this has bugs and all forgive me for it
and i will try to fix it as soon as possible.

Thx!
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: XpanD on February 26, 2012, 08:13:01 AM
I posted this link in another forum before, and the pack has not failed me yet: http://www.gamefront.com/files/21361209/Bags+o+Joy.rar

http://forums.taleworlds.com/index.php/topic,167782.msg5221142.html#msg5221142

It's all compatible.
Nice link! I'll hold out for this mod though (assuming the Junk Pirates mod starts working), as it will be a bit more up-to-date. ;)

On two save games I tried this on, both of them cannot be loaded.
On the first case, was save, exit and re-open the game.
Second case, save and exit, continue without closing the game. Crashed.
Could you paste your log file here? Maybe we can see what caused that crash on the second try.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Psiyon on February 26, 2012, 08:46:05 AM
An interesting idea to combine these different mods.

Perhaps this could turn into some sort of community mod? Instead of having a single-faction mod here and there, it might be a good idea to add them into this--that way, players will only have to load up one massive expansion for Starfarer, instead of having to fiddle around with, or try their luck at getting several mods to work at once.

Obviously this wouldn't work for all mods out there, but it would be an excellent way to deliver one of the most kick-ass expansion packs for Starfarer possible.

What do you guys think?
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: arcibalde on February 26, 2012, 09:25:16 AM
^^ Agree. So if some new mod get lot's of positive feedback it can be included in mod pack and that way we will have evergrowing free expansion pack. AWESOME!  ;D
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: XpanD on February 26, 2012, 09:36:16 AM
Here's to hoping that the next release of Starfarer will make mod conflicts a thing of the past where at all possible. We won't need a community merge mod at all then, as we'll just be able to mix-and-match to our own tastes, perhaps picking mods from a central mods list.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Avan on February 26, 2012, 09:39:45 AM
The next release will should fix the conflicts.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Alex on February 26, 2012, 09:57:11 AM
Very cool, thank you for putting these together!

...
With dev mode on:
...

Just a quick comment on that - the ability to turn dev mode one with a mod is going away in the next version. This is a setting a user should explicitly turn on and off themselves. I'm getting far too many "bug reports" that stem from an unknowing use of dev mode :)
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Paul on February 26, 2012, 10:45:43 AM
Here's to hoping that the next release of Starfarer will make mod conflicts a thing of the past where at all possible. We won't need a community merge mod at all then, as we'll just be able to mix-and-match to our own tastes, perhaps picking mods from a central mods list.

I already tweaked the TT station mod so that it only conflicts with mods that edit tritachyon.faction (just SF extended so far, and thats only because he edited all the core factions). It's compatible with junk pirates and nomads right off without any editing :)

It's easy enough to add the convoys to the SF Extended edited tritachyon.faction file if you wanted to keep his custom ship additions to the TT faction though.

When Alex fixes GetEntityByName next version the mods that edit SectorGen can get around that conflicting much easier - I moved my station spawning into the spawn files to get around it myself. If he also adds a way to add fleet types to a faction without overwriting the whole faction I could get rid of the conflict there, too.

Looks like DeathSG is adding some extra functionality by combining them though - making my Gun Runner base sell additional ships and pardons for Junk Pirates and Nomads factions.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: ShadowLurker on February 26, 2012, 11:35:10 AM
Here's the log file you wanted. Hopefully it's the right one...
Code
35771 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
35819 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Commander_6631810924522400884...
36368 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
38973 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Commander_6631810924522400884...
39342 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
41336 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading X:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\saves\save_Commander_6631810924522400884...
42216 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
127807 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Paria_SHIP not found
128895 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Commander_6631810924522400884...
129354 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
385833 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_scarab_SHIP not found
385836 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_scarab_SHIP not found
397738 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Helios_SHIP not found
397740 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Helios_SHIP not found
397742 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Helios_SHIP not found
397744 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_wurm_SHIP not found
400966 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
400968 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
400970 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
400972 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
400975 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
400976 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
400978 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_komodo_SHIP not found
400980 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Paria_SHIP not found
400982 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id assel_SHIP not found
408876 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Hades_SHIP not found
408878 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Hades_SHIP not found
408880 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Hades_SHIP not found
408882 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Hades_SHIP not found
408885 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id dragoon_SHIP not found
442211 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
442213 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
442215 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
442217 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
442219 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
442221 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
442223 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_komodo_SHIP not found
442224 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Paria_SHIP not found
442226 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id assel_SHIP not found
461856 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_scarab_SHIP not found
461858 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_scarab_SHIP not found
525024 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_scarab_SHIP not found
525025 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_scarab_SHIP not found
529946 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
529947 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
529974 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
529974 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
529986 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hpardon_RESOURCE not found
529987 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id tpardon_RESOURCE not found
529987 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ipardon_RESOURCE not found
529987 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ppardon_RESOURCE not found
529988 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gpardon_RESOURCE not found
559667 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
559667 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
559688 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
559688 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
559700 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hpardon_RESOURCE not found
559701 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id tpardon_RESOURCE not found
559701 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ipardon_RESOURCE not found
559701 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ppardon_RESOURCE not found
559701 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gpardon_RESOURCE not found
901638 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
901638 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
901657 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
901658 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
901669 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hpardon_RESOURCE not found
901670 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id tpardon_RESOURCE not found
901670 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ipardon_RESOURCE not found
901670 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ppardon_RESOURCE not found
901671 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gpardon_RESOURCE not found
932143 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
932144 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
932160 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
932161 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
932171 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hpardon_RESOURCE not found
932171 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id tpardon_RESOURCE not found
932171 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ipardon_RESOURCE not found
932172 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ppardon_RESOURCE not found
932172 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gpardon_RESOURCE not found
1278059 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id dragoon_SHIP not found
1317992 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Commander_6631810924522400884...
1318703 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1326931 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id dragoon_SHIP not found
1326934 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id sheperd_SHIP not found
1466798 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id dragoon_SHIP not found
1466801 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id sheperd_SHIP not found
1581324 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id goosemk2_SHIP not found
1582950 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Commander_6631810924522400884...
1583633 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1584833 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Commander_6631810924522400884...
1586402 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
1586465 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Ship hull variant [Oort_ap] not found!
java.lang.RuntimeException: Ship hull variant [Oort_ap] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.???000(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.GRConvoySpawnPoint.addRandomShips$(GRConvoySpawnPoint.java:187)
at data.scripts.world.GRConvoySpawnPoint.spawnFleet(GRConvoySpawnPoint.java:47)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
at com.fs.starfarer.title.D.o00000(Unknown Source)
at com.fs.starfarer.ui.O00o.o00000(Unknown Source)
at com.fs.starfarer.ui.E.o00000(Unknown Source)
at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
at com.fs.starfarer.super.???000(Unknown Source)
at com.fs.super.super.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: SatchelCharge on February 26, 2012, 11:40:22 AM
I'm really impressed by/happy about the collaboration going on between modders for a game that hasn't even reached beta stage ;)

I just want to confirm what the OP is saying though, if I download the 0.31 version that will include TT station, Nomads, SE, Junk Pirates, and dev mode is disabled?
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Alex on February 26, 2012, 11:51:08 AM
Hah, I had to download this just to see how the faction pardons were implemented. Pure genius :)
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: XpanD on February 26, 2012, 12:31:55 PM
Here's the log file you wanted. Hopefully it's the right one...
Code
35771 [Thread-6] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
35819 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Commander_6631810924522400884...
36368 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
38973 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Commander_6631810924522400884...
39342 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
41336 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading X:\Program Files (x86)\Fractal Softworks\Starfarer\starfarer-core\..\saves\save_Commander_6631810924522400884...
42216 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
127807 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Paria_SHIP not found
128895 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Commander_6631810924522400884...
129354 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
385833 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_scarab_SHIP not found
385836 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_scarab_SHIP not found
397738 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Helios_SHIP not found
397740 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Helios_SHIP not found
397742 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Helios_SHIP not found
397744 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_wurm_SHIP not found
400966 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
400968 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
400970 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
400972 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
400975 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
400976 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
400978 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_komodo_SHIP not found
400980 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Paria_SHIP not found
400982 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id assel_SHIP not found
408876 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Hades_SHIP not found
408878 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Hades_SHIP not found
408880 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Hades_SHIP not found
408882 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Hades_SHIP not found
408885 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id dragoon_SHIP not found
442211 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
442213 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
442215 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
442217 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
442219 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
442221 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Gorgon_SHIP not found
442223 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_komodo_SHIP not found
442224 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id GR_Paria_SHIP not found
442226 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id assel_SHIP not found
461856 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_scarab_SHIP not found
461858 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_scarab_SHIP not found
525024 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_scarab_SHIP not found
525025 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_scarab_SHIP not found
529946 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
529947 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
529974 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
529974 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
529986 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hpardon_RESOURCE not found
529987 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id tpardon_RESOURCE not found
529987 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ipardon_RESOURCE not found
529987 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ppardon_RESOURCE not found
529988 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gpardon_RESOURCE not found
559667 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
559667 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
559688 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
559688 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
559700 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hpardon_RESOURCE not found
559701 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id tpardon_RESOURCE not found
559701 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ipardon_RESOURCE not found
559701 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ppardon_RESOURCE not found
559701 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gpardon_RESOURCE not found
901638 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
901638 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
901657 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
901658 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
901669 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hpardon_RESOURCE not found
901670 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id tpardon_RESOURCE not found
901670 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ipardon_RESOURCE not found
901670 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ppardon_RESOURCE not found
901671 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gpardon_RESOURCE not found
932143 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
932144 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_heavy_blaster_WEAPON not found
932160 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
932161 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id nom_light_blaster_WEAPON not found
932171 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id hpardon_RESOURCE not found
932171 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id tpardon_RESOURCE not found
932171 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ipardon_RESOURCE not found
932172 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id ppardon_RESOURCE not found
932172 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id gpardon_RESOURCE not found
1278059 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id dragoon_SHIP not found
1317992 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Commander_6631810924522400884...
1318703 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1326931 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id dragoon_SHIP not found
1326934 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id sheperd_SHIP not found
1466798 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id dragoon_SHIP not found
1466801 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id sheperd_SHIP not found
1581324 [Thread-6] WARN  com.fs.starfarer.loading.SpecStore  - Description with id goosemk2_SHIP not found
1582950 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\\saves/save_Commander_6631810924522400884...
1583633 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
1584833 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Loading ..\\saves/save_Commander_6631810924522400884...
1586402 [Thread-6] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished loading
1586465 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Ship hull variant [Oort_ap] not found!
java.lang.RuntimeException: Ship hull variant [Oort_ap] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.???000(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.GRConvoySpawnPoint.addRandomShips$(GRConvoySpawnPoint.java:187)
at data.scripts.world.GRConvoySpawnPoint.spawnFleet(GRConvoySpawnPoint.java:47)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:52)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.super(Unknown Source)
at com.fs.starfarer.title.OoOO.o00000(Unknown Source)
at com.fs.starfarer.title.D.o00000(Unknown Source)
at com.fs.starfarer.ui.O00o.o00000(Unknown Source)
at com.fs.starfarer.ui.E.o00000(Unknown Source)
at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
at com.fs.starfarer.super.???000(Unknown Source)
at com.fs.super.super.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Those are some odd logs. I'm not big on the game's internals, but from what I can understand it seems to not be using any mods anymore when trying to load. Anybody have any ideas?

I'm really impressed by/happy about the collaboration going on between modders for a game that hasn't even reached beta stage ;)

I just want to confirm what the OP is saying though, if I download the 0.31 version that will include TT station, Nomads, SE, Junk Pirates, and dev mode is disabled?
Seems like it! I'm testing it right now, and so far I've already seen elements from every single mod, all working in harmony. And devmode seems to be off. :D
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Alex on February 26, 2012, 12:58:49 PM
Those are some odd logs. I'm not big on the game's internals, but from what I can understand it seems to not be using any mods anymore when trying to load. Anybody have any ideas?

