---=== Version 11 (15.4.2016) ===---
1. random universe
1.1. 96 completelly randomly generated systems + 4 preset systems
1.2. random colony redistribution for all factions in their respective sectors
1.3. random amount of colonies per faction
1.4. random markets for each colony depending on planet type
1.5. random targets for rock flies, ai and aliens in their regions
1.6. randomly redistributed pirate bases all over the map (amount of bases is also random)
2. huge starmap with the size of -30000 to 30000 for x and y
3. marauders and black widows now have limited amout of colonies
---=== Version 10.3 (28.3.2016) ===---
1. scanner ship now provides a huge bonus to fleet`s scanning range
2. amplified sensor hull mod increases fleet`s sensor range a bit
3. re-enabled fully working person bounties (non-ship yet)
4. enabled procurement missions
5. rebalanced the entire economy making prices for trading extremely diverse between factions
6. introduced a randomiser for stars locations (step 1 towards totally random map)
7. added hybrid/composite/synergy mounts to faction ships
8. added new ship systems from 0.72 to certain ships
9. re-enabled miner starting option
10. added a 'hired an escort' option for career options
---=== Version 10.2 (13.1.2016) ===---
1. mining, surveys, wrecks, derelicts, scrap are back
2. commisions by RSF, ISA, UIN, XLE and FFS are in game
3. possibly fixed the personal bounties
---=== Version 10.1 (15.12.2015) ===---
1. re-enabled ship requisition
2. re-enabled reparation payments
---=== Version 10 (7.12.2015) ===---
1. stable release adopted to Starsector officer update.
---=== Version 9.1 (21.3.2015) ===---
1. all fighters that have balistic / missile weapons received their own unique versions of these guns/pods with limited unrechargable ammo. Some have tweaked characteristics (to make fighters be able to unleash their ammo in few seconds and then be forced to go back for reload).
2. reduced costs of Keepers and Regulators.
3. Micro-missile Pod (small version) renamed to launcher and has no regeneration ammo.
4. all rocket systems now have thier reload times increased (122mm, 220mm, 320mm). The large the weapon - the faster the reload (24s, 20s, 16s).
5. fixed doublicate ships being granted for risky station wrecks recovery.
6. removed shields from all RSF ships, increased armour to be 0.15x of hull (was 0.1).
7. replaced RSF extended mags on all ships that had it with a new unique ammo feeder hull mod (that increases rate of fire).
8. added flares to all RSF ships (that do not use drones).
9. removed flux generation from all non-driver type ballistic weapons.
10. increased all energy type weapons` damagy by +50% to balance them with ballistic and missile changes.
11. increased ammo capacity of all large ballistic weapons.
12. reworked economy system switching it to stability and population dependency (rather than market size).
13. removed any instances of FTG stations/depots.
---=== Version 9 (7.3.2015) ===---
1. functional ship requisition system that you can get access to at RSF/ISA/UIN/XLE shipyards if being at least favorable by owning faction.
2. did some rabalancing for commodities and conditions. Nothing major, but should have some impact on economics.
3. fixed bugged names of rewarded ships.
4. fixed Baliff and Justice.
5. added descriptions to Manticore and Baliff. Fixed some mismatching old descriptions.
6. fixed 'indexoutofboundsexception' issues which happened at some markets with hostile factions.
7. moved some missile launchers to use a clip system. If you see 'system' - this means that missile/rocket has unlimited ammo and no clips. If you see pod or battery - these have some starting amount of ammo and clips. Anything else is one shot/limited ammo.
8. removed fast missile racks system from the mod. There is no longer any effect of it.
---=== Version 8.7 (24.2.2015) ===---
1. reworked ammo for all ballistic weapons. Pay close attention to clip/ammo/reload characteristics when choosing weapons for your ship
2. added FFS Beiliff-class freighter. Basically a simplier version of Codex. Moved Codex to a higher tier.
3. added Manticore-class frigate to XLE. It is a reconfigured Hydra with 360 deg medium energy slot.
4. rebalanced weapons to make their characteristics a bit more user-firendly.
5. forced Widows, Marauders and pirates to be able to trade even if hostile. Both do not spawn bounties and have no inspection-capable patrols.
---=== Version 8.6 (3.2.2015) ===---
1. moved extended mags to level 3 Ordnance Expertise skill
2. added primitive faction-based portraits, replaced FFS logo
3. added special bounty type that provides ships as a reward. Ships come in special variants with enemy/allies guns installed. Max size - CR
4. made market`s stability influence the supply/demands of the market. Low stability markets will start to demand more and more hand weapons, supplies and food while high stability markets will switch towards increase of drugs, luxury and domestic demands. Low stability will also produce high amount of green crew (unemployed citizents).
5. added back the 'orbital habbitat' market condition. Demands food, meds and domestic goods. Produces a lot of crew. Each faction now has it`s own habbitat (except for FFS - these have no crew supplier).
6. made pirate bases a main source of drugs and organs. Increased their demand of hand weapons, metals and components. This is an attempt to make smuggling a bit more interesting and rewarding.
7. removed miner starting option. This is now considered to be a part of 'trader' carreer. Boosted mining to compensate the need of buying an expensive miner ship (which now also costs a bit more).
8. added automatic Prober-ship scans in visited system. Detects unusual signals and reports them via basic message (abandoned stations, wrecks, etc.). Runs only once per each system.
9. fixed Michigan having no launch bays.
10. expanded Prober autoscans to provide entity coordinates (like 'orbiting Pustosh I'). Works if you have more than 1 prober in your fleet
11. fixed UIN fleets spawning with 'AI BOTS' captain names.
12. removed pirates-marauders-widows relation ship update. WIll fix it later (the issue forced pirates to change relationship from hostile to neutral on the fly).
---=== Version 8.5 (20.1.2015) ===---
1. replaced all alien sprites with new ones (except for the mothership)
2. added phasing cloak to AI gunBOTS
3. added ship derelict interaction dialogue (loot, scrap or repair), introduced the demand of repair & salvage ships
4. removed Black Widows Supporter barge (the sprite looks ugly)
5. fixed some missile trails (alien missile, torpedoes)
6. fixed issues with pirates being too much 'forgivable' to player
7. moved RSF/UIN/XLE cruiser-class carriers to medium carrier choice (increasing their availability in fleets)
8. reduced the amount of credits awarded for both standard bounties and person bounties
9. increased supply/demand values for basic ores. Price should not drop too fast while selling large amounts of ores
10. reintroduced the 'husk-removal' script that instantly destroys 50% of all fighter hulls. Made 100% destruction rate for the drones just in case
11. fixed the 'repayment' option not checking if the player has enough money
12. improved AI/Alien weapons a bit to make them deadlier
13. increase XP required for level ups (2x times for now, will see how it works), returned back the xp for trade value (was 0.05 of profit, now 0.25)
---=== Version 8.4.1 (28.12.2014) hotfix ===---
1. fixed a crash occuring on several markets (like Cold Sands)
2. rebalanced the supply/demand in order to achieve the crash fix
---=== Version 8.4 (26.12.2014) ===---
1. reduced the amounts of trade disruption events, now to get a disruption a trade 'lane' should loose more than 75% percent of sent fleets (was ~25%)
2. increased the chances for all factions to spawn a person bounty, person bounties have a chance to spawn fleet consisting of local faction`s ships or nearby pirate subfaction even if they spawn a 'notorious pirate'
3. fixed Marauder Scavenger not being counted as a miner-capable ship
4. readjusted economy to be generally more stable, made price flactuation less bizarre resulting in more balanced prices for all commodities (including fuel/supplies/crew)
5. added FFS faction (4 systems, 4 colonies, some stations, rock farm producing rock blast drugs, raiding fleets)
6. increased loot drop rates from AI, Aliens and Flies
7. for modding purposes - moved out timespawner plugin that calls for various time-related events (like Marauder scavengers, faction miners and etc)
8. added UIN/XLE Expeditionary Fleets that invade FFS space
9. increased number of RSF/ISA invasion fleets
10. rock blast, psi-clones and recreational drugs are all considered drugs for demand purposes, brights are now luxury goods for demand purposes too (this is made to shorten the demand list)
11. added a random system content generator and > 15 unclaimed systems that use this generator to spawn planets/asteroids/specials in it
---=== Version 8.3 (12.12.2014) ===---
1. set up to 1 military base per system for each faction to increase cruiser/capital ship probability odds (Vega has no MB)
2. added 1 FTG trading hub per each faction to ensure person bounties
3. added a couple of FTG resupply depots to distand systems (to make obtaining supplies/fuel a bit easier and stimulate named bounties generation)
4. added ISA/RSF invasion fleets. These will spawn a owner`s colonies and invade their enemy`s territory seeking a colony to blockade
5. added back AI, Alien and Rock Fly menaces. These are spawned at some slow rate and invade their corresponding faction`s systems. Rocks seek for asteroid clusters and thus may interfere with mining operations. AI survey planets at random and attack some random XLE/RSF colony if allowed to return to their spawn point in large numbers (not being intercepted). ALiens do the same, but in UIN/ISA space and pick only colonised planets as targets. All menaces currently carry basic resources based on their origin for the purpose of the loot/reward. Rocks can drop some brights!
6. added Black Widows to the game. They operate in ISA/UIN space and use the generic pirate relationships with player. They get some high-tech ships based on ISA/UIN hulls
7. all asteroid/iceroid clusters and space junk are now randomly generated in systems that are supposed to contain these (names are random)
8. buffed a bit the overmining procedure output and experience gained by player for mining
9. added the Marauders and a system for their hideout. Marauder fleets scavange the nearby abandoned stations, wrecks, space junk and scrapping facilities
10. brought back planetary surveys and planet scanner. Introduced scans with Prober scanner ship (the more you have - the better are the odds to find something of value). Survey logs can be sold anywhere for ~1000 credits
---=== Version 8.2 (28.11.2014) ===---
1. another economy rebalance effort. Added new depot condition to mitigate supply/fuel shortages on planets
2. 32 new sprites that are used by FTG and pirates
3. fixed reported text errors
4. fixed shipyard and relay occupying a single slot
5. added a lot of asteroid clusters and iceroid clusters in multiple systems that player can mine
6. added space junk in multiple systems that player can salvage for free
7. added back mining procedures (surveys, scanninig with a device/scanner ship, mining/overmining operations with mining ships) and mining skills. Mineral scanner can be bought at any markets that produce electronics
8. reconfigured almost all variants and some hulls
9. removed unnecessary ship hulls (mostly freighters from each faction and extra miners/tugs)
10. reconfigured Scrapper miner into a construction ship
11. increased salvage a bit after battles
12. made AI/ALien weapons unsalvageable at all - will eventually add hybrid weapons at some point
13. introduced a random picker for station sprites at game creation (for the generic non-shipyard stations). Still only RSF sprites for all factions.
14. added a new 'pirate hideout' market condition. It disables black market and storage submarkets and unlocks military one. It also provides some demand and supply of basic resources that pirates and smugglers might be interested in
15. tweaked 'here and there' to make pirate be more numerous. Can`t say if it works though.
16. added back station wreck salvaging and salvaging skills. Wrecks can be salvaged twice per game if you have high enough skills. The choice is either to do it safe or risk some incidents in the process (but get much better loot). 1 wreck per faction space + 1 in Gladisar.
17. added new sound effects for 408mm gun family (credits go to SniZupGun and his sound depot thread - http://fractalsoftworks.com/forum/index.php?topic=8265.0).
---=== Version 8.1 (14.11.2014) ===---
1. economy system rebalanced, food shortage events removed, market conditions adjusted to allow markets to have more of their products for sale.
2. added two new market conditions 'unhealthy conditions' and 'luzury demand' that increase medicaments reuqirements and luxury requirement respectively.
3. removed all FTG stations except the one in UIN space to balance the markets.
4. joined all stations and colonies they orbit to prevent exploits.
5. resprited the custom ship skins to closely match the RSF civilian ships. Skins still retain all their original properties.
6. allowed FTG to excessively use low-cost variants of custom ships (those skins that are listed above).
7. fixed some typos, texts and etc.
8. added some sattelites and ministations for decoration purposes. These orbit colonised planets and some other planets and can`t be interacted with.
9. fixed visual oddities with some planets (mostly repositioned them, improved ring bands representation and etc.).
10. added some custom entities in several systems. These have no effect in campaign yet, but already have unique sprites and some primitive interaction dialogues.
11. added some sprites for RSF stations (currently all factions are using them - will be replacing the sprites once i finish it).
12. lowered tariffs for all factions so that trading is a bit more profitable without the food shortage event.
---=== Version 8.0 (0.65.1a compatible) ===---
1. economy system with several new commodities and market conditions
2. 4 major factions and 2 minors (free traders and pirates). Each major has own overproduction/shortages of commodities.
3. reworked starting options that allow you to pick the starting location, relationships and even start as a pirate.
4. 25 new black-red ship skins with different modified properties. Mostly used by pirates.
5. some custom decorations for stations.
It is a huge ship (300/1000 pcx) taken from my other modding project. Was just curious on how large the ships can be in SF (but can`t actually test it right now due to 'pixel format not accelerated' issues with my outdated GeForce 4 card :)
In that config i replaced the third LBal with a laser PD.
This design, btw, sucks awfully. Enemy just get into my back and slowly tear it apart while i try to maneuver.
The new design has both lasers replaced by large ballistic guns (gauss cannons), all cannons replaced with mass drivers and all autolasers with impulse laser beams. Try now to sneak behind, nasty little bastards ;D
... Alex's A.I. ...
Strange, after adding fighters the game began to crash sometimes with '/ on zero' error.
I think i`ve found the problem!
Game crashed each time my fighters were about to land on dreadnaught which had two launch bays (not one with multiple entry points, but two with one entry point on each side of DN). Both my launch bays appeared to have the same id name ::)
BTW, is there any way to assign a specific cost to a ship variant (not wings)? I doubt that a ship armed with double machineguns should cost as the same ship with mass drivers.
And can we have some kind of AI behavior option per variant? Say i want a specific variant of a frigate to be solely a PD escort while other - a strike craft and the third - a long range support.
Perhaps MP could be an addon after the game sales and such? :) I think many people will gladly pay for such a feature.
Meanwhile here is an adversary for Ironclads - the Greys Mothership:
(http://okim.nickersonm.com/SF/UFO.jpg)
Alex, i`ve noticed that the game allows to equip energy weapon on any ballistic/missile (and visa-versa) slot without any problems. Also it allows for a large weapon to be placed in medium slot.
If a make a ship hull with one type of weapons and create some variants for it with weapons of different types - will it cause problems with future updates? I ask because i don`t want to clone a single hull in order to make it use another weapon type.
At the minute the weapon slots aren't checked for compatibility in the way variant files are set up, however the refit screen (upcoming) will do so. I'm guessing that's the point at which strange things will start to happen...
Also a suggestion on weapon types - can we have a universal slot? The one that can be equipped with anything you`d like?
hey alex...you should use his Heavy velocity cannon idea...it looks cool and has good firepower and range....plus it takes a big slot it can make you choose between long range and firepower
Funny you should mention that - the universal slots will have a slight drawback. Normal slots allow you to place a weapon one size smaller into the slot, while universal ones require the weapon size to match exactly.
Both helps clean up the number of available weapons dialog, and balances the universal slot a bit.
Its primarly role is PD. Good against fighters, great against MIRWs and torpedoes. Can quickly overload frigate-class ship if scores a good hit. But otherwise - much less powerful than flechette cannon :)
Nah, i`m just tunning my 2d drawing skills (Alabama is the first fully hand-made 2d image, which i`m proud of currently) :P
Damn, i don`t even know what mac is using to open text files. Definitely not notepad or wordpad :)
I'm not sure but I think I broke something, I went into data to find the big ***ed ships
info and now it spazs when the battle starts flux is constantly maxed, while all the guns keep
firing nonstop. :'( :'( :'( :'( :'( :'( :'( :'( :'( :'( :'(
SUGGESTION: Alex, can you implement a hangar bay size, please? Small sized hangar should support only drones, medium - interceptors and fighters, large - every type of fighter/bomber. It could provide additional challange to a fleet commander. And a B202 landing on that tiny Arisona`s bay looks weird :)
Ok. I think the time to release a new version of this mod has come.
http://www.okim.nickersonm.com/SF/ACM12.rar (http://www.okim.nickersonm.com/SF/ACM12.rar)
This version introduces factions (RSF and ISA), some new ships and weapons for both factions, a new mission where you can command ISA forces.
Ah those tri-beams...
I experimented with beam alternating from different muzzle points, but got a tri-beam weapon instead. The last option was to set them to alternating_bursts. Replace those with LINKED and you`ll get the tri-beam working as intended.
"Shoot only missiles!", "Shoot only fighters!", "Shoot everything!",
Every time I stop by here, the ships look better and better :) Awesome work!
Every time I stop by here, the ships look better and better :) Awesome work!
Can't say I disagree...
The ceiling is white......... I painted it green.............. :P
Some good news for all those who is waiting for Ironclads campaign. I`ve almost finished testing it now (only two ships are left to test - both RSF and ISA cruisers) and i`m enjoying what i`ve got very much.
Attention!While I'm not certain about removing factions entirely, it's simple enough to remove their spawn points.
There is a new version of mod (v2.1) available on the first page.
It removes the campaign mode due to it being broken by JSON merge thingy introduced in 0.51a. I currently see no way to make a standalone mod and i don`t want to add my 3 factions to the existing Corvus. So... no campaign until i figure out how to remove original factions from corvus.
Yeah, i`ve spent the whole day clearing the Corvus and re-populating it with my factions :)
Currently i`m very close to finishing the campaign mode with two factions having bases, convoys, defence fleets and patrols and one faction having nothing except invading scouts, abductors and motherships that will despawn after some time.
All that`s left are indies with their own base that will have its own convoys and all available weapons.
P.S.: Yes, the main goal is to make my own little universe in this game (while stil allowing players to pick up some original ships and weapons).
Perhaps its better to start working on it now. By the time when SF will get a little bit more developed you`ll have a base set of skills and understanding how do mod SF.I've mainly been working on sprites that fit the look of the game, mainly copy pasting different bits, but I've been getting better at it I think.
P.S.: Yes, the main goal is to make my own little universe in this game (while stil allowing players to pick up some original ships and weapons).I personally think you should just go all the way, forget the original stuff :p. Feels MORE interesting that way methinks.
People wont like modded-only stuff. Someone may have a favourite ship that he wishes to throw against RSF, ISA or Aliens with mod`s new weapons, for example.
That`s what independents in Ironclads are.
Dont make the aliens despawn just have them suicide into large fleets--it will be annoying to hunt after that bastard alien MS that got away and having it despawn on you.I was playing an older version of this mod that somehow worked in the campaign and managed to capture a MS - the enemy fleet didn't have enough DP to get it out b/f the end of the battle ;D. The only problem with choosing weapons for it is finding ones that have enough range to be useful -although I find putting tachyon lances in the large slots works quite well ;).
Well what i could do is modify your mod to create new planets and such so so that it plays nice with other mods. But if you think that your ships need some balencing I am more then willing to wait.
It was intended for Stalinist propaganda purposes and was equipped with a powerful radio set called "Voice from the sky", printing machinery, library, radiostations, photographic laboratory, and a film projector with sound for showing movies in flight. For the first time in aviation history, this aircraft was equipped with a ladder, which would fold itself and become a part of the floor.
Also, for the first time in aviation history, the aircraft used not only direct current, but alternating current of 120 volts, as well. The aircraft could be disassembled and transported by railroad if needed. The aircraft set a number of carrying capacity world records and is also the subject of a 1934 painting by Vasily Kuptsov, in the collection of the Russian Museum at St. Petersburg.
And what role should that vessel have in space navy?
Brrr. In any case it doesn`t fit into current RSF designs i have.
I'm rather interested too to see battleships of RSA and ISA too.
Fight between RSA, ISA and ALIEN must go in its own universe, without any Hegemony, Gun Runners or other races.
Great job Okim! It also gives me slight feeling of what I have seen in games "Tomorrow War" and "Tomorrow War: Factor K", eternal opposition between "United Nations" and "Great Concordia". But in more strategic perspective.
I will eventually draw battleships for both factions. Know when i`m done working on table-top Master of Orion (just finished playing a 7-hour game) - i hope to spend some extra free time on Starfarer.
"id":"ioncannon", # this id must match what's in the spreadsheet
"specClass":"projectile",
"type":"ENERGY",
"size":"SMALL",
"displayArcRadius":400,
"turretSprite":"graphics/weapons/ion_cannon_turret_base.png",
"turretGlowSprite":"graphics/weapons/ion_cannon_turret_glow.png",
"hardpointSprite":"graphics/weapons/ion_cannon_hardpoint_base.png",
"hardpointGlowSprite":"graphics/weapons/ion_cannon_hardpoint_glow.png",
"glowColor":[100,200,255,255],
"turretOffsets":[10, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[15, 0],
"hardpointAngleOffsets":[0],
"barrelMode":"ALTERNATING", # or LINKED. whether barrels fire at the same time or alternate.
"animationType":"GLOW_AND_FLASH",
"muzzleFlashSpec":{"length":33.0, # only used if animationType = MUZZLE_FLASH
"spread":15.0,
"particleSizeMin":10.0,
"particleSizeRange":12.0,
"particleDuration":0.12,
"particleCount":17,
"particleColor":[100,200,255,255]},
"autocharge":true, # whether the weapon will continue charging and fire if the LMB is tapped instead of held
"projectileSpecId":"ioncannon_shot", # projectile that will be fired
"fireSoundTwo":"energy_pulse",
}
Use reaper launcher as an example. Start from modifying its file, then edit its projectile (carefully examine what various data inside the projectile file does, especially explosions). Graphics for those are easily done.
Any ideas who are these guys?
I`m enjoying torturing you, guys :)glad to see someone is having fun :P
Those are just pirates. All their ships are heavily modified RSF and ISA ships (more RSF as they are operating in RSF controlled space).If they are pirate ships, where's the Jolly Roger ? (http://fc01.deviantart.net/fs30/i/2008/085/2/a/Jolly_Roger_SCS_PS_Brushes_I_by_Kradchan.png)
A have a hand drawn JJ, but i haven`t tried to use it at such a small scale.Sorry, i forgot that part, a flag that is 10 pixels by 15 pixels doesn't really give you much area to work in.
There is a strange behavior can be noticed of all patrol fleets. They seem to fly diagonally from upper right to lower left corner of the sector. Can`t figure out what is causing this.This problem exist also with stock starfarer. Someone should post in the bug forum.
Now that is a cool idea. :o
fatal: Fleet id [supplyfleet] not found for faction [pirate]
check log for info
:(
New version is available.
Ironclads 2.6 changes:
1. replaced ships in simulation to ISA, RSF and pirate vessels (maxed at cruisers with 1 variant per some hulls). ~ Now I can actually see how good my ships are against ones actually in-game
2. added two new ships with 3 variants each. ~ More ships! Yay!
3. added new missile/torpedo types ~ Even more missles I wont use! Yay!
4. added large versions of NURS and UGR rocket launchers ~ Heavy NURS Launcher, Dear god
5. reworked some weapon data ~ What weapons?
6. added discriptions to all weapons ~ Yay more descriptions! *Reads all of it*
7. adjusted numbers of pirate, ISA, RSF and alien fleets. The last version was overspammed by hostiles. ~ But I liked the ***
8. other minor changes i can`t recall specifically. ~ Yay?
9. fixed crash with pirate supply fleets. ~ Don't mind this its just YOU CAN NOW PLAY FOR MORE THAN 30 IN-GAME DAYS NOW!
10. updated weapon projectile effects (ballistic have metallic shells and different colours of trails per type, blasters use a bit sharper projectile, plasma once again use textured projectiles instead of blobs). ~ Yay Proper Plasma Projectile Textures!
3 inch (75mm I believe?) was probably the most common gun during WW2. The T-34, the Panther, the Sherman, etc. used it almost all the time. the 3 inch is fine by me. ;D
5 Meters was quiet long during WW2, about 15 feet for those in the US (me!). But anyway, that was my two cents and I'm fine with it is right now.3 inch (75mm I believe?) was probably the most common gun during WW2. The T-34, the Panther, the Sherman, etc. used it almost all the time. the 3 inch is fine by me. ;D
Right, but they are 5 meters long. Weird that frigates of 75+ meters still bear that.
Thank for the answers anyway.
5 Meters was quiet long during WW2, about 15 feet for those in the US (me!). But anyway, that was my two cents and I'm fine with it is right now.3 inch (75mm I believe?) was probably the most common gun during WW2. The T-34, the Panther, the Sherman, etc. used it almost all the time. the 3 inch is fine by me. ;D
Right, but they are 5 meters long. Weird that frigates of 75+ meters still bear that.
Thank for the answers anyway.
Looks great, although I think the RSF ships are way too dark. The red colour creates a fine contrast but all those grey bolts in combination with the pitch black makes it look a bit messy. Have you tried another colour scheme?Soviet (or even now) Green or Blue (particularly the shades on planes) with the red would be cool.
ISA ships however looks incredibly clean and very professionally made. Kudos to you.
Crude and plated Ironclads VS clean and light high-tech ships. Nothing is going to be changed here.
Red + Dark is my vision of crude and plated :)
Green/blue is for fansy high-techy ships.
In rust, we trust.
:P
Red + Dark is my vision of crude and plated :)Really? Green/Blue on soviet tanks and planes are not high tech especially if there is grime and rust.
Green/blue is for fansy high-techy ships.
In rust, we trust.
:P
Internet hug if anyone gets that.
I think the Hegemony gets that, judging by their Onslaught flagships.
(http://www.okim.nickersonm.com/SF/pic83.jpg)
That ship turned out to be far too large...
It has 800 OPs (just enough to fit all the weapons + some mods), it has 2 large missile launchers (to deal with support ships), 16 large mounts and tons of medium mounts. No small at all. Launch bay can support up to two fighters/wings.
There will be a single mission where you as ISA strike fleet commander are up against that monster with a few escorts. It will also be available in campaign as a SDF fleet with no respawn.
I mean that you can`t take control of them in mission and it is nearly impossible to capture them in campaign (1. you need to defeat them. 2. you need some luck for them to be salvagable. 3. you need to capture them). So far i managed to capture 2 frigates and i was very lucky once to get a salvageble mothership. But i failed to capture it.
That ship turned out to be far too large...That's what I call a Battleship! Will ISA have one like this too? :)
INSTALLATIONAs a mac user, I'd like to point out: your red colored link is out of date - the bug you've linked to has been fixed for several versions now. What would be useful, instead, is a .zip archive instead of a .rar.
Here is an archive: http://okim.nickersonm.com/SF/ACM271.rar (http://okim.nickersonm.com/SF/ACM271.rar)
Current version is meant for Starfarer 0.52.1a.
MAC users! Follow this link (http://fractalsoftworks.com/forum/index.php?topic=473.msg4348#new) if you have problems with the mod.
For more detailed list of changes (history per version) please use this file (http://www.okim.nickersonm.com/SF/readme.txt).
Having a bit of a problem playing this mod, game never even starts to load. this is the error message i get when it crashes.
Fatal: Ship Hull spec [punisher] not found!
check starfarer.log for more information.
Sadly this isn't actually made so i can't find more information game doesn't even start
oh yeah you're that total conversion guy for SOTS prime. I got a question, as a member of the kerberos forums, is this Alex guy the creator of the game? If so, is he kind of like Mecron?Yep, but Mecron is only CEO. While Alex do everything.
Just got back from 2-weeks vacation. Hoped to see 0.53a varsion released. Pity it is not out yet...You know, it takes time :)
Dread for ISA is unlikely. Their strategy is based on carriers and fighters. A new capital carrier is likely to be done.Dreadnought sized ISA Carrier... Sounds Nice :) I sure you will need a 0.53 for it to launch unlimited amount of drones/fighets/bombers :)
Mecron seems to have a dislike for modders and Alex effectiveley supports them (us) :)More like Mecron doesn't cares about us, while Alex do :)
Man, i just need barrel animation in SOTS prime and an ability to add new weapon mount types... It was asked repeatedly from the very beginning, but never was done. Nevertheless Kludgy did a lot of things to support modders (for example externalised tech priority list).
Hm. It must have been deleted entirely as i can`t find it there (at least in the period of my 2 week absence).
- Colorado will sport a fancy energy focus to make it a real danger to RSF DEs.I believe this is what you meant?
- Connecticut will have a fast missile racks system to further increase its missile firepower.
-ColoradoCalifornia will have nothing special. Its a multi-purpose ship and will remain so.
Eridian?
Huh?It's the name of the alien weapons(' manufacturer) in Borderlands. They're purple/white and vaguely similar to your aliens, I guess, but more in a "Similar inspirations" way.
The idea of using drones to make a bomber wing with an automatic escort is pretty sweet.
It's the name of the alien weapons(' manufacturer) in Borderlands.
Here we are! Ladies and gentlemen! Hail to the mighty mother of destruction!Sweet mother mercy! Now I convinced that ISA really need Supercarrier to complete the set :o
Yeah, but i need to figure out what i want for ISA. A real carrier with lots of launch bays and thus - a fleeing non-combatant. Or a battlecarrier with just 2 bays and powerful weapons. The current battleship fills the second role quite effectively with its 2 bays.
So i will think for a while ;)
That reminds me so much of the Tolian Confederation's ship designs. Were you inspired by them?Spoiler(http://images2.wikia.nocookie.net/__cb20100429001724/galciv/images/5/5c/Torian_Huge_1.png)(http://images.wikia.com/galciv/images/2/2a/Torian_Huge_2.png)[close]
...yeah, didn't last long on that one
Yes it is. Ideas who those might be? :)
Hint: they are called XLE.
Yes it is. Ideas who those might be? :)
Hint: they are called XLE.
Will other "nations" ever make a appearance? Even if only in ship descriptions?
No, these are not terrorists! These are peaceful neutral people loving to trade...
Yes, i`m planning a new battleship for ISA (Yeah, WarStalker, at last!) built around a massive plasma annihilator cannon.
Also some pirates will have unique Ion cannons and Aliens are going to have a DE with powerful spinal mounted Alien Beam.
What do you think about RSF cutter? I would like to make all RSF ships in this style (slightly darker and probably slightly greenish) with that tricolour as a main faction scheme.
How about this one?
(http://www.okim.nickersonm.com/SF/pic98.jpg)
I`m still quite sceptical about green camo is space, but red + ovile looks nice.
Its a civilian escort vessel. A mere something that an anarmed freighter can have as a defence against pirates.
It kills pirate raiders quite effectively with 14mm quad gun and at the same time it can withstand return fire.
Hey Im back.... Still in need of wep's with out having to kill my american or if im in a bad mood russian comrades. If you could work with the creator to the Restock Mod or make it so that trade convoys bring in those high powers ship making wep's that would be great. With out most of them most of my ships end up being hollow shells with some PD's.
Stiletto Police Enforcer and Omsk Frigate.
Hey Im back.... Still in need of wep's with out having to kill my american or if im in a bad mood russian comrades. If you could work with the creator to the Restock Mod or make it so that trade convoys bring in those high powers ship making wep's that would be great. With out most of them most of my ships end up being hollow shells with some PD's.
They are pirates. Hell knows how they even manage to fly in theirs crap-scrap ships :)
There is an engine comming out from the end of the cannon mount.
They are just simple humans. A mix of vilains and other scum.
There will be ISA based police and civilian ships.
Police will mostly acompany large freighter fleets. RSF one will also patrol the system.
Actually ISA and RSF will have sepparate civilian forces. In addition some absolutely free traders will do their business. That means that there are 3 more factions in the mod (though they are very minor). Probably they`ll be neutral to each other - they are civs after all.
Will there be other super powers later?
What about allied powers/protectorates?
Will you be redesigning all existing ships? or just the RSF?
QuoteWill there be other super powers later?
Yes, at least 1 more is planned and partially made.QuoteWhat about allied powers/protectorates?
Huh?QuoteWill you be redesigning all existing ships? or just the RSF?
Only RSF. They now match ISA and Alien ships` style much better.
Thanks for your report. Fixed the bad variant thingy. I think that it also fixed dev mode crash.
Copy these two files into mod`s variants folder.
http://www.okim.nickersonm.com/SF/jumper_assault.variant
http://www.okim.nickersonm.com/SF/jumper_standard.variant
PS: i searched for this thread for about 10 minutes before i actually spotted 'Mods' subforum :)
Sorry about that Okim. ~Trylo
Ah, there's a size code to the .proj file. Change that to resemble a square (so long the actual sprite is a square as well) and you're good. :)
After i finish the new models i suppose that i can share all original model if you`ll accept them into Caelus.
A little vote of sorts.
I`m about to resprite the carrier for RSF. So the vote is:
- should it retain the flat deck it has now?
- should it have side/front access points instead?
I remember some people being sceptical about flat deck. It was a unique feature for RSF only. ISA, aliens and pirates have side/front access points if you remember.
I wont be needing them any longer, so whatever you`ll do with them is up to you. I`ll give you an archive with PSD origins so you could adjust them easily. But be warned - they all are MESS! So don`t break your brain trying to figure what`s where ;)
I still can't figure out the mule variant issue
Just went through every variant file to see if I could find it.....
HELP :'(
Sorry, have no idea. Can you describe it a bit more? You try to start variant editor?
I`m using Trylobot`s editor and it has no issues with the Mule.
I still can't figure out the mule variant issue
Just went through every variant file to see if I could find it.....
HELP :'(
UIN France-class Heavy Destroyer.(http://www.okim.nickersonm.com/SF/pic115.jpg)
Broadside oriented ships are damn too expensive in terms of OPs. This one has 140 OPS! That imho is too much for a DE.
P.S.: firing 6pdr assault guns.
UIN France-class Heavy Destroyer.(http://www.okim.nickersonm.com/SF/pic115.jpg)
Broadside oriented ships are damn too expensive in terms of OPs. This one has 140 OPS! That imho is too much for a DE.
P.S.: firing 6pdr assault guns.
The test of France showed that broadsiders are quite weak to assaults. They overload quickly and don`t get much to do in return.
However, fortress shields make them virtually immune to any lighting strikes - just wait till your enemy gets to high flux, disable FS and unleash your ordnance.
So i think thta UIN will get Fortress Shields primarly. Has to think about other systems once i do more ships.
I`ve tested maneuring jets and emp so far, but they are useless. The first is an odd choice for a broadsider without frontal mounts, the second can`t stop incoming UGR strike.
I`m thinking to switch either to one sided broadside (weps on one side of the ship) or to classical navy weapon possition (lined turrets).
I get this error when I run Starfarer with Ironclads on: (http://C:/Users/Dawson/Pictures/sddasdas.gif)
I get this error when I run Starfarer with Ironclads on: (http://C:/Users/Dawson/Pictures/sddasdas.gif)Did you copy that from your hard drive? You have to upload it to an image hosting website, like Tinypic or Imageshack. Take the direct URL and paste it in a image code, and you're good.
Heh, i was supposed to continue working on RSF, but i failed to switch :(
Here is the result.(http://www.okim.nickersonm.com/SF/pic121.jpg)
(http://www.okim.nickersonm.com/SF/pic122.jpg)
Germany-class cruiser.
I`ll release the new version as soon as i finish RSF ships.
Crude and plated Ironclads VS clean and light high-tech ships. Nothing is going to be changed here.
I hope i didn`t ruin your expectations :)
I tried to combine the new style with original flat deck. In addition i`ve added a large port access point (lorewise - this is used by T610/620 large crafts).
note: weapons are all the same except that large fixed missile was replaced by large universal turret. Drone hatches were moved to the starboard and reduced to 5 (10 drones in total with extra 10 in reserve and 1 drone being assembeled per 10 seconds). Launch bays remain as they were (3 bays, one on the flat deck is not used).
I`ll release the new version as soon as i finish RSF ships.
Wait a minute....Crude and plated Ironclads VS clean and light high-tech ships. Nothing is going to be changed here.
::)
Today my boss brought his son at work and left me to nurse him. He also brought a nice assemble model of F-117 for his son`s entertainment. Well, here what ISA has now:
F-171 is a phasing missile fighter that heavily relies on carrier support (it has no other weapons, just 4 missiles).
Phasing cloak makes its approach much easier, but it can operate just for ~5 seconds. This means that interceptors will not have trouble with hunting them.
F-171 carries 2 Piranha SRM missiles and 2 Eel SRM missiles. The wing consists of 3 crafts (so its 6 Piranhas and 6 Eels) and is quite expensive in FL (9) and money.
I mean simultaneously. Like, say, a burndrive and phasing cloak.
F-171 got two Stinger launchers. It now carries 4 anti-ship and 4 anti-fighter missiles. Going to test this loadout a bit.
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.
Should i also remake ISA? I can`t figure out if this is needed. They have a different light orientation (left->right) while all new ships are mirrored.There is no need for ISA's complete remake, but yes, just make an mirrored light orientation, like I did with my ships. I'm sure you always keep original PSD of the ships, so adding mirrored light orientation shouldn't be a problem for you, Okim :)
These are some of the best ships and factions on this site!
The new sprites look great. Will you add ship descriptions in the new version? Feels rather empty without them when you're looking over the ships.
What kind of descriptions you `d like to see for ships? I`m surely not the best writer out there and i wont write as much text as Alex did (the count of ships currently in game makes it difficult to write stories about each). But i feel that simple "created in.. best used.. role.. etc." might not be enough.
All these talks around color schemes is a bit tricky. In space you most of the time will see a ship at long ranges either by its IR or electronic emmitions and other such things. I really doubt that visual contact is all that necesarry (BTW, during skirmishes most of the time ships should shield their bridges with blastpanels to avoid losing it). In any way you`ll spot a ship at long range by its bright exaust rather than decals, painting etc.Well as long as you got the Photoshop/Paint Layer files, making more ships of the same type with different decals would be easy and gives out more choices to the player as well as, different fleet types in the same faction just how you did those awesome civilian ships with those different systemtypes.
XLE. Well, Japan can become a part of ISA or be conquered by XLE pre-warp. Or just see that becoming a part of XLE is their only way to become starfaring faction while not being consumed by others.Being XLE and RFS allies, they shouldn't have a problem becoming a space farer faction, since it would be of the best interest by both parties to expand, one for proving funds (XLE) in turn of tech (RFS)
XLE looks should be different from those that RFS have. Look at moder CPR military - there is nothing Russian there. Most of the modern vehicles and weapons are unique. Its really difficult to trace anything AKMish in QBZ weapons.I never Said XLE should look like RFS in terms of how their ships hulls but instead on how the weapons and shield are placed, sorry for not being more specific
So its up to you, guys. If you wish an update - it will be ready today eve. If you wish descriptions - those are gonna delay the update ;)
9259 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Ship hull [moscow] variant [mission_ironclads_ship_1]: slot id [SB13] not found for weapon [14mm_dc]
java.lang.RuntimeException: Ship hull [moscow] variant [mission_ironclads_ship_1]: slot id [SB13] not found for weapon [14mm_dc]
at com.fs.starfarer.loading.specs.while.o00000(Unknown Source)
...
So are the Space Cowboys [Americans] getting a sprite upgrade too?
Oh, can you change the name of the folder to "ironclads" ? It's crashes Starfarer Mod Manager when it's installed in my mods directory.
EDIT:
And the ISA seem to enjoy large, point objects protruding from thier ships, no? ;D Just like the Harrier and F-16 jets.
I`ve made ballistics generate flux at a rate of 25% of their damage per shot. Made RSF extremely overpowered. Currently RSF guns generate flux at 50% of their damage. XLE weapons also have reduced flux, but all other factions have flux generation = damage.
Hello when ever i try play with you mod i crash do i need to do anything special? i have just unziped the file in to the mods folder
If you can tell me how to get to the log i will send a link to you thanks
Me want play... ME WANT PLAY NAOWSpoiler140906 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.SHOW_IN_CODEX
java.lang.IllegalArgumentException: No enum const class com.fs.starfarer.api.combat.WeaponAPI$AIHints.SHOW_IN_CODEX
at java.lang.Enum.valueOf(Enum.java:196)
at com.fs.starfarer.loading.J.super(Unknown Source)
at com.fs.starfarer.loading.WeaponSpreadsheetLoader.Ò00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.oOoO.o00000(Unknown Source)
at com.fs.A.oOOO.new(Unknown Source)
at com.fs.starfarer.combat.D.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
Hello when ever i try play with you mod i crash do i need to do anything special? i have just unziped the file in to the mods folder
If you can tell me how to get to the log i will send a link to you thanks
1. remove any Ironclads related data from saves/missions folder. Game saves there your custon variants that are no longer compatible with the latest update.
2. log file is in starfarer-core folder. The last entry in it contains an error.
3. this mod runs under 0.53.1 SF version. Any previous versions will resulti in a crash (just a mention)
4. if nothing helps - redownload the mod and reinstall it. Make sure that you delete the previous mod data if you had any. Current version uses new file names and may result in crashes if old data is still present in the mods forum (hulls, variants etc).
Drivers have a very long charge-up. That forces you to calculate your aim with greater precision. Against civs, pirates and ISA this driver is a neat weapon. Against RSF its useless most of the time. Its kinetic and it costs you 26 OPs (408mm siege with slightly less range costs 20 OP for comparison).
Terminator is alright. There is a problem with heavy rotary cannon. I misplaced its cooldown and burst fire rate. Should be 0.2 for cooldown and 0.05 for burst rate. I`ve noticed it while playing and already fixed it.
Energy weapons are more advanced for ISA and more accurate for RSF. Plasma and blasters i`ve adjusted while playing to 1:1 in damage/flux while lasers are 1:1.5 damage/flux.
Look at ISA ships. They have almost no armor and can`t actually sustain shields for long enough when under heavy fire. Fortress shields are their saviours. Its not that difficult to defeat ISA Kansas cruiser and Michigan BB. Its might be a problem in 1 on 1 skirmishes, but with a wing or two of bombers or assault crafts and proper tactics its an easy task. For example - order your strikers to gather on the opposite side of the BB and then launch a simultaneous attack. It wont be able to cover two opposite sides even with its fortress shield.
About gatling vs turbo lasers. Its up to you what to pick. They are designed for different roles. Gatling is better used against shields as its a rapid fire weapon and generates hard flux very fast. Turbo is great when enemy shields are down or when their flux is high enough and enemy AI chooses to take a hit and overload rather then take a direct hit to its armour.
Redownload the archive. I have no other idea why that could happen.
Barrakuda mk.2 with proximity detonation. There isn`t really that much missile variation in the mod currently. The only absolutely new missile types are the mentioned Barrakuda mk.2, Whaleshark with different warhead types and Hellmaker torpedo with energy damage.
In the future update there will be new missile weapons. Fast kinetic rockets, smart rockets that adjust their course, micromissiles that act both as anti-ship and anti-fighter homming missiles, hunter missiles with heatseeking ability, light torpedoes that do additional EMP damage (already in the mod as Pulsar torps), proximity detonating torpedoes and powerful frag missiles that act like Barrakuda mk.2, but with fragmentation damage.
Barrakuda mk.2 with proximity detonation. There isn`t really that much missile variation in the mod currently. The only absolutely new missile types are the mentioned Barrakuda mk.2, Whaleshark with different warhead types and Hellmaker torpedo with energy damage.
In the future update there will be new missile weapons. Fast kinetic rockets, smart rockets that adjust their course, micromissiles that act both as anti-ship and anti-fighter homming missiles, hunter missiles with heatseeking ability, light torpedoes that do additional EMP damage (already in the mod as Pulsar torps), proximity detonating torpedoes and powerful frag missiles that act like Barrakuda mk.2, but with fragmentation damage.
Oh boy!
That`s unfortunatelly is beyond modding possibilities. I can control only the one color of the engine. No other choices for core or fringe. Just one for the whole effect and the other for the contrail.
I`ve reduced saturation and brightness a bit. Looks less eye-burning now. Core is now more vivid, but still is not as visible as it should be. I assume that this is due to man`s eye ability to see more green hues (not sure if its the proper word) as of any other color :)
Making engine over engine is probably not the best solution.
I find that pirates are WAYY too hard to find and there are WAY to many Pirvate fleets roaming the system. Tone down the pirate fleets and up the pirates a bit.
QuoteI find that pirates are WAYY too hard to find and there are WAY to many Pirvate fleets roaming the system. Tone down the pirate fleets and up the pirates a bit.
Emm. What? Tone down privates (civs) and up pirates?
There wont be as much UIN ships as countries currently present in EU, so yes - i`m sticking to the most known ones.
BTW, is Albania a member of EU? According to that chart - its not.
I like it. :)
I agree with Erik Doe, I think some ships should have a historical referance. Makes each ship that much more unique.
And I have a random name for a new ship, Norse-Class Frigate. Fast raider, loved by pirates.
Finally, can we have a Manchester-class destroyer for the UIN? Pretty please?
(http://www.okim.nickersonm.com/SF/new-su74.png)Sweet
Here is a new RSF SU-74 heavy multirole fighter.
Weapons are:
2x 14mm dual guns
Mosquito missile
Wasp missile
Arrow missile launcher
Flies in a wing of 3 crafts
what about the "flying" dutchmen ;)Finally, can we have a Manchester-class destroyer for the UIN? Pretty please?
Okim wants to use EU country names for UIN ships.
Much better! Will all the ISA ships get the same treatment?
EDIT:
My only gripe about this mod so far is that the RSF seem to lack a carrier (the Scimitar is a PRIVATE ship) and the Ark (the 3-fight deck dedicated carrier) is a bit to unwieldy.
Well, OK, I see it for the Astrakhan. MUST GET A HOARD OF TU-610s AND UTTERLY CRUSH THE MOTHERSHIP >:D
And speaking of the Federation (the Russia-Class Dreadnaught now), it doesn't exactly fit the style of the RSF anymore. While the rest of the federation moved on, the dreadnaught failed to update. ;D
And another thought, the ISA ships are looking a whole lot like the UIN ships now (with your updated Indiana Destroyer)
Well ideally ships from an alliance of nations or factions would use a similar coulor or marking scheme, if only to help with target identification. Personally i cant see a problem with them looking as they do.
P.S.: that`s the last update until i get myself to the point where playing XCOM or even thinking of it will produce a huge desire to bring back my meal :)I've volunteered to keep the mod generally working if any updates break it, but I ain't that good with java yet. :)'
That`s probably means that by this time Starfarer will get more than skills...
BTW. Here is a recoloured new ISA. Made it less bluesh.
(http://www.okim.nickersonm.com/SF/isa-de1.png)
>:(
I still love how you named the weapon damage values after the caliber of the weapon (76mm Battle Cannon does 76 HE damage, 125mm Battle Cannon does 125 HE damage, etc.). Very unbalanced, but nevertheless is unique to thid mod.:)
It was almost a joke. -_-^ :D
I still enjoy the mod, I really don't pay much attention to if anything is unbalanced.
Why is everyone such a critic?
Hahah. You are such an optimist! :)
XCOM is the reason of missing updates.
love My russian carrier, nothing can beat Me. :D
I can never catch up to any alien fleets :( I wanna fight them though.love My russian carrier, nothing can beat Me. :D
Yeah nothing can beat it ;D
So why don't you go after that Alien Mothership and its escorts......... :D
Hi guys.
Just coming to say hi and show some recent ISA sprites.
(http://www.okim.nickersonm.com/SF/isa-frg1.png)(http://www.okim.nickersonm.com/SF/isa-de1.png)(http://www.okim.nickersonm.com/SF/isa-de2.png)
I`m slowly getting back to modding, but i`m still visiting these forums a bit seldom. So if someone will notify me with 054 release - i`ll be happy as hell. Thatnks in advance :)
Its a missile destroyer. Two large missile hardpoints, 2 medium missile turrets. Previous (original) version was a bit overpowered, so i reduced its firepower...
Excellent work on the mod! 11/10That's the way it's supposed to be. :)
PS.
my GOD the alien mothership is OP.
It says when I start Starfarer:
Fatal:Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
This is what I found in the log:
3964 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
It says when I start Starfarer:
Fatal:Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
This is what I found in the log:
3964 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.ifsuper$Oo] with id [midlineFlare] not found
1. :o update to 0.54 :o
2. remove the mod`s folder
3. redownload the mod
4. install the mod
5. remove any other mods (though its impossible to use multiple mods with Ironclads)
Also make sure you have no modified files in your original folders.
I saw that and got totally excited before realising it was actually a typo :-\
What to add?...woah. So that's where you get your ships. ;D
More UIN and XLE ships/weapons. A whole set of new ISA ships. Some pirate stuff based on the new models as well as XLE/UIN ships.
I`m currently trying to rewive my 'new mod' (http://kerberos-productions.com/forum/viewtopic.php?f=16&t=24862) for SOTS:ANY. And it will take lots of my time ;)
What to add?
More UIN and XLE ships/weapons. A whole set of new ISA ships. Some pirate stuff based on the new models as well as XLE/UIN ships.
I`m currently trying to rewive my 'new mod' (http://kerberos-productions.com/forum/viewtopic.php?f=16&t=24862) for SOTS:ANY. And it will take lots of my time ;)
What to add?
More UIN and XLE ships/weapons. A whole set of new ISA ships. Some pirate stuff based on the new models as well as XLE/UIN ships.
I`m currently trying to rewive my 'new mod' (http://kerberos-productions.com/forum/viewtopic.php?f=16&t=24862) for SOTS:ANY. And it will take lots of my time ;)
I'm hoping to see a UIN gunship or frigate soon. No pressure. ;)
It is my favourite faction. Can't help but be partial due to my geographical location. :D
europe forever!
I'm hoping to see a UIN gunship or frigate soon. No pressure. ;)
It is my favourite faction. Can't help but be partial due to my geographical location. :D
Guys...
The fact that future game update is growing and growing and growing makes me panic! It has so many modder-oriented stuff and so many new features and possibilities... hell, this will really take for a while until i get everything working in this mod.
I just hope i`ll be able to upload a new version till NY...
Guys. Need your help with a script. I`m trying to make diplomacy dependent on choices you make while creating a new char.
I have troubles with java and can`t properly set up all the things. A simple example of how to put a diplomacy switch into character generation script would be helpful.
I want allow players to pick any of the factions in the game with their second list of choices (the 'Most recently you...' one). These factions include pirates, RSF, ISA, UIN, XLE and civies.
package data.scripts.plugins;
import java.util.ArrayList;
import java.util.List;
import com.fs.starfarer.api.campaign.CargoAPI.CrewXPLevel;
import com.fs.starfarer.api.characters.CharacterCreationPlugin;
import com.fs.starfarer.api.characters.MutableCharacterStatsAPI;
public class CharacterCreationPluginImpl implements CharacterCreationPlugin {
public static int factionPick = 0;
public static class ResponseImpl implements Response {
private String text;
public ResponseImpl(String text) {
this.text = text;
}
public String getText() {
return text;
}
}
// Not using an enum for this because Janino doesn't support it.
// It does, apparently, support using enums defined elsewhere - just can't compile new ones.
private ResponseImpl SUPPLY_OFFICER = new ResponseImpl("Served as a junior supply officer in an independent system's navy");
private ResponseImpl GUNNER = new ResponseImpl("Hired out as a gunner on a mercenary ship");
private ResponseImpl ENGINEER = new ResponseImpl("Found employment as an assistant engineer on an exploration vessel");
private ResponseImpl COPILOT = new ResponseImpl("Spent time as a co-pilot on a patrol ship in an independent system");
private ResponseImpl SOMETHING_ELSE_1 = new ResponseImpl("Did something else");
private ResponseImpl ADJUTANT = new ResponseImpl("Served as an adjutant in the Hegemony Navy");
private ResponseImpl QUARTERMASTER = new ResponseImpl("Performed the duties of a quartermaster on an independent warship");
private ResponseImpl HELM = new ResponseImpl("Helmed a patrol ship operating in a backwater system");
private ResponseImpl COMBAT_ENGINEER = new ResponseImpl("Took over the duties of chief combat engineer during a lengthy campaign");
private ResponseImpl SOMETHING_ELSE_2 = new ResponseImpl("Did something else");
private int stage = 0;
private String [] prompts = new String [] {
"Early in your career, you...",
"More recently, you...",
};
public String getPrompt() {
if (stage < prompts.length) return prompts[stage];
return null;
}
@SuppressWarnings("unchecked")
public List getResponses() {
List result = new ArrayList();
if (stage == 0) {
result.add(SUPPLY_OFFICER);
result.add(GUNNER);
result.add(ENGINEER);
result.add(COPILOT);
result.add(SOMETHING_ELSE_1);
} else if (stage == 1) {
result.add(ADJUTANT);
result.add(QUARTERMASTER);
result.add(HELM);
result.add(COMBAT_ENGINEER);
result.add(SOMETHING_ELSE_2);
}
return result;
}
public void submit(Response response, CharacterCreationData data) {
if (stage == 0) { // just in case
data.addStartingShipChoice("shuttle_Attack");
}
stage++;
MutableCharacterStatsAPI stats = data.getPerson().getStats();
if (response == SUPPLY_OFFICER) {
stats.increaseAptitude("leadership");
stats.increaseSkill("fleet_logistics");
stats.increaseSkill("command_experience");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == GUNNER) {
stats.increaseAptitude("combat");
stats.increaseSkill("ordnance_expert");
stats.increaseSkill("target_analysis");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == ENGINEER) {
stats.increaseAptitude("technology");
stats.increaseSkill("field_repairs");
stats.increaseSkill("mechanical_engineering");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == COPILOT) {
stats.increaseAptitude("combat");
stats.increaseSkill("helmsmanship");
stats.increaseSkill("evasive_action");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == SOMETHING_ELSE_1) {
stats.addAptitudePoints(1);
stats.addSkillPoints(2);
data.getStartingCargo().getCredits().add(1000f);
}
else if (response == ADJUTANT) {
factionPick = 1;
stats.increaseAptitude("leadership");
stats.increaseSkill("fleet_logistics");
stats.increaseSkill("advanced_tactics");
data.addStartingShipChoice("lasher_Standard");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == QUARTERMASTER) {
factionPick = 2;
stats.increaseAptitude("technology");
stats.increaseSkill("navigation");
stats.addSkillPoints(1);
data.addStartingShipChoice("wolf_CS");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == HELM) {
factionPick = etc etc etc;
stats.increaseAptitude("combat");
stats.increaseSkill("helmsmanship");
stats.increaseSkill("evasive_action");
data.addStartingShipChoice("vigilance_Standard");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == COMBAT_ENGINEER) {
stats.increaseAptitude("combat");
stats.increaseSkill("damage_control");
stats.increaseSkill("flux_modulation");
data.addStartingShipChoice("lasher_Standard");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == SOMETHING_ELSE_2) {
stats.addAptitudePoints(1);
stats.addSkillPoints(2);
data.addStartingShipChoice("hound_Assault");
data.getStartingCargo().getCredits().add(1000f);
}
}
public void startingShipPicked(String variantId, CharacterCreationData data) {
MutableCharacterStatsAPI stats = data.getPerson().getStats();
stats.addAptitudePoints(1);
stats.addSkillPoints(2);
if (variantId.equals("vigilance_Standard")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(30);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 20);
data.getStartingCargo().addMarines(5);
} else
if (variantId.equals("lasher_Standard")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(20);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 40);
data.getStartingCargo().addMarines(10);
} else
if (variantId.equals("wolf_CS")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(20);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 22);
data.getStartingCargo().addMarines(7);
} else
if (variantId.equals("shuttle_Attack")) {
data.getStartingCargo().addFuel(10);
data.getStartingCargo().addSupplies(10);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 10);
data.getStartingCargo().addMarines(3);
} else
if (variantId.equals("hound_Assault")) {
data.getStartingCargo().addFuel(30);
data.getStartingCargo().addSupplies(40);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 25);
data.getStartingCargo().addMarines(15);
} else {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(20);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 20);
data.getStartingCargo().addMarines(10);
}
}
}
if (CharacterCreationPluginImpl.factionPick == 1) {
// do something
} else if (CharacterCreationPluginImpl.factionPick == 2) {
// do something else
}
I thought that people now a days automatically remove the older mod folder before installation :)
Remove the folder, install the mod, play the game. Harpoon was used for an older alien fighter that itself was never used in the mod. Now Ironclads use no vanilla data (no weapons, ships etc). That`s why you got that crash - your old mod version that contained that particular fighter variant caused it.