This kind of thing might happen if you've created a game with some mods on, saved it, disabled the mods, and then tried to load it. It's looking for a ship variant that's no longer there (or, possibly, was never there at all, due to a typo).
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: coylter on February 26, 2012, 01:03:13 PM
Clearly you have not tested any of this. You added a seriously op and lame frigate that shows up in pretty much every pirate fleet and takes about 10minutes to kill with the starting ship.

edit: sorry just bitter i died. nice mod, good work
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: XpanD on February 26, 2012, 01:09:34 PM
I didn't have too much trouble with it myself when I started, but it is a bit overpowered for this kind of thing and should probably be taken out. Just gotta stay out of range of that huge gun for now... It's a bit like a boss fight, really. :P

On a side note, the Goose fleets made me laugh. Hard.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: coylter on February 26, 2012, 01:10:59 PM
I just had that frigate kite my starting ship for like literally 10minutes, i had my graviton beam on him the whole time. It was just dissipating way too fast. Just gotta reduce the dissipation rate.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Uomoz on February 26, 2012, 01:12:15 PM
You should add Junk Pirates to the title of the mod if they are implemented (or change the title altogether if it gets too long) :D
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: XpanD on February 26, 2012, 01:19:13 PM
Just found a bug - Iguana-class frigates have infinite shields. Probably an issue in the Nomads mod itself, though.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: coylter on February 26, 2012, 01:22:18 PM
Oh yea those frigates make starting out a pure pain in the ass.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Verrius on February 26, 2012, 01:27:43 PM
Any possibility of a .zip download? .rar doesn't like me, every time I try to download a program to open them they try to sell me stuff :(
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: XpanD on February 26, 2012, 01:28:56 PM
Any possibility of a .zip download? .rar doesn't like me, every time I try to download a program to open them they try to sell me stuff :(

Are you using a PC with Windows on it? If so, grab 7-zip. It's freeware and does .rar files just fine. :)
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Arghy on February 26, 2012, 01:30:04 PM
Is junk pirates working with this?
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Paul on February 26, 2012, 01:33:22 PM
Just downloaded this. Has some issues.

Gun Runners spawn point was moved to the same place as Hegemony. Looking at the files I see for some reason you got rid of my gen file and added parts of it to SectorGen, leaving some bits of it out. You also used my tritachyon.faction file by itself instead of merging it with the SF extended one, which removes his changes and kinda kills the point of merging our two mods (since they'd work the same in separate folders just by deleting his file). You also include a generators.csv that's just a duplicate of the core one, which isn't needed.

Also, the crash in that log file is because Oort_ap is in the list of random ships that you added to the GR convoy, when Oort_ap doesn't exist. I think you meant oort_wp?

All that is easy to fix though. I'd suggest cutting the bit from my mod you added to sector gen back out and just leaving my gen file (make sure you add back my generators.csv file too) for simplicity - it'll make merging any updates to my mod in easier. To merge my mod into these three, the only conflicting file if they're in separate folders is tritachyon.faction from the Extended mod. With them being in one folder you have to copy/paste the stuff from the csv files - don't need to edit the other mods' sector gen file though.

Hah, I had to download this just to see how the faction pardons were implemented. Pure genius :)

My simple modding work called pure genius by the author of this brilliant game? :o You have inflated my ego, sir.

Just found a bug - Iguana-class frigates have infinite shields. Probably an issue in the Nomads mod itself, though.

Balance issues like that is why I never made a compilation on my own. I tried to keep from adding too much imbalance with the Gun Runners but Medusas with ballistic weaponry are pretty nasty haha, throw in the imbalances from other mods and it's a real mess :P
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: coylter on February 26, 2012, 01:34:47 PM
Oh boy every new ship i encounter seems the be someones fantasm at making an overpowered spaceship. I just had a frigate literally purge its full flux in 1 sec.

At least give us one of the new overpowered frigate to start with. Right now the easiest fleet i can find are the ones without new frigates, and those are 4+ ships, and i am alone in my starter graviton beam frigate.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Verrius on February 26, 2012, 01:36:19 PM
Are you using a PC with Windows on it? If so, grab 7-zip. It's freeware and does .rar files just fine. :)
Perfect! Thanks :p.

Now onto the mods, yeah, I feel a lot of them are quite overpowered. Tempted to go into them and do a little nerfing myself...
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: XpanD on February 26, 2012, 01:47:43 PM
Oh boy every new ship i encounter seems the be someones fantasm at making an overpowered spaceship. I just had a frigate literally purge its full flux in 1 sec.

At least give us one of the new overpowered frigate to start with. Right now the easiest fleet i can find are the ones without new frigates, and those are 4+ ships, and i am alone in my starter graviton beam frigate.

It seems like a good few ships have some issues with their shields right now. So far I have not been able to even dent the shields on an Iguana-class (Nomad) ship, and the Scarab-class ships barely take any damage to their shields either. They either have insane amounts of shield power, or I am way misjudging their ranks.

Edit: Woo! Just managed to kill a Scarab-class through lots of fancy moves, and then captured it. :D
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Paul on February 26, 2012, 01:53:37 PM
Oh boy every new ship i encounter seems the be someones fantasm at making an overpowered spaceship. I just had a frigate literally purge its full flux in 1 sec.

At least give us one of the new overpowered frigate to start with. Right now the easiest fleet i can find are the ones without new frigates, and those are 4+ ships, and i am alone in my starter graviton beam frigate.

It seems like a good few ships have some issues with their shields right now. So far I have not been able to even dent the shields on an Iguana-class (Nomad) ship, and the Scarab-class ships barely take any damage to their shields either. They either have insane amounts of shield power, or I am way misjudging their ranks.

Yea, three of the four mods here add some powerful ships. SF extended has ships with  shields that are almost all 0.5 efficiency (best in default game is .6) and one is .26 efficiency. The Nomads are .4. The junk pirates Langoustine is .35. The flux venting on some of the ships is extreme too.

Take the scarabs, for example - 450 vent on most of the models. The standard lasher is only 200, assault variant 220. Even the extremely expensive Hyperion is only 380, tempest 325.

I tried to keep the ones in my mod balanced - same stats on the ones I made variants of, and the carrier hhas stats similar to other cruisers. Even so, the Gorgon (medusa variant) ends up being extremely strong due to the weapon loadouts I gave it heh.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Wriath on February 26, 2012, 02:53:10 PM
It seems like the SF Extended ships are the most overpowered at this time, granted I haven't fought all of them yet. (probably oughta say something over on their thread instead of here come to think of it) But anywho, the compilation adds a LOT of life to the Corvus system, it seemed incredibly empty in the base version. (no offense Alex, we know it's incomplete still!) Would it be possible for us to get a table explaining which factions are hostile to each other, and possibly directions on how to change that if we want?
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 04:50:40 PM
guys thanks for your feed back
i will try to make changes to it as soon as possible cause i'm still schooling and all
guys one more thing what does the 8/6/5/4% in the ship data mean?


Paul
i tried using your generator but it keeps giving me an error when i run the game thus i had to merge it with the junk pirate's sector gen.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Paul on February 26, 2012, 05:08:21 PM
guys thanks for your feed back
i will try to make changes to it as soon as possible cause i'm still schooling and all
guys one more thing what does the 8/6/5/4% in the ship data mean?


Paul
i tried using your generator but it keeps giving me an error when i run the game thus i had to merge it with the junk pirate's sector gen.

What error? It's a really simple gen file, shouldn't be throwing any errors.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 05:17:35 PM
hmm it keeps telling me that is has some compilation error.

edit: nullpointerexception if i remember correctly.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Paul on February 26, 2012, 05:23:30 PM
Did you delete my generators.csv? That's necessary so the game loads the gen file.

-edit- That doesn't cause a null pointer exception though, it just doesn't read the gen file. Not sure what you're doing.  ???
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 05:29:23 PM
hmm i didn't i just added the junk pirate's sector gen in it and it gave me the error.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Paul on February 26, 2012, 05:35:45 PM
No clue what might be causing your error. I just pasted my GRModGen file and my generators file into your mod compilation and fired it up after erasing the part of it that was in sectorgen, works fine.

Either way, the only piece you're missing out of my gen file is token = system.createToken(15000, 0); before adding the GR convoy spawn point. Without that it's using the same token it made for the hegemony convoy, which is a bad idea since hegemony and GR are enemies so they may wind up fighting as they spawn in lol.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Flare on February 26, 2012, 05:40:34 PM
I posted this link in another forum before, and the pack has not failed me yet: http://www.gamefront.com/files/21361209/Bags+o+Joy.rar

http://forums.taleworlds.com/index.php/topic,167782.msg5221142.html#msg5221142

It's all compatible.
Nice link! I'll hold out for this mod though (assuming the Junk Pirates mod starts working), as it will be a bit more up-to-date. ;)

Do you mean the junk pirates mod in there isn't working? I've got it to work on mine. What OS are you using?
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 05:41:18 PM
haha
yea i editted that part.
and some other bugs u mentioned.

I'm just gonna keep the sector gen as it is now cause i'm afraid i might screw it up again.
haha


Flare
i got it to work already but thanks for your help!
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 06:15:14 PM
I really need a testing team to test out the newer versions for bugs and balance issues before releasing them to the public

So who wants in?
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Uomoz on February 26, 2012, 06:29:13 PM
We need a proper way to determine the "power" of a ship.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Wriath on February 26, 2012, 06:41:43 PM
I'd be glad to help, where do I sign up?
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: DeathSG on February 26, 2012, 07:07:10 PM
hmm yea being able to determine the power for a ship would be good.



Wriath
pm me your email.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: Arghy on February 27, 2012, 01:47:06 AM
So just to clarify .5 has all the mods and everything works?
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Uomoz on February 27, 2012, 01:50:57 AM
hmm yea being able to determine the power for a ship would be good.

I'd like to join the team! I was thinking about an excel grid where every ship have values from 1 to 5 to many characteristic like armor, hull HP, flux dissipations, and every ship gets a certain amount of points to determine if it's op or not. The mod ships would be compared to vanilla ofc :).
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: medikohl on February 27, 2012, 01:56:35 AM
hmm yea being able to determine the power for a ship would be good.

I'd like to join the team! I was thinking about an excel grid where every ship have values from 1 to 5 to many characteristic like armor, hull HP, flux dissipations, and every ship gets a certain amount of points to determine if it's op or not. The mod ships would be compared to vanilla ofc :).
don't forget to take in account ship scale and base price.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended)
Post by: Uomoz on February 27, 2012, 01:59:02 AM
hmm yea being able to determine the power for a ship would be good.

I'd like to join the team! I was thinking about an excel grid where every ship have values from 1 to 5 to many characteristic like armor, hull HP, flux dissipations, and every ship gets a certain amount of points to determine if it's op or not. The mod ships would be compared to vanilla ofc :).
don't forget to take in account ship scale and base price.

Ofcourse. In my opinion the Tempest is OP, but in game it's rare and expensive so thats a good compensation for the strenght of the ship.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: medikohl on February 27, 2012, 02:07:49 AM
personally I'd been wanting a ship like the hound. same stats, about 5 extra stat points (for the turret), and a front and rear firing arc. (no shields)
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/mastiff.png)

Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: mendonca on February 27, 2012, 02:23:34 AM
I did some recent rebalancing work for the junk pirates mod bringing them back below the performance of the TT fleets, shield performance tweaks etc. It's 1.03, and it should make those particular ships a bit better balanced.

Don't know if that's the one here, but talk of .35 on the langoustine makes me think perhaps not.

Nice work by the way, very cool.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: Arghy on February 27, 2012, 02:37:00 AM
Is it possible to design the mods to be put together in packs like these? If all of the mods work together or have some sort of hub that makes them all work together then the user can ensure everything is kept up to date. Modding i feel is going to be a good 60% of the finished game and making infrastructure and rules now is a good investment.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: medikohl on February 27, 2012, 02:45:16 AM
Is it possible to design the mods to be put together in packs like these? If all of the mods work together or have some sort of hub that makes them all work together then the user can ensure everything is kept up to date. Modding i feel is going to be a good 60% of the finished game and making infrastructure and rules now is a good investment.
I just hope there will be an easy to use tool to make modded ships and factions. you pick a sprite, you set up the stats, you pick a faction, you pick a fleet layout, it's in the game.  I tried to add a custom ship before, but it didn't work right.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: XpanD on February 27, 2012, 07:03:33 AM
Is it possible to design the mods to be put together in packs like these? If all of the mods work together or have some sort of hub that makes them all work together then the user can ensure everything is kept up to date. Modding i feel is going to be a good 60% of the finished game and making infrastructure and rules now is a good investment.

Coming Starfarer updates should mostly eliminate mod conflicts as far as I know, so we might not need any packs anymore if that happens.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: Upgradecap on February 27, 2012, 07:14:14 AM
How do you add a completley new faction to the game ??? i have absolutley no idea so that's why i'm asking you guys ;D
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: XpanD on February 27, 2012, 07:16:01 AM
Stop threadjacking and make your own topic.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: Upgradecap on February 27, 2012, 07:26:10 AM
Don't you think i already have an? Go check it out and answer it instead if being unhelpful (if you know the answer).
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: XpanD on February 27, 2012, 07:39:19 AM
Stick to that thread instead of hijacking mod release topics, then. You're not contributing to this thread in any way by asking unrelated questions. That's the last I say about this, because I don't want to steer this thread off-topic any further.