What happened to the federation dreadnought?
Oh. i though it was in the campaign =D
If you want to do that (I wouldn't; being able to put shields on things that don't have them is the level 10 perk for a skill that's otherwise not worth it), it'd be cleaner to make the hullmod unable to be installed. Something simple like "can't install on capital ships" would accomplish that; it's not like any other capital ship could support the front shield generator's 4k flux/s cost, anyway. (If there even are other capitals around that don't have shields; I haven't checked.)
There are, after all, a number of things that are already ridiculous if you've got skills at level 10. For example, a germany class cruiser with front shield emitter, the 20% hard flux dissipation while shields are up perk, and max capacitors; that thing can turn on fortress shields and tank even the alien mothership's firepower.
If you want to do that (I wouldn't; being able to put shields on things that don't have them is the level 10 perk for a skill that's otherwise not worth it), it'd be cleaner to make the hullmod unable to be installed. Something simple like "can't install on capital ships" would accomplish that; it's not like any other capital ship could support the front shield generator's 4k flux/s cost, anyway. (If there even are other capitals around that don't have shields; I haven't checked.)
There are, after all, a number of things that are already ridiculous if you've got skills at level 10. For example, a germany class cruiser with front shield emitter, the 20% hard flux dissipation while shields are up perk, and max capacitors; that thing can turn on fortress shields and tank even the alien mothership's firepower.
Am I the only one thinking ramming speed upon reading this?
Am I the only one thinking ramming speed upon reading this?
To Wyvern regarding scripts. A simple exception for an abandoned base would be enough (supply reduction script).
Talking about hull remover... well, it would be difficult to assign all the ship classes to each faction and keep tracking it. So i prefer a script that removes the hull if there are more than 1 of such hulls on the base.
Yeah, i loved them too. But they are not fitting well the current XLE theme. As well as adder and other real snakes/reptiles. Those are normal for civilians and fighters.
Seems that i`ll have to stick to Serpent, Komodo, Basilisk. And probably use 'Great + name' for larger vessels. For example Great Dragon for BB etc.
See? See! (its Erick he always make sense) Look how GOOD it looks. It's just... DUDE! Please make some nasty Naga super ninja Mega Giga Ultra Superb capital Ship... oooo c'mon :D
Basilisks are no more fitting than Naga's. Both are legendary beasts. The Naga is a great serpent or dragon from Hinduism and Buddhism.
....
Of course, it is all up to you Okim. :D
Okay! Got a revised SupplyControl.java file for you; feel free to use / edit it as you like.
Features:
- It skips the abandoned base; stuff the player stores is safe (for now).
- Supplies, fuel, crew of all types & marines are pruned proportionate to how many there are over some minimum value - you can still have lots of some of them, but they won't build up to tens or hundreds of thousands.
- Ships get pruned if there are more than 45 at a station.
- Ship pruning prefers larger ships first, only prunes down to 45, and never removes the last hull of a given class of ship.
Lots of cleverer things that can be done - like making pruning happen when supply fleets arrive, or adding a pirate looters fleet to try to loot the abandoned base, or the like. But this is what I can offer you right now.
ISA Idaho light carrier and Indiana mk.2 destroyer (with a large universal turret instead of 3 medium turrets):(http://www.okim.nickersonm.com/SF/pic154.jpg)(http://www.okim.nickersonm.com/SF/pic155.jpg)
New ISA sprites:(http://www.okim.nickersonm.com/SF/ISA-ships-new.jpg)
Gasp fatal error causing crash. I was on iron mode fighting a Russia fleet with my 3france destroyers a few fighter wings and a Idaho light carrier.. When the crash occurred I had been deploying my third France after killing off majority of enemy fleet with a Moscow left only. The error message said something about France custom export not found. I would post log if I knew how.Still can't find the log but what ever, was probably a rare issue didn't have it again...
Well, as long as it's got fortress shields for its ship system, but that seems to be standard equipment for high-end ISA warships.
looks awesome as always 8)
and are all the new isa sprites in 4.1?
Pirates will be maxed at cruiser-size baseship. Having something larger is not... well... piratish :)how about a meteor as a base for pirates, that sounds piratish and yet its huge and easier to hide ;)
Those pirates i`ve done today are not replacing anything. This means that i can upload it even now.
And in the near future there will be XLE and UIN based pirate ships....Because the XLE ships clearly weren't fast enough already. (Edit: Zombie pirate space dragon, anyone?)
what ship is the pirate round one based on? the one under the fightersIf you go look at the new ISA ships here (http://fractalsoftworks.com/forum/index.php?topic=431.msg80272#msg80272), it's pretty clearly based on the California / Connecticut hull.
cant believe i didnt see that... should look at the weapon hardpoints and ship details more often, not just the shape..what ship is the pirate round one based on? the one under the fightersIf you go look at the new ISA ships here (http://fractalsoftworks.com/forum/index.php?topic=431.msg80272#msg80272), it's pretty clearly based on the California / Connecticut hull.
cant believe i didnt see that... should look at the weapon hardpoints and ship details more often, not just the shape..what ship is the pirate round one based on? the one under the fightersIf you go look at the new ISA ships here (http://fractalsoftworks.com/forum/index.php?topic=431.msg80272#msg80272), it's pretty clearly based on the California / Connecticut hull.
Man, i love playing pirates!Wait, what? Commenting on your own mod? ;D
Especially helming reapers with chainblasters and eels!
Man, i love playing pirates!Wait, what? Commenting on your own mod? ;D
Especially helming reapers with chainblasters and eels!
I think your website may have died (or it's a faulty link?).
I've made both improvements to SupplyControl.java and attached the resulting file to this post.Added your new script, Wyvern. Thank.
"Fatal: Ship hull spec [onslaught] not found! Check starfarer.log for more info."
7481 [Thread-6] INFO com.fs.profiler.Profiler - ID Calls Duration Percent
7485 [Thread-6] INFO com.fs.profiler.Profiler - --------------------------------
7506 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Ship hull spec [onslaught] not found!
java.lang.RuntimeException: Ship hull spec [onslaught] not found!
at com.fs.starfarer.loading.class.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.U.return.new(Unknown Source)
at com.fs.starfarer.loading.specs.U.ÔÓ0000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.loading.G.o00000(Unknown Source)
at com.fs.oOOO.A.new(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
So if the weapon has multiple beams - it actually doesn`t matter how many. All what counts for it is the exact values in weapons.csv file. Odd, but ok.Right. Haven't been able to track down the original post on that bug, but it's listed as fixed in 0.54.1a (not yet released) (http://fractalsoftworks.com/forum/index.php?topic=5105.msg79410#msg79410).
New magnas are already improved in current dev version. Mainly by OP reduction and flux generation. Plus additional shot fo hvy magna.Neat. Thanks.
Dragon is cr and crs are not planned for built-in weapons. Don`t forget that there are other large energy weapons planned for XLE - larger beamer and scorcher.Okay. Wasn't sure about that, since you'd talked about maybe making it a built-in weapon before, and have mentioned not planning any larger XLE ships.
I love you okim.
...
11489 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/isa-de4.png] as texture with id [graphics/ships/isa-de4.png]
11491 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 121.22 MB of texture data so far
11492 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/ships/isa-de3.png] as texture with id [graphics/ships/isa-de3.png]
11495 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 121.88 MB of texture data so far
11535 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_ALIEN_SHIP_SYSTEM not found
11535 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_ALIEN_escort_SHIP_SYSTEM not found
11535 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id DRONE_alien_platform_SHIP_SYSTEM not found
11535 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_RSF_combat_SHIP_SYSTEM not found
11535 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_RSF_combat_few_SHIP_SYSTEM not found
11536 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_UIN_SHIP_SYSTEM not found
11536 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
11536 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id inferniuminjector_SHIP_SYSTEM not found
11536 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_mining_SHIP_SYSTEM not found
11536 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id skimmer_drone_SHIP_SYSTEM not found
11536 [Thread-6] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_RSF_pd_SHIP_SYSTEM not found
11549 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
11553 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 121.89 MB of texture data so far
11650 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
15609 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading C:\Games\Starfarer\starfarer-core\..\saves\save_DrIronclad_3462340599694952261...
17274 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
17308 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
44805 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.RuntimeException: Ship hull variant [liao-freighter-standard_Hull] not found!
java.lang.RuntimeException: Ship hull variant [liao-freighter-standard_Hull] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.?öÕ000(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.OmniFac$ShipData.create(OmniFac.java:271)
at data.scripts.world.OmniFac.heartbeat$(OmniFac.java:43)
at data.scripts.world.OmniFac.advance(OmniFac.java:152)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.super.Õ??000(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Reporting an Exception:
I believe it is caused by OmniFactory.
It seems that Factory is unable to manufacture the "green-dragon-thingy-freighters" - Ship hull variant [liao-freighter-standard_Hull] not found!
I reproduced this defect twice. I usually try to get everything to Omnifactory. So at some point I manage to haul something to it, that it cannot reproduce.
[...]
{
"id":"RSF-CV-Lights",
"specClass":"projectile",
"type":"DECORATIVE",
"size":"MEDIUM",
"turretSprite":"graphics/weapons/decor/astrakhan-lights00.png",
"hardpointSprite":"graphics/weapons/decor/astrakhan-lights00.png",
"numFrames":6,
"frameRate":15,
"alwaysAnimate":"true",
"turretOffsets":[0, 0],
"turretAngleOffsets":[0],
"hardpointOffsets":[0, 0],
"hardpointAngleOffsets":[0],
"barrelMode":"ALTERNATING", # or LINKED. whether barrels fire at the same time or alternate.
"animationType":"MUZZLE_FLASH", # NONE, GLOW, MUZZLE_FLASH, SMOKE
"muzzleFlashSpec":{"length":0.0, # only used if animationType = MUZZLE_FLASH
"spread":10,
"particleSizeMin":4.0,
"particleSizeRange":18.0,
"particleDuration":0.2,
"particleCount":25,
"particleColor":[255,150,30,200]},
"projectileSpecId":"42mm-he_shot", # projectile that will be fired
"fireSoundOne":"gun_mechanicals_medium_up_whirr",
"fireSoundTwo":"gun_medium_2",
}
An animated venting process on ISA Colorado heavy frigate.
http://www.okim.nickersonm.com/SF/AnimatedVenting.avi
The idea was to make hidden vents on ISA ships that will open when a ship is venting. So far i just made a script for starting, pausing and releasing the animation. Later i think i`ll be adding a smoke or glow of sorts.
Script is simple, but it forced me to spent some hours figuring out the problems (my java sucks). Eventually Alex helped with pointers (was using incorrect plugin) and after few more hours the script began to do what i wanted it to do (YAY!).
Feel free to use this script where ever you wish: http://www.okim.nickersonm.com/SF/AnimatedVents.java
package data.scripts.plugins;
import com.fs.starfarer.api.AnimationAPI;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import com.fs.starfarer.api.combat.EveryFrameWeaponEffectPlugin;
public class AnimationWhenVentingOn implements EveryFrameWeaponEffectPlugin
{
public void advance (float amount, CombatEngineAPI engine, WeaponAPI weapon)
{
if (engine.isPaused()) return;
AnimationAPI animation = weapon.getAnimation();
if(weapon.getShip().getFluxTracker().isVenting())
animation.play();
else
animation.pause();
}
}
Emm. Guys.
You know what? Its damn possible to create faction flags, colour schemes and other distinctive visuals by using decorative animations!
We have some ship owner checks in API. We can create a single decorative animation for each ship with each frame containing a specific faction graphics!
Microlaser,microlaser,1,1200,500,150,,,0,75,4,2,1,ENERGY,,150,,0,0.2,0.2,,,,,1000000,,,,,PD,268877
Scorcher Beam,scorcher,1,3500,450,500,,,0,16,8,,,HIGH_EXPLOSIVE,,500,1,1,,,,,,,500,,,,,"USE_VS_FRIGATES,STRIKE",773524
Incinerator Beam,incinerator,1,6000,800,500,,,0,8,26,,,HIGH_EXPLOSIVE,,500,1,1,,,,,,,750,,,,,"USE_VS_FRIGATES,STRIKE",7773524
Linked Beamer,hvybeamer,1,1800,800,180,,,,24,10,,,ENERGY,,150,0.5,1,,,,,,,10000,,,,,PD,10140998
Microlaser Array,focuslaser,1,3500,550,450,,,0,60,12,5,1.5,ENERGY,,450,,0,0.2,0.2,,,,,1000000,,,,,PD,2688877
Magna Cannon,magna,1,3500,800,,400,,0,10,12,,,HIGH_EXPLOSIVE,200,,0,2,1,,0,0,0,0,,450,,,,"USE_VS_FRIGATES,STRIKE",104770
Heavy Magna Cannon,hvymagna,2,9000,800,,400,,0,12,20,5,0.5,HIGH_EXPLOSIVE,200,,0,0.25,1,,0,0,0,0,,450,,,,"USE_VS_FRIGATES,STRIKE",10477055
weapon.getShip().getMutableStats().getZeroFluxSpeedBoost().isPositive(); when you get the flux boost of 50% the animation happens
heres something you can add on your "lights" - a blueish glow when your animation on the flux rise are up:
Vector2f WeaponCoords = new Vector2f(weapon.getLocation());
float WeaponLoc = WeaponCoords.length() / 2; //center?
engine.addSmoothParticle(WeaponCoords, weapon.getShip().getVelocity(), 3f, WeaponLoc, 1, Color.blue);
Quoteweapon.getShip().getMutableStats().getZeroFluxSpeedBoost().isPositive(); when you get the flux boost of 50% the animation happens
Wont be helpful to me - i assign each frame of the animation to a specific flux level and pause it right away fixing this frame till the level rises or lovers.
Human piloted ships will always tend to be overpowered compared to static AI ship variants due to our ability to see weekness and to exploit it.Yeah, you're totally right about this only being a weakness the player can exploit, not a true game balance problem. The AI uses missiles in a more sensible way, and they function just fine (that said, I do think the Piranha is too cheap no matter which way you slice it).
Wasps and Piranhas were based on Harpoon missile and slightly modified to match RSF and ISA doctrines (RSF slow, low-tech, but sturdy and deadlier. ISA fast, with good guidance, but a bit fragile and pack less punch)Correct me if I'm wrong, but they must both be quite a bit more maneuverable than the Harpoon too, right? They definitely have better acceleration, which is one of their biggest strengths (and is a big part of what makes them so blindly spammable—they'll kill one thing and just whip around to go after the next).
Hm. I wonder... how well would those pure missile ships fare against something with decent flak-based defenses? Also, such a setup fares poorly against the alien mothership - if you let the missiles auto-target they waste time chasing drones; if you don't, the drones shoot them down.Not sure about flak; there's not a lot of it on the default loadouts. As for the aliens, yeah, missiles aren't great against the carrier, either, and the frigate can avoid most missiles, although Piranhas will eventually run them down.
That said, I think he's right on the ultimate cause of the issue being the heavy use of universal slots - missiles are balanced to be an occasional-use weapon; if they're strong enough to work as occasional-use, then they're also strong enough to be ridiculous in huge swarms - though, of course, if your swarm of missiles doesn't clear the screen of enemy ships, then you're doomed.Try, instead of a pure missile build, a build with a few big energy weapons—try to match your main battery's flux output to the ship's dissipation—and missiles in all the remaining large and medium slots. You might want to give The Fall of the Federation another try like that: use plasma whenever possible, sending out a huge burst of missiles to deal with a threat when you're under pressure, and saving as many as you can for the dreadnaught.
Here is a new vid (http://www.okim.nickersonm.com/SF/AnimatedVentGlow.avi) (~7mb) showing a flux-level-dependant vent glow. The greater the flux level - the brighter the glow.
The script for this is kinda ugly and the frames are advancing with a step of 10% transparency per 10% flux, so the animation isn`t perfect at all. I can either reduce step to 5% increase (doubling the number of frames and size of the script) or wait till Alex adds a way to create some kind of blending between frames :)
Emm. Guys.
You know what? Its damn possible to create faction flags, colour schemes and other distinctive visuals by using decorative animations!
We have some ship owner checks in API. We can create a single decorative animation for each ship with each frame containing a specific faction graphics!
Just a flag and a sign - need to be minimal in order to prevent ship from looking ugly when it gets damaged (damage decals are not applied on decorative weapons).
So far i just found owner check is shipAPI, but there are numbers in there like 0-1 with 100 being neutral. So that probably for combat only.
Need to find some faction ownership in other files that work in campaign as well as in combat.
And there is a small doubt that a weapon can influence anything beyond combat. Even in design screen we have only the first frame of the animation regardless of the script.
Wings! In space! while I can't expect the physics behind that, If they are buzzing/flapping decoratives that bug will be very neat to watch :D
Umm...wow. o.0 Pleace tell me I won't have to face that! ;D
To become a fully functioning space monster this Fly needs custom effects (explosion, damage decals, probably bloody spots) and to be un-salvagable in campaign.
I prefer to wait when Alex will make these flags ;) I hope that some day this will happen.
Do you guys want to watch a 9 minute combat where brave XLE captains die with honour trying to take down the Fly? I ask because its 300+ mbs and in a half-sized quality (looking quite bad on 1280x1024).
edit: cant believe i didnt see that ps... nice ships btw. looking forward to killing those bugs.
the weapons of the flies could/should be fragmentation. the reason being is that corrosive spit doesnt explode but more like spread on impact this would work really well with fragmentation since fragmentation damage can target multiple places with one shot. the weapons could also have an emp effect to resemble the sticky corrosive stuff that the fly spits the sticky stuff would then disable the weapons rendering them impossible to turn or shoot (for a certain amount of time). im not sure about the emp thing, could be really interesting, i am however kind of sure about the fragmentation becouse it fits so well with the spit and slimey stuff.
another idea is a new fly, the queen
the queen would be the leader of a hive, she doesnt have much firepower on her own. but she breeds all the flys and therefore is the most important. she can call her children in battle. these are weaker then the rock fly children but are in bigger numbers. these are her main defense. also she could have a hangar bay to house some smaller rockfly types (fighters) these would be as strong as a frigate or so.
No matter what forces i give the opposing fleet - Rock Fly makes an easy kill of it. That thing IS overpowered if under player control.
So. There will be a mission where you control it, but its difficulty will be 'Trivial' :) Otherwise i have to bring into combat tons of Moscows and Michigans to somehow make it difficult. And that`s not exactly lore-wise.
22231 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loadingplease help :c
37380 [Thread-6] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [uin4_hull] not found!
java.lang.RuntimeException: Ship hull variant [uin4_hull] not found!
at com.fs.starfarer.loading.L.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.void.class$Object(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.corvus.UINConvoySpawnPoint.addRandomShips$(UINConvoySpawnPoint.java:91)
at data.scripts.world.corvus.UINConvoySpawnPoint.spawnFleet(UINConvoySpawnPoint.java:50)
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.A.super(Unknown Source)
at com.fs.starfarer.A.???000(Unknown Source)
at com.fs.A.A.new(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
You are missing a variant, either create one that goes by the name "uin4_hull" as a quick fix or wait for an update.but how exactly do i do that?
You could do that, Trylobots ship editor should help you out with that :)thank you kind Sir!!
That way you could add your own configuration for that particular variant.
I'm finally going to say. This is by far the best mod in my collection that I have kept over the years, it's got great ships, the weapons are suburb and it's frequently upgraded. Congrats on such a fine jobi agree 100%
public boolean isApplicableToShip(ShipAPI ship) {
return( "rockfly".equals( ship.getHullSpec().getHullId() ) );
}
Nope and wont be in near future. I`m consumed by my commercian project, so no modding until i get it done. Sorry.
I'd probably go for something like "Grand Dragon", but yes, that would work just fine.
Snakes are used for fighters. King Cobra is actually a nice name for a future bomber craft that XLE will get. Thanks.
I think i`ll stick with Great/Grand Dragon.
I already have a Cobra-class fighter for XLE, so King Cobra would suit nice a powerful assault fighter/bomber.
Having already used France, Germany and the UK, what are you going to name the real battleship, not the battlecruiser (if there is one planned :) )?
These look cool and all but where the hell is my holland class!? :P
a few questions (that i dont know if the have been asked before)
1. will UIN and the XLE get their own stations because currently they dont have a major impact on the "War" and i wonder if it would be better to give them their own station to fill the space because at the moment it feels a bit empty.
2. the missiles in this mod a OP just sayin :D
(http://www.electrotender.ru/SF/guns.png)
New sprites for 2-inch triple cannon, 6-inch battlecannon, rotary assault cannon and new UIN EMP cannon and EMP beam weapons.
This is why this is my favourite mod<3
Yes. But those are added to the station by UIN convoys at a rate of 1-3 vessels per run. You`ll have to play for some time till you get any of those (as fighter wings, frigates and destroyers are also taken into account when generating the hulls).
I`ll probably increase the amounts of ship hulls per convoy with the next release as i`m currently quite far in the game and just recently got first XLE cruiser while UIN have given me none. This should happen a bit earlier.
2500$ ain't an awful lot. thats like half a month worth of paycheck. if you still wish to continue with it that is.That depends where, here is one year wage :-\
Omsk is an oldest ship in RSF space navy. It was first designed in 16 FTL as a monitor ship capable of FTL travel.
For its almost 200 years of service Omsk class survived many modernisations. The modern ships has a thick layer of armor, a powerful frontal shield generator and multiple hardpoints for various weapons. The latest improvement this hull has received was an addition of two flare launchers that provide protection from homming missiles.
Omsk is usually used as an escort for RSF capital ships, but it can serve as an assault or even strike ship. Good speed, armour and weapon arsenal make it a serious opponent for any known ship of its kind.
Only if you want me to get to work on it. Though, I do need to figure out how to make a break in descriptions. A break being one of-
-these. Maybe I'm just being stupid, but I can't figure out how to accomplish the same effect as hitting enter, without skipping to the next cell in line.
EDIT:
Looking at these in notepad++, it seems I could write descriptions normally, provided I keep everything inside the "" marks.
mace,SHIP,"The Mace is an enigma of engineering. It has seen many revisions throughout its lifespan. Starting out as a Valkyrie-class transport and refitted and augmented into the role of a light civilian cruiser.
This particular ship has been fitted with multiple weapon systems that can be utilised if its captain is skilled enough in keeping everything operational. The Mace comes equipped with support and command systems, allowing it to field multiple wings of strikecraft.",,,
EDIT: What gives? Why can't I make a new thread?I think you'll need to start the thread for the first instance in 'Modding'
Man, i hoped that you would kill that Kursk eventually. Your head-on shield bump attack was a nice way to bring Kursk`s shields down. I like to do this kind of stuff too.
humiliate the Aliens by killing their mothership and not getting hurt.
Someone once said that he has problems with envisioning Ironclad ships in perspective. Well, here is the combat picture that is currently being made for my board game based on Ironclad`s sprites:(http://www.okim.nickersonm.com/SF/Space_Battle.jpg)
Note - i`m not the creator of this art (the creator of this art piece is Pete Dora - who also made the race arts for this game) and it is undergoing the last stage of improvements.
That`s an artist`s vision of the starship. I personally didin`t envision such an "underbelly" for these ships.
Good job.
The bad thing is that i`m about to release a new version. And it will contain some reworked elements (like rebalanced ballistic weapons, new sprites for weapons and ships) that might not work with old saves.
I hope that they will, actually.
Sentinel-class Alien destroyer (with built-in heavy blaster):Have the ISA heavy blasters changed a bit? Those things look like they're spewing tiny plasma bolts. Are all the blasters going to look like that? Can maybe fiddle with the weapon descriptions to reflect that.
(http://www.electrotender.ru/img/pic181.jpg)
(Fast Missile Racks and a Large Missile Slot on a Frigate is the bane of shield-less ships everywhere)
(http://www.okim.nickersonm.com/SF/pic182.jpg)
Oh, yeah. I forgot that you are supposed to make the descriptions for the Ironclads ;)
Thanks for reminding me. So... how is it going?
And btw, this one is DE sized and it is some kind of heavily armed scout.
And speaking of the Federation (the Russia-Class Dreadnaught now), it doesn't exactly fit the style of the RSF anymore. While the rest of the federation moved on, the dreadnaught failed to update. ;D
Yeah, that`s why its present in only one mission. And that`s why it dies there. Dreads are a failure in modern space navy. They are too costly in terms of maintainance and are quite vulnerable due to the lack of the shields.
Alien Mothership is a similar kind of dreadnaught. Slow, unwieldy, unshielded, packs a silly amount of firepower in one broadside and typically there's only one in the system at a time. Why not try for one of those?
Novgorod with new sprites for weapons:
(http://www.okim.nickersonm.com/SF/pic184.jpg)
New Moscow model:
(http://www.okim.nickersonm.com/SF/pic185.jpg)
I`m currently desiding the standard wep layout for this ship. It has two central universal large mouts and two rear large energy mounts. I tried to use centrals for missiles and energy for powerful turbolasers as support weapons, but 5 weapon groups limit the available group types. So this current variant has no missiles and relies only on ballisitcs (with TLs used when ammo for main guns is spent).
Novgorod with new sprites for weapons:Out of curiosity, what are you using as weapon groups right now? I'd think you could have the following:
I`m currently desiding the standard wep layout for this ship. It has two central universal large mouts and two rear large energy mounts. I tried to use centrals for missiles and energy for powerful turbolasers as support weapons, but 5 weapon groups limit the available group types. So this current variant has no missiles and relies only on ballisitcs (with TLs used when ammo for main guns is spent).
That Denmark is a frigate? With 2 medium ballistics and a medium energy all at the front? That thing is either slow, unwieldy and built like a nuclear bunker or is crazy fast and maneuverable and made of paper mache.
Denmark has the best armour and hull among all other UIN frigates, but has some problems with speed and agility which it compensates by having man. jets.
Btw i can make a plugin that destroys a husk ship depending on hull/faction, this prevents capture for example the rock fly and the ai/alien ships. Do you need it Okim?
The epitome of a gunship, then. Slow moving brick with a lot of firepower that it can bring to bear. More typical workhorse frigates like the California or the Omsk should be able to tackle it with better maneuverability and speed, if not firepower. The Denmark could be quite the support frigate with mass drivers to keep enemies "on the back foot" (on the defensive) with perhaps a plasma cannon for added punch or a type of particle weapon for added suppression.