(and no, I don't know the answer - but I'd help out if I could)

On a more topic-related note, the new mod version seems to be a bit less buggy. Haven't come across any invincible enemies yet. Good to see it's save-compatible, too. :D
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: Bartcheeks on February 27, 2012, 07:57:03 AM
Thank you kind sirs for making this pack, no more having to use different saves for different mods :P
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: LaughingSmirk on February 27, 2012, 09:31:06 AM
can you buy Nomad ships?

Sorry if i'm being a pest.
(Kudos to u :))
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: Kilvanya on February 27, 2012, 09:57:16 AM
gun runners carry 1 or 2 per convoy I think
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: XpanD on February 27, 2012, 10:00:21 AM
As far as I know, the Gun Runners orbital station also carries a few in this pack.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: captaincornbeard on February 27, 2012, 10:34:28 AM
downloaded, all stations appear fine. I'm sure multiple faction stations have already been considered for the main game but this is great  to add a little more content to the preview! Thanks!  :)
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: SgtAlex86 on February 27, 2012, 11:47:38 AM
Dont know what mod brought scarab frigate... but it needs an nerf...  ;) either speed / shields / flux nerf (not necessarily ALL of em but something has to give cause this is ridiculous (kiting it for 20 mins until i got enough damage past the shield edges...) maby if the shield was FRONT instead of omni?  :-\

captured one installed 2 blasters infront with hepha inthe back... -.-' i can kill cruisers no broblem with this ^^
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: Kilvanya on February 27, 2012, 01:42:05 PM
Why are nomad ships so under powered?

Komodo cant deal with anything near it's size
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: DeathSG on February 27, 2012, 04:23:26 PM
guys thanks for the feedback i will try to get the balancing done asap.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: DeathSG on February 27, 2012, 04:51:57 PM
hey guys some of the ships i took from the original mod are modded by me so it might be alittle different in some ways like the shield type and shield efficiency.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: Paul on February 27, 2012, 05:13:18 PM
Probably shouldn't call it a mod pack if you're modifying the mods while adding them to the pack :)

Or at least put a note somewhere that you're adding your own modifications to them.

Otherwise folks might bring up balancing issues and such that don't exist in the base mod in the mod's thread
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: DeathSG on February 27, 2012, 05:19:38 PM
hmm ok thanks paul!
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: medikohl on February 27, 2012, 05:24:03 PM
You can call it DeathSG mishmash rebalance
Title: Re: DeathSG Minimash
Post by: Dorfs R Fun on February 27, 2012, 07:37:51 PM
Thanks for putting these together. Looks like 2 more updates since I last downloaded it yesterday, awesome.

I was using Paul's TT Gun Runners mod but couldn't resist getting the nomads and junk pirates in one easy download.

Will have to run it for awhile to see how the different faction fare against each other.

I would suggest nerfing the scarab also. I just sell them when I get one because they're too overpowered. I think an important element to this game will be balancing ship stats vs deployment cost. Having a ship that trumps other ships that cost the same in fleet points should be discouraged.


Title: Re: DeathSG Minimash
Post by: DeathSG on February 27, 2012, 07:48:07 PM
i will replace the scarab as a starting ship with the shepard, and increase the scarab's fleet point to 10
Title: Re: DeathSG Minimash
Post by: Arghy on February 27, 2012, 08:30:53 PM
This is how mods should be! everything in 1 pack! When we get multiple systems i'd love it if each mod had its own sector that could be combined to liven up the universe.
Title: Re: DeathSG Minimash
Post by: icepick37 on February 27, 2012, 08:53:09 PM
Oh I bet it will be much more awesome than that, haha.
Title: Re: DeathSG Minimash
Post by: Arghy on February 28, 2012, 12:01:14 AM
The new ships are friggin awesome--after seeing a frigate with a goddamn autopulse laser i was skeptical but my sickle frigate kicked its ass and the new beautiful SRM's on my thrasher also worked well. The problem is the other frigates arent that good not that the new frigates are overpowered, if a thrasher can still compete then everything is fine.
Title: Re: Mod Pack(TT station+Nomad+Starfarer Extended+Junk Pirates)
Post by: Apophis on February 28, 2012, 12:53:57 AM
guys thanks for the feedback i will try to get the balancing done asap.
Probably shouldn't call it a mod pack if you're modifying the mods while adding them to the pack :)
Or at least put a note somewhere that you're adding your own modifications to them.
Otherwise folks might bring up balancing issues and such that don't exist in the base mod in the mod's thread

I think you should just help the mod creator to improve balancing or it become a mess and you have to constantly rebalance every time a new version of that mod come out. If a mod is too unbalanced remove it until it is corrected.
Title: Re: DeathSG Minimash
Post by: XpanD on February 28, 2012, 12:57:03 AM
Hey DeathSG, would it be possible for you to list exactly which mods are in this pack? And maybe the biggest changes you made to them? Just for clarity's sake. :)
Title: Re: DeathSG Minimash
Post by: Apophis on February 28, 2012, 12:59:10 AM
suggestion: write in the mod description the version of every mod used
Title: Re: DeathSG Minimash
Post by: Arghy on February 28, 2012, 01:00:47 AM
The scarab sucks i dont know why everyone is complaining about it--shepard is goddamn deadly! Captured an owl pulse cruiser and turned it into a ballistic cruiser with okims 14mm's on the rear turrets with both targetting AI and the 25% range increase, it just sits there spewing death from its endless magazines.
Title: Re: DeathSG Minimash
Post by: Apophis on February 28, 2012, 01:04:24 AM
The scarab sucks i dont know why everyone is complaining about it--shepard is goddamn deadly! Captured an owl pulse cruiser and turned it into a ballistic cruiser with okims 14mm's on the rear turrets with both targetting AI and the 25% range increase, it just sits there spewing death from its endless magazines.
Okims said that his weapons were not balanced against vanilla weapons so they may be overpowered
Title: Re: DeathSG Minimash
Post by: DeathSG on February 28, 2012, 05:12:16 AM
thats cause i nerfed the scarab.

SuxpanD

i would love to but i kinda forgot where i editted
but heres a list of what i can remember

currently there are like 8 factions in the game(but only 7 pardons)
i changed some of the ship's shield efficiency
nerfed some ships like the scrab and the owl
added a pirate station and convoy

yup thats all i remember.


I am adding new ships like the rapier,pelican,longsword fighter, bloodhound(upgraded hound), and more stuff.
Title: Re: DeathSG Minimash
Post by: Net-burst on February 28, 2012, 10:11:27 AM
Maybe you can also add ships from Confederacy of Free Stars?
Title: Re: DeathSG Minimash
Post by: Upgradecap on February 28, 2012, 10:13:00 AM
Can you add my mod into the list? ;D but i still haven't gotten it into campaign so..... Can you still add it even though?
Title: Re: DeathSG Minimash
Post by: captaincornbeard on February 28, 2012, 10:15:10 AM
does 0.7 still have those annoying goose fleets? XD

just got this mod yesterday and restarted my game so that would be the only worthwhile incentive for me to start over from scratch again today lol.

which reminds me, is there any work being done into modifying save files with mods? is it possible at all? would make it much easier to test mods out :)
Title: Re: DeathSG Minimash
Post by: XpanD on February 28, 2012, 10:34:43 AM
Can you add my mod into the list? ;D but i still haven't gotten it into campaign so..... Can you still add it even though?
This is a campaign-only mod right now, so he probably won't add it. He didn't want to add Junk Pirates before because he thought it didn't have a campaign either, so yeah. Go finish that campaign update! ;)

does 0.7 still have those annoying goose fleets? XD

just got this mod yesterday and restarted my game so that would be the only worthwhile incentive for me to start over from scratch again today lol.

which reminds me, is there any work being done into modifying save files with mods? is it possible at all? would make it much easier to test mods out :)
The goose fleets still seem to be there in my 0.4 savegame under 0.7. I personally love them, even though they're OP. I always chuckle a bit when I see one.

As for modifying save files, what do you mean? You can edit actual save files just fine, even with mods installed. Just need a good text editor to handle the increased load - Notepad++ is a great one if you're running Windows. If you mean porting save files to work with other mods or vanilla, I have no idea. I could imagine that being very hard if at all possible, though.
Title: Re: DeathSG Minimash
Post by: Upgradecap on February 28, 2012, 10:35:54 AM
Yeah, i'm trying to, don't worry ;D, but i have some problems......
Title: Re: DeathSG Minimash
Post by: SgtAlex86 on February 28, 2012, 10:52:24 AM
:/ newest update disabled my DEV mode...  :'(
Title: Re: DeathSG Minimash
Post by: Arghy on February 28, 2012, 02:25:52 PM
God i love the different cruisers! just have a single frigate left, 2 cruisers 1 destroyer because the frigates were to fragile. I'm going to buy that LRM cruiser soon but i'm afraid it will act like a *** and try to ram other ships.

The only balance okims weapons need is the price, if you do a comparison on their effectiveness you'll see they just expand your options and dont replace any weapon. I love the 14mm's because a small ballistic weapon that is truly only for PD should not generate flux. I love his selection of ballistic small/medium/large weapons and his large SRM mounts are wonderful with their decent ammo count.
Title: Re: DeathSG Minimash
Post by: Catattack998 on February 28, 2012, 03:53:06 PM
Hey, like others have said:

Can you please put the current version in the title?
Title: Re: DeathSG Minimash
Post by: medikohl on February 28, 2012, 05:38:20 PM
thats cause i nerfed the scarab.

SuxpanD

i would love to but i kinda forgot where i editted
but heres a list of what i can remember

currently there are like 8 factions in the game(but only 7 pardons)
i changed some of the ship's shield efficiency
nerfed some ships like the scrab and the owl
added a pirate station and convoy

yup thats all i remember.


I am adding new ships like the rapier,pelican,longsword fighter, bloodhound(upgraded hound), and more stuff.

(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/longsword.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/screwit-1.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/pelican.png)(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/mastiff.png)
these ships are what's being added
Title: Re: DeathSG Minimash V0.7a
Post by: Wriath on February 28, 2012, 05:51:21 PM
Not too fond of the small sword-ish fighter, so-so on the big white one, but the blue ship and the and hound remix are both fantastic. Great work Medikohl
Title: Re: DeathSG Minimash V0.8
Post by: Arghy on February 29, 2012, 01:47:21 AM
Loving everything except for the longsword and the rapier--its plausible true but i guess i just want to see how it flys before judging it.
Title: Re: DeathSG Minimash V0.8
Post by: medikohl on February 29, 2012, 01:54:21 AM
Loving everything except for the longsword and the rapier--its plausible true but i guess i just want to see how it flys before judging it.
the rapier flies fairly nimbly, a bit too nimbly
Title: Re: DeathSG Minimash V0.8
Post by: Arghy on February 29, 2012, 02:15:55 AM
It looks really silly with those arms and all those weapon mounts are questionable.
Title: Re: DeathSG Minimash V0.8
Post by: medikohl on February 29, 2012, 02:43:42 AM
It looks really silly with those arms and all those weapon mounts are questionable.
the weapon mounts are fairly limited in direction. it's good for broadsiding.
Title: Re: DeathSG Minimash V0.8
Post by: medikohl on February 29, 2012, 04:08:53 AM
Behold another abomination.
from the pirate fleet.
It wants a cracker.

THE PARROT
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/parrot.png)
Title: Re: DeathSG Minimash V0.8
Post by: XpanD on February 29, 2012, 04:19:55 AM
Alright, that thing is an absolute beauty. Me likey!

I'm not a big fan of the longsword fighter from an earlier post though. It just looks unfitting to me. I love the Pelican on the other hand, can't wait to play around with that.
Title: Re: DeathSG Minimash V0.8
Post by: DeathSG on February 29, 2012, 04:42:19 AM
haha
i will remove the longsword in the next version.
but i have added in more ships!
look out for them!
Title: Re: DeathSG Minimash V0.8
Post by: XpanD on February 29, 2012, 05:45:04 AM
haha
i will remove the longsword in the next version.
but i have added in more ships!
look out for them!