Btw i can make a plugin that destroys a husk ship depending on hull/faction, this prevents capture for example the rock fly and the ai/alien ships. Do you need it Okim?
Hi.
Yeap, i think that the Fly and the AI should benefit from this plugin of yours. I`m currently modding in some unique salvage that the Fly, the AI and the Aliens will be 'carrying' around so that taking them out would be a little bit more profitable. This idea might use a plugin that removes these resources from the base once you sell them. Can you handle this one too? :)
P.S.: sorry for answering this proposal almost a month later - i was trying to avoid extra scripting by manipulating with various values (making Fly carry 1k marines and such).
package data.scripts.plugins;
import com.fs.starfarer.api.AnimationAPI;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import java.util.List;
import java.util.ListIterator;
public class isHulkCheck implements EveryFrameCombatPlugin
{
private CombatEngineAPI engine;
private String ROCK_FLY_HULL_ID = "rockfly";
@Override
public void init(CombatEngineAPI engine)
{
this.engine = engine;
}//INIT
@Override
public void advance(float amount, List events)
{
if (engine.isPaused()) return;
ListIterator allships = engine.getShips().listIterator();
if(allships.hasNext())
{
while(allships.hasNext())
{
ShipAPI ship = (ShipAPI) allships.next();
if(ship.isHulk() && ship.getHullSpec().getHullId().equals(ROCK_FLY_HULL_ID))
{
engine.applyDamage(ship, ship.getLocation(), 9999999, DamageType.FRAGMENTATION, 0, true, true, ship);
}//IF
else
{
ListIterator allweapons = ship.getAllWeapons().listIterator();
if(allweapons.hasNext())
{
while(allweapons.hasNext())
{
WeaponAPI weapon = (WeaponAPI) allweapons.next();
AnimationAPI animation = weapon.getAnimation();
if(animation != null)
{
if (ship.isHulk())
{
animation.pause();
}//IF
else
{
animation.play();
}//ELSE
}//IF
}//WHILE
}//IF
else
continue;
}//ELSE
}//WHILE
}//IF
}//ADVANCE
}//CLASS
Btw i can make a plugin that destroys a husk ship depending on hull/faction, this prevents capture for example the rock fly and the ai/alien ships. Do you need it Okim?
Hi.
Yeap, i think that the Fly and the AI should benefit from this plugin of yours. I`m currently modding in some unique salvage that the Fly, the AI and the Aliens will be 'carrying' around so that taking them out would be a little bit more profitable. This idea might use a plugin that removes these resources from the base once you sell them. Can you handle this one too? :)
P.S.: sorry for answering this proposal almost a month later - i was trying to avoid extra scripting by manipulating with various values (making Fly carry 1k marines and such).
Alright, ive changes ur isHuskCheck to do both the "auto-destruct" and the huskcheck, all you need to do is replace the old code with this one AND remove every isHuskCheck on every weapon that had it since, it doesnt needed it anymore:Codepackage data.scripts.plugins;
import com.fs.starfarer.api.AnimationAPI;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import java.util.List;
import java.util.ListIterator;
public class isHulkCheck implements EveryFrameCombatPlugin
{
private CombatEngineAPI engine;
private String ROCK_FLY_HULL_ID = "rockfly";
@Override
public void init(CombatEngineAPI engine)
{
this.engine = engine;
}//INIT
@Override
public void advance(float amount, List events)
{
if (engine.isPaused()) return;
ListIterator allships = engine.getShips().listIterator();
if(allships.hasNext())
{
while(allships.hasNext())
{
ShipAPI ship = (ShipAPI) allships.next();
if(ship.isHulk() && ship.getHullSpec().getHullId().equals(ROCK_FLY_HULL_ID))
{
engine.applyDamage(ship, ship.getLocation(), 9999999, DamageType.FRAGMENTATION, 0, true, true, ship);
}//IF
else
{
ListIterator allweapons = ship.getAllWeapons().listIterator();
if(allweapons.hasNext())
{
while(allweapons.hasNext())
{
WeaponAPI weapon = (WeaponAPI) allweapons.next();
AnimationAPI animation = weapon.getAnimation();
if(animation != null)
{
if (ship.isHulk())
{
animation.pause();
}//IF
else
{
animation.play();
}//ELSE
}//IF
}//WHILE
}//IF
else
continue;
}//ELSE
}//WHILE
}//IF
}//ADVANCE
}//CLASS
Ive set it to only destroys the Rock Fly since.. well boarding a Fly doesnt make much sense unless this is a Tyranic ship.
package data.scripts.plugins;
import com.fs.starfarer.api.AnimationAPI;
import com.fs.starfarer.api.combat.CombatEngineAPI;
import com.fs.starfarer.api.combat.DamageType;
import com.fs.starfarer.api.combat.EveryFrameCombatPlugin;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import java.util.List;
import java.util.ListIterator;
public class isHulkCheck implements EveryFrameCombatPlugin
{
private CombatEngineAPI engine;
private String ROCK_FLY_HULL_ID = "rockfly";
@Override
public void init(CombatEngineAPI engine)
{
this.engine = engine;
}//INIT
@Override
public void advance(float amount, List events)
{
if (engine.isPaused()) return;
ListIterator allships = engine.getShips().listIterator();
if(allships.hasNext())
{
while(allships.hasNext())
{
ShipAPI ship = (ShipAPI) allships.next();
if(ship.isHulk() && ship.getHullSpec().getHullId().equals(ROCK_FLY_HULL_ID))
{
engine.applyDamage(ship, ship.getLocation(), 9999999, DamageType.FRAGMENTATION, 0, true, true, ship);
}//IF
else
{
ListIterator allweapons = ship.getAllWeapons().listIterator();
if(allweapons.hasNext())
{
while(allweapons.hasNext())
{
WeaponAPI weapon = (WeaponAPI) allweapons.next();
AnimationAPI animation = weapon.getAnimation();
if(animation != null)
{
if (ship.isHulk())
{
animation.pause();
}//IF
// else
// {
// animation.play();
// }//ELSE
}//IF
}//WHILE
}//IF
else
continue;
}//ELSE
}//WHILE
}//IF
}//ADVANCE
}//CLASS
I have a request for a script that imitates mining operations.
Here is what i need it to do:
1. check if the fleet is near the asteroid body (orbiting it for some clicks)
2. check if the fleet has miner ships in it (checks specific hulls and their numbers)
3. check if player has enough supplies for mining operations (25 per miner) + per day consumption. If he has enough - generate a message 'Mining in progress', else - 'Not enough supplies for mining operations'.
4. generate a random amount of materials at the end of the day if the fleet kept orbiting the asteroid for the whole day
- there are three types of materials that i have already created: basic, rare and exotic
- numbers of generated materials should depend on the amount of the crewed miners in the fleet
- chances of getting rare and exotic materials should be made by a simple randomiser (basic 75, rare 20, exotic 5)
5. a message should prompt once materials are generated and fleet should lose the aforementioned supplies for the mining operations
It would be great to have some skills in 'Industrial' that have impact on supplies consumption rates, chances to get rare materials, number of materials generated etc. I see this as a check in the script that looks for player`s skills and adds bonuses to certain formulas.
All the IDs for hulls and materials i`ll provide later.
Guys is it possible to check all the weapons IDs and pick only those that contain 'rsf' / 'isa' in it?
I`m currently restructuring the whole mod to make it easier for me and other people to mess with. Weapons are going to be called like this: 'sm-bal-rsf-50mmcharged'. Hulls like this: 'isa1-f-f61'.
The idea is to make it much easier for supply fleets to pick random weapons and hulls from the list (and to avoid alien weapons delivery).
This is also going to be useful for faction-specific hull mods and weapon bonuses.
What this mod really needs is a UIN battleship called the "Netherlands" or "Holland". 8)
--- snip ---
Faction choice will also be used as a selector for starting location if Alex will include it in the next update. This means that picking a faction and becoming a pirate will put you into that faction`s space.
I have a request for a script that imitates mining operations.
Here is what i need it to do:
1. check if the fleet is near the asteroid body (orbiting it for some clicks)
2. check if the fleet has miner ships in it (checks specific hulls and their numbers)
3. check if player has enough supplies for mining operations (25 per miner) + per day consumption. If he has enough - generate a message 'Mining in progress', else - 'Not enough supplies for mining operations'.
4. generate a random amount of materials at the end of the day if the fleet kept orbiting the asteroid for the whole day
- there are three types of materials that i have already created: basic, rare and exotic
- numbers of generated materials should depend on the amount of the crewed miners in the fleet
- chances of getting rare and exotic materials should be made by a simple randomiser (basic 75, rare 20, exotic 5)
5. a message should prompt once materials are generated and fleet should lose the aforementioned supplies for the mining operations
It would be great to have some skills in 'Industrial' that have impact on supplies consumption rates, chances to get rare materials, number of materials generated etc. I see this as a check in the script that looks for player`s skills and adds bonuses to certain formulas.
All the IDs for hulls and materials i`ll provide later.
The Exerelin mod pretty much does this, minus the part about skills (still a WIP) and specific resources (it just generates Supplies at the moment).
It would be fairly simple to re-purpose what is there to what you want, or I can post examples here if you like?
public class ExampleSectorGen implements SectorGeneratorPlugin
{
public void generate(SectorAPI sector)
{
// Build and add a time manager
TimeManager timeManger = new TimeManager();
sector.getStarSystem("Corvus").addSpawnPoint(timeManger); //TODO - change if your star system has a different name
}
}
OK I have attached a class (TimeManager) that runs methods at set intervals. I think it was originally made by LazyWizard?
Anyway, I have added a few methods at the bottom to illustrate the player mining supplies. It should all be functional as is but you will need to change it if you wish to have it mine different resources and for it to remove supplies for mining those resources. There are also a couple of methods to check if it is a mining fleet, and to get the number of mining wings.
I have also added a method to move the player fleet on game creation, currently into the middle of the sun... :P
You will need to add a new TimeManager object in your sector generation:Codepublic class ExampleSectorGen implements SectorGeneratorPlugin
{
public void generate(SectorAPI sector)
{
// Build and add a time manager
TimeManager timeManger = new TimeManager();
sector.getStarSystem("Corvus").addSpawnPoint(timeManger); //TODO - change if your star system has a different name
}
}
Hopefully it is what you are after :)
package data.scripts.world.init;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.*;
import com.fs.starfarer.api.fleet.FleetMemberAPI;
import java.awt.*;
import java.util.ArrayList;
import java.util.GregorianCalendar;
import java.util.List;
import org.lazywizard.lazylib.MathUtils;
import org.lwjgl.util.vector.Vector2f;
public class TimeManager implements SpawnPointPlugin
{
private static final float BASE_INTERVAL = 1.0f;
private static final int FIRST_DAY_IN_WEEK = GregorianCalendar.SUNDAY;
private float heartbeatInterval;
private long lastHeartbeat;
private GregorianCalendar calendar = new GregorianCalendar();
private static final List<MiningShip> MININGSHIP_IDS = new ArrayList<MiningShip>();
static
{
MININGSHIP_IDS.add(new MiningShip("", "mining_drone_wing", 1));
}
private Boolean playerMoved = false;
public TimeManager()
{
lastHeartbeat = Global.getSector().getClock().getTimestamp();
heartbeatInterval = (1.0f - (Global.getSector().getClock().getHour() / 24f));
}
private void runHourly()
{
}
private void runDaily()
{
// Handle player mining at the end of each day
handlePlayerFleetMining();
}
private void runWeekly()
{
}
private void runMonthly()
{
}
private void runYearly()
{
}
@Override
public void advance(SectorAPI sectorAPI, LocationAPI locationAPI)
{
// Move player if needed
movePlayer();
if (sectorAPI.getClock().getElapsedDaysSince(lastHeartbeat) >= heartbeatInterval)
{
doIntervalChecks(sectorAPI.getClock().getTimestamp());
checkSynched();
}
}
private void doIntervalChecks(long time)
{
lastHeartbeat = time;
runDaily();
calendar.setTimeInMillis(time);
if (calendar.get(GregorianCalendar.DAY_OF_WEEK) == FIRST_DAY_IN_WEEK)
{
runWeekly();
}
if (calendar.get(GregorianCalendar.DAY_OF_MONTH) == 1)
{
runMonthly();
if (calendar.get(GregorianCalendar.DAY_OF_YEAR) == 1)
{
runYearly();
}
}
}
private void checkSynched()
{
// Compensate for day-synch code in constructor
if (heartbeatInterval != BASE_INTERVAL)
{
heartbeatInterval = BASE_INTERVAL;
}
}
private void movePlayer()
{
if(!playerMoved)
{
CampaignFleetAPI playerFleet = Global.getSector().getPlayerFleet();
playerFleet.setLocation(0, 0); //TODO - CHANGE
playerMoved = true;
}
}
private void handlePlayerFleetMining()
{
CampaignFleetAPI playerFleet = Global.getSector().getPlayerFleet();
if(!isValidMiningFleet(playerFleet))
{
System.out.println("Not a valid mining fleet");
return; // Don't mine anything
}
StarSystemAPI system = (StarSystemAPI)playerFleet.getContainingLocation();
// Need to allow some variance for transversal
Vector2f playerLocation = playerFleet.getLocation();
float xMax = playerLocation.getX() + 5;
float xMin = playerLocation.getX() - 5;
float yMax = playerLocation.getY() + 5;
float yMin = playerLocation.getY() - 5;
List asteroids = system.getAsteroids();
// Check each asteroid to see if fleet is on top of it
for(int i = 0; i < asteroids.size(); i++)
{
SectorEntityToken asteroid = (SectorEntityToken)asteroids.get(i);
Vector2f asteroidLocation = asteroid.getLocation();
if(asteroidLocation.getX() > xMin
&& asteroidLocation.getX() < xMax
&& asteroidLocation.getY() > yMin
&& asteroidLocation.getY() < yMax)
{
// Mine supplies
int miningPower = getMiningPower(playerFleet);
if(miningPower > 0)
{
System.out.println(MathUtils.getDistanceSquared(playerFleet.getLocation(), asteroidLocation));
playerFleet.getCargo().addSupplies(50*miningPower) ;
Global.getSector().addMessage("Mined " + 50*miningPower + " supplies", Color.green);
System.out.println("Mined " + 50*miningPower + " supplies");
}
return;
}
}
}
public boolean isValidMiningFleet(CampaignFleetAPI fleet)
{
List members = fleet.getFleetData().getMembersListCopy();
Boolean hasMiningShip = false;
for(int i = 0; i < members.size(); i++)
{
FleetMemberAPI fmAPI = (FleetMemberAPI)members.get(i);
for(int m = 0; m < MININGSHIP_IDS.size(); m++)
{
if(fmAPI.getSpecId().equals(((MiningShip)MININGSHIP_IDS.get(m)).getVariantID()))
{
hasMiningShip = true;
}
}
}
return hasMiningShip;
}
public int getMiningPower(CampaignFleetAPI fleet)
{
int power = 0;
List members = fleet.getFleetData().getMembersListCopy();
for(int i = 0; i < members.size(); i++)
{
FleetMemberAPI fmAPI = (FleetMemberAPI)members.get(i);
for(int m = 0; m < MININGSHIP_IDS.size(); m++)
{
if(fmAPI.getSpecId().equals(((MiningShip)MININGSHIP_IDS.get(m)).getVariantID())) {
power += ((MiningShip)MININGSHIP_IDS.get(m)).getEffectiveValue();
}
}
}
return power;
}
}
package data.scripts.world.init;
import com.fs.starfarer.api.combat.ShipAPI;
public class MiningShip
{
public String variant_id = null;
public String hull_id = null;
public int effectiveness = 1;
public ShipAPI ship = null;
public MiningShip(String variant_id,
String hull_id,
int effectiveness)
{
this.variant_id = variant_id;
this.hull_id = hull_id;
this.effectiveness = effectiveness;
}
public MiningShip(ShipAPI ship,
int effectiveness)
{
this.variant_id = ship.getVariant().toString();
this.hull_id = ship.getHullSpec().getHullId();
this.effectiveness = effectiveness;
}
public String getVariantID() {
return variant_id;
}
public String getHullID() {
return hull_id;
}
public int getEffectiveValue() {
return effectiveness;
}
}
File data/scripts/world/TimeManager.java, Line 20, Column 35: JANINO does not support genericschange
private static final List<MiningShip> MININGSHIP_IDS = new ArrayList<MiningShip>();
private static final List MININGSHIP_IDS = new ArrayList();
List asteroids = system.getAsteroids();
System.out.println(MathUtils.getDistanceSquared(playerFleet.getLocation(), asteroidLocation));
playerFleet.getCargo().addSupplies(50*miningPower) ;
Global.getSector().addMessage("Mined " + 50*miningPower + " supplies", Color.green);
System.out.println("Mined " + 50*miningPower + " supplies");
package data.scripts.world;
OK I have attached a class (TimeManager) that runs methods at set intervals. I think it was originally made by LazyWizard?
Anyway, I have added a few methods at the bottom to illustrate the player mining supplies. It should all be functional as is but you will need to change it if you wish to have it mine different resources and for it to remove supplies for mining those resources. There are also a couple of methods to check if it is a mining fleet, and to get the number of mining wings.
I have also added a method to move the player fleet on game creation, currently into the middle of the sun... :P
You will need to add a new TimeManager object in your sector generation:Codepublic class ExampleSectorGen implements SectorGeneratorPlugin
{
public void generate(SectorAPI sector)
{
// Build and add a time manager
TimeManager timeManger = new TimeManager();
sector.getStarSystem("Corvus").addSpawnPoint(timeManger); //TODO - change if your star system has a different name
}
}
Hopefully it is what you are after :)
Well, nothing happens in the game. I have a proper miner that is present in the MINERSHIP LIST. I orbit an asteroid for some days - nothing happens.
I don`t get nither of two messages ('fleet invalid' or 'generated x supplies'). So... something is not working as intended.
Global.getSector().addMessage("A Day Passed");
Okkey...
Now i have to install LazyLib :)
// Build and add a time manager
TimeManager timeManger = new TimeManager();
sector.getStarSystem("Barnard`s Star").addSpawnPoint(timeManger); //TODO - change if your star system has a different name
public class SectorGen implements SectorGeneratorPlugin {
public void generate(SectorAPI sector) {
StarSystemAPI system = sector.createStarSystem("Barnard`s Star");
// Build and add a time manager
TimeManager timeManger = new TimeManager();
sector.getStarSystem("Barnard`s Star").addSpawnPoint(timeManger); //TODO - change if your star system has a different name
public class ExampleSectorGen implements SectorGeneratorPlugin
{
public void generate(SectorAPI sector)
{
// Build and add a time manager
TimeManager timeManger = new TimeManager();
sector.getStarSystem("Barnard`s Star").addSpawnPoint(timeManger); //TODO - change if your star system has a different name
}
}
public MiningShip(String variant_id, String hull_id, int effectiveness)
MININGSHIP_IDS.add(new MiningShip("", "mining_drone_wing", 1));
MININGSHIP_IDS.add(new MiningShip("", "isa7-min-harvester_variant", 2));
MININGSHIP_IDS.add(new MiningShip("mining_drone_wing", "", 1));
MININGSHIP_IDS.add(new MiningShip("isa7-min-harvester_variant", "", 2));
Haha speedy speedy :)
Also, double check you are passing the correct hull id and/or variants in to the MiningShip objects you are creating.
The constructor for a MiningShip object is defined:Codepublic MiningShip(String variant_id, String hull_id, int effectiveness)
and you are creating the objects like this:CodeMININGSHIP_IDS.add(new MiningShip("", "mining_drone_wing", 1));
MININGSHIP_IDS.add(new MiningShip("", "isa7-min-harvester_variant", 2));
I think you will want to do this instead (could be wrong):CodeMININGSHIP_IDS.add(new MiningShip("mining_drone_wing", "", 1));
MININGSHIP_IDS.add(new MiningShip("isa7-min-harvester_variant", "", 2));
public MiningShip(FleetMemberAPI fleetMember,
int effectiveness)
{
this.variant_id = fleetMember.getSpecId();
this.hull_id = fleetMember.getHullId();
this.effectiveness = effectiveness;
}
Well. The script now runs and the fact that i start a campaing in the middle of the sun + get 'a day passed' each day - confirm that.
But i still get no supplies for mining. And no messages either.
Ok. It works now!
Getting 50 supplies per day as intended. Though mining in Barnard`s Star is a bit tricky due to pirate activity - its so damn fun!
Thanks to everyone involved! You guys are true gurus :)
Now all i need is to add miners to all factions (and i think that Scavenger is going to be a less effective pirate`s miner). And i`ll try to create a random resource generation script. Oh, and i might eventually need some help with industrial skills that will:
a. increase mining efficiency
b. increase chances to get rare materials
c. some other cool stuff regarding mining
package data.scripts.world.init;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import com.fs.starfarer.api.fleet.FleetMemberAPI;
import java.util.HashMap;
import java.util.ListIterator;
/* A mining ship in reality its every ship that possesses a mining tool/weapon
* So grab the ship, search these weapons, if it finds them its a mining ship
*/
public class MiningShip
{
public String variant_id = null;
public int effectiveness = 1;
public ShipAPI ship = null;
public FleetMemberAPI fleetMember = null;
public boolean miningWeapon = false;
public static HashMap weaponIDS = new HashMap();
static
{
weaponIDS.put("mining_id", 1); //add more ids if needed
}
public MiningShip(String variant_id,
int effectiveness)
{
this.variant_id = variant_id;
this.effectiveness = effectiveness;
}
public MiningShip(ShipAPI ship)
{
this.variant_id = ship.getVariant().toString();
shipEffectiveness(ship);
}
public MiningShip(FleetMemberAPI fleetMember,
int effectiveness)
{
this.variant_id = fleetMember.getSpecId();
this.effectiveness = effectiveness;
}
public String getVariantID() {
return variant_id;
}
public boolean hasMiningWeapons(ShipAPI ship)
{
ListIterator allweapons = ship.getAllWeapons().listIterator();
while(allweapons.hasNext())
{
if(weaponIDS.containsKey(((WeaponAPI)allweapons.next()).getId()))
{
return true;
}
else
{
continue;
}
}
return false;
}
public void shipEffectiveness(ShipAPI ship)
{
ListIterator allweapons = ship.getAllWeapons().listIterator();
while(allweapons.hasNext())
{
if(weaponIDS.containsKey(((WeaponAPI)allweapons.next()).getId()))
{
this.effectiveness += ((Integer)weaponIDS.get(((WeaponAPI)allweapons.next()).getId()));
}
else
{
continue;
}
}
}
public int getEffectiveValue() {
return effectiveness;
}
}
This could be more accurate in finding mining ships thoCodepublic static List<String> weaponIDS = new ArrayList();
static
{
weaponIDS.add("mining_id"); //add more ids if needed
}Codepublic boolean hasMiningWeapons(ShipAPI ship)
{
ListIterator allweapons = ship.getAllWeapons().listIterator();
while(allweapons.hasNext())
{
ListIterator allminingweapons = weaponIDS.listIterator();
while(allminingweapons.hasNext())
{
if(((WeaponAPI)allweapons.next()).getId().equals(allminingweapons.next()))
{
return true;
}
else
{
continue;
}
}
}
return false;
}
Well, i got another miner in my fleet and my mining power didn`t grow with it. It just seems to be picking the first miner in the fleet.
public boolean isValidMiningFleet(CampaignFleetAPI fleet)
{
List members = fleet.getFleetData().getMembersListCopy();
for(int i = 0; i < members.size(); i++)
{
FleetMemberAPI fmAPI = (FleetMemberAPI)members.get(i);
for(int m = 0; m < MININGSHIP_IDS.size(); m++)
{
if(fmAPI.getSpecId().equals(((MiningShip)MININGSHIP_IDS.get(m)).getVariantID()))
{
return true;
}
}
}
return false;
}
This could be more accurate in finding mining ships tho (needs 0.6a)SpoilerCodepackage data.scripts.world.init;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.WeaponAPI;
import com.fs.starfarer.api.fleet.FleetMemberAPI;
import java.util.HashMap;
import java.util.ListIterator;
/* A mining ship in reality its every ship that possesses a mining tool/weapon
* So grab the ship, search these weapons, if it finds them its a mining ship
*/
public class MiningShip
{
public String variant_id = null;
public int effectiveness = 1;
public ShipAPI ship = null;
public FleetMemberAPI fleetMember = null;
public boolean miningWeapon = false;
public static HashMap weaponIDS = new HashMap();
static
{
weaponIDS.put("mining_id", 1); //add more ids if needed
}
public MiningShip(String variant_id,
int effectiveness)
{
this.variant_id = variant_id;
this.effectiveness = effectiveness;
}
public MiningShip(ShipAPI ship)
{
this.variant_id = ship.getVariant().toString();
shipEffectiveness(ship);
}
public MiningShip(FleetMemberAPI fleetMember,
int effectiveness)
{
this.variant_id = fleetMember.getSpecId();
this.effectiveness = effectiveness;
}
public String getVariantID() {
return variant_id;
}
public boolean hasMiningWeapons(ShipAPI ship)
{
ListIterator allweapons = ship.getAllWeapons().listIterator();
while(allweapons.hasNext())
{
if(weaponIDS.containsKey(((WeaponAPI)allweapons.next()).getId()))
{
return true;
}
else
{
continue;
}
}
return false;
}
public void shipEffectiveness(ShipAPI ship)
{
ListIterator allweapons = ship.getAllWeapons().listIterator();
while(allweapons.hasNext())
{
if(weaponIDS.containsKey(((WeaponAPI)allweapons.next()).getId()))
{
this.effectiveness += ((Integer)weaponIDS.get(((WeaponAPI)allweapons.next()).getId()));
}
else
{
continue;
}
}
}
public int getEffectiveValue() {
return effectiveness;
}
}[close]
EDIT: heres the "almost final" code
Guys. I just realised that i can use my own restructure to help the game find proper hulls.
All my miner-capable ships have "-min-" in their IDs. Now i just need a script to help my mod to find needed hulls.
Hey, i found the problem with multiple miners. A pretty trivial one!
All bought ships use _Hull variant :) That`s why i only got my original miner.
Now i wonder if there is any way in java to use something like this: "rsf7-min-scrapper1_*', because i feel that there might be a problem with user created miner variants...
Well, I'd suggest getting the hull class name instead of the variant name, but I don't remember the method name off the top of my head... should be used in my code for cleaning up duplicate hulls, though.
And then, instead of looping through MININGSHIP_IDS, just do hullclass.contains("-min-") - it's important to get the hull name instead of the variant name, though, otherwise the player could make any ship a mining ship just by naming their variant "-min-".
Guys, how do i set up a proper call for getCrewXPLevel? I fail to do that call due to my bad coding skills.
The idea is to make a check if player`s fleet contains the majority of a given crew type and provide a bonus to mining efficiency.
Also i can`t find a proper way to get experience to crew (want to give 10|100|1000*amount of ores types mined).
StatMod crewBonus = ship.getMutableStats().getAutofireAimAccuracy().getFlatStatMod("crew skill bonus");
// Green crew don't grant a bonus
if (crewBonus != null)
{
//Goes from 0f to 1f - thanks Alex and Lazy for the help
crewMaxXP = crewBonus.getValue();
}
0.54.1a is old???
Hm. Indeed. Try switching off the Ironclads and run vanilla - if it has the same error - than the problem is with the game. If it plays ok - than do what i posted earlier.
3 CR to deploy (per fighter) and has 6 fighters per wing.
Yeah, me too :)
P.S.: i`ve done adding the new ship values to all Ironclad`s vessels.
Now just tell me - is 17 replacement fighters for a Dart wing = okay? A single wing costs 1800 to buy, 3 logistics to maintain, 3 CR to deploy (per fighter) and has 6 fighters per wing.
Hm. I didn`t find any value for CR recovery rate. I assume its dependent on character skills and crew level (probably).
FSS - Free States of Sol. That`s a very minor, but extremely wealthy and influential faction.
Wasn't it the super-authoritarian security and heritage council?
Uomoz? Zaphide? Stormpt? Rex? I wan' a system name. ;~;
Will we find a forgotten great library in Lazwiz? :D
Heres the old Dawn of Victory star map, it was surprisingly close to what Okim was doing, but with somewhat different main factions and a nuclear wasted Earth (Sol system) due to a forced immigration (http://goliath-maps.deviantart.com/art/Dawn-of-Victory-Aftermath-of-the-Scinfaxi-Invasion-335369145):
Image too big to be posted here... (http://dawnofvictory.com/Map/New3/full.jpg)
Heres the old Dawn of Victory star map, it was surprisingly close to what Okim was doing, but with somewhat different main factions and a nuclear wasted Earth (Sol system) due to a forced immigration (http://goliath-maps.deviantart.com/art/Dawn-of-Victory-Aftermath-of-the-Scinfaxi-Invasion-335369145):
Image too big to be posted here... (http://dawnofvictory.com/Map/New3/full.jpg)
That`s a freakingly HUGE map there... I can`t even dream to make at least 20% of it :)
Heres the old Dawn of Victory star map, it was surprisingly close to what Okim was doing, but with somewhat different main factions and a nuclear wasted Earth (Sol system) due to a forced immigration (http://goliath-maps.deviantart.com/art/Dawn-of-Victory-Aftermath-of-the-Scinfaxi-Invasion-335369145):
Image too big to be posted here... (http://dawnofvictory.com/Map/New3/full.jpg)
That`s a freakingly HUGE map there... I can`t even dream to make at least 20% of it :)
SC2 map is actually bigger, around 500+ star systems i need to add onto the mod, sigh....
A star named after a person is something i may achieve. Not sure how many i may put in - there isn`t much diversity for now in mod and some systems might end up without proper use.
For now - there are 4 types of unclaimed (grey) systems - one with minable asteroids, one with a pirate base, one with an abandoned station and the last - with AI, Fly or Aliens.
Post here your desired names and i`ll try to find it a proper usage :)
As for UIN - Germany is now a 2-deck battle carrier. A ship capable of acting as a military ship and a support carrier at the same time. There will also be a heavy freighter and a miner with a deck, but they are not proper carriers.
No problem. Sprognis - sounds good.
2. make trading not only profitable, but valuable for player development (allow each transaction to give some experience).
I mean - currently its boring. Just 'buy ores at mining facility -> go to orbital factory - > sell ores -> buy parts -> go to ship yard -> sell parts -> repeat until you are wealthy as hell.
Given the speed of computers nowadays, I really don't think dynamic prices would stress the CPU too much - after all, other games manage!
*waiting for 0.6 Ironclads*
(http://fc05.deviantart.net/fs31/f/2008/209/2/9/Omg_I_gets_present_by_Droneguard.gif)
Is there a way to download an older copy of starsector?
After hitting repair and paying in resources then CR should be dropped to simulate the amount of time taken repairing and spawn a fleet at the wormhole entry that has to reach the station to trigger the repair completion. The combination of pirate danger to the fleet and your lack of CR makes this a difficult challenge whereas higher logistics skill means less CR penalty.
How about giving an option to join factions from start and play as Privateer? Nothing wrong with giving player more options.
UIN should get a "combined efforts" battleship. The united interstellar nations are something like europe after all. Maybe make it a battleship with the size of the Michigun, with alot of "neutral" small and medium pods and instead of large slots add most of the premounted larger weapons in a weaker version. (like a weak version of the United Kingdom battle cruiser premounted and all the others) It would fit the into the the the whole UIN theme and it's logical to have the "pride" of the faction be a ship that combines everything from all large nations in the UIN. Currently in real life europe is doing a team effort to get fusion energy working. (see CERN for more information) This technology might be adapted as a weapon for this ship to use as it's special ability. Make it shoot a fusion bomb/stream/bullet/blackhole which causes alot of destruction but needs 5-10 seconds after activation before it shoots and disables all other ship weapons for the time it's loading up. Make it 1 shot per battle only and you might have a superweapon which is still balanced. Maybe instead of dealing massive amounts of damage make it suck in everything in the direction of it's core which makes the ship collide into each other and getting damaged that way instead of simply being another splash nuke.Putting aside it's unique massdrivers, the UK has one large gun mount and two large missile mounts. Everything else is medium/small energy/universal slots
Make the ship overload after shooting for a few seconds, that would give all enemies the opportunity to shoot out a salvo of missiles before they get hit by the weapon. This makes this weapon only useful against large ships which can't evade the attack and wouldn't make the weapon a "works every time" solution due to the fact that smaller ships could just evade the weapon and even get the benefit of shooting your overloaded ship.
Just an idea, but I really think the UIN needs at least something like that. They would want to make all enemies fear their largest and higest creation. Which isn't just a one themed ship but combines everything the UIN has to offer.
Great mod btw, will become really interesting later on, with the final version of the game which will add new features and more mod support which creates more possibilities for this mod. :)
The mod will be delayed until 0.61a comes out
What factions does each color represent? I seem to notice two different RSF colors (a pink and a dark red) Do they share relations? Does the RSF navy (the redder ones?) care if i randomly attack RSF civilian (the pink ones?) ships?
There seems to be a bug with hostiles deploying forces - My RSF shuttle engaged a small pirate group (one wyrm, one dart wing). In four rounds of combat they deployed nothing against my shuttle. I assume it is a bug of some sort with deployment logic (iirc ai tries to deploy twice your forces - shuttle has 1 deployment point, dart wing is 3), and it doesnt seem to recognize that deploying nothing doesnt work).
On the other hand, this makes an interesting dynamic - you cant actually get forcibly destroyed as a shuttle pilot. I am not sure if this is a good or bad thing yet. On the other hand, it potentially 'breaks' combat involving the shuttle. This might be more of an issue if you have multiple shuttles - harrying reserves while only deploying a small, unanswerable combat fleet seems like a pretty big exploit.
I'm not 100% sure if you want people to post issues with this release as things are clearly not finished but I thought I'd post a thing or two just in case.
The Automated Storage Network access cards unlock all options for every station, including military stations letting you buy military ships and whatnot without joining their faction, and you can apparently buy military ships from the shipyards of the faction your start with to begin with. They also unlock station wrecks as well.
I found a super easy trade route. I assume you'll be going over all this anyway but at the UIN Achiles system you can literally buy low/high tech components at the orbital factory and sell them at the security station orbiting the same planet for an easy and quick profit.
I'm also getting a null error when I try to "browse special item offers" with more than 30000~ credits
Hm, seems like I can't get a start. I tried to get different parts to sell, but I can't find them anywhere in any station. I've tried the Trade Network in the stations, sometimes I start a game and there's nothing there. Hm.
um just a little bug report with the version available for download
while save skumming the resources on all the stations disappeared.
no crash so far but shuttles are really crappy and it takes forever to start having fun with the mod
um just a little bug report with the version available for download
while save skumming the resources on all the stations disappeared.
no crash so far but shuttles are really crappy and it takes forever to start having fun with the mod
Thats what im getting for basically every menu, everywhere.
edit; is 'blocked' supposed to be a thing? I have three of them. (0 ton data chips I got from station wrecks that cost me nothing to search)
Thats what im getting for basically every menu, everywhere.
edit; is 'blocked' supposed to be a thing? I have three of them. (0 ton data chips I got from station wrecks that cost me nothing to search)
I do have the same issue as well. Is it because of a outdated LazyLib perhaps?
Do you also get 'blocked' items in station`s inventory?
No, the dialog menus just have no content. None of them it seems.
The trade menus never list anything for sale (over multiple stars). They never list anything for purchase. They dont mention anything about upgrading ships.
Fixed issue where an AI-controlled fleet would engage and then immediately retreat without deploying anythingTaken from 0.6.1a changelog (in-dev).
Would occur when the only available ships were freighters, most visible with the Pirate Plunder Fleet and other convoys
Fix is twofold:
Mothballed ships don't count against the maximum fleet size that can try to escape
If the number of freighters is so large that it exceeds the maximum escape deployment battle size, some freighters will be deployed for battle
For some unknown reason a method that i`m using to check for station type (if station.getName == "type") works only for the initial game creation. It does not work with loaded games for reasons unknown.
BTW, Lazy - is it possible to advance game time in dialogs? Say - force a single day to pass in the whole sector with all its supply consumption and fleet movements/battles after hitting one of the options.
Thanks, Lazy. My skills in coding are limited and i didn`t actually know about equals. Surely will be helpful in the future.
Some guy sed hes played the new version where do i get it?
I`ll release a new version in a couple of days (with new ships for XLE and UIN, new art for resources and new conversion options for ISA, UIN and XLE).
FYI Nomads uses Komodo and Rattlesnake; I take no issue with use of the names (as they're generic animal names anyway) and there's no real conflict since your mod is a total conversion mod
but
I thought I'd let you know, one artist to another, in case uniqueness was important to you creatively. Otherwise carry on!
I have tried two different characters, each end up with a corrupted save after a short while.Spoilerjava.lang.OutOfMemoryError: GC overhead limit exceeded
at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.convertXNIQNametoJa vaxQName(XMLStreamReaderImpl.java:1267)
at com.sun.org.apache.xerces.internal.impl.XMLStreamReaderImpl.getName(XMLStreamReaderImpl.java:918)
at com.thoughtworks.xstream.io.xml.StaxReader.pullElementName(StaxReader.java:79)
at com.thoughtworks.xstream.io.xml.AbstractPullReader.readRealEvent(AbstractPullReader.java:152)
at com.thoughtworks.xstream.io.xml.AbstractPullReader.readEvent(AbstractPullReader.java:135)
at com.thoughtworks.xstream.io.xml.AbstractPullReader.hasMoreChildren(AbstractPullReader.java:87)
at com.thoughtworks.xstream.io.ReaderWrapper.hasMoreChildren(ReaderWrapper.java:32)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:281)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)[close]
And...Spoilerjava.lang.OutOfMemoryError: Java heap space
at com.thoughtworks.xstream.io.path.PathTracker.pushElement(PathTracker.java:88)
at com.thoughtworks.xstream.io.path.PathTrackingReader.moveDown(PathTrackingReader.java:38)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:282)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.addCurrentE lementToCollection(CollectionConverter.java:79)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:72)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.populateCol lection(CollectionConverter.java:66)
at com.thoughtworks.xstream.converters.collections.CollectionConverter.unmarshal(CollectionConverter.java:61)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:50)
at com.thoughtworks.xstream.converters.collections.AbstractCollectionConverter.rea dItem(AbstractCollectionConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.putCurrentEntryInt oMap(MapConverter.java:89)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:77)
at com.thoughtworks.xstream.converters.collections.MapConverter.populateMap(MapConverter.java:71)
at com.thoughtworks.xstream.converters.collections.MapConverter.unmarshal(MapConverter.java:66)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.doUn marshal(AbstractReflectionConverter.java:306)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshal(AbstractReflectionConverter.java:234)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convert(TreeUnmarshaller.java:72)
at com.thoughtworks.xstream.core.AbstractReferenceUnmarshaller.convert(AbstractReferenceUnmarshaller.java:65)
at com.thoughtworks.xstream.core.TreeUnmarshaller.convertAnother(TreeUnmarshaller.java:66)
at com.thoughtworks.xstream.converters.reflection.AbstractReflectionConverter.unma rshallField(AbstractReflectionConverter.java:355)[close]
Have no idea what this all about. I guess that the game has troubles with such huge saves that Ironclads produce.
Yeah, that's probably it. Can you turn on save file compression (in settings.json) and see if that helps?
Edit: you could also edit vmparams to increase the amount of memory available (change both 512's to 1024's, perhaps) just to get it to load, so you can re-save it with compression on.
java.lang.NullPointerException
at data.scripts.world.RSF.VegaMinersSpawnPoint.spawnFleet(VegaMinersSpawnPoint.java:45)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Sorry.
Replace in VegaMinerSpawnpoint file 'Silent' with 'Silent Lands'
Man... I actually did jump over my head with all this stuff in Ironclads ;)
This seems to have done the trick. I can now reload all my saves normally. I will continue playing and see if the problem persists lategame.
1, 2 and 3 DPs are forcing AI to not deploy anything in combat against single ship.So? :D
You can always just right-click it and open with 7-zip.Dur, I don't know why I didn't think of that. ???
1, 2 and 3 DPs are forcing AI to not deploy anything in combat against single ship.So? :D
The reason the Ox Tug is 2 DP and marked NO_COMBAT is because it should not be used in a fight.
Marking your mod's civilian, non-combat ships the same way and giving them similar DP costs is the way you ensure the enemy admiral AI is able to take the correct decisions vs engage or run away.
I found a somewhat effective trade route in UIN space : Buy High tech components in Achilles and sell them at the Shipyard in Gianopolis, then buy weapon comps in said system and sell those in Achilles. Rinse and repeat :)
Also, a couple things for Okim :
In the Achilles system, the civilian base sells low-tech components which you can then sell at the security base orbiting the same planet. Is this intended ? It's very very easy to just buy a couple of micro freighters and grind that route till you're a millionaire.
Also, I'm getting many .null errors (the error screen didn't give me more info about them) when trying to access "more trading options" in several systems. SO far, I've counted the stations at Nexus, Centronom and Centauri, and the shipyard at Gianopolis. Oddly, the .null errors seemed to be more frequent when a Jolly Roger was in my hold.
Hope this helps :)
As a side note, I've had the possibility to play your ACM mods for both Aftershock and SOTS, and I got to say they're pretty much the best there is around. SOTS+ACM is probably the most fun I've ever had in a sci-fi strategy game !
I tried UIN skill and $ join after the Hotfix with new and old savegame .
I received a bulgaria but the station behave like i didnt enlist .
Didnt have time to tried other faction.
I found a somewhat effective trade route in UIN space : Buy High tech components in Achilles and sell them at the Shipyard in Gianopolis, then buy weapon comps in said system and sell those in Achilles. Rinse and repeat :)
Also, a couple things for Okim :
In the Achilles system, the civilian base sells low-tech components which you can then sell at the security base orbiting the same planet. Is this intended ? It's very very easy to just buy a couple of micro freighters and grind that route till you're a millionaire.
Also, I'm getting many .null errors (the error screen didn't give me more info about them) when trying to access "more trading options" in several systems. SO far, I've counted the stations at Nexus, Centronom and Centauri, and the shipyard at Gianopolis. Oddly, the .null errors seemed to be more frequent when a Jolly Roger was in my hold.
Hope this helps :)
As a side note, I've had the possibility to play your ACM mods for both Aftershock and SOTS, and I got to say they're pretty much the best there is around. SOTS+ACM is probably the most fun I've ever had in a sci-fi strategy game !
Short trading routes are intended. Mostly for the case when you got ruined by some random pirate popping out of nowhere and blasting your shuttle with precios cargo. A way where you can continue playing without the need to restart.
Look at the bottom of the log file in starsector-core folder after you get a null error. By 'more trading options' you mean 'browse special offers?".
Just to make sure - there was a hotfix yesterday that fixes some errors - did you get it?
What do you think about 'manual' type items that contain tips on various assets of the mod? Like a 'mining manual' that expains bonuses for mining efficiency and supply consumption. Or 'wrecks manual' that tells you how dangerous it is to board a wrecked station, but how profitable it can be.
These items would be put into player`s inventory on start up (taking no cargo capacity and costing a few credits). Or should i just write a manual for all the stuff in the mod in one file?
Ironclads v. 6.2 is ready now (http://www.lordsofthestars.com/other/Sector/ironclads0.6.2a.exe)
How about Galaxy Map and trade routes and charts for beginners? The Fuel is too expensive to blindly explore the star systems.
The first page of this thread cntains a link to these tips in 'CAMPAIGN'.The link to the tips for trading is wrong, looks like you tried copying the address in your address bar while you were still writing the post. use this instead:
No worries man, get some rest.
By the way, the experience you grant with trading doesn't trigger level up. I think you're missing a step in the code that makes the game check if the player should gain a level, though I'm not sure what it is. Lazy Wizard can help, I'm sure :)
P.S. Medium stinger has 30 ammo, small has 2 ammo ... I think the latter might be a bug? :) Also the Rotary Assault Gun has enough ammo for 15 seconds of fire ... that's uh ... why would I ever mount it? :D
Same here. Can you upload as a normal ZIP or RAR instead of an executable? There are too many issues with non-installer execuatables anymore.
Hey Okim for some reason your latest hot fix for you installer isn't working for me. Saying that my version of windows wont work with it.
By the way, the experience you grant with trading doesn't trigger level up. I think you're missing a step in the code that makes the game check if the player should gain a level, though I'm not sure what it is. Lazy Wizard can help, I'm sure
Same here. Can you upload as a normal ZIP or RAR instead of an executable? There are too many issues with non-installer execuatables anymore.
1, 2 and 3 DPs are forcing AI to not deploy anything in combat against single ship.So? :D
The reason the Ox Tug is 2 DP and marked NO_COMBAT is because it should not be used in a fight.
Marking your mod's civilian, non-combat ships the same way and giving them similar DP costs is the way you ensure the enemy admiral AI is able to take the correct decisions vs engage or run away.
Got a fatal null using 6.2...Spoilerjava.lang.NullPointerException
at com.fs.starfarer.ui.m.Object(Unknown Source)
at com.fs.starfarer.ui.String.oOOO.addOption(Unknown Source)
at data.scripts.IroncladsStationInteractionDialogPlugin.optionSelected(IroncladsStationInteractionDialogPlugin.java:1602)
at com.fs.starfarer.ui.String.O00OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1.o00000(Unknown Source)
at com.fs.starfarer.ui.String.oOOO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)[close]
Where did you get that 'NO_COMBAT' tag? If you mean 'CIVILIAN' tag in hull.csv (like OX in core uses) - all my ships already have this and 1,2,3 DP just make AI to withdraw without deploying anything.Yeah sorry I meant CIVILIAN, I got confused with a similar usage tag in another game I used to mod for.
What is the real problem with 5 DPS per freighter? AI runs away from your fleet or what?
Same here. Can you upload as a normal ZIP or RAR instead of an executable? There are too many issues with non-installer execuatables anymore.Hey Okim for some reason your latest hot fix for you installer isn't working for me. Saying that my version of windows wont work with it.
Right-click on it and use Winrar or any other extract software.
WinRAR does not give the option to open with right click.
BTW, I'm using a Windows 7 64-bit OS if that has any bearing.
Instead of the enemy stations activate their weapons and are going to destroy you unless you pay a fee or leave you could possible fight it. A big battle against the station and the station would be a giant ship that can't move but has high shields and hull with lots of weapons and you would get a reward for beating it. And there would be different stations like a military outpost would be a lot harder to beat instead of a mining station.
Instead of the enemy stations activate their weapons and are going to destroy you unless you pay a fee or leave you could possible fight it. A big battle against the station and the station would be a giant ship that can't move but has high shields and hull with lots of weapons and you would get a reward for beating it. And there would be different stations like a military outpost would be a lot harder to beat instead of a mining station.
I wish we could but I don't think the game has that capability ATM. :(
Instead of the enemy stations activate their weapons and are going to destroy you unless you pay a fee or leave you could possible fight it. A big battle against the station and the station would be a giant ship that can't move but has high shields and hull with lots of weapons and you would get a reward for beating it. And there would be different stations like a military outpost would be a lot harder to beat instead of a mining station.
I wish we could but I don't think the game has that capability ATM. :(
I believe the API actually does support that kind of thing now. We can start arbitrary battles from within a custom interaction dialog (InteractionDialogAPI.startBattle()), so the mod could create a special fleet that contains the station ship, then start a battle with it if you choose that option during the conversation. Then use the InteractionDialogPlugin's backFromEngagement() method to determine the outcome of the fight and give the relevant rewards/penalties.
Or at least, that's how it appears to work when looking at the API. I haven't actually messed around with interaction dialogs much yet.
Hey Okim,
just realized that the Goliaph system doesn't have a wormhole. while I can enter it just fine once I unlocked navigation 10, it would be very nice if I could get back out... :P
*holds his fingers crossed for a Holland or Netherlands class destroyer*
Sorry, Okim. I just can't let go. ::)
By the way, your conversion is getting better by leaps and bounds. I am very impressed and looking forward to what the future brings.
111553 [Thread-6] ERROR com.fs.starfarer.campaign.save.CampaignGameManager - Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
---- Debugging information ----
message : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
cause-exception : com.thoughtworks.xstream.converters.reflection.ObjectAccessException
cause-message : Could not call com.fs.starfarer.campaign.CharacterStats.readResolve() : Java heap space
class : com.fs.starfarer.campaign.CharacterStats
required-type : com.fs.starfarer.campaign.CharacterStats
converter-type : com.thoughtworks.xstream.converters.reflection.ReflectionConverter
path : /CampaignEngine/playerFleet/containingLocation/objects/lists/entry/list/JumpPoint/destinations/com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination/destination/orbit/starPoint/containingLocation/objects/lists/entry/list/JumpPoint[93]/orbit/starSystem/objects/lists/entry[4]/list/CampaignFleet[3]/fleetData/members/FleetMember[22]/captain/stats
line number : 393328
class[1] : com.fs.starfarer.rpg.Person
class[2] : com.fs.starfarer.campaign.fleet.FleetMember
class[3] : java.util.ArrayList
converter-type[1] : com.thoughtworks.xstream.converters.collections.CollectionConverter
class[4] : com.fs.starfarer.campaign.fleet.FleetData
class[5] : com.fs.starfarer.campaign.fleet.CampaignFleet
class[6] : java.util.HashMap
converter-type[2] : com.thoughtworks.xstream.converters.collections.MapConverter
class[7] : com.fs.util.container.repo.ObjectRepository
class[8] : com.fs.starfarer.campaign.StarSystem
class[9] : com.fs.starfarer.campaign.StarSystem$UpdateFromHyperspaceLocation
class[10] : com.fs.starfarer.campaign.JumpPoint
class[11] : com.fs.starfarer.campaign.Hyperspace
class[12] : com.fs.starfarer.campaign.StarSystem$UpdateFromSystemLocationOrbit
class[13] : com.fs.starfarer.api.campaign.JumpPointAPI$JumpDestination
class[14] : com.fs.starfarer.campaign.CampaignEngine
converter-type[3] : com.fs.starfarer.campaign.save.void
version : null
49974 [Thread-5] 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:724)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.super$1@526aeaaa"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/ISA/Grant.java, Line 18, Column 7: Imported class "data.scripts.world.IroncladsAdder" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
... 7 more
texture with id [graphics/ships/pir1-f-harpoon.png]
50604 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 226.62 MB of texture data so far
50605 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/pir1-f-harpoon.png (using cast)
50714 [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(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.super$1@53abbb"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/ISA/Grant.java, Line 18, Column 7: Imported class "data.scripts.world.IroncladsAdder" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
... 7 more
So whats the deal.. Is there something I'm missing here.. because 8 new games and I'm still getting stomped without even changing ships once?
So whats the deal.. Is there something I'm missing here.. because 8 new games and I'm still getting stomped without even changing ships once?
Just do some in-system trading by ferrying weapon components between a shipyard and security station. Once you have a decent amount of money (~10k or so) buy a freighter and do some inter-system trading. Once you do that money will start rolling in real fast and you can join a military to get access to good combat ships and go from there.
For my RSF game I found the triangle of Gagarin's>Vega>Stalevar to be a pretty decent trade route, though there's probably better out there.
BTW Okim, could you post the sector map in the OP?
What are you trying to say? That UIN are high-tech? Yes they are. As well as ISA.I think all I am trying to say is that there used to be pretty specific ratios for flux and dissipation, and they seem to have straight up gone away. I was just wondering if that was by design that those ships dont really follow a ratio at all.
Both factions rely on their shields, flux capacity and vents.
[more stuff]
I need a little help here, I've allready downloaded the mod, three times! Trying to get it to work, i've uninstalled, reinstalled, removed, Ironclads- a great mod by the way! xD Very fun -but, i seem to constantly get the following error, similiar to the one at the top of the thread page currently.I run linux, so maybe the file isn't named correctly? In the mena time i'll try an fix that if it's the case... But, checking things it doesn't seem to be... > , <;SpoilerCodetexture with id [graphics/ships/pir1-f-harpoon.png]
50604 [Thread-6] DEBUG com.fs.graphics.TextureLoader - Loaded 226.62 MB of texture data so far
50605 [Thread-6] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/ships/pir1-f-harpoon.png (using cast)
50714 [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(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.super$1@53abbb"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/ISA/Grant.java, Line 18, Column 7: Imported class "data.scripts.world.IroncladsAdder" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
... 7 more[close]
Having changed all the settings recommended in the OP, I still get this error just as the initial loading progress bar is finishing up:SpoilerCode49974 [Thread-5] 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:724)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.super$1@526aeaaa"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:424)
at java.lang.ClassLoader.loadClass(ClassLoader.java:357)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/ISA/Grant.java, Line 18, Column 7: Imported class "data.scripts.world.IroncladsAdder" could not be loaded
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.UnitCompiler.loadFullyQualifiedClass(UnitCompiler.java:9121)
at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:254)
at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
... 7 more[close]
I honestly wasnt even aware there was a actual trading mechanic in this game.. Mind explaining this abit more? Do i just buy the electronics and send them off to another station? How exactly do I know prior to buying the components which station will buy the stuff for more?
i dont know if this has been covered before but i think its a lil silly that my cap ships frequently die to fighters not with wepons but by getting them to ram me and my sheilds after i mow them down i think something about this damage should be lowered
A small WARNING!
Don`t click on 'browse special offers' if you are not friends with station`s owner and have more than 20000 credits. This will result in a crash (that is finally nailed down in dev version).
Did it corrupt your save? Because I can't be the only one that F5's before a fight, after a fight, after undocking, etc :D
destroyed a Rock Fly, about 7 AI Protector and Pacifier fleets (yeah, large huge AI fleets) and Alien abductors
i dont know if this has been covered before but i think its a lil silly that my cap ships frequently die to fighters not with wepons but by getting them to ram me and my sheilds after i mow them down i think something about this damage should be lowered
Its intended.
Fighters are huge projectiles full of fuel and explosive ammo moving fast in space. If it`s husk kicks you - than it should be a serious kick - not just a glancing one. Its a fire-ship of some sorts :)
The problem is that after core 0.6a all fighters leave a husk after them. I find it pretty cool as i now have to not only kick out the fighter, but also to dispose or evade its husk.
Ironclads` own Reapers...
wow yall are getting a tough time? i found it extremely easy since okim made a nice post about how to get started.....here ill detail what i did for my UIN campaign .TRADING/EARLY STAGEI got my little courier shuttle and hightailed it to achiles star system. There you can buy low tech parts and sell it to a station in the same system and repeat forever. I did that until i bought a trio of micro-freighters. Then i repeated the process until my little micros couldent hold any more components in their compartments. Then i bought a trio of hammerhead freighters (two cargo-one passanger) and some UIN police escorts. Then i traversed the stars looking for free loot.EXPLORATION/SALVAGE STAGEI got EXTREMELY rich off traversing the system and selling salvage off broken stations. I always brought the maximum crew for salvage and usually you get one of two options after choosing what kind of salvage operation you'll take. You can Take a ship before the broken stations collapse, or take all the loot inside(there's sometimes the option to just take the datacore and run off with cash but, i wanted the salvage for the rare weapons that are hard to find from some factions if your not joined with their cause". The loot gives you more money, but the ships are usually rare variants of the factions ships(especially the XLE ones).