Is the longsword already in 0.8? If so, you might want to replace the sprite on it instead, to avoid breaking 0.8 savegames. The name is great for a fighter wing (maybe an evolution of the Dagger wings?), but the sprite is just a bit off.
Title: Re: DeathSG Minimash V0.8
Post by: medikohl on February 29, 2012, 05:49:26 AM
Alright, that thing is an absolute beauty. Me likey!

I'm not a big fan of the longsword fighter from an earlier post though. It just looks unfitting to me. I love the Pelican on the other hand, can't wait to play around with that.
making a ship that looked like a sword seemed like a good idea at the time. it didn't work out. lol
Title: Re: DeathSG Minimash V0.8
Post by: medikohl on February 29, 2012, 08:56:06 AM
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/screenshot000.png)
the parrot is a pirate ship, completely dependent upon ammunition, carrying a slew of guns and missiles.
behold, the first pirate faction capital ship.
Title: Re: DeathSG Minimash V0.8
Post by: medikohl on February 29, 2012, 09:00:30 AM
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/lsword.png)
new longsword design
Title: Re: DeathSG Minimash V0.8
Post by: XpanD on February 29, 2012, 09:27:20 AM
That is quite a bit better! What kind of armament is on that fighter?
Title: Re: DeathSG Minimash V0.8
Post by: Wriath on February 29, 2012, 09:58:32 AM
The first step of fighting a parrot, is to duck.
Title: Re: DeathSG Minimash V0.8
Post by: Apophis on February 29, 2012, 10:20:08 AM
Bolter cruiser carrier

[attachment deleted by admin]
Title: Re: DeathSG Minimash V0.8
Post by: medikohl on February 29, 2012, 10:41:44 AM
That is quite a bit better! What kind of armament is on that fighter?
two ion beams, and pd laser
Title: Re: DeathSG Minimash V0.8
Post by: Upgradecap on February 29, 2012, 10:44:47 AM
Can you get my mod into that mix? ;D i have added campaign support for my mod, so i thought you might want to get my mod in ;D.
Title: Re: DeathSG Minimash V0.8
Post by: medikohl on February 29, 2012, 10:57:56 AM
Can you get my mod into that mix? ;D i have added campaign support for my mod, so i thought you might want to get my mod in ;D.
we've moved past the point of gathering new mods, right now we're focusing on balancing and adding selected ships into the mod. DeathSG is our coder, I've been the spritewright (I make pretty pictures of ships) and balancer, and Wriath is our technobabble writer/idea guy/co-balancer
Title: Re: DeathSG Minimash V0.8
Post by: Upgradecap on February 29, 2012, 10:59:30 AM
Can you get my mod into that mix? ;D i have added campaign support for my mod, so i thought you might want to get my mod in ;D.
we've moved past the point of gathering new mods, right now we're focusing on balancing and adding selected ships into the mod. DeathSG is our coder, I've been the spritewright (I make pretty pictures of ships) and balancer, and Wriath is our technobabble writer/idea guy/co-balancer
Seriously? and i worked so darn hard on it. Too bad. Just one more mod? ;D
Title: Re: DeathSG Minimash V0.8
Post by: medikohl on February 29, 2012, 11:41:24 AM
Can you get my mod into that mix? ;D i have added campaign support for my mod, so i thought you might want to get my mod in ;D.
we've moved past the point of gathering new mods, right now we're focusing on balancing and adding selected ships into the mod. DeathSG is our coder, I've been the spritewright (I make pretty pictures of ships) and balancer, and Wriath is our technobabble writer/idea guy/co-balancer
Seriously? and i worked so darn hard on it. Too bad. Just one more mod? ;D
right now we're duct taping four mods together, no time at the moment. sorry. I'll check with the others.
Title: Re: DeathSG Minimash V0.8
Post by: Upgradecap on February 29, 2012, 11:57:14 AM
If you do, THANKS ;D
Title: Re: DeathSG Minimash V0.8
Post by: Nori on February 29, 2012, 12:39:21 PM
Any chance of getting more information on what changes you have made to the ships and weapons you've compiled from other mods? For instance you mentioned that you nerfed the Scarab, do you have and notes on what you did and maybe your thoughts on why? (I think the Scarab is overpowered, so a nerf was probably necessary)
Title: Re: DeathSG Minimash V0.8
Post by: Wriath on February 29, 2012, 01:32:01 PM
The scarab had it's flux dump speed decreased, frontal shields, and was slowed down a bit, it's still great in an assault role against large ships, but it's not capable of tearing up frigates like kleenex now. Not sure about the other ships.
Title: Re: DeathSG Minimash V0.8
Post by: medikohl on February 29, 2012, 11:07:37 PM
what sort of ship should I design next?
Title: Re: DeathSG Minimash V0.8
Post by: Arghy on February 29, 2012, 11:12:43 PM
A big capital! tired of just seeing the current few we have--a big battle cruiser with flight decks but not a dedicated carrier. I want to fight a battle with multiple cruisers+ and watch their burnt husks spin around.

Go here http://www.games-workshop.com/gws/content/article.jsp?aId=4300022&amp;_requestid=911966 it has all of the 40k ships in PDF format and is a great place for capital designs!
Title: Re: DeathSG Minimash V0.8
Post by: medikohl on February 29, 2012, 11:23:16 PM
I just made the parrot. has the decks in it
Title: Re: DeathSG Minimash V0.8
Post by: Trylobot on March 01, 2012, 12:10:58 AM
The scarab had it's flux dump speed decreased, frontal shields, and was slowed down a bit, it's still great in an assault role against large ships, but it's not capable of tearing up frigates like kleenex now. Not sure about the other ships.

If you feel these balance changes add value to Nomads, specifically, I can include the changes in the next release if you like; as long as the balance pool under test is comparable to the stock Starfarer ships.
Title: Re: DeathSG Minimash V0.8
Post by: Apophis on March 01, 2012, 12:14:05 AM
The scarab had it's flux dump speed decreased, frontal shields, and was slowed down a bit, it's still great in an assault role against large ships, but it's not capable of tearing up frigates like kleenex now. Not sure about the other ships.

If you feel these balance changes add value to Nomads, specifically, I can include the changes in the next release if you like; as long as the balance pool under test is comparable to the stock Starfarer ships.
He is referring to scarab frigate of sf extended
Title: Re: DeathSG Minimash V0.8
Post by: Arghy on March 01, 2012, 01:25:52 AM
The dragoon, owl and the frigate with the 2 universal slots are goddamn amazing and works of arts. I have 3 owls and 4 dragoons in my fleet because their just so goddamn effective and versatile, i have sniper/brawler/energy dragoons and owls they actually survive! The destroyer that looks like a butt is also amazing but its to fast for its own good and i've lost a few when they get overwhelmed.

The dragoon is pretty much the definition of a fleet cruiser, it can survive on its own long enough for you to rely on it and it can run from anything it cant kill. Its PD coverage is beautiful and its turret positions and universal mounts mean it can literally fill any role that you need it to. The standard fittings for them are insane and no matter how much i see them i still get surprised by their fittings ensuring that each and every one is seen as a threat.

The owl is beautiful for its rear and front universal mounts--it can survive and fill any role you need and its fast to boot! I had a missionary of lud ship but that got destroyed real fast but i havent lost an owl or dragoon yet and i've gone up against insane tri-tachyon fleets.

The only frigate that actually survives in my fleet is the shepard which is hilarious, it has 1 88 flak, 1 assault cannon(both okims weapons) and another weapon that i forget but this thing has survived for months! The flak cannon is essential because it keeps the swarms of missiles/fighters off it and with extended magazines it has enough ammo to ensure it will last the entire battle.
Title: Re: DeathSG Minimash V0.85
Post by: Wriath on March 01, 2012, 07:12:50 AM
Actually in my fights against the nomads they seem to work really well from a balance perspective while keeping a unique playing style and visual style due to their unique weapons. I wouldn't change a thing on 'em.
Title: Re: DeathSG Minimash V0.85
Post by: MechaLenin on March 01, 2012, 01:01:21 PM
DeathSG, would you be interested in adding my battleship to your mod? It's supposed to be faster alternative to paragon.

(http://img190.imageshack.us/img190/6647/ulysses.png)

It's bugged and imbalanced ATM, I should finish it in few days.

Title: Re: DeathSG Minimash V0.85
Post by: medikohl on March 01, 2012, 01:12:11 PM
would just like to thank Apophis for coding the the Bolter cruiser
Title: Re: DeathSG Minimash V0.85
Post by: medikohl on March 01, 2012, 01:13:41 PM
DeathSG, would you be interested in adding my battleship to your mod? It's supposed to be faster alternative to paragon.

(http://img190.imageshack.us/img190/6647/ulysses.png)

It's bugged and imbalanced ATM, I should finish it in few days.


clean up the lines a bit, we'll consider it. it's abit off and compressed.
Title: Re: DeathSG Minimash V0.85
Post by: MechaLenin on March 01, 2012, 01:20:02 PM
Sorry, it's old pic I already corrected it. Was learning photoshop on the fly while making this :D
Title: Re: DeathSG Minimash V0.85
Post by: medikohl on March 01, 2012, 01:21:11 PM
don't forget transparency
Title: Re: DeathSG Minimash V0.85
Post by: Arghy on March 01, 2012, 04:39:35 PM
Hahaha goddamn at this rate alex is just plowing the field for us to plant the best goddamn game ever!

*** loving all of these caps with flight decks! forget carriers hanging out in the back unless your fielding a dedicated fighter fleet, huge capitals slugging it out with a steady stream of fighters fighting over objectives to bring in more fighters to replace the ones destroyed!
Title: Re: DeathSG Minimash V0.9
Post by: brownbread on March 02, 2012, 08:59:04 AM
I love this mod, so much extra life added to the alpha, props to yourself and all the original mod creators.

Any chance you could include some patch notes with each update, you're tearing through them like crazy and it'd be cool to know exactly what's been added :)

Title: Re: DeathSG Minimash V0.9
Post by: Aklyon on March 02, 2012, 01:08:18 PM
Patch notes would be very helpful, yes.

Anyway, if I switched from having Starfarer Extended + TTStation 1.03 to this, besides the other new ships what would be different exactly?
Title: Re: DeathSG Minimash V0.9
Post by: Arghy on March 02, 2012, 02:34:37 PM
The frigate carrier is down right silly, the entire point of being stuck with a big slow carrier is the ability to destroy the smaller faster fleets its a trade off. A frigate carrier has the best of both worlds and will tip the scales, when alex fixes the fleet speed it wont be so bad but as it is now if you want to field fighters theres more then enough carriers available.
Title: Re: DeathSG Minimash V0.9
Post by: Wriath on March 02, 2012, 02:40:39 PM
On the contrary, you won't see a gemini or a condor being killed by a single missile salvo. I'm going to suggest to the boss we slow it down significantly to make it less capable of pulling the frigate kite trick, maybe decrease the armor some or take away it's PD capability altogether to force it to rely on it's fleet for survivability.
(Note, statements like these don't represent the oppinions or thoughts of of Deathsg, the mod lead. So there's no guarantee they'll be implemented.)
Title: Re: DeathSG Minimash V0.9
Post by: Arghy on March 02, 2012, 04:20:31 PM
Goddamnit why does the AI pull back when the enemy vents? its like OH NO HES DEFENSELESS! LETS DO THE HONORABLE THING AND PULL BACK TILL HES READY! that goddamn auroa mkII would have been mine had not my stupid captain pulled back and gave him time to raise his shields.

I'm also really hating the trek back to the gunner station to buy some proper weapons because some of the weapon combos are really crappy. Also there needs to be something done about shields, watched a sickle and tempest frigate duke it out for 30 goddamn minutes because neither could get past each others shields.
Title: Re: DeathSG Minimash V0.9
Post by: Aklyon on March 02, 2012, 04:29:40 PM
Thats not a shield problem, that could be just neither had suffieceint weaponry to actually get through the other's shields (like if one used it missiles all on a previous ship, or the ships are getting too high on flux trying to get the other too high.
Title: Re: DeathSG Minimash V0.9
Post by: Verrius on March 02, 2012, 04:54:10 PM
I love this mixup of mods, it works wonderfully, which is why I really want to make sure mine is compatible. Initially, the primary version of mine will through a null error when run. However, with the compatible link, I think it should work. Anybody who actively uses this mod who could help me see if it works would be greatly appreciated. Thread ishere (http://fractalsoftworks.com/forum/index.php?topic=1344.0=).