Specifically Laswis and Rexx systems have these broken stations (hah wrecks at rexx) but there's one INSIDE uin territory....somewhere i dont remember. these three stations alone will give you either 3 quick cash salvage runs, or an advanced destroyer/cruiser fleet of 3. also you get a TON of high tech components that make BANK when you sell them at a shipyard. Trading them for a premium is way better then just hawking them off.COMBAT/RAIDING PHASE
I put most of my skill points dedicated to the burn drive and the advanced optics modification to stack with the targeting core. My cruisers may crawl on the battle field but i at least can get to the battlefield and out range a mother ship. i explored every star system before i made a dedicated attack fleet, although most of the reason i took so long starting combat was both because i wanted to see everywhere first, but also because it was a pain to find some favorite weapons of mine and i refuse to configure my ships out of my own custom variations. Now i just raid RSF attack fleets and uin carrier groups both out of hyperspace all day.
You can do the whole "patient trading and eventually gathering enough crew and cargo space to go after broken stations to get rich" thing with any faction really. There are a generous amount of station wrecks out there for all factions. i skipped mining all together but ill pick it up next time. My point is if you know where to sell components and you have a bit of patience with the trading and salvage operations you will make bank to fund all your operations for the rest of the campaign.
Tip 1- if you pay the fee at a pirate station you can make even more money than you paid for or at least get some of it back by picking up the "jolly rogers" item and selling it to any security station in the trading screen.
Even with the compression enabled, my savegames become un-loadable after a little while. And with each new game requiring so much time spent clicking between 2 stations buying/selling weapons components @ a margin of 100cr a pop to be able to have the CR and skills to get a ship that won't be wrecked by the cheapest pirate frigate in seconds, I'm gonna have to come back to this mod later :/
well **** My save game got crashed so i dont have a convinient reference for you two to awnser your questions with. Ill make a new profile right now and post screenshots and stuff about stations. Hope you dont mind a long detailed post okim =3. fair warning. Anyway in the mean time ill just leave this here
WARNING! For proper work of this mod you need to set save compression to TRUE in data/configs/settings file. Save file that this mod generates otherwise may become corrupted due to it`s size.
WARNING!You should also change all '512' values to '1024' in vmparams file located in Starsector core folder (use any text editor to open it), otherwise you may still encounter problems with savegames.
so how do you get capital ships? I've joined XLE and have been exploring/blowing up ransom ISA fleets for almost a year, checking back at the military station every month or so. But still i never see one there. I did the same thing with UIN for a little less than a year.
And the pirate fleets are all super small and hard to find. They never seem to use anything bigger than a light cruiser.
Am i bugged or is the RNG just *** me?
There was one instance where a pirate sparker wing collided with my shields and did 2000's damage WITHOUT exploding each! they bounced off the shield and stood there taunting me to move foreward an inch so they could do more damage. Needless to say it put a damper on my day as the battle was tough enuf with fighters refusing to stay dead and come back in waves of flying suicide bombers even with my insane amount of PD.
Also taking greens into salvage operations is a bad bad idea. They have almost 50% casualty ratio, while Elites and Marines will get killed only at a ratio 1/10.
On the other hand - the more greens lost their lifes - the more XP the others gain learning on their mistakes :)
Both values are modified by your commanding skills and may eventually lead to 0 chances of casualties (though the more you bring - the more will die and the further these '0-chances' will be pushed).
EDITED:
Looking at your example i can see that you`ve lost the same amount of crew. This is odd as there is a randomiser in place that gives slightly differentiating values.
Mining. If you got only green crew - you`ll get a -20% mining efficiency. Regular uses basic values, veteran - a bonus +20% and elite - an even greater bonus. Rockmaster is the best miner regarding supply consumption. Other miners have worse supply consumption raising to 60 for XLE Python (however it gets the best mining efficiency in the mod).
The more miners you get - the better is the output and odds to find exotic ores. Overall mining efficiency less than 1 results in mining failures and mostly common resources. This can be profitable if you haul these commons to Pax system (max selling price for common minerals).
I`ll soon introduce a Mining scanner that will give an extra bonus.
WARNING! For proper work of this mod you need to set save compression to TRUE in data/configs/settings file. Save file that this mod generates otherwise may become corrupted due to it`s size.
WARNING!You should also change all '512' values to '1024' in vmparams file located in Starsector core folder (use any text editor to open it), otherwise you may still encounter problems with savegames.
/native/linux -Xms512m -Xmx512m -classpath
/native/linux -Xms1024m -Xmx1024m -classpath
so do asteroid fields replenish with time? (new asteroids ending up in the field current ones collecting particles etc)
quoting OP...QuoteWARNING! For proper work of this mod you need to set save compression to TRUE in data/configs/settings file. Save file that this mod generates otherwise may become corrupted due to it`s size.
WARNING!You should also change all '512' values to '1024' in vmparams file located in Starsector core folder (use any text editor to open it), otherwise you may still encounter problems with savegames.
Now, WHAT FILEIS THAT?!?!?! What is it on linux?
Wow. Why do you need a 200000 tons of low-tech components??
Also question.. Does the uh.... what are they called.. The European faction have any carriers? Haven't found a single one yet?
I just don't understand what to do anymore now
What do you lack in Ironclads?
I don't even know how to start.
I spawn with a shittey ship with only one small omnidirectional cannon that does no damage at all, and I can't boom anyone with this.
Help ?
I start with ships that have 1 small weapon.
A PD gun.......
What do I do with it? I can't take on anything!
- More medium and large sized fleets to hunt, especially pirates. Should be a fleet which is smaller than a SDF but larger than a Attack Fleet. Also, full AI released, but this is already in the works if I understand correctly.
- More weapons available in Military Outposts.
- Unique ships that be converted from basic hulls with alien parts.
- Natural enemies available to XLE and UIN. The latter have Aliens to deal with but they're quite rare.
- UIN Devastator Drones are hilariously powerful, I don't think there's a more powerful DE class in the game than the Hungary. Do the drones have both kinetic and HE weapons? If that is the case, maybe they should just have access to one weapon type. Right now I don't think they have any counter short of a EMP Emitter, and the only class that has one of those also belongs to the UIN (although I think pirates have one too).
- Some more ship systems would be nice.
Okim,
I meant I don't know what to do.
I start with ships that have 1 small weapon.
A PD gun.......
What do I do with it? I can't take on anything!
get some ******* sleep!
get some ******* sleep!
I agree with this fellow~!!!
Sleep is NEEDED!
get some ******* sleep!
There is no man i love more for putting such dedication and work into his mod
There is also no man i hate more for putting so much love and dedication into his mod.
ill take you update okim.
ill take you on a date okim.
Love the mod, for what I can play of it. I cannot get the saving to work right and whenever I play a game I cant stop because if I do then I wont be able to go back to it since loading a file will bring up an error message. If I could maybe get help with the vmparams that would be nice, I found the file outside of the Starsector-core file and changed the 512's to 1024's then placed it in the core file and nothing has changed. Im sad that I cant play this mod for more than 20 minutes because of how awesome it looks.
Love the mod, for what I can play of it. I cannot get the saving to work right and whenever I play a game I cant stop because if I do then I wont be able to go back to it since loading a file will bring up an error message. If I could maybe get help with the vmparams that would be nice, I found the file outside of the Starsector-core file and changed the 512's to 1024's then placed it in the core file and nothing has changed. Im sad that I cant play this mod for more than 20 minutes because of how awesome it looks.
Is there any star system where all of the factions are present? Like in "vanilla" Starsector (pirates, the others and the others all in one)? Because im looking for fast cash oportunity because i hate the trading shuttle or whatever it is. Was hoping for something better, like it was in Sproginator's LP (dynamic action)...
Okim, you make absolutely fantastic mods; SotS's ACM was amazing and so is this.
I have a small question, though: once I enlist in the UIN military... what are my 'natural' targets? Aliens and Pirates are rare (or at least, too small and fast for my cruisers) and I can't find anything for my new battle fleet to fight :p.
Still unable to sleep so was doing research and reading forums and facebook until:There is no man i love more for putting such dedication and work into his mod
There is also no man i hate more for putting so much love and dedication into his mod.
ill take you update okim.
ill take you on a date okim.It's either lack of sleep or too much flash reading... Probably both
My post is invalid ::)
Love the mod, for what I can play of it. I cannot get the saving to work right and whenever I play a game I cant stop because if I do then I wont be able to go back to it since loading a file will bring up an error message. If I could maybe get help with the vmparams that would be nice, I found the file outside of the Starsector-core file and changed the 512's to 1024's then placed it in the core file and nothing has changed. Im sad that I cant play this mod for more than 20 minutes because of how awesome it looks.
Leave the file in the \Starsector folder. Just edit it there to 1024 and save.
Done this and works fine.
519516 [Thread-6] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished saving
705469 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.ui.impl.J$1.void.String(Unknown Source)
at com.fs.starfarer.ui.impl.J$1.Oo?000(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.?o?000(Unknown Source)
at com.fs.starfarer.ui.impl.StandardTooltipV2.processInputImpl(Unknown Source)
at com.fs.starfarer.ui.O.processInput(Unknown Source)
at com.fs.starfarer.ui.O.preProcessInput(Unknown Source)
at com.fs.starfarer.ui.oOOo.processInput(Unknown Source)
at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.???000(Unknown Source)
at com.fs.super.oOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
It just doesnt make sense, I chase down, and disable a small tanker. Then, when i win, the game asked me if i want to board it.
I say yes,
I don't get it, then the bloody thing gets away. WTF
I got that version yes, Just got the police escort ship as-well or whatever.
But even with that, traveling to another sector is strange because I can't take on any kind of fleet :P
EDIT: I found it, it is in /contents and is called info.plist
Trust me i would have already done this if it would be that easy. Current API does not allow to send other data with the option you click on - just its ID that you have to catch with 'IF' or 'CASE' and work out separately.
Part of the reason is that I dont really feel like using a PD/support energy weapon in the main slots for my kursk. I could have used the burst array things or something that is marked as XLE PD, or linked beamers or something( I experimented a bit with a pair of molten laser things and while hilarious, not super great) but that seems kinda silly compared to what is supposed to be there (RSF pulse lasers). I really feel the kursk needs a heavy hitting primary weapon of some sort there, and all the ones I found didnt really fit that. (also, minor note - XLE military stations dont allow me access as an RSF military member. By design?)
As for all of the things I listed - all of those are encounterable by not-military grade enemies. The destroyer I mentioned is the ISA civilian destroyer, a common sight in armed freighter and police patrol fleets, and the other ships a common part of the pirates northish of the UIN. Its not like I am intentionally picking fights with military grade ships, theyre just the only pirates I can find (or, weakest ISA enemies).
Unless it is by design that I am entirely forced to play the role of small time freighter pirate in hostile space until I can buy my way into the military, or fly around in a circle trading for tons of profit and no effort for an hour before I can do real combat?
~other notes:
Dagger is ok, 1k hull, 200 armor (compared to rostov-h 1800 hull 180 armor, omsk's 2800 hull 280 armor)
Cant actually find stiletto class in codex
I have barely looked to engage AI at all - all I know of them is that previously they were incredibly strong and tough to kill
Compressing my save files didn't work :/
Part of the reason is that I dont really feel like using a PD/support energy weapon in the main slots for my kursk. I could have used the burst array things or something that is marked as XLE PD, or linked beamers or something( I experimented a bit with a pair of molten laser things and while hilarious, not super great) but that seems kinda silly compared to what is supposed to be there (RSF pulse lasers). I really feel the kursk needs a heavy hitting primary weapon of some sort there, and all the ones I found didnt really fit that. (also, minor note - XLE military stations dont allow me access as an RSF military member. By design?)
As for all of the things I listed - all of those are encounterable by not-military grade enemies. The destroyer I mentioned is the ISA civilian destroyer, a common sight in armed freighter and police patrol fleets, and the other ships a common part of the pirates northish of the UIN. Its not like I am intentionally picking fights with military grade ships, theyre just the only pirates I can find (or, weakest ISA enemies).
Unless it is by design that I am entirely forced to play the role of small time freighter pirate in hostile space until I can buy my way into the military, or fly around in a circle trading for tons of profit and no effort for an hour before I can do real combat?
~other notes:
Dagger is ok, 1k hull, 200 armor (compared to rostov-h 1800 hull 180 armor, omsk's 2800 hull 280 armor)
Cant actually find stiletto class in codex
I have barely looked to engage AI at all - all I know of them is that previously they were incredibly strong and tough to kill
Dagger is Stiletto, just forgot that it was renamed.
Pulse lasers not availabel for both Shelezyaka and Barnard`s military bases = bad luck. Either wait for some time for the stations to resupply or go fight ISA heavy patrols with Indiana DEs. They`ll give a plasma cannon or other ISA med-energy guns. Should at least.
Civilian ships with HE guns is a left over from the original mod. Will see to it. BUT! Pirates using military frigates is normal.
Two linked beamers for Kursk is what is supposed to be there. Two energys there are mostly for support roel as Kursk can`t sustain long bursts of anything powerful enough. It does use autolasers by default, but initially it was using Ion Cannons with 125mm guns and Wasps as anti-armour options.
Allies are not exactly allies in current mod. They are neutral with some above average reltionships. So no access to military if you are in military of its friend.
My game usually starts from a few trading runs. After i get 5k - i go to nearest station and buy me a gunship. With it i go into RSF or ISA space and start hunting freighters. Once i kill a few of them - i get an extra gunship. With two gunships i start picking pirates as targets of opportunity. Once i get 75 crew and a decent freighter - i visit 1-2 wrecks and salvage whatever they give me. Its either a weapon pack (fully randomised) or a military destroyer. Having a couple of those in my fleet - i go to hunt larger pirates or cargo haulers (depending om my mood). One such fleet - and you are crazy rich. Crazy rich = can join military.
There is also another way i play the game. I trade until i get 6500 and go find me a Scrapper miner. With it i mine my first asteroid field (with standard survey) and get some tons of commons that are in high demand at Pax`s orbital factory. Rares and Exotic are a bit too rare and exotic without mineral scanner. That`s why i get it as soon as possible. It usually grants 'very rich' deposits of one of the ore types. A quick overharvest of such field gives me tremendous amounts of minerals at a cost of completely drying the field. Recently i got myself a 200k for hauling tons of exotic minerals to XLE Procyon outpost.
sry for being annoying
can you tell me how am i supposed to play the mod propperly, i just start with this shitti litte ship whit only one point defense weapon and can't do anything. I tryd to trade stuff but run out of everything-.-
Is there a menu prices and stations?
TRADING
Each faction has a set of several stations divided into 6 types. Each type buys and/or sells its own types of resources. To check what a station is buying/selling you need to click on 'buy/sell trading resources'. Currently the mod has 7 tradeable resources - 3 of them being minerals, 2 - ship components and the last two weapon components and industrial equipment.
List of station types and their buy/sell options (and icons used on the map):
Mining Facility (golden pick) - sells 3 types or minerals (common, rare, exotics) and buys industrial equipment.
Orbital Factory (golden gear) - sells 2 types of components (low-tech, high-tech) and buys sommon and rare resources.
Ship Yard (SY)- sells weapon components and industrial equipment and buys low-t, high-t comps.
Security Stations (P) - buys low-tech and weapon components.
Military Outposts (M) - buys weapon components and exotic minerals.
The last one is a Trading Station ($) that has 2 buy and 2 sell options depending on faction`s demands, but they do this at a 5% extra charge.
What do you see here?Spoiler(http://www.lordsofthestars.com/other/hullmods.png)[close]
Credits from CPUs are gone in 6.2, but each fleet now produces loot in the way of low- and high-tech components and tokens (if they are pirates or navy).
Oh man new hull mods? I ahvent seen deflectors or powered armor before! what do they do?!?
I just kinda sit in ISA space blowing up freighters all day without bothering to loot. Not really sure if its faster, but making shopping trips is boring. at 2k+ per freighter, and usually enough supplies and fuel to keep going immediately onto killing the next freighter
Ironclads ofcause. I can`t speak for the Starsector :)
are you 'fixing' trade routes then?I just kinda sit in ISA space blowing up freighters all day without bothering to loot. Not really sure if its faster, but making shopping trips is boring. at 2k+ per freighter, and usually enough supplies and fuel to keep going immediately onto killing the next freighter
IRC 6.2 will give some random escorts to some of the freighters. These will be randomly added by script at fleet`s creation.
Yeah, i`m making 'easy money' not so easy to farm.
are you 'fixing' trade routes then?I just kinda sit in ISA space blowing up freighters all day without bothering to loot. Not really sure if its faster, but making shopping trips is boring. at 2k+ per freighter, and usually enough supplies and fuel to keep going immediately onto killing the next freighter
IRC 6.2 will give some random escorts to some of the freighters. These will be randomly added by script at fleet`s creation.
Yeah, i`m making 'easy money' not so easy to farm.
I feel like removing the ability to do simple freighter farming would make the early game far too tedious.. On he bright side, itll make trading the only actual way to make money when you start, which I think is what you were going for.
I dunno, it feels like a really odd move.
I believe that it's entirely possible to have some mod scripts in a jar, and some not (untested)
1. Just had to point out that there are 3 extra .jar files within the 'IroncladsDialogs.jar' file whose checksums match those from vanilla v0.6.1a.
2. A whole truckload of .variant files have a blank 'displayName' field, thus leading to a fairly irritating visual gaffe on the ship refit screen.
3. Also, being something of a tinkerer, no longer being able to tweak the current mining efficiency of/add additional ships to the list of valid mining ships is a tad annoying, so I put forth the following request/inquiry:
In a future release, would it too much trouble to ask for the appropriate .java file(s) that specify the above, to be re-located to the mod's 'data\scripts' folder for said tinkering, or does the new dialog-driven approach mandate the pre-compiled scripts in the .jar file?
I just spent a long ass time, bashing away at this goddamn lone Blood Skulls destroyer, Took it on (WHILE IT HAD LOW *** CR) in a heated battle with my destroyer, 2 frigates and a fighter wing
...
I walltext of rambling :)
I wrote you in that rant thread of yours.
I have a feeling that i might be the reason of your bad opinion of the game ::)
Not going to happen. Whatever has got into jar has no comming back (and eventually the majority of the mod will end up there).Message received and understood.
To be honest - someones tinkering with the mod is a much less priority than mine comfortable and easy to do coding. IntelijIDEA provides all i need, but it requires all the source files be put inside the jar.
Short shield+ use it like a weapon= Energy Axe :D ;D ;) :)
I Killed a rock fly and got 6 eggs and 8 organs and on
IM RICH (First reaction)
Now What to buy....
Or Steal..........................
Or Kill for More weapons because no godamn store has any anymore
Or Just buy......
Yeah, but i think i did smth wrong with it - i don`t see fighter hulls at all now ???
It does mean some of the fighters might need a buff since on the whole they'll just be less effective in combat than they used to without the huge unintended damage spikes.
It does mean some of the fighters might need a buff since on the whole they'll just be less effective in combat than they used to without the huge unintended damage spikes.
I'm pretty sure fighters are fine, considering the way Sukhois obliterate everything that isn't a cruiser or battleship. The Tupolevs on the other hand...
I`m currently trying to wire in sliders for trading. This will allow you to buy whatever you wish ranging from 1 unit to 'your credits/price of the given resources' units.
BUT! Every cool system has its freaking BUTS... Here what happens with 4 buy/sell slider options on one screen: large pic here
There are no scrollbars in dialogue options (unless i found no way to add them), so the abundance of various options will overlap the GUI like on that pic.
I currently have only one idea how to fix it - leave the sell options as they are now (just one stroke-option that sells all of your stuff). This way the option on the bottom will exactly fit the screen without any stupid overlaps.
The other problem with using sliders - is that it does not show you the exact cost of all the resources you are going to buy.
And the third issue - each slider must have its own option ('buy that') in order to work properly.
Save gets corrupted 10 minutes after starting it, and me aswell, have no clue where to start, the ship you start with is worse than garbage, there is nothing to fight for miles and you run out of fuel before you can get anywhere, guess i have to invest some serious time in this, if you can only get to the pirate system and then somehow not run out of supplies/money/fuel or die then you are set to roll with the big boys later on. :P
I asked for difficulty, i got plenty here. :P
( every time, save corrupts itself after like 10-15 minutes of playing, you have something fishy going on here. :-\)
I would prefer pirate hunting.
Not that interested in trading.
Dont want to prey on civilian ships, meh, might make a exception.
So the Merc ship is a good investment? Perhaps I will sell the shuttle and use the Merc ship as a standalone and see if I can find some low level pirates.
Will see if any of this works. Thanks
Save gets corrupted 10 minutes after starting it, and me aswell, have no clue where to start, the ship you start with is worse than garbage, there is nothing to fight for miles and you run out of fuel before you can get anywhere, guess i have to invest some serious time in this, if you can only get to the pirate system and then somehow not run out of supplies/money/fuel or die then you are set to roll with the big boys later on. :P
I asked for difficulty, i got plenty here. :P
( every time, save corrupts itself after like 10-15 minutes of playing, you have something fishy going on here. :-\)
>:(
read... the.. OP... please...
java.exe -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms512m -Xmx512m -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher
hmmm. odd, i can't change that value, because the program is apparently opened somewhere else, which shouldn't be possible since i just restarted the computer.
my computer acting funny again... Gdammit. >:(
There are,SpoilerQuotejava.exe -server -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms512m -Xmx512m -classpath janino.jar;commons-compiler.jar;commons-compiler-jdk.jar;starfarer.api.jar;starfarer_obf.jar;jogg-0.0.7.jar;jorbis-0.0.15.jar;json.jar;lwjgl.jar;jinput.jar;log4j-1.2.9.jar;lwjgl_util.jar;fs.sound_obf.jar;fs.common_obf.jar;xstream-1.4.2.jar -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=. com.fs.starfarer.StarfarerLauncher[close]
A nice idea. I'd personally go for something with a bit more insect terminology:Very Interesting
Rock Fly Larva (drone)
Rock Fly Hatchling (fighter)
Rock Fly Adolescent (frigate)
Rock Fly Adult / Drone (destroyer)
Rock Fly Elder (cruiser)
Rock Fly Broodmother / Broodqueen (capital)
Perhaps add hull mods or ship systems involving a natural carapace, cuticle (exoskeleton) and chitin. Dissolvent mucus? Gosh this makes me want to set up a Zerg-ish or insectoid mod. :D
guess i need 64-bit java to play this, it corrupts after a certain amount of time. even with more memory. :'(
Just one question:
I atomized several ISA system defense fleets and get about 500 "Five-Stars". Now I can't get bounty for them. Is it the bug or feature? Russian military haven't so much money just like IRL?
Just one question:
I atomized several ISA system defense fleets and get about 500 "Five-Stars". Now I can't get bounty for them. Is it the bug or feature? Russian military haven't so much money just like IRL?
Bounty is only available at military outposts. Bring your five-stars to Barnard`s Star.
If it has no option to sell the 5-Stars - than its a bug. You need to access trading network in order to sell them, BTW.
For some reason, Crimson Snakes seem to be afraid of my Mule-class freighter on the world map. They pursue me, but retreat just before reaching me, then turn back and resume the pursuit, many times in a row. I've had it definitely happen with a single Crimson Snake, and possibly with multiple ones.
Quick installation question. I downloaded the mod and placed the zipped folder in the mods folder like normal. I also modified the vmparams file as mentioned on the front page. When I load up the game and try to select it, however, no mods are listed (not even lazylib). This is with a fresh install of 0.6.1a. Is there a step I am missing or is it a new bug? Thanks for any help.
Aliens wont be capturable and you can`t do anything here.I WVANT!
In some distant future there will be hybrid ships - 1 DE per each faction utilising local alien techs (XLE/RSF -> AI, ISA/UIN -> aliens).
These ships will be available on new research stations in exchange for alien-tech components.
You usually can decompile .jar s.
Farla if you're still interested point me to the file (or even better upload it and it alone somewhere) and I can probably open it for you.
Oh you have a different version than me.[/spoiler]I have only the latest version of ironclads.
So I want to play mostly as UIN because of their energy focus and them not being America, but I was wondering: Are those big ships in their picture in the first post capitals or just large cruisers?
Also any chance of space nazis?
I find it hard to believe no mod has space nazis.
So I want to play mostly as UIN because of their energy focus and them not being America, but I was wondering: Are those big ships in their picture in the first post capitals or just large cruisers?
Also any chance of space nazis?
I find it hard to believe no mod has space nazis.
So I want to play mostly as UIN because of their energy focus and them not being America, but I was wondering: Are those big ships in their picture in the first post capitals or just large cruisers?
Also any chance of space nazis?
I find it hard to believe no mod has space nazis.
This mod is based more on the cold war, so no space nazis.
There was one space nazi mod at some point, but it never got to a playable stage and doesn't seem to be worked on nowadays. Not much of a loss in my opinion, I prefer not to see nazis in video games - or anywhere for that matter.
I was going to run a simulation while flying around and I got this error and a crash:
java.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.<init>(DirectByteBuffer.java:99)
at java.nio.ByteBuffer.allocateDirect(ByteBuffer.java:288)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.setDefaultBackground(Unknown Source)
at com.fs.starfarer.title.Object.float.load(Unknown Source)
at com.fs.starfarer.coreui.refit.do.øOÒ000(Unknown Source)
at com.fs.starfarer.coreui.refit.do.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.privatesuper.super(Unknown Source)
at com.fs.starfarer.ui.F.processInput(Unknown Source)
at com.fs.starfarer.ui.OoOo.o00000(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Hi there.
Have a question for you players about the system backgrounds. Currently there are 30 1024x1024 images for each system in the mod. The plan was to make all systems look unique by having its own personal BG, but now this may be the reason for outOfMemory / corrupted saves issues.
So, should i start reusing the BGs? The answer is obvious, but i had to ask :)
Id rather be able to play at all than having it look fancy and get corrupted saves tbh, go for it =)
BTW, 6.5 contains a bug with trading skill multiplying itself by 2 (so it unlocks 50% discount for specials at level 3 and gets a large discount in total).
There is also an issue with freighter`s cargo being generated after additional supplies are added which result in less loot than expected.
And ISA/RSF didn`t properly produce an option to buy Eagles/5-Stars. Fixed.
Both are fixed now.
Not all of us have that luxury though, and to be honest, I didn't really notice the backgrounds, but mayby keeping some backgrounds in overall, but reusing most.
Anyway thanks for the latest update
BTW, 6.5 contains a bug with trading skill multiplying itself by 2 (so it unlocks 50% discount for specials at level 3 and gets a large discount in total).
There is also an issue with freighter`s cargo being generated after additional supplies are added which result in less loot than expected.
And ISA/RSF didn`t properly produce an option to buy Eagles/5-Stars. Fixed.
Both are fixed now.
Do these fixes qualify for a hotfix release, or are they strictly for version 6.6, if and when progress reaches that point?
Sounds like a neat idea, and I could see how that would hypothetically work.
I have a unrelated question though.
How do you join the special ops?
will there also be hybrid tech weapons available for each faction or is that a bit later?
RSF Kerch Prototype destroyer based on AI technology. This nimble DE is a true killer...Spoiler(http://www.lordsofthestars.com/other/pic195.jpg)[close]
1 large and 3 medium energy mounts, high energy focus, built-in expert systems and advanced sensors. Good flux, good speed, good armour.
Only availabe through buying for alien tech at research stations (for friends only). In combat can`t be salvaged due to quantum detonator that instantly destroyes the ship should it be disabled.
RSF Kerch Prototype destroyer based on AI technology. This nimble DE is a true killer...'Second stroke today'(http://www.lordsofthestars.com/other/pic195.jpg)
1 large and 3 medium energy mounts, high energy focus, built-in expert systems and advanced sensors. Good flux, good speed, good armour.
Only availabe through buying for alien tech at research stations (for friends only). In combat can`t be salvaged due to quantum detonator that instantly destroyes the ship should it be disabled.
Than it would be a Kursk mk2-mk3 and that`s not a goal.
This ship is hard to obtain and it must be much better than other DE-sized ships. And it isn`t that fast actually :)
Hmm.... I've taken the steps on the front page and also replaced the jre with a 64 bit version (and increased the memory to 2gb), but I'm still getting a memory overload. Interesting that its an overload in the garbage collector... Are there any other measures I can take to overcome this? I love this mod, but can't load the saves :P. (Also, what the heck could be taking up 2GB of memory? Thats a huuuuge amount of memory. I'm guessing that something in the Java loading routine is making and 'deleting' (removing last reference) many copies of objects without letting the GC run.)
Its unusual for this thread to get a 3-days period of silence. Its a bad sign... Or probably a good one from the other perspective... Hell knows what to think :)
Well, i still have no idea whom to make an enemy of UIN/XLE aside from aliens/AI/Rock Flies.
Make them fight each other?
Make an alien playable faction that has border conflicts with both?
Or make some kind of early settlers who were cut off and forgotten for 200+ years, but managed to get on foot and are now seeking revenge?
Make them fight each other?
Make an alien playable faction that has border conflicts with both?
Or make some kind of early settlers who were cut off and forgotten for 200+ years, but managed to get on foot and are now seeking revenge?
one thing i dislike is the "all or nothing" battles.. if you loose a battle, you basically have to start over. (lack of replacement ships, cash, etc)
I thing that I dont like though I adore this mod around most of my starsector life, I believe it may be a starsector bug, but battles with cargo transports, You keep moving in to engage but they never come, to the point where they run because they crew readyness is screwed.
A destroyer with two large hard points? Okay, things are getting a little crazy, me likey! 8)
So how many prototype ships are you going to add per faction?
One of each category? And how are they against hybrid ships?
-I miss my old Michigan battleship of the older mod versions with its universal (beam is my fav) weapon mounts. I was wondering if its possible to be able to change the mount type (energy,ballistic,missile,and universal) using in game resources like low/high/alien/etc tech and the refit hangers to swap out the mount types. This could also be tied to an engineering skill and keep the mount size to what you set for some balancing. I don't know if this is possible to mod in but it could be fun, but would probably overpower the player even more so.
-Chain blaster is awesome to watch in action but my goodness it eats up my flux. Any chance you may take a look at this weapon?
-Particle Beam a medium energy weapon that does not deal energy based damage. Would love to know your thoughts on this.
-Sliders are awesome but have a draw back since there is no hard cap on inventory. I have over 30 million on me at all times trying to get the slider in the right spot so i don't go over my cargo soft cap, what a pain. Would love to know why Alex didn't put a hard cap on this. Hopefully this new banking system in 6.6 you mention can remedy some of my pain.
-Galaxy map with info on star systems much like your hyperspace (small map), simple icons make a difference. Could also fix another issue I run into see post below. Probably a Alex job though.
-Abandoned Stations are a nice and all, but would it be possible to change the name from abandoned to players station once you take ownership? I have a crappy memory and often forget where I left my junk at.
-Any chance of adding something like Uomoz's random fleet generator for some added end game brutal fleet battles?
Well that's some of the stuff that I can remember. I'll write back again once I remember/play some more. Looking forward to future updates as always. Guess I may have to learn to mod a mod to get my old Michigan back. ;)
... something like Uomoz's random fleet generator...*cough*Apophis was 1'st*cough*
-About changing the weapon mount types, meant to have that option for all ships. Would be pretty sweet, but sounds like a lot of work for a feature once explained. Not sure I made it clear, as I usually don't participate in forums much. More of a lurker. :)
-Galaxy map, should of said while in hyperspace travel map. I kinda failed on explaining this part. Being able to mouse over a solar system and see a menu (should be possible to add whats in a solar system in the systems description) or just some simple icons on the galaxy map (tab button) showing whats in that system. Could possibly show if the sector has been explored/unexplored, what stations are present. I am aware of the map that you have displayed on your hyper space menu with the handy icons. I just was hoping for something bigger or intuitive on the galaxy map. This maybe more of a vanilla feature than on your end.
-Industry Skills. I forgot to mention how great it was to see this research slot with something in it. Hats off to you for breaking the mold on the 5,10 level buffs. I was surprised when I got a trade buff at 3.
-Uber Fleets. Should be interesting to see how the fleets scale with the characters level. Right now I have a single Michigan and two of pretty much every fighter around except XLE as they kinda bail (CR issues I guess) during combat a lot for some reason. My Michigan (Nimbus, ya ya I know too much Futurama) is a 4 flight deck battlecarrier and mostly supports the fighters with the only real combat with cruisers and up. I eat through 500 supplies like nothing after a battle. CR needs some loving but, meh whatever.
-I find the Advanced Sensor hull mod pricey at 48op for capital ships, not sure if others would agree.
-Oh my Alien Missile Pods are awesome and shouldn't be allowed in my hands ;D. Only level 5 missile buff and they destroy everything, may need a look at. Couldn't imagine level 10 (50% damage buff), but I will experience it shortly :).
EDIT: Journal sounds handy and could be a great way to keep track of things, and things to come.
About changing the mount types manually.
-Make a back up firstly.
-I make a copy of the ship file in the hull folder.
-Change the mounts to "UNIVERSAL" save and replace the file in Ironclads folder.
This should be save game compatible? but don't revert back to a save with different weapons installed if I run vanilla Ironclads again?
... something like Uomoz's random fleet generator...*cough*Apophis was 1'st*cough*
sorry, i couldn't help it
& Okim, you did HELL of a great job
its not about all those ships, but the whole bunch of new options , you show that there is far more to do then just a fight or buy/sell
so i will stand up now & i will start hitting my open hand with my other handSpoiler(http://www.gifsforum.com/images/gif/clap%20clap%20clap/grand/Charles-Dance-benedict-clap-clap-clap-eccbc87e4b5ce2fe28308fd9f2a7baf3-421.gif)[close]
Bug?Bug. Turned out to be with all XLE fighters. Fixed.
-XLE Viper fighter has two hull mods and they are both armoured drives.
Love the look of the Crimson Raiders chase frigate. Sharp pitchfork design with sweet looking red segmented armour plates, and fast to boot. Would love to see more of these guys ship line up one day. But until then I'll settle with some prototype ships. Thanks by the way. :)
I have a difficult time playing vanilla now, I just don't care for the ships at all.
Okim, what exactly is the point of all the different freighter variants? I mean yeah, some of them have more cargo capacity and bigger price tags, but the difference in prices is so minor that there is really no point to buy the lower capacity versions when an alternative is available. As it stands it is only annoying every time I have to open the codex and look up whether I'm looking at the only version worth buying or there is a better one somewhere.
I flew the dreadnaught
No abilities
Just
Sheer
Cannons.
Barely any speed too
I took out the dreadnaught easily too,
You take down its shields smash its defences and let thee...
B202 bombers do the rest of the work!
It has no shields...
It has been almost a year since you started making Ironclads, but you haven't made the mod title image, also, wanted to ask if you could try the OnHitCrit script, i feel it could spice up the combat a bit--
It has no shields...
Doesn't really need them either, I cheated myself one once. In the simulation I spawned all ISA ships an a UK and destroyed everything without even taking significant armor damage. It can easily solo system defense fleets or the alien mothership and is absolutely unbeatable with high combat/technology skill.
You can`t play even with Java-64 and modified vmparams? Or you just have no 64 rig?
...
You can`t play even with Java-64 and modified vmparams? Or you just have no 64 rig?
...
I have a 64 bit rig, 64 bit JRE6, and vmparams set to 2048 - I can load games for a little while as long as I have the sounds off, but after 4,5 saves (not sure if its number of saves or length in game, maybe 3 months?) it runs out of memory on load. Very sad too, as I absolutely love what you've done with the mod and sprites.
Then mine good sir is bugged...I flew the dreadnaught
No abilities
Just
Sheer
Cannons.
Barely any speed too
I took out the dreadnaught easily too,
You take down its shields smash its defences and let thee...
B202 bombers do the rest of the work!
It has no shields...
Then mine good sir is bugged...I flew the dreadnaught
No abilities
Just
Sheer
Cannons.
Barely any speed too
I took out the dreadnaught easily too,
You take down its shields smash its defences and let thee...
B202 bombers do the rest of the work!
It has no shields...
Balance feedback: The RSF 23mm gun is problematic. The bullet velocity is low enough that fighters equipped with it can't hit the broad side of a barn half the time. It's also low enough that it takes a miracle to ever hit fighters, since they are almost as fast as the projectile. The 23mm quad mount is awful, too; I was testing it in comparison with the micro-laser, and on an Ox against 10 Darts it managed to kill all of one fighter before running out of ammunition. I have occasionally ended up with minutes-long "Dart Sieges" when my only surviving effective forces are Darts and a carrier. It takes aaaaaaaages for the Darts to kill anything. Suggestion: Increase bullet velocity for more consistent damage output.
I also found that the microlaser was effective, but wonky. When it depletes its charge it 'flickers', which both looks weird and is ineffective. Is it possible to make it delay until it can fire a full burst?
Also...Maybe this is just RSF. It's weird how civilian ships and pirates generally don't have shields, yet their loadouts are incredibly effective against vessels that rely on shields as opposed to armor. It might define the gap better if Civilians used more Fragmentation and less Kinetic. If you do manage to loot or find military high explosive weapons, the Civilian ships are pretty competitive simply because they are well armored and they can smash military shields as is!
I think trading gives too much XP. I level up practically every trading run once I had 50000 in capital or so.
Also. I just discovered that the Achiles system has a Orbital Factory about 2 feet from a Security Station. One sells Low-Tech Components at 80cr, the other buys Low-Tech at 90cr, it takes 5 seconds to get between the two... :)
Weapon - OP Kills
Bofors Bat 12 20
Rapier Def 10 16
23mm Quad 10 10
Closein WS 10 15
42mm Adv 10 18
52mm Link 9 15
Shotgun - 8 5
40mm Flak 8 16
42mm Flak 8 13
14mm Dual 5 7
Bofors Gun 4 8
Vickers MG 3 8
23mm Gun 3 6
Microlaser is the same as 23mm gun - a very cheap energy weapon for 4 OPs. Good against single burst of low HP missiles (piranhas, hunters etc), but lacks power against anything else. Array is much better against fighters, but still its an anti-missile/torpedo weapon. Beamers are what XLE use against fighters.
the easy trade run in the Achiles system is honestly the only reason I play this mod more than once. Sorry but spending hours to get enough money to field more than scrap is not fun.Yes it is brutal. After falling on my face a couple of times, I did a RSF mercenary start, spent all my cash on fuel and supplies, and went pirated 2-3 solo ISA traders. The real loot is trade goods and fuel, particularly stuff like exotic minerals. Supplies don't matter so much anymore. One run is enough to get you a freighter, ideally a Saiga hybrid (or something similar) to keep your speed up, which drastically increases your loot carrying ability. This was way more profitable than trying to kill pirates... ;)
especially since you can't actually make money from combat anymore, and when you start you don't have enough storage space to hold more than the supplies needed to get you to the next station, so all the equipment you get as a reward from combat gets jettisoned.
balancing/improving is great and all but please be aware that balancing that might make the mid/late game more interesting can make the early game a tedious experience.
Hmm - I've been trying to chase down the memory issues on my machine and I noticed something odd: whenever I try to load a too big save, the java program always stalls out at around 820mb of ram, even though I have the settings at 2048 and the 64 bit jre installed. I was maybe thinking the jre couldn't grab enough contiguous ram, but I restarted to reset the allocations and the same result happened.
Would someone else mind watching the memory consumption in the task manager while loading a save and see what it peaks at? My machine has 4gb memory and at least 2gb free when I ran the program, so I'm confused at the ~820 limit.
I've run into a Null Pointer Exception when running a simulation using an RSF cruiser (Novorogod? The "standard" cruiser) with only a large Porcupine torpedo launcher in the universal mount against a standard ISA destroyer loadout. We approach each other, he starts heaving big torpedoes, I put up my shield and absorb them, fire the Porcupines, and around the time they start to hit the side of his hull the game crashes.
My computer is a lump of junk, though my very limited programming experience makes me think this isn't a memory error, especially since it happens the same way on a "bloated" long-running process and a fresh start of the game. I figure I'd post it here first before the support section since a lot of topics over there have been moved to the modding section; I'll copy this post over if it's an engine issue. The attached log is "fresh," as in I deleted the old one, started the game up and recreated the crash.
Ahahaha the RSF drone destroyer looks incredibly OP. I blew up 4 ISA destroyers at once in Sim. It's just not even fair. I haven't tried anything further, the game crashed and i lost my save xD. Maybe that's justplayer hands. Will experiment further.
I've run into a Null Pointer Exception when running a simulation using an RSF cruiser (Novorogod? The "standard" cruiser) with only a large Porcupine torpedo launcher in the universal mount against a standard ISA destroyer loadout. We approach each other, he starts heaving big torpedoes, I put up my shield and absorb them, fire the Porcupines, and around the time they start to hit the side of his hull the game crashes.
My computer is a lump of junk, though my very limited programming experience makes me think this isn't a memory error, especially since it happens the same way on a "bloated" long-running process and a fresh start of the game. I figure I'd post it here first before the support section since a lot of topics over there have been moved to the modding section; I'll copy this post over if it's an engine issue. The attached log is "fresh," as in I deleted the old one, started the game up and recreated the crash.
Odd. The last thing before the crash was damage allocation. Have no idea what causes it as porcupine and its warheads do have their damage values set properly. Will try to reproduce though.
UIN Manta megafreighter and size comparison with other factions large freighters:Is it in? because that'll be my superfortress
(http://www.lordsofthestars.com/other/pic203.jpg)
Manta has a single fighter bay, a pair of hardpoint missile mounts, 6 small and 6 medium ballistic mounts. Its slow, but pretty well armoured (compared to other freighters) and can become a serious threat if equipped with military-grade missiles.
It is a capital ship, btw. The only one among civilian ships in the whole sector.
Try adding this line "damage":250, to whd_purcupine.proj file in weapons/proj folder. Put it somewhere before ExplosionSpecs and see if it does anything in the game.
{
"id":"whd_porcupine",
"specClass":"missile",
"missileType":"BOMB",
"sprite":"graphics/missiles/bomblet0.png",
"size":[9,11],
"center":[4.5,5.5],
"collisionRadius":9,
"collisionClass":"MISSILE_FF",
"explosionColor":[255,155,155,255], # purely visual, will get a white additively blended core on top of this color
"explosionRadius":100, # purely visual
"behaviorSpec":
{
"behavior":"PROXIMITY_FUSE",
"range":80,
"explosionSpec":
{
"duration":0.1f,
"radius":180,
"coreRadius":60, # full damage within core radius
"collisionClass":PROJECTILE_FF,
"collisionClassByFighter":PROJECTILE_FIGHTER,
"particleSizeMin":3.0,
"particleSizeRange":3.0,
"particleDuration":1,
"particleCount":100,
"particleColor":[255,155,155,255],
"sound":"explosion_flak",
}
},
"engineSpec":{"turnAcc":0,
"turnRate":0,
"acc":0,
"dec":0}
}
Anyways, to many people have smashed my life here to the ground.
Anyways, to many people have smashed my life here to the ground.
this, and all other mods, should put a bit more emhasis on "first-time-experience", meaning how difficult it is for a noob to get started.
for example, i'm pretty good at starsector combat, but i find the early-game of this mod frustrating. the rewards are quite small for combat (early game) and if you don't have a station nearby, you actually have negative reward for combat victory.
people can say "well it's because your doing it wrong" but that's kind of my point: noobs don't know the "right way" of doing it, so you need to make things blatently obvious, or allow more flexibility.
Yes.
That easy start option was added to reduce the amount of unsatisfied people crying about mod being too difficult for them to play. A normal player should avoid it and grasp the whole hardship of being a mere privateer.
BTW, found and fixed Marauders not allowing you to convert ships. A stupid typo ruined the whole script that does it :)
I HOPE, alex will move the entirety of SS to 64 bit java, i don't understand why he made it in 32 bit in the first place, nobody uses 32 bit java nowdays unless they forgot to upgrade, only reason i can think of is because maybe it didn't exist back then, but idk.
I managed to farm up 20 Alien items to try for the hybrid ship but when i select the option the ship doesn't appear to appear any where, i farmed 20 more but same result. I re-loaded to see if there is a chance of a failure so you cant farm them too easily but the save wont load now so i'm unsure as to what happened. I'm running the newest version 6.6.1 as well.
I managed to farm up 20 Alien items to try for the hybrid ship but when i select the option the ship doesn't appear to appear any where, i farmed 20 more but same result. I re-loaded to see if there is a chance of a failure so you cant farm them too easily but the save wont load now so i'm unsure as to what happened. I'm running the newest version 6.6.1 as well.
Redownload the archive and try again. It might be so that not just Marauder fix didn`t get into it, but also the hybrid ships...
Does it really matter what`s left in there? ;)
If you have a 32 system - i can`t help you.If you're 32bit, you can change vmparams still and lower the min-max memory usage to 512-512 so that the game won't gladly eat up so much memory by loading big saves or mods (or often times, both)
If you have 64 system - than you need to download and install this on your PC: http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html Pick the last one download (Windows x64)
After the installation go to the folder where you installed it (by default its program files/java) and find there a JRE folder. Copy it.
Go to Starsector folder and find there the same JRE folder. Rename it to something like JRE-32 (mostly to make it a back up). Paste JRE that you copied earlier.
Then edit vmparams and set first 512 to 1024 and second 512 to 2048 (in case you have previously modified those to 1024 and 1024 replace the second 1024 with 2048).
This should allow your saves to load.
In the new update the Burlack towing ship doesn't have the Tow Cable mod.
Does it really matter what`s left in there? ;)
If it gives you 20 Aptitude Points at game start or otherwise breaks the game in more subtle ways, yeah. Just figured I'd give you a little heads-up that there might be more leftover stuff in there.
If you have a 32 system - i can`t help you.If you're 32bit, you can change vmparams still and lower the min-max memory usage to 512-512 so that the game won't gladly eat up so much memory by loading big saves or mods (or often times, both)
If you have 64 system - than you need to download and install this on your PC: http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html Pick the last one download (Windows x64)
After the installation go to the folder where you installed it (by default its program files/java) and find there a JRE folder. Copy it.
Go to Starsector folder and find there the same JRE folder. Rename it to something like JRE-32 (mostly to make it a back up). Paste JRE that you copied earlier.
Then edit vmparams and set first 512 to 1024 and second 512 to 2048 (in case you have previously modified those to 1024 and 1024 replace the second 1024 with 2048).
This should allow your saves to load.
In the new update the Burlack towing ship doesn't have the Tow Cable mod.
Put at the end of the file these strings (including ','):
,
"builtInMods":["tow_cable"],
And blame Trylobot for not supporting builtinmods ;)
P.S.: don`t put the last sentence into the file...
If you're 32bit, you can change vmparams still and lower the min-max memory usage to 512-512 so that the game won't gladly eat up so much memory by loading big saves or mods (or often times, both)
I kinda feel sorry for making something that kills the joy of some people just by being too huge :(
I kinda feel sorry for making something that kills the joy of some people just by being too huge :(
This is really odd, I can't seem to save the changes to the vmparams file. I am logged in as administrator so I am not sure what is going wrong. Any ideas?
Canadian Faction when? With such important economic partnerships and a strong sciences & aerospace industry I find it hard to believe there isn't a Canadian presence.
Thanks.
There are another issues with the journal i`m aware of. For example - depot and storage stations list are bugged, systems not showing both depots and storage stations, some missing "(" and other symbols in texts and lists etc. Just telling that i know some problems exist with this new feature.
BTW, how do you find the Journal? Was it worth the effort? What it needs?
WARNING! It is highly recomended to read the info provided here before getting into the Ironclads. This is not a pew-pew mod where you start blasting your way to dominance right after clicking 'new game'. This mod puts you into the world of the humanity`s future as a captain of a mere shuttle and with just 2000 credits on your account. The world is full of opportunities and dangers. What you can do in this mod and how you can do that is described in this post.
WARNING! Remove the mod`s folder from your PC before installing a new version. You also should clean up any custom variants in save/missions sub-folders.
WARNING! For proper work this mod automatically enables save compression. This makes all saves impossible to edit.
WARNING!You should also change all '512' values to '1024' in vmparams file located in the Starsector root folder (use any text editor to open it), otherwise you may still encounter problems with savegames. Here is what you need to look for: http://fractalsoftworks.com/forum/index.php?topic=431.msg118864#msg118864
MAC users! In your case this vmparams file is called info.plist and is located in /contents folder.
If you still get your saves corrupted and you are running 64x system - here is a solution: http://fractalsoftworks.com/forum/index.php?topic=431.msg119610#msg119610
Got a corrupted save... Hell, seems that mod is too large to be played without problems...
Anyone who gets the same problem and runs a Win 64x - here is a solution:
1. get a new version of java6 JRE from here (for your 64 platform): http://www.oracle.com/technetwork/java/javase/downloads/jre6-downloads-1637595.html
2. install it anywhere you wish
3. go to the folder to where you`ve installed jave
4. find there a folder named 'jre6', copy it
5. goto Starsector folder and completely remove its jre folder
6. paste jre6 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048
I have 12 gigs of ram. Can I set it to 12336 instead? Also my vmparams did not have a 512/1024 at all, it just had 2 areas like this: "-Xms512m" so I changed the second one to 8224 like: "-Xms8224m" for 8 gigs. Is this correct? Thank you!
I have 12 gigs of ram. Can I set it to 12336 instead? Also my vmparams did not have a 512/1024 at all, it just had 2 areas like this: "-Xms512m" so I changed the second one to 8224 like: "-Xms8224m" for 8 gigs. Is this correct? Thank you!
There's an -xms and -xmx value, the former is the amount of memory reserved at game start the latter the maximum amount of memory that can be used. You can set it to whatever you want so long as you keep in mind the effect it will have on your system. You probably don't want to make all the memory available since the OS and background programs require RAM as well and you honestly don't need anywhere near 12 gigs for this.
Pro-Tip: The last letter denotes the unit of memory so you can just set it to -xmx8g instead of -xmx8224m
5.2.a? What 5.2.a?
5.2.a? What 5.2.a?
I love how this is your first post, so welcome to the forum.
Oh thank you!
I have to start somewhere don't i?
Im first time poster but very long time lurker and this is the only thread i follow on these forums. Loving Okim's mods :)
Anyway back "on topic". When i first saw that version i too thought it was pirated, hence me inquiring bout it. Don't think anyone is playing this game on 5.x versions ...
Hello everyone!
Just installed the mode and read Journal. Seams like changes are HUGE, thanks for that :)
But can someone give any tips on starting the game in any field (mining, exploration etc.)? I saw my lonely shuttle with one and only me as a crew member. Where should I go from here?
Kind of have some things to do IRL right now, but will be back in few hours, can you please direct me a little? Thanks!
3624682 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.TimeManager.runDaily(TimeManager.java:55)
at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:211)
at data.scripts.world.TimeManager.advance(TimeManager.java:203)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Hi Okim! Got a crash report for you:Code3624682 [Thread-6] ERROR com.fs.starfarer.combat.String - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.TimeManager.runDaily(TimeManager.java:55)
at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:211)
at data.scripts.world.TimeManager.advance(TimeManager.java:203)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.super(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I had been playing a game beforehand, then quit and started a new one. Started with the UIN, took trader, navigation, and thera freighter. A few seconds in this happened.
Hi, everyone. I've been playing this mod for a while, and when I went to load my game this morning, it gave me a memory dump error. I followed the instructions posted for 64 bit systems, and now the game won't load at all. It won't even bring up the pre-game menu. There's almost no response to the click at all, even when I run it as an administrator. I should also note that I have used the latest version of Java, not version 6.
Thanks!
P.S. My system is fully capable, 16 GB RAM, 3 GB memory card, i7 processor
Hi, everyone. I've been playing this mod for a while, and when I went to load my game this morning, it gave me a memory dump error. I followed the instructions posted for 64 bit systems, and now the game won't load at all. It won't even bring up the pre-game menu. There's almost no response to the click at all, even when I run it as an administrator. I should also note that I have used the latest version of Java, not version 6.
Thanks!
P.S. My system is fully capable, 16 GB RAM, 3 GB memory card, i7 processor
Hey Max,
I just got the game myself a week ago and been enjoying this mod too. I was actually knocking my head against the wall yesterday with the exact same problem when I stumbled on the the solution after reading your post. Figured as a fellow newb and non modder I'd share my solution.
I noticed that I had a different or perhaps newer version of Java when I was following the instructions for the 64x systems. Guessing the game works with Java6 only but not 7. Despite following the directions and download the right file, it seemed that Java6 can't overwrite Java7. Or there is something 7 adds that causing the problem. So I deleted Java from my comp and made sure that when following the instructions that it was a fresh install. Been playing problem free for 10 hours since.
My comp BTW is a 7 year old core duo on vista with 4gb's. So if my comp got fixed yours should be no problem. Hope that helps
~Bank
P.S. Okim this mod is awesome.... keep up the good work.
There's also a single bug (I'm assuming) that I've noticed and been irritated by while playing. When under AI control, though they try to avoid them to a limited degree, will not put up shields to avoid taking damage from asteroids until AFTER they've collided with one. This has had some pretty bad implications, like my only frigate wing man early on crashing head first into a large asteroid and dealing hull damage to himself.
There's also a single bug (I'm assuming) that I've noticed and been irritated by while playing. When under AI control, though they try to avoid them to a limited degree, will not put up shields to avoid taking damage from asteroids until AFTER they've collided with one. This has had some pretty bad implications, like my only frigate wing man early on crashing head first into a large asteroid and dealing hull damage to himself.
I believe that's an engine issue, not something to do with the mod. I seem to recall there's an avoidance issue that's set to be fixed for the next release as well, though I think it's for exploding capitals, not ramming junk.
What's the extension on the file you downloaded?
The file should be named 'ironclads6.6.2.rar'
My guess is that you don't have an archiver installed that recognizes .rar files and VLC (or other media player) is trying to open it instead. If so, try extracting the files with 7-zip http://www.7-zip.org/ (http://www.7-zip.org/)
@Bob McBobbyton: Sounds about right. Your operating system is just hiding the extension (the '.rar' part). Did you try opening it with 7-zip?it works now. I used a different unzipper thingy but I cant play more than 1 min because it crashes and says it needs more information.
Asteroid collision is not a mod-related issue, but the increased mass of all ships (and thus increased collision damage) may be the reason why such situations bring your attention so often. Surely asteroids do hit the ship the same amount of time in vanilla, but the damage received is so small, that you don`t pay attention to it (and AI normally does not either).