The ONLY change to mine I did was change the id name (and just in case, the file's name) of my mod so alphabetically it comes after every other mod. The reasoning for this is because your mod alters the SectorGen, and mine was probably being run while the original SectorGen was in place.

The simplest solution would be to make this mod not alter SectorGen, but extend it instead, but I don't know enough if that's possible, so I figured I'd try and fix it on my end :p.

I hope it doesn't come off as advertisement, I tried many things to get compatibility, and if it works, then that might be a good start to finding ways to make everything compatible.
Title: Re: DeathSG Minimash V0.9
Post by: washout on March 02, 2012, 06:02:49 PM
It's not possible because getentitiybyname is broken and won't work in gen files right now. So the best way to be compatible is to do everything with convoys instead, which is kind of a giant pain in the butt. After the next dev release that will be fixed though.
Title: Re: DeathSG Minimash V0.9
Post by: Verrius on March 02, 2012, 06:14:25 PM
Have you tried it? Works on mine. At least, I can run it alongside this one. For the time being, yeah, I can understand why they need to alter SectorGen.

EDIT: Buggy v.9 release? Worked fine for me. I did encounter an error after enabling Dev mode and trying to edit variants, but I figured that involving Dev mode wasn't really worth mentioning the error.
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: DeathSG on March 02, 2012, 09:43:13 PM
Verrius

Hmm. sadly i have not tried it yet because we are trying to implement more ships into the game because medikohl is on a drawing spree.now we have alot of ships just sitting there! But since you tried it i think it should be fine.
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: Verrius on March 02, 2012, 09:51:30 PM
Ahah, I hope your not under the impression I want you guys to add mine to yours :P. My goal is to make mine as stand-alone as possible, thus I want to make sure it's compatible with virtually everything, especially the mod I view as the best one out there at the moment. Which, of course, would be your combination of mods ^_^.

I do hope that somebody will confirm that my "compatibility version" works with your mod. It did on my computer, but everyone sometimes seems to get different results.

I love everything your doin' here, glad to hear that more ships are gonna get added in :D
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: medikohl on March 02, 2012, 11:02:51 PM
medikohl is on a drawing spree.
actually I've slowed down a bit, been making a lot of ship files and variants.
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: arcibalde on March 03, 2012, 03:44:12 PM
In ship_data.csv there is no scythe line, so i got crash when try to load mode.
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: medikohl on March 03, 2012, 05:05:34 PM
In ship_data.csv there is no scythe line, so i got crash when try to load mode.
oh. oops. one second. we didn't release that yet
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: Plasmatic on March 04, 2012, 11:09:26 AM
I notice that alot of weapons are still missing discriptions, like the blasters for instance and a couple of others..

If you need me to write some quick ones I could do that :)
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: medikohl on March 04, 2012, 11:21:55 AM
I notice that alot of weapons are still missing discriptions, like the blasters for instance and a couple of others..

If you need me to write some quick ones I could do that :)
go for it
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: Plasmatic on March 04, 2012, 11:54:55 AM
I notice that alot of weapons are still missing discriptions, like the blasters for instance and a couple of others..

If you need me to write some quick ones I could do that :)
go for it


Heres some of the first ones, haven't managed to get my hands on the other weapons yet so can't try them out yet, working on it though :)

Salamander MRM Launcher

Fires a volley of 3 missiles loaded with Emp devices aimed at knocking out engines of whoever is unfortunate enough to be the target.

Harpoon MRM Launcher

Fires a volley of 3 missiles loaded with high explosives. Sacrificing tracking ability for an added payload these missiles don't track their targets very well. but deliver a deadly blast if aimed right.

These will be obsolete once the patch comes as Alex is adding medium size versions of the small launchers. Sabot, Swarmer, Harpoon and Salamander.

Triple Hypervelocity Driver

Simply put 3 Hypervelocity drivers mounted together on one turret.

Atropos Launcher

A bigger, badder version of the smaller Atropos dual torpedo launcher. Bigger torpedoes means more room for explosives.

Heavy Antimatter Blaster

Bigger version of the Antimatter blaster, Long range, extremely high damage, but also comes with a massive flux cost.
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: Apophis on March 04, 2012, 12:55:00 PM
Atropos Launcher
A bigger, badder version of the smaller Atropos dual torpedo launcher. Bigger torpedoes means more room for explosives.
The torpedoes are the same of the dual rack, but there are 12 in it
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: Plasmatic on March 04, 2012, 02:21:30 PM
Atropos Launcher
A bigger, badder version of the smaller Atropos dual torpedo launcher. Bigger torpedoes means more room for explosives.
The torpedoes are the same of the dual rack, but there are 12 in it

Ok so I'm not perfect :P

Atropos Launcher
A bigger version of the Atropos torpedo launcher, featuring twice the number of torpedoes.

Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: Wriath on March 04, 2012, 09:42:43 PM
Thank god, I wasn't looking forward to the weapon writeups at all, this way I can focus on bug hunting and the ship lore.
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: XpanD on March 05, 2012, 12:29:37 AM
I could have a look into weapon and ship descriptions too. Will have some time to kill soon, anyways, and this mod project still kicks ass as always so it'd probably be well worth investing into.

Salamander MRM Launcher

Fires a volley of 3 missiles loaded with Emp devices aimed at knocking out engines of whoever is unfortunate enough to be the target.

That would be EMP, not Emp. :)
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: Arghy on March 05, 2012, 09:42:49 AM
The longsword fighters are pretty ridiculous with omni shields even though they tend to die alot, only elite fighters should have shields or fighters will just get silly.
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: Aklyon on March 05, 2012, 02:36:44 PM
They must be pretty elite fighters, then.
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: Arghy on March 05, 2012, 11:59:50 PM
Beasts! we need unstoppable beasts in the campaign the game pretty much ends after i get my first capital ship. Its really boring watching ships getting cored from across the map by my paragon or watching my ships pummel the enemy into dust only to lose half of them to the explosion.

I want to test my fleet against that mothership from okims mod! i want to see fleets with max fleet points so i can fight with them!
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: Lopunny Zen on March 06, 2012, 07:34:53 AM
when the galaxy expands will you add more?
Title: Re: DeathSG Minimash V0.9a(Sorry for the buggy V0.9 release)
Post by: medikohl on March 06, 2012, 11:42:04 AM
Beasts! we need unstoppable beasts in the campaign the game pretty much ends after i get my first capital ship. Its really boring watching ships getting cored from across the map by my paragon or watching my ships pummel the enemy into dust only to lose half of them to the explosion.

I want to test my fleet against that mothership from okims mod! i want to see fleets with max fleet points so i can fight with them!
oh you may be happily surprised eventually. right now we're working on balance issues, and our own custom faction.
Title: Re: DeathSG Minimash V1.0!
Post by: Nori on March 07, 2012, 07:50:25 AM
Wow, you guys release like crazy. If you keep this up this mod will end up bigger than the game..  ;)
Title: Re: DeathSG Minimash V1.0!
Post by: Sludgecrawler on March 07, 2012, 08:52:54 AM
"Fatal: Fatal: weapon_data.csv is missing weapons
Check starfarer.log for more info"


6794 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Applying data from weapon_data.csv to [tachyonlance]
6800 [Thread-6] ERROR com.fs.starfarer.loading.WeaponSpreadsheetLoader  - Weapon spec [nom_doom_cannon] not found in weapon_data.csv
6801 [Thread-6] ERROR com.fs.starfarer.combat.O0OO  - java.lang.RuntimeException: Fatal: weapon_data.csv is missing weapons
java.lang.RuntimeException: Fatal: weapon_data.csv is missing weapons
   at com.fs.starfarer.loading.WeaponSpreadsheetLoader.new(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
   at com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.super.super.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OO.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
6874 [Thread-10] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Compiling script [data.scripts.world.GRDefenseSpawnPoint]


Please help!
Title: Re: DeathSG Minimash V1.0!
Post by: Etfaks on March 07, 2012, 08:55:53 AM
yup, the newest version seems to have issues with the weapon_data.csv file.
Title: Re: DeathSG Minimash V1.0!
Post by: Nori on March 07, 2012, 09:34:01 AM
As Alex said in the release thread, many mods won't work with the new release until they update.
Title: Re: DeathSG Minimash V1.0!
Post by: Sludgecrawler on March 07, 2012, 09:52:48 AM
As Alex said in the release thread, many mods won't work with the new release until they update.

But I have not yet updated and this was working until about two hours ago.
Title: Re: DeathSG Minimash V1.0!
Post by: Nori on March 07, 2012, 10:10:09 AM
Ohhh. Sorry, I thought you updated and then it wasn't working.
Title: Re: DeathSG Minimash V1.0!
Post by: DeathSG on March 07, 2012, 04:18:55 PM
Sorry guys for another buggy release!
Should have tested it before the realease!
i will fix the bug and make it compatible with 0.51a
Title: Re: DeathSG Minimash V1.0!
Post by: medikohl on March 07, 2012, 06:50:31 PM
I think we need to set it up so the sectorgen gets left alone
Title: Re: DeathSG Minimash V1.0!
Post by: Arghy on March 07, 2012, 08:28:41 PM
Yeah come on guys! this mod is pretty much not optional anymore haha.
Title: Re: DeathSG Minimash V1.0!
Post by: DeathSG on March 08, 2012, 06:08:53 AM
i keep getting a nullpointerexception on this line
of my corvus.java

SectorEntityToken hegemonyStation = system.getEntityByName("Orbital Station");


Can someone help me out here?
Title: Re: DeathSG Minimash V1.0!
Post by: Upgradecap on March 08, 2012, 06:19:45 AM
Wait, did you change the original corvus.java? Or made a new one?
Title: Re: DeathSG Minimash V1.0!
Post by: DeathSG on March 08, 2012, 06:43:10 AM
made a new one
Title: Re: DeathSG Minimash V1.0!
Post by: Plasmatic on March 08, 2012, 06:54:53 AM
made a new one

A new one what? a new version? compatible with 0.51a?
Title: Re: DeathSG Minimash V1.0!
Post by: Upgradecap on March 08, 2012, 07:03:47 AM
In which folder?
Title: Re: DeathSG Minimash V1.0!
Post by: XpanD on March 08, 2012, 07:05:31 AM
made a new one

A new one what? a new version? compatible with 0.51a?

He was replying to UpgradeCap regarding the corvus.java file. He's trying to get this mod ported to 0.51a, but it hasn't been finished just yet. ;)

On a side note, is it worth carrying on the whole mod pack aspect of this Minimash? With the fixed mod code, it seems that loads of mods are compatible with eachother out-of-the-box right now. Might be easier to just continue development on the custom stuff that is in the current Minimash. Then again, I am no SF mod developer myself so I might just be talking out of my ass here.
Title: Re: DeathSG Minimash V1.0!
Post by: Kaerras on March 08, 2012, 11:10:23 AM
If we are taking a vote, I would still prefer mishmash to contain all of the modpacks it has in the past, despite them being seperately compatible. It is much easier to know that I have the newest compatible version by going here than by checking for new versions on every pack included.
Title: Re: DeathSG Minimash V1.0!
Post by: Plasmatic on March 08, 2012, 11:54:04 AM
If we are taking a vote, I would still prefer mishmash to contain all of the modpacks it has in the past, despite them being seperately compatible. It is much easier to know that I have the newest compatible version by going here than by checking for new versions on every pack included.

Not to mention easier to download/install/keep track of if it's just one big mod..

Harder to mod, but if you mod, I'm sure you know your way around anyway :)
Title: Re: DeathSG Minimash V1.0!
Post by: Trylobot on March 08, 2012, 07:13:16 PM
It is much easier to know that I have the newest compatible version by going here than by checking for new versions on every pack included.

... assuming, of course, that all of the mod authors are in perfect lockstep 100% of the time, otherwise any given minimash will actually be behind on one or more of the mods
Title: Re: DeathSG Minimash V1.0!
Post by: Kaerras on March 08, 2012, 07:25:18 PM
It is much easier to know that I have the newest compatible version by going here than by checking for new versions on every pack included.

... assuming, of course, that all of the mod authors are in perfect lockstep 100% of the time, otherwise any given minimash will actually be behind on one or more of the mods

The most important part of that sentence, to me, is the compatible part. If a certain part of the modpack is left un-updated, by it being part of the pack, I can assume it will work. The modpack may have to move beyond that specific pack, or even remove it to maintain updated status if, for example, a mod author abandons their project.. but I will still be able to assume that the most current version of Mishmash will work. Even if that causes me to miss out on a specific mod's update, its more important to me that the pack remain working.

Hope I am making my point clearly, after a week of midterms my brain is somewhat fried. :p
Title: Re: DeathSG Minimash V1.0!
Post by: medikohl on March 08, 2012, 10:19:25 PM
well as I am given to understand, there is no lockstep. NONE. we've been adding factions and ships to stations, and adding our own ships. there isn't an easy way to do this. starfarer extended and tritachyon station mod both over write one another.
and now that we need to add everything to the already existing stations (because certain. nameless mods. overwrite sectorgen) .... it may be a while until we release the next version.
Title: Re: DeathSG Minimash V1.0!
Post by: medikohl on March 08, 2012, 10:22:23 PM
we're also kind of proud of having one of the best mishmashed cap ships out there right now
it's actually balanced,
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/screenshot000.png)
Title: Re: DeathSG Minimash V1.0!
Post by: rada660 on March 08, 2012, 11:24:36 PM
each time i try to run i always get an error, ive been able to fix them all that far, took me couple of hour, but now im hittign a wall, as the last error i encounter, is something i dont know how to fix it


21870 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.SectorGen]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/SectorGen.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/SectorGen.java, Line 181, Column 20: Cannot determine simple type name "PirateSpawnPoint"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9014)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4631)
   at org.codehaus.janino.UnitCompiler.access$10300(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4442)
   at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2020)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4476)
   at org.codehaus.janino.UnitCompiler.getLocalVariable(UnitCompiler.java:1607)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2226)
   at org.codehaus.janino.UnitCompiler.access$3700(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$7.visitLocalVariableDeclarationStatement(UnitCompiler.java:2141)
   at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1771)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2144)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2105)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1946)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
   ... 5 more


( sorry seem i cant make a spoiler D: )

that something i cant do, how to fix?
Title: Re: DeathSG Minimash V1.0!
Post by: medikohl on March 09, 2012, 03:06:36 AM
each time i try to run i always get an error, ive been able to fix them all that far, took me couple of hour, but now im hittign a wall, as the last error i encounter, is something i dont know how to fix it

We're working on fixing the bug right now. pm that error list to DeathSG
also send him your fixes.
Title: Re: DeathSG Minimash V1.0a! MODDING PAUSED
Post by: rada660 on March 09, 2012, 07:49:31 AM
oh the fixes was just in the ship_data.csv and the weapon_data.csv noticed there was 2 file with the same name ( but one with a (2) ) next to it, check them both, and seen the one with the (2) had the modded ship, but the normal one also had the modded ship in exception of one, i just moved the missing ship to the ship_data.csv and same thing for the weapon_data.csv, then i hitted that last error oh well :(
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: cp252 on March 10, 2012, 06:23:50 PM
Is it me or is the shipbuilders guild from More Weapons missing?
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: Arghy on March 10, 2012, 07:01:03 PM
Is this compatible with scrappers and more weapons?
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: medikohl on March 10, 2012, 07:40:57 PM
I think more weapons is bundled up inside of it.
not sure about scrappers
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: XpanD on March 11, 2012, 01:08:03 AM
Works fine with Scrappers for me, so far. Good to see the mod got updated, it's fun having the Junk Pirates back in action.

I did find one bug, which affects the Gun Runners orbital station. It is currently orbiting ON Corvus 1 instead of around it (radius-from-planet is 150, while in the stand-alone mod it's 300 which does work). The following line in GRConvoySpawnPoint.java is causing it:
Code
station = system.addOrbitalStation(CorvusV, 45, 150, 30, "Orbital Depot", "gunrunners");

Replace this with:
Code
station = system.addOrbitalStation(CorvusV, 45, 300, 30, "Orbital Depot", "gunrunners");

The code is a bit odd, anyways. I would assume from that piece of code that it would orbit Corvus V, but it orbits Corvus I instead. Apparently "Corvus V" is defined to be Corvus I earlier on in this file. Oh well, apply the above changes and it works fine AND will be compatible with the upcoming TimCORP release. :)
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: Apophis on March 11, 2012, 01:22:10 AM
Is it me or is the shipbuilders guild from More Weapons missing?
This version of the minimash use the previous version of the weapons pack which do not contain the shipbuilders guild. Next version will include them
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: cp252 on March 11, 2012, 03:12:51 AM
Yay~ /eager awaiting
I've been trying to merge the mods with no luck :P Lots of crashes.
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: Dragar on March 11, 2012, 04:58:59 AM
Downloaded the newest version(1.1) and get an error when I try to load the game up with it on. Fatal: Error compiling [data.scripts.world.TTConvoySpawnPoint] Cause: Compiling unit "data/scripts/world/TTConvoySpawnPoint.java"
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: medikohl on March 11, 2012, 05:59:27 AM
don't use other mods with this, also make sure you have the current version of the game installed
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: Dragar on March 11, 2012, 06:17:15 AM
The only mod I'm using is the minimash and I do have the latest version of Starfarer installed(version .51a), it still gives me the same error.
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: Apophis on March 11, 2012, 06:26:51 AM
post a bigger section of the log
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: Dragar on March 11, 2012, 07:20:25 AM
here:

33512 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.scripts.world.TTConvoySpawnPoint]
java.lang.RuntimeException: Error compiling [data.scripts.world.TTConvoySpawnPoint]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/scripts/world/TTConvoySpawnPoint.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:205)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:157)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/TTConvoySpawnPoint.java, Line 136, Column 35: Cannot determine simple type name "HegemonyPatrolSpawnPoint"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9014)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4631)
   at org.codehaus.janino.UnitCompiler.access$10300(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4442)
   at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2020)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4476)
   at org.codehaus.janino.UnitCompiler.getLocalVariable(UnitCompiler.java:1607)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2226)
   at org.codehaus.janino.UnitCompiler.access$3700(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$7.visitLocalVariableDeclarationStatement(UnitCompiler.java:2141)
   at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:1771)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2144)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2158)
   at org.codehaus.janino.UnitCompiler.access$2700(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$7.visitBlock(UnitCompiler.java:2129)
   at org.codehaus.janino.Java$Block.accept(Java.java:1395)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2144)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2175)
   at org.codehaus.janino.UnitCompiler.access$3000(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$7.visitIfStatement(UnitCompiler.java:2132)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:1504)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2144)
   at org.codehaus.janino.UnitCompiler.buildLocalVariableMap(UnitCompiler.java:2105)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1946)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:629)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:590)
   at org.codehaus.janino.UnitCompiler$3.visitAnonymousClassDeclaration(UnitCompiler.java:310)
   at org.codehaus.janino.Java$AnonymousClassDeclaration.accept(Java.java:554)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3761)
   at org.codehaus.janino.UnitCompiler.access$6600(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$11.visitNewAnonymousClassInstance(UnitCompiler.java:2872)
   at org.codehaus.janino.Java$NewAnonymousClassInstance.accept(Java.java:2951)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:2890)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:3897)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1637)
   at org.codehaus.janino.UnitCompiler.access$1700(UnitCompiler.java:104)
   at org.codehaus.janino.UnitCompiler$5.visitReturnStatement(UnitCompiler.java:877)
   at org.codehaus.janino.Java$ReturnStatement.accept(Java.java:1803)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:888)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:914)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:1999)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:789)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:770)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:464)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:357)
   at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:312)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:770)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:319)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:288)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:203)
   ... 5 more
35597 [Thread-6] INFO  com.fs.profiler.Profiler  - ID     Calls   Duration    Percent
35599 [Thread-6] INFO  com.fs.profiler.Profiler  - --------------------------------
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: DeathSG on March 11, 2012, 08:02:22 AM
that error should not have occured!
TTConvoySpawnPoint defines TTConvoySpawnPoint!
i checked my codes and its not giving me errors

Dragar could you upload the minimash file that you have so i can take a look at it?
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: Dragar on March 11, 2012, 08:12:07 AM
Found a way to fix it, I just deleted everything in my mod folder and re-downloaded the minimash's latest version.
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: medikohl on March 11, 2012, 09:45:51 AM
current little project:
adding a damn planet
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: SteelRonin on March 11, 2012, 10:03:44 AM
Hi i just got an odd bug, in the middle of the game, it said the Centipede Hull was missing?

is this even possible?
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: medikohl on March 11, 2012, 10:30:05 AM
Hi i just got an odd bug, in the middle of the game, it said the Centipede Hull was missing?

is this even possible?

that is odd
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: medikohl on March 11, 2012, 10:59:00 AM
my goodness, what is that there?
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/screenshot007.png)

let's have a closer look shall we?
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/screenshot005.png)

How the hell did we miss a seventh planet?
(http://i465.photobucket.com/albums/rr20/medikohl/starfarer/screenshot006.png)



(I finally figured out how to add a planet)
(Thank you Alex)
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: daggertx on March 12, 2012, 12:29:01 PM
Hi,

thanks for this mod.

Anyway to tell what exactly is in this and versions? Thank you!!
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: medikohl on March 12, 2012, 02:38:16 PM
Hi,

thanks for this mod.

Anyway to tell what exactly is in this and versions? Thank you!!
version 1.2

junk pirates
gun runners
aliens+planet
new mercenary faction
nomads

all in all about 70 new ships

and about 37 new weapons
Title: Re: DeathSG Minimash V1.1a! THANKS APOPHIS!
Post by: Kirsendarken on March 12, 2012, 03:07:43 PM
Hi i just got an odd bug, in the middle of the game, it said the Centipede Hull was missing?

is this even possible?

that is odd

I also got this crash. It occurs because the game is looking for centipede_lrm.variant, which i believe has been misnamed centipede_lrs.variant (the display name inside the file is "lrm", so I'm assuming that that is the correct varient). Renaming the varient to centipede_lrm.variant fixes the problem.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Shield on March 12, 2012, 04:14:26 PM
found a big bug, the behemoth class alien sentinel is immortal, you cannot hit it with weapons for some weird reason.  Also it is non targetable. only way to beat it is autoresolve battle basically
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: chami on March 12, 2012, 05:17:45 PM
found a big bug, the behemoth class alien sentinel is immortal, you cannot hit it with weapons for some weird reason.  Also it is non targetable. only way to beat it is autoresolve battle basically


I had a look in the hull file - it's because the Behemoth has its collision radius set to zero for some reason. I changed it to 330 (same as the shield radius since I don't know exactly how this works) and it worked out just fine.

The Nevermore seems to have a similar problem - the shield seems to be inside the ship, same with the collision box.

Additionally, the bug with the Centipede LRM variant is still there - it's still named centipede_lrs and will cause an error unless you rename it.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Arghy on March 12, 2012, 07:55:39 PM
Are those bugs with the newest release?
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Shield on March 12, 2012, 08:09:29 PM
Are those bugs with the newest release?
Yes as far as I know unless it has been updated
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: chami on March 12, 2012, 08:18:58 PM
Some things I'm wondering about:

Is the alien behemoth supposed to have a fast turn speed? Before I upped the collision radius manually in my .ship file, it was turning ridiculously fast for a capital ship with a lot of forward-oriented weaponry.

Additionally, is the Nevermore supposed to be as fast as it is? Think it was hitting around 150 combat speed boosted but without Augmented Engines, which is ridiculously fast for a capital ship.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: misterjscape on March 12, 2012, 08:21:33 PM
None of these mods seem to be affecting the campaign in anyway but the missions still show up.
Is there anything I'm supposed to do beside put it in the "mods" folder?  
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Arghy on March 12, 2012, 10:38:55 PM
The frigate carrier is really really silly, it stays out of weapon range kiting and unless your lucky enough to destroy every fighter/bomber on their pass you will slowly die or spend the next hour trying to kill it.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: XpanD on March 13, 2012, 01:03:04 AM
None of these mods seem to be affecting the campaign in anyway but the missions still show up.
Is there anything I'm supposed to do beside put it in the "mods" folder?  

Yep. When you start the game, in the launcher window that pops up click the "Mods" option and tick the box next to the mod you want to enable. Also keep in mind that some custom factions take a while to deploy in-game, usually ~30 days.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Arghy on March 13, 2012, 01:08:03 AM
I have yet to see the nomads, gun runners, junk pirates or aliens and i think im  a few months into the game--i have the new jade(?) pirates also installed which makes a volcanic planet appear near the sun but they dont spawn and i dont see any station. I also have the demolisher mod installed am i screwed?
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: medikohl on March 13, 2012, 01:28:42 AM
I have yet to see the nomads, gun runners, junk pirates or aliens and i think im  a few months into the game--i have the new jade(?) pirates also installed which makes a volcanic planet appear near the sun but they dont spawn and i dont see any station. I also have the demolisher mod installed am i screwed?
It doesn't play nicely with other mods right now.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Upgradecap on March 13, 2012, 01:40:31 AM
I have yet to see the nomads, gun runners, junk pirates or aliens and i think im  a few months into the game--i have the new jade(?) pirates also installed which makes a volcanic planet appear near the sun but they dont spawn and i dont see any station. I also have the demolisher mod installed am i screwed?
It doesn't play nicely with other mods right now.

But you are going to make compability with other mods?
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: medikohl on March 13, 2012, 01:52:30 AM
The frigate carrier is really really silly, it stays out of weapon range kiting and unless your lucky enough to destroy every fighter/bomber on their pass you will slowly die or spend the next hour trying to kill it.
I'm nerfing that right now.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: medikohl on March 13, 2012, 01:57:57 AM
current bug fixes.

https://rapidshare.com/files/351865981/bugfixes.zip
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Arghy on March 13, 2012, 02:02:09 AM
Yeah this is currently not compatible with anything atm just did some testing and nothing works with it--needs to be more spawning from the sun/edge and non conflicting files so stuff like this doesnt happen. There should be a full/compatible version for every mod so you can get the full if you want to play with it alone or with just a few mods or get the compatible version and throw in mods to your hearts content.

The vanilla ships needs some drastic rebalancing soooo tired of trying to make them work when theres so many better ships getting added every day. The eagle is now down right horrible and i'd never buy another carrier that isent better then the gun runners carrier thats if i even bother with a carrier after i get the parrot. Some sort of bar is going to be needed or else the game will become an unstoppable arms race.

I suggest a balance thread where new ships are posted with their stats and everyone can comment on their balance so if anyone ever wants to add another ship to the game they can read the thread to get a good grip on whats already made and what their ship is facing.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: misterjscape on March 13, 2012, 07:45:31 AM
Yep. When you start the game, in the launcher window that pops up click the "Mods" option and tick the box next to the mod you want to enable. Also keep in mind that some custom factions take a while to deploy in-game, usually ~30 days.

Thanks, but that is not really the problem I'm having.
As I said, the missions still show up, but I've played the campaign for a few RL hours now (which have still been a blast with the awesome state the game is in already).  It seems some weapons from the space pirates mod have been showing up, but I have yet to see anything else. If I recall correctly, we had to move some files to the Starfarer-core/data folder.  has that not been changed?
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: XpanD on March 13, 2012, 07:52:55 AM
Seems like I missed that part. :P

From what I know, there are no files to copy into separate folders with this mod. I am currently running the Demolisher mod (v1.0), v1.1a of this Minimash, TimCORP 0.7a, Scrappers and my own Positron mod, and they all work directly together without any files needing to be added outside of the mod directory that I know of. Any files that should be outside (mostly related to savegames) are automatically generated by the game.

I have to ask... Have you tried starting a new game yet? Most changes don't pop up on existing saves - only changes to stats (and possibly shop inventory) seem to show up.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: misterjscape on March 13, 2012, 09:04:39 AM
I guess I should of tried that :P
Looks like that did the trick, thanks for the help.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Arghy on March 13, 2012, 02:44:49 PM
Heh just gave up on all the other mods till their added to this compilation just to many conflicts and this atleast is guaranteed to work.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: bignumber on March 14, 2012, 08:16:29 PM
Hey, I am having a problem trying to open the capital ships menu in the station purchasing window for the gun runner station. When ever I try to bring it up it will crash the game.


java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.super.oOOO.I.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.super(Unknown Source)
   at com.fs.starfarer.loading.specs.N.super(Unknown Source)
   at com.fs.starfarer.loading.specs.N.super(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.title.ooOO.OO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.public$new(Unknown Source)
   at com.fs.starfarer.coreui.D.ô00000(Unknown Source)
   at com.fs.starfarer.coreui.D.<init>(Unknown Source)
   at com.fs.starfarer.ui.M.new(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.<init>(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.O0OO.void.super(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.O0OO.Oo0000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.GenericGridViewContent.ô00000(Unknown Source)
   at com.fs.starfarer.campaign.util.CollectionView.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.GenericGridViewContent.String.return(Unknown Source)
   at com.fs.starfarer.ui.public.if.class(Unknown Source)
   at com.fs.starfarer.ui.oOo0.String.return(Unknown Source)
   at com.fs.starfarer.ui.o0oo$Oo.String.return(Unknown Source)
   at com.fs.starfarer.ui.public.if.class(Unknown Source)
   at com.fs.starfarer.ui.oOo0.String.return(Unknown Source)
   at com.fs.starfarer.ui.o0oo.String.return(Unknown Source)
   at com.fs.starfarer.ui.public.if.class(Unknown Source)
   at com.fs.starfarer.ui.oOo0.String.return(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.new.String.return(Unknown Source)
   at com.fs.starfarer.ui.public.if.class(Unknown Source)
   at com.fs.starfarer.ui.oOo0.String.return(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.O0OO.String.return(Unknown Source)
   at com.fs.starfarer.ui.public.if.class(Unknown Source)
   at com.fs.starfarer.ui.oOo0.String.return(Unknown Source)
   at com.fs.starfarer.campaign.ui.Oo0O.String.return(Unknown Source)
   at com.fs.starfarer.ui.public.if.class(Unknown Source)
   at com.fs.starfarer.ui.oOo0.String.return(Unknown Source)
   at com.fs.starfarer.ui.public.if.class(Unknown Source)
   at com.fs.starfarer.D.I.String.return(Unknown Source)
   at com.fs.starfarer.ui.public.if.class(Unknown Source)
   at com.fs.starfarer.ui.oOo0.String.return(Unknown Source)
   at com.fs.starfarer.ui.float.String.return(Unknown Source)
   at com.fs.starfarer.campaign.ui.K.String.return(Unknown Source)
   at com.fs.starfarer.ui.public.if.class(Unknown Source)
   at com.fs.starfarer.ui.oOo0.String.return(Unknown Source)
   at com.fs.starfarer.ui.public.if.class(Unknown Source)
   at com.fs.starfarer.campaign.super.super(Unknown Source)
   at com.fs.starfarer.oOOO.OõÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(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)
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: DeathSG on March 14, 2012, 08:36:39 PM
hmm i have no problem with it.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Dorfs R Fun on March 15, 2012, 12:26:42 AM
I've been running this mod with the star wars mod for some time with little problem. An occasional crash but it is few and far between and I save often.

I'm loving it. The combined effort has made this game delicious.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: bignumber on March 15, 2012, 12:41:00 AM
I was running that as well, though just not right at the moment. I had to cut down to stock because this mod is not too terribly good at handling tweaks. I had changed all the slots on the ships to universal and it turned out that was causing it to crash, whereas with the everything else I was using before this it worked fine. I am kinda disappointed that I can't get lovely, wonderful universal slots on everything but this mod is still lots of fun.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Arghy on March 15, 2012, 12:48:28 AM
Holy *** just had the most epic battle ever with just my parrot and abunch of fighters vs 4 pirate cruisers, 6 destroyers and god knows how many fighters and frigates. I *** ran out of ammo FOR NEARLY ALL MY GUNS! Watching as my 3 assault guns spooled off their magazines point blank on that vanilla U cruiser at point blank was *** beautiful and the 2 rounds of large artillery sealing the deal as it tried to run had me screaming and pumping my fist.

My fighters were rearming under the guns and every single light mount had a LMG spewing rounds into space keeping most of the missiles off my ship but once my rear dual flaks went dry stuff started getting through. The enforcer destroyers were filling space with rockets as my captain danced the ship to try and avoid the worst of it. Watching that annoying ass single frigate try to cap a point across the field getting large artillery shells up its ass was gratifying as hell also.

I have the money for almost any ship i could want atm but i'm honestly just happy with my goddamn parrot and some fighters--the ship needs to be added into vanilla ASAP and made the flag ship for the game.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: zeangrygerman on March 15, 2012, 02:22:51 PM
I seem to be having a bit of a problem with this mod. I tried to run the mod on its own. It loads up, and I can start a new game. Problem is, that none of the space stations have loaded, or any fleets what so ever. The additional planets have shown up, so I left my game for a while, until 40 days had passed, and still nothing. Is anyone else having this issue, and if so, could you suggest a solution?

Many thanks!

-Zean.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Apophis on March 15, 2012, 02:38:00 PM
Usually problems are solved by deleting and reinstalling all the mods used
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: XpanD on March 16, 2012, 05:47:13 AM
Can I put in a request for this mod?

Please add the More Weapons mod as a separate download instead, for compatibility's sake, and get people to install it manually along with this mod (or include it in the mod .zip). This way no conflicts will arise when somebody else decides to use More Weapons with his/her own mod, as one central version will support all installed mods that use it.

For example, if I were to add More Weapons weapons to my own mod (as a separate download), and then somebody decided to run my mod + More Weapons along with the Minimash, they'd be greeted to a nice "weapon xxx exists already" error message. If there was a difference in versions used (with the Minimash using an older version), that could escalate to a full-on mod incompatibility that really shouldn't be possible. With a separate one-size-fits-all download on the other hand, the mods would work together really well!

Thanks for reading, and keep up the good work. ;)
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Alendor on March 16, 2012, 12:34:16 PM
issue i noticed.  some of the alien fighters have much smaller hit boxes than their actual sprite.  hence alot of attacks pass right through them that otherwise should be hits.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Uziel on March 16, 2012, 06:22:44 PM
Its not just the aliens that have hitbox issues - the evermore battleship is completely invulnerable!
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Kahabut on March 16, 2012, 08:53:12 PM
Does anyone here know how the game defines hitboxes?  I'd like to correct the issue for the alien Battle-flag ship because it makes the current mod pack unusable, since there is a completely invulnerable capital ship flying around.  Usually 2 fleets at a time.  It's bad enough the alien ship is outrageous, it doesn't need to be literally invulnerable.  

So, back on point, anyone know how it's done?  

[edit]:
OK I figured it out, in the nevermore.ship file in the mods/minimash/data/hulls directory.  Change " collisionRadius":"0" to "200".

( I just made up and tested that number, it works well enough until someone comes along and does it correctly.  )

Edit again:
No that does not fix the problem. 
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: medikohl on March 16, 2012, 09:09:37 PM
collision radius, set it the same as the shield radius. should fix the issue
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: medikohl on March 16, 2012, 09:11:24 PM
there are a few ships added where we just forgot to add a collision radius, haven't seen deathsg in a while so give me a list of invincible ships and I'll fix it and post an update
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: DeathSG on March 17, 2012, 12:39:39 AM
Hey sorry guy i'm going for a competition soon so i wont updating the mod these few weeks sorry!
Once the competition is over i'll get right to it!
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Flare on March 17, 2012, 01:48:51 AM
Good luck dude.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Apophis on March 17, 2012, 02:44:34 AM
Can I put in a request for this mod?

Please add the More Weapons mod as a separate download instead, for compatibility's sake, and get people to install it manually along with this mod (or include it in the mod .zip). This way no conflicts will arise when somebody else decides to use More Weapons with his/her own mod, as one central version will support all installed mods that use it.

For example, if I were to add More Weapons weapons to my own mod (as a separate download), and then somebody decided to run my mod + More Weapons along with the Minimash, they'd be greeted to a nice "weapon xxx exists already" error message. If there was a difference in versions used (with the Minimash using an older version), that could escalate to a full-on mod incompatibility that really shouldn't be possible. With a separate one-size-fits-all download on the other hand, the mods would work together really well!

Thanks for reading, and keep up the good work. ;)
In the meantime you can use as prerequisite weapon pack or minimash
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Dragar on March 17, 2012, 12:40:26 PM
there are a few ships added where we just forgot to add a collision radius, haven't seen deathsg in a while so give me a list of invincible ships and I'll fix it and post an update

From the thread and other sources it seems like the nevermore and the alien behemoth are the ships that are invincible.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: XpanD on March 18, 2012, 07:46:30 AM
Thanks for the separation between More Weapons and the Minimash. That'll help compatibility a lot, methinks. Also, downloading 1.3 now! Last version I really played around with was the original 0.9 I believe, so this should be fun.

(btw, might wanna update the title ;))
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Upgradecap on March 18, 2012, 07:49:12 AM
Is this compatible with the other mods?
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Sludgecrawler on March 18, 2012, 08:47:08 AM
30427 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading projectile [C:\Program Files\Fractal Softworks\Starfarer\starfarer-core\..\mods\weapon_pack\data\weapons\proj\artillery_shell.proj]
30507 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Projectile spec [artillery_shell] already exists
java.lang.RuntimeException: Projectile spec [artillery_shell] already exists
   at com.fs.starfarer.loading.J.super(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.Ò00000(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)

Am I doing something wrong again?
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: XpanD on March 18, 2012, 08:52:34 AM
Is this compatible with the other mods?
Seems to work fine with Scrappers, Positron and Lotus.

30427 [Thread-6] INFO  com.fs.starfarer.loading.WeaponSpecLoader  - Loading projectile [C:\Program Files\Fractal Softworks\Starfarer\starfarer-core\..\mods\weapon_pack\data\weapons\proj\artillery_shell.proj]
30507 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Projectile spec [artillery_shell] already exists
java.lang.RuntimeException: Projectile spec [artillery_shell] already exists
   at com.fs.starfarer.loading.J.super(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.WeaponSpecLoader.o00000(Unknown Source)
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.loading.G.super(Unknown Source)
   at com.fs.super.A.Ò00000(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)

Am I doing something wrong again?
Grab 0.13, replace the weapon pack folder with the one from that download. See if that helps.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Sludgecrawler on March 18, 2012, 09:02:02 AM
Grab 0.13, replace the weapon pack folder with the one from that download. See if that helps.

That would have been the clever thing to do.
Instead I manually deleted all the .proj-files from "\Minimash\data\weapons\proj" that were in "\weapon_pack\data\weapons\proj" also.
Oh well, it works now.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: XpanD on March 18, 2012, 09:03:25 AM
That's why I suggested the mod split that led to 1.3 to begin with. Good to see you got yours working, though - have fun! :P
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Greengage on March 18, 2012, 02:31:57 PM
Fantastic work, already I can see this game, and its moddability going far.

One issue though, with a fresh, up-to-date version installed, and just this Minimash, again, most recent version installed, it all works great, but crashes every battle..

203668 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.missile.MirvAI.ÒÖ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.õÕ0000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.OõÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(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)

If you want any more of the log, let me know.

Any ideas?

Cheers
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: XpanD on March 18, 2012, 02:37:33 PM
Looks like something's going wrong when a MIRV missile is fired. Try re-installing the mods, especially the More Weapons pack (grab 1.3!). If that doesn't fix it, try disabling the mod and starting a new game. If the game still crashes then, you probably have a corrupt file on your hands and might have to re-install the game entirely.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Greengage on March 18, 2012, 02:51:09 PM
Talk about quick replies :) I'll give that a try now and report back..

G
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Nechrom on March 19, 2012, 12:29:55 AM
Fantastic work, already I can see this game, and its moddability going far.

One issue though, with a fresh, up-to-date version installed, and just this Minimash, again, most recent version installed, it all works great, but crashes every battle..

203668 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.ai.missile.MirvAI.ÒÖ0000(Unknown Source)
   at com.fs.starfarer.combat.ai.missile.MirvAI.õÕ0000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.F.OõÒ000(Unknown Source)
   at com.fs.super.A.Ò00000(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)

If you want any more of the log, let me know.

Any ideas?

Cheers
I get the exact same error.
Having to dodge any fleet with Mirv-armed ships is getting annoying. Seems to happen just as the Mirv warhead goes into its second stage.

I never had this problem before 0.13 and I did start a new game after installing 0.13 (after removing the earlier version ofc).
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Upgradecap on March 19, 2012, 12:37:08 AM
I think I've got a partial solution to the problem. It does not find the rockets which are supposed to be in the second stage and returns a null pointer. I think.
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Flare on March 19, 2012, 02:28:58 AM
Can you upload the whole log?
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Upgradecap on March 19, 2012, 02:32:09 AM
Can you upload the whole log?

You mean the last lines around the error, right?
Title: Re: DeathSG Minimash V1.2a! REJOICE!
Post by: Flare on March 19, 2012, 02:55:29 AM
Errors tend to have a lot of 000000000000000s near the left from what I know of that file. The file is working fine for me strangely enough, what weapons are you going into battle with?
Title: Re: DeathSG Minimash V1.3d! REJOICE!
Post by: Little Bluberry Bomb on March 19, 2012, 07:55:27 PM
So I've been playing around with this mod myself, and I've had a grand total of one crash - it came when engaging a fleet of naught but a Dragoon cruiser, standard kit.
Now, I'm flying an Aurora kitted with standard Hurricane MIRV currently, and I know that it does not cause the crash - however, Dragoons come standard fitted with Medium MIRV, the best I can gather is that the specific problem is the second-phase Mid-MIRV. Have to play around with the idea more, funny enough fleets with Dragoons seem very adept at evading me, but hopefully it's a lead.


Edit: I think I may have found it - C:\Program Files\Fractal Softworks\Starfarer\mods\Minimash\data\weapons\proj [or equivalent] appears to be missing the "mirv_medium_warhead.proj" from SF Extended. Replacing it seems to allow the MMIRV to reach its second cycle without issue, while firing without the file there produced the typical null pointer exception at the end of its flight. (Even without a target within range)
Title: Re: DeathSG Minimash V1.3d! REJOICE!
Post by: VikingHaag on March 20, 2012, 09:14:03 PM
Is the alien behemot boardable? Been trying to capture on for hours on autoresolve, and it always flees or is disabled.
I WANT ONE BADLY!!! >:(
Title: Re: DeathSG Minimash V1.3d! REJOICE!
Post by: medikohl on March 20, 2012, 10:08:49 PM
Is the alien behemot boardable? Been trying to capture on for hours on autoresolve, and it always flees or is disabled.
I WANT ONE BADLY!!! >:(
I think you can buy it.
Title: Re: DeathSG Minimash V1.3d! REJOICE!
Post by: Plasmatic on March 23, 2012, 06:02:43 AM
What would be the quickest way to disable the junk pirates and nomads in this mod?

I don't feel they fit in with the rest of the setting in Starfarer..

That includes the weapons..

The only way I can think of would be going into each factions files and remove references to junk pirates.. but that would be quite tricky and tedious.. Is there an easier way?

EDIT: Apparently, that would have been too easy :P Seems to be references to either ships or weapons everywhere... even when I cannot find anymore, the game still complains that something is missing...
Title: Re: DeathSG Minimash V1.3d! REJOICE!
Post by: ShadowLurker on March 23, 2012, 06:07:53 AM
Is the alien behemot boardable? Been trying to capture on for hours on autoresolve, and it always flees or is disabled.
I WANT ONE BADLY!!! >:(
You can capture it. Frankly it was really easy to kill one, but it just takes some time. You shouldn't do autoresolve though, autoresolve AI sucks.
Once I got my first one, the second and third ones were easy and off I went massacring the entire system.
Title: Re: DeathSG Minimash V1.3d! REJOICE!
Post by: WarStalkeR on March 23, 2012, 11:00:06 AM
Nice mod, but by some chance you've missed to give collisionRadius:310 instead collisionRadius:0 to behemoth.ship :) (Playing with version 1.2)
Title: Re: DeathSG Minimash V1.3d! REJOICE!
Post by: Apophis on March 23, 2012, 02:13:04 PM
i think it is solved in 1.3
Title: Re: DeathSG Minimash V1.3d! REJOICE!
Post by: Trylobot on March 23, 2012, 02:13:34 PM
What would be the quickest way to disable the junk pirates and nomads in this mod?

I hate to be a ***, but I feel that I have to point out that Starfarer's built-in mod selector list is precisely for this -- Mashup-style mods are a tradeoff between integration and granularity, and if you want more control I would suggest not using any mashups (but instead downloading, installing and selecting mods individually).

I would also like to point out that Nomads at least is self-contained and has no dependencies other than the vanilla content.
Title: Re: DeathSG Minimash V1.3d! REJOICE!
Post by: cp252 on March 23, 2012, 05:15:33 PM
Nomads is a bit bare for now, though... no offense.
Title: Re: DeathSG Minimash V1.3d! REJOICE!
Post by: Nechrom on March 23, 2012, 06:46:21 PM
Every new game I start since 1.3d won't spawn any gunrunners or their station :/
Title: Re: DeathSG Minimash V1.3d! REJOICE!
Post by: Uomoz on March 23, 2012, 07:24:45 PM
What would be the quickest way to disable the junk pirates and nomads in this mod?

I hate to be a ***, but I feel that I have to point out that Starfarer's built-in mod selector list is precisely for this -- Mashup-style mods are a tradeoff between integration and granularity, and if you want more control I would suggest not using any mashups (but instead downloading, installing and selecting mods individually).

I would also like to point out that Nomads at least is self-contained and has no dependencies other than the vanilla content.

I agree with you Trylobot, single mods give you a wide array of customization while using Mashups gives you a more "refined" campaign but without any control on the content (tweaked to aggregate many different spawns that otherwise would clutter the map).
Title: Re: DeathSG Minimash V1.3d! REJOICE!
Post by: Plasmatic on March 24, 2012, 02:13:11 AM
Every new game I start since 1.3d won't spawn any gunrunners or their station :/

I was having the same problem, they simply wont ever spawn. something is blocking them, but hell if I know what..
Title: Re: DeathSG Minimash V1.3d! Up for grabs!
Post by: Archduke Astro on March 24, 2012, 01:41:32 PM
That is very distressing news. My preferred style of campaign gameplay relies heavily upon the Gun Runners being intact and functional. Ouch!

And now I see that in the thread's first post, DeathSG has just announced that he no longer has time to oversee the successful operation of this mod compilation. :o I sure hope that some modding-talented angel swoops in to rescue this excellent Minimash!
Title: Re: DeathSG Minimash V1.3d! Up for grabs!
Post by: Apophis on March 24, 2012, 04:12:42 PM
i'll look at this
Title: Re: DeathSG Minimash V1.3d! Up for grabs!
Post by: Apophis on March 24, 2012, 04:36:03 PM
this is the fixed version
Minimash 1.3e (http://www.mediafire.com/?clsp7d94cckfylf)
Title: Re: DeathSG Minimash V1.3d! Up for grabs!
Post by: Upgradecap on March 24, 2012, 04:38:28 PM
Well, I'm not really using this mash mostly because it trails so far off the original mods. Don't really like it so.
Title: Re: DeathSG Minimash V1.3d! Up for grabs!
Post by: Nechrom on March 24, 2012, 04:58:02 PM
this is the fixed version
Minimash 1.3e (http://www.mediafire.com/?clsp7d94cckfylf)
I'm afraid there is still no GR station or fleets.
My guess is there's quite a lot of code missing in the Corvus.java.

EDIT: Scratch that. They only took ages to show up.
Title: Re: DeathSG Minimash V1.3d! Up for grabs!
Post by: Archduke Astro on March 24, 2012, 10:29:20 PM
EDIT: Scratch that. They only took ages to show up.
Would you be more specific, please? Are we talking like sometime in cycle 207, 208, or even later?
Title: Re: DeathSG Minimash V1.3d! Up for grabs!
Post by: Nechrom on March 24, 2012, 10:54:37 PM
EDIT: Scratch that. They only took ages to show up.
Would you be more specific, please? Are we talking like sometime in cycle 207, 208, or even later?
No, not that late.
I didn't check when I noticed them. But my new save is at 206.5.2 and they've been around for some time now.
Guess they just didn't show up in the initial system generation.
Title: Re: DeathSG Minimash V1.3d! Up for grabs!
Post by: Archduke Astro on March 24, 2012, 11:54:26 PM
I didn't check when I noticed them. But my new save is at 206.5.2 and they've been around for some time now.
Guess they just didn't show up in the initial system generation.
Thanks for the clarification. I'm glad that the Gun Runners' advent wasn't as late as I feared, though it still sounds really annoying to have it as late as it presently is. I wonder what's causing the delay.....
Title: Re: DeathSG Minimash V1.3d! Up for grabs!
Post by: Apophis on March 25, 2012, 02:07:55 AM
they arrive 30 days after system generation
Title: Re: DeathSG Minimash V1.3d! Up for grabs!
Post by: craftomega on March 27, 2012, 03:51:48 AM
Edit This is DeathSG and i'm sad to say that i'm unable to continue expanding the mod because i really dont have the time. So i'm putting the minimash up for grabs for whoever that wants to help to keep it going! And once again i'm terribly sorry!

Ill take it up.
Title: Re: DeathSG Minimash V1.3d! Up for grabs!
Post by: cp252 on March 27, 2012, 12:02:29 PM
Glad to hear it Craftomega. Now choose a fitting new faction and add them to the mod to show you can.  ;)