The difference between your two gifs are the size of the ship. Frigates try to dodge the larger asteroids, raising shields and acting as if the 'roid was another ship, while most destroyers and larger ignore all asteroids. Even after hitting the asteroid, the destroyer in your gif isn't raising shields because there was an asteroid, it is raising shields because it took damage. Replace that wolf class frigate with something larger and it should do the exact same thing as the modded ship. Replace the modded ship with a frigate and it should act the same as the wolf.
D'oh, thats what I get for commenting in a thread for a mod I haven't played in a while. And also for assuming that it came down to the class of ship. If that is the case I suspect the difference is between mass of the two ships. From what I can tell ships with larger mass ignore 'roids while ships with less mass try to avoid them, so the mass of the modded ship is probably just a bit higher.
Hull mass is a stat provided in the ship info but not provided on the info panel. It effects a few certain attributes to ships. It mainly effects how manoeuvrable a ship is, and its acceleration, though I may be wrong.
Edit: You can find a vanilla example of this in Fractal Softworks\Starsector\0.54.1a\starsector-core\data\hulls\ship_data
Ah, this one.
Can`t say for sure what is causing this issue. Probably a typo in one of the scripts that spawn random fleets.
After flying around for about 30min it just crashes...
Disappointed, almost got to buy my first ship
yes i have xms1024 set
log file attached.
https://www.dropbox.com/s/90v9f39uipzgytm/starsector.zip (https://www.dropbox.com/s/90v9f39uipzgytm/starsector.zip)
(i reposted this because my log file was huge, and deleted it, reloaded my save game, and got it to crash about 30second later again)
com.fs.starfarer.campaign.accidents
at com.fs.starfarer.campaign.accidents.AccidentManager.ôÒO000(Unknown Source)
could it be related to this ?
http://fractalsoftworks.com/forum/index.php?topic=7607.0 (http://fractalsoftworks.com/forum/index.php?topic=7607.0)
See the second 2/3 of this (http://fractalsoftworks.com/forum/index.php?topic=7607.0). Same error by the looks of the log.
See reply above.Could be. ::)
could it be related to this ?
http://fractalsoftworks.com/forum/index.php?topic=7607.0 (http://fractalsoftworks.com/forum/index.php?topic=7607.0)
Reposting the initial Java replacement solution, but this time for Java 7:
1. get a new version of java7 JRE from here (for your 64 platform): http://www.java.com/en/download/manual.jsp2. install it anywhere you wish
3. go to the folder to where you`ve installed java
4. find there a folder named 'jre7', copy it
5. go to Starsector folder and completely remove its jre folder
6. paste jre6 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048
Reposting the initial Java replacement solution, but this time for Java 7:
1. get a new version of java7 JRE from here (for your 64 platform): http://www.java.com/en/download/manual.jsp2. install it anywhere you wish
3. go to the folder to where you`ve installed java
4. find there a folder named 'jre7', copy it
5. go to Starsector folder and completely remove its jre folder
6. paste jre7 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048
In my experience all of the civilian XLE ships up to destroyer size (as far as I've gotten, though I mean to change that now that the save issue is better!) are better than the other faction's military counterparts. Its not just the weapons (though they help). They are faster, better armed, better armored, have more flux... the only downside is the fixed forward shields, which is sometimes an issue.
My most powerful ship so far though was a France with 3 alien blasters on it. Their charging sequence will still happen when the fortress shield is up, so you can just flicker the fortress off and back on and still enjoy full DPS. Can't wait till I have some of the bigger fortress shield ships with those onboard. (Have I mentioned how much I love this mod, btw? Easily my favorite.)
Followed your tip about replacing the jre and changing one of the vmparams to 2048, now starsector isnt starting :/
I would also reccomend complete removal and reinstallation of Starsector.Hello guys, I'm a long time lurker, first time poster and I'm having the same issue. I've tried totally reinstalling both Java and Starsector but as soon as I change those values in vmparams to 2048 Starsector will not run.
- Upgraded all versions to use Java 1.7.0_45
By R&D alien destroyers you mean the ones you get by trading alien tech to the factions right?
By R&D alien destroyers you mean the ones you get by trading alien tech to the factions right?
Yeah. 3 from the RSF and 2 from ISA research stations.
By R&D alien destroyers you mean the ones you get by trading alien tech to the factions right?
Yeah. 3 from the RSF and 2 from ISA research stations.
Ah. Now i see why you can`t deal with the mothership.
For RSF DEs i`d recommend you to pick either heavy beamers or RSF tri-beam lasers. The first can pick teleporters at great ranges while the last one has better turning rates. Whatever you put on those DEs wont give them any chances agains the mothership itself. Even turbo laser or
ISA DEs can teleport which makes it possible for them to get close to the MS. So a pair of heavy Magna cannons complimented by either plasma or magnas for medium mounts may be useful here (jump in, fire as many shots as you can and jump out). These ships are better controlled manually.
UIN Drone Carriers are useless against aliens. Drones are slow as well as their weaponry. They can be useful against carriers, but jumpers will either run away from them or eliminate them with lasers and beams. Drone are also useless against alien fighters and even bombers.
You can get rid of 2 Drone Carriers and get a UK Battlecruiser. Its assault massdrivers with targetting unit can outrange anything the mothership has and shields can protect against its missiles. Just make sure that jumpers will be busy with your other ships as UK is slow to react against fast ships.
Another good ship is the Greece. While it doesn't have the range of the UIN capital ship, with fortress shields it can tank a ridiculous amount of damage. I was able to kill a Michigan (in the simulation) with 3/4 of my hull still there.
i am staring at all 3... and on my monitor, i can't see any difference :P
I`ll be releasing a new update today. While its being prepared and tested i`d like to post a changelog here:
1. Max1045 scouped the description, tips and some other texts fixing quite a bunch of errors and typos
2. As a reward for his work Max gets a new neutral system named after him (Van Raden) with either a wrecked station or abandoned station in it
3. adjusted all missions` asteroid field sizes and density (significantly reducing asteroid hazard) as well as heights (maps now have more space for ships to jump in)
4. updated some fleet encounter scripts to match changes of 0.6.2a
5. added a new 'civilian-grade' weapon for XLE that replaces Streamguns on all their 'civilian' ships. Its an auto-fire weapon that is slightly better that 42mm advanced autocannon
6. removed Serpent from XLE civilian ships list making it unavailable for player until he joins XLE military (pirates and XLE fleets still use Serpents!)
7. fixed bug with XLE Navy starting option not properly providing a player with a military ship
8. fixed a bug with neutral faction not getting hostile after attacking its fleets
9. reduced mass of all frigates (this will force them to avoid asteroids)
10. added phasing cloaks to all AI ships, added AI ships to simulator
Yeah, Xenoargh's Vacuum has a win state if you defeat every single enemy apparently, which I think is a text pop-up saying "You win" or something. I've never done that so you'd have to ask him about that.
Yeah, Xenoargh's Vacuum has a win state if you defeat every single enemy apparently, which I think is a text pop-up saying "You win" or something. I've never done that so you'd have to ask him about that.
Go to the Burlack hull file and put this in. That should fix the RSF tug problem.
Put at the end of the file these strings (including ','):
,
"builtInMods":["tow_cable"],
Go to the Burlack hull file and put this in. That should fix the RSF tug problem.
Put at the end of the file these strings (including ','):
,
"builtInMods":["tow_cable"],
uh just wondering in your eyes okim is it considered an exploit to join another nations military when you are already a member of anothers? (and do this several times back and forth throughout a playthrough)
no currupt archieve for me
PS: it must seem like i am complaining constantly, but i wondering why beeing pirate only nets me as a enemy of the civilists part of the factions but not the military one
Yeah, a known bug which i fail to nail down. And to be honest since the walk around is so simple - i don`t want to bother looking for it any deeper.What is the work around?
Seems to be related with Global.getSector() persistent data storage which i use for the journal.
Oops :)Yea thats was i thought it was i saw it when i was goinging to start a new game and stopped as i thought it will be too easy :D.
Seems that i forgot to remove the dev-mode starting options ;)
Here is a fast fix: http://www.lordsofthestars.com/other/Sector/CharacterCreationPluginImpl.javaThe fast fix and the new archive still set it to 20 and 40 and in the CharacterCreationPluginImpl.java still have
(http://www.lordsofthestars.com/other/Sector/CharacterCreationPluginImpl.java)
I`ve also uploaded a fixed archive.
stats.addAptitudePoints(20);And all the dev lines for Credits and Resources so i removed all the lines to fix it on my side any way.
stats.addSkillPoints(40);
I can't upgrade my abandoned station. I have all the resources needed, 100 Low Tech, 25 High Tech, 50 Industrial. I try with them in my ships cargohold: nothing. I put them in the station cargohold: nothing.
Any ideas? The options remain grayed out with it telling me I don't have enough resources.
EDIT: Figured it out. You need double. 200 low tech parts, 50 high tech, and 100 industrial parts.
It's..... a pretty bad one,
Mobile Intel 945 Express Chipset Family is what it says in the Device Manager.
No babby shop-bought PCs here. Need some good RAM and need an actual GFX card to run Ironclads.
The idea is actually an opposite one - FFS are a unity of lonsome colonies scattered across some distant space in the SE corner of the map.Sounds like fun!
They are the only faction that combines XLE extreme FTL speeds with UIN outstanding fuel economy allowing their ships to travel further than XLE/UIN ships.
This advantage makes it possible for one-side raids into XLE/UIN territory with very rare retaliatory incursions in FFS space.
Would FFS have the resources and capabilities to make their prototype?Frigate and Destroyer fleets are pretty devastating since there are so many.
Will they have cruisers and cap ships, even thou you said they're kinda low on resources?
Whenever i start the game with ironclads i get an error saying "Fatal: Error loading (graphics/hullmods/flux_shunt.png) resource, not found in (C:/Starsector/Starsector-core/../mods/ironclads,../starfarer.res/res,CLASSPATH Check starsector.log for more info" I have no idea what any of this means... XD any help???Sounds like a picture is missing. Which Ironclads version are you using?
Since this faction has poor colonies and relies on raids to get resources, will their haulers have greater capacity?
Hi is it possible to get a mothership? I have been trying for days to get it but it doesn't seem possible ,or are there some secret recriminations? thanks for any help about is!You can not capture AI or Alien ships.
Hi is it possible to get a mothership? I have been trying for days to get it but it doesn't seem possible ,or are there some secret recriminations? thanks for any help about is!You can not capture AI or Alien ships.
okYeah, they're meant to be OP.
Can you give the teleport spamming aliens a say 5 second cool down before they can use it again ?
predicted answer is NO
predicted answer is NOYou're probably right, but there are good reasons for him not to take most suggestions. I'm sure Okim has spent hundreds, if not thousands, of hours creating Ironclads and thinking about how to make it as good as possible, so if he thinks something should be a certain way, he probably has very good reasons.
predicted answer is NOYou're probably right, but there are good reasons for him not to take most suggestions. I'm sure Okim has spent hundreds, if not thousands, of hours creating Ironclads and thinking about how to make it as good as possible, so if he thinks something should be a certain way, he probably has very good reasons.
That's not to say modders and game developers don't welcome suggestions, but there's no justification for being bitter about it when they refuse to take them. I know you're probably not actually bitter, but statements like 'predicted answer is NO' tend to give that impression.
Yeah, the answer is no. And the reason is simple - i don`t know how. There is probably a way to do that by increasing flux cost for it, but i haven`t looked into it.
And trust me - i hate them myself...
EDITED: looked into it, found that you can specify cooldown. Set to 1 second. Thanks for bringing this up.
You can manually do that in shipsystems.csv for phase teleporter.
Hi, i've get this white background bug that i've also noticed mentioned on other forums, but nobody seems to have a fix. When i load the mod everything is fine, but once i load a save, all of the black stars and space that make up what i've heard called the "starfield" goes a bleached white. This also occurs in battles an the only way to get out of it is by going into the warp. When you return to a normal system however, it goes white again. Any ideas on how to fix this? (please) :(
Hi is it possible to get a mothership? I have been trying for days to get it but it doesn't seem possible ,or are there some secret recriminations? thanks for any help about is!
You can capture them
You can capture them
Actually you can't, as said above already. A specific script is in place to make sure you can NEVER capture them. The only way to change this to is to directly edit the script, or cheat one in.
310 [Thread-5] INFO org.lazywizard.lazylib.LazyLib - Setting log level to ERROR
26325 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_AI-gunbot2_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_AI-gunbot_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_ALIEN_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_ALIEN_escort_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id DRONE_alien_platform_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id traveldrive_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id inferniuminjector_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id phasecloak-xle_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id skimmer_drone_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_pirate_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_RSF_combat_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_RSF_combat_few_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_mining_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_RSF_pd_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id fly-spawn_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_UINx3_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_UIN_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_UIN_devastator_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_UIN_devastator2_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id emp-uin_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_UIN_mining_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_XLE_SHIP_SYSTEM not found
26328 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
26331 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 251.61 MB of texture data so far
26331 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
26457 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
38996 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_AtlasI_5444549778239717645\descriptor.xml]
39023 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_BeggarEN_3873129710424607239\descriptor.xml]
39029 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_BriggsI_771873171873301357\descriptor.xml]
39033 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_LukeU_7922745914721855985\descriptor.xml]
39037 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_SmithU_4399399017306144147\descriptor.xml]
39041 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_VickU_5979189912432663042\descriptor.xml]
39045 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_VickU_8477637292838694741\descriptor.xml]
39049 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Vigilance_6327683788004645481\descriptor.xml]
40786 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\saves\save_BriggsI_771873171873301357...
43652 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
43916 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading image graphics/backgrounds/bg-02-green.jpg into existing tex id 316
44055 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 255.60 MB of texture data so far
44056 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/backgrounds/bg-02-green.jpg (using cast)
53104 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.TimeManager.runDaily(TimeManager.java:56)
at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:212)
at data.scripts.world.TimeManager.advance(TimeManager.java:204)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I get a NullPointerException after choosing UIN and choosing to start in the military.That's the common new game issue caused the by the journal. I think the fix was to quit the game and make a new character.SpoilerQuote310 [Thread-5] INFO org.lazywizard.lazylib.LazyLib - Setting log level to ERROR
26325 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_AI-gunbot2_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_AI-gunbot_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_ALIEN_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_ALIEN_escort_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id DRONE_alien_platform_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id traveldrive_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id inferniuminjector_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id phasecloak-xle_SHIP_SYSTEM not found
26326 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id skimmer_drone_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_pirate_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_RSF_combat_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_RSF_combat_few_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_mining_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_RSF_pd_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id fly-spawn_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_UINx3_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_UIN_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_UIN_devastator_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_UIN_devastator2_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id emp-uin_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_UIN_mining_SHIP_SYSTEM not found
26327 [Thread-5] WARN com.fs.starfarer.loading.SpecStore - Description with id drone_XLE_SHIP_SYSTEM not found
26328 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
26331 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 251.61 MB of texture data so far
26331 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
26457 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
38996 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_AtlasI_5444549778239717645\descriptor.xml]
39023 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_BeggarEN_3873129710424607239\descriptor.xml]
39029 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_BriggsI_771873171873301357\descriptor.xml]
39033 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_LukeU_7922745914721855985\descriptor.xml]
39037 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_SmithU_4399399017306144147\descriptor.xml]
39041 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_VickU_5979189912432663042\descriptor.xml]
39045 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_VickU_8477637292838694741\descriptor.xml]
39049 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Vigilance_6327683788004645481\descriptor.xml]
40786 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Loading C:\Program Files\Fractal Softworks\Starsector\starsector-core\..\saves\save_BriggsI_771873171873301357...
43652 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Finished loading
43916 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading image graphics/backgrounds/bg-02-green.jpg into existing tex id 316
44055 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loaded 255.60 MB of texture data so far
44056 [Thread-5] INFO com.fs.graphics.TextureLoader - Cleaned buffer for texture graphics/backgrounds/bg-02-green.jpg (using cast)
53104 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.world.TimeManager.runDaily(TimeManager.java:56)
at data.scripts.world.TimeManager.doIntervalChecks(TimeManager.java:212)
at data.scripts.world.TimeManager.advance(TimeManager.java:204)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Also, when you make the new pirate ships able to be bought from stations, will you also make them able to be made via ship conversions?
RSF SU-252 Assault Fighter
XLE Stinger Missile Fighter
Hi there.
Been playing StarSector for quite some time now and I just wanted to thank Okim for the awesome work he's done with this mod. There are a lot of mods for StarSector, I've tried most of them and almost every one of them is really really good...but I find myself going back to PI time after time and again.
I just love the faction system, ship models, weapons and dynamics, and the fact that you can do almost whatever you want and have success with it. If I was to critize something is probably the static nature of the map. It'd be really cool to see some (extremely difficult, expensive, costly and involved so it's rare yet still possible) way to conquer/take stations to switch their ownerships. Would make for a great money sink and challenge for the endgame when you already have a couple battleships in a massive fleet that just tears apart any oposition it finds. But I guess you can't have it all, right? :)
I've recently started a LP on it in my youtube channel - being the first one I do on StarSector I chose to go the easy way and jump into a military character right at the beginning (I think people like to see battles more than watching you trade and avoiding contact, but maybe in a future LP I'll go another route). Playlist is here https://www.youtube.com/playlist?list=PLzUWGPCQJmpito8tN9vVEcOAUSKjc6y86
So if you want to link it in the OP, you're free to do so, Okim. Just has 2 episodes right now but this one will be a long one. I just love this mod. Thanks a lot for all the work and investment you've put on it.
I don't know if it's a bug or not, but the game doesn't allow me to upgrade a reactivated station even though I have 100 Low-tech 25 High-tech and 50 industrial components.I think I encountered that before. Try getting twice that amount and try again.
I tried putting it both in my cargo and station cargo but in either way the upgrade option is still grayed out.
I love this mod, please keep it up :D
I don't know if it's a bug or not, but the game doesn't allow me to upgrade a reactivated station even though I have 100 Low-tech 25 High-tech and 50 industrial components.I think I encountered that before. Try getting twice that amount and try again.
I tried putting it both in my cargo and station cargo but in either way the upgrade option is still grayed out.
I love this mod, please keep it up :D
Beautiful sprites as always :)
In one of your posts you mentioned the idea of adding new UIN fighters, did you have any specific role in mind ? Personally I find the existing ones are great against low-tech fighters thanks to their frag-based damage output, but somehow lack the punch to attack frigates or capitals. I think a bomber would be a good addition.
And i was very itchy about anyone using my work long ago (in times of modding SOTS). Now i`m less concerned about this which is odd :)If you ever get into 3D-modeling (like I am), you do tend to have this mindset. A lot of work goes into the end product, but I don't defend it viciously - I enjoy the smiles I get from the work I do, plain and simple. :) Keep up the good work!
Hi there.
Been playing StarSector for quite some time now and I just wanted to thank Okim for the awesome work he's done with this mod. There are a lot of mods for StarSector, I've tried most of them and almost every one of them is really really good...but I find myself going back to PI time after time and again.
I just love the faction system, ship models, weapons and dynamics, and the fact that you can do almost whatever you want and have success with it. If I was to critize something is probably the static nature of the map. It'd be really cool to see some (extremely difficult, expensive, costly and involved so it's rare yet still possible) way to conquer/take stations to switch their ownerships. Would make for a great money sink and challenge for the endgame when you already have a couple battleships in a massive fleet that just tears apart any oposition it finds. But I guess you can't have it all, right? :)
I've recently started a LP on it in my youtube channel - being the first one I do on StarSector I chose to go the easy way and jump into a military character right at the beginning (I think people like to see battles more than watching you trade and avoiding contact, but maybe in a future LP I'll go another route). Playlist is here https://www.youtube.com/playlist?list=PLzUWGPCQJmpito8tN9vVEcOAUSKjc6y86
So if you want to link it in the OP, you're free to do so, Okim. Just has 2 episodes right now but this one will be a long one. I just love this mod. Thanks a lot for all the work and investment you've put on it.
Guess that i`ll have to name some star system after RAMJB for his dedication :)
RamJb... hmmm...you don't happen to be the guy that Jingles play with in Warthunder or WoT? =DYou know, I was just thinking that. Although I wouldn't press it - Jingles has his hands rather full right now with WoT and WT. I'm sure Alex would be extremely pleased if Jingles did pop in, though. ;)
If that's the case you should totally tell him to get this game.
I just realized that the Scrambler Device is basically a license to be an a-hole and get away with it.
Ah, scrambler... )))Ah, clever, if you could get them to find it yeah it makes sense.
It actually is going to get a major revision to both its abilities. It was supposed to cover the fleet of the specific size so that you`ll need to get more devices in case you wish to raid with larger fleets. But right now we have no OP for fleets and logistics doesn`t actually fit well here.
I`ll eventually come up with something regarding this device, but i love that you like it ;)
P.S. the original goal of the device was to allow XLE and UIN players to fight other factions without being kicked from navy...
Also, after watching Ram's recent video with the RSI experimental Destroyer, I have to ask what special about it besides having a decent armament and looking real nice. Just curious that's all.
For whatever reason everytime i try to click on the actual link on the post to the archive i keep getting stuck loading a Lordsofthestars page that never shows up. please help.
Also, after watching Ram's recent video with the RSI experimental Destroyer, I have to ask what special about it besides having a decent armament and looking real nice. Just curious that's all.
Well I can answer that...
On another note, I got my hands on an ISA phase jumping frigate by visiting a pirate base (not sure if its their special Alien tech ship that you can exchange for), I forget the model but I've been testing it and I realized that it jumps so little a distance I've never been able to get around a cruiser like the description suggests it should be capable of. Maybe its just me but I personally think it should be buffed slightly IMHO.
Also, after watching Ram's recent video with the RSI experimental Destroyer, I have to ask what special about it besides having a decent armament and looking real nice. Just curious that's all.
Well I can answer that. It's very flux efficient for a destroyer, and able to fire his Large Energy mount for long periods of time without overloading. That's something uncommon for the russians, which tend to be quite flux inneficient with bad flux disipation and are almost forced to use low flux producing ballistic weapons as a result. If you take a closer look at my videos you'll see that the Kursk 2 and 3s have a base flux dissipation of 250...the prototype Kerch has a base of 900. That's 50% extra flux dissipation from the russian battleship (which has 600). It's actually pretty sick all things considered.
Not only that, it actually has four energy mounts (one of them large, three mediums), when again energy weapons are extremely rare for the russians at the destroyer level (and very hard to fire efficiently due to flux buildup).
And finally, like all russian ships it sports a fixed front shield, which as all russian shields is pretty costly to upkeep in flux terms, and has a quite mediocre flux per damage stat. But is a 360 degree shield (!!!!!!!!!!!), while almost every other russian ship has a 180º frontal arc shield. This one covers the whole of the ship, including the very vulnerable engines, and mixed with how effective in flux this ship is (for a destroyer, and for russian standards), that means you actually have a viable shield for once. Not to mention that including hull shield related mods (omnishield and stabilized shields work wonders with this ships) things get even better and you shield is no longer just viable but actually very strong.
But the best of all, it does all that while having the strongest armor and hull ratings for any in-game destroyer sized vessel. Only downsides are the lack of a missile mount and it's horrid burn speed. But the ship is a fearsome ship, easily as powerful as a cruiser while retaining destroyer level agility and speed, and well worth being as rare as it is.
It may just be me, but i have never seen a Bulgaria mod.2 in the mod. It's in there because I saw it in the codex, but there never seems to be one for sale or in any UIN fleets.
What does the UIN EMP ship do (forgot what class it upgrades from)? It just has small ballistic ports and some EMP weapon pre-equipped. Not sure how to activate it or what it does if it is some passive effect.
So...can anyone help me extract myself from a sticky situation I've got myself in? Probably the worst nightmare anyone can have, but I've managed to trap myself in an uncolonized system with no fuel left. I was hauling some resources back to New Shington when kind of forgot to refuel. Drifted towards the nearest system, bang, can't escape.
Now, I know you can ask fleets for spare fuel, but I have yet to see a fleet enter my system for any reason - there's nothing but an abandoned station around a Gas Giant right now to interest them.
RSF in current version didn`t get range improvement hull mods. In the next update all cruisers and battleship will have targetting cores installed on them. This will make Novgorods a real threat at medium ranges as well as Moscow at long ranges.
I also think about putting on all RSF ships bullet accelerator mod (range and damage buff).
I have about 6 in my current game spread out between both military stations. Though i get problems with Kentucky cruisers in the game.I was fortunate enough to grab a Kentucky early on after a rather massive victory against 2 Kursks and 2 Novgorods, got that fabled 12 RSF Eagles. Now the shipyards are being spammed with Kansas crusiers.
I love randomness and how it forces me to adopt to it :)
How to get special pirate destroyers, e.g. Widowmaker? I have started as a pirate and accumulated about 1227000 credits, but they are still available nowhere. In general the stock on every pirate hideout is rather poor (Black Widows hideout don't even have any military ships, civilian only!) and thus I have lots of worthless cash. Does that little choice of ships overall is somewhat connected to amount of military ships destroyed, caused by bug or is it just a bug (or even worse - a feature)?
Same with missile weapons. I had been very used to vanilla missiles which I never found terribly effective. Starting to put them into use though, and to great effect.
RSF ships don`t use much missile weapons
@RAMJB
Stay away from Tigersharks in your exploits. I'm not sure if any AI loadout uses them, but they will most likely overload your shields, and if not, bring them very close to overloading. And since they come in packs of fours (2 per rack + 2 more from the hull mod) to eights, you won't last very long, especially with the AI's liberal use of them.
From the change notes: "12. added 3 unique ships for pirate sub-factions. Ships can`t be bought yet, but can be salvaged if you get lucky..."
Low number of ships at pirate bases means that your pirate friends can`t get their loot back to their base due to being killed off by patrols. Pirates are not supposed to get lots of military ships - their goal is to hunt down traders and at this they excel. They can occasionally get some military ships, but don`t expect much.
Visit marauders hideout - they get some RSF / ISA ships and lots of converted vessels of own design.
This is a custom-made destroyer code-named Skull Crusher. Used by Blood Skulls pirate faction in elite fleets.Well... Sorry, I have been mistaken by that post. :-X
The prow is decorated with a huge skull. Two built-in laser beams are put inside its eyes. Ship has frontal shields and improved capacitors over any of the Kursk variants it is based on.
You`ll be able to buy these at Blood Skulls base, but only if you start the game as a pirate.
You can do that already via hull mods.
You can do that already via hull mods.
If your talking about the Illinois, you can't mount the front arc shield mod. It's red for me at least no matter how much Op available.
And here is a little something i`m working on right now... I think you all can guess what this is.
And here is a little something i`m working on right now... I think you all can guess what this is.
This dn might end up as a 'boss' for ISA to destroy.
And what kind of system would this monster have?I think it would be pointless giving it any system, as it is big and strong enough to defeat any fleet. Such power does not need any shipsystem, it's got guns and more guns!
I can`t defeat this thing in battle. It eats every single salvo of whatever i throw at it and blows up any assault fighter/bombers before they can strike...
With a massive assault from 3 directions i`ve managed to drop the Federation just to 35% of HPs before it devastated all my forces...
I heard the Emperor cancelled his plans for yet another death star. Instead he started building one of those bestial things. And Darth Vader approved.
Holy jeeze, that's going to be a monster.
I heard the Emperor cancelled his plans for yet another death star. Instead he started building one of those bestial things. And Darth Vader approved.
Holy jeeze, that's going to be a monster.
Plot for Star Wars VII revealed: Russia to anex Endor, a referendum on seperating from the Galactic Empire for all Ewoks will be held.
I sure hope it wil be playabe in campaign or mission and are there rumours of the ISA starting a dreadnaught program of their own?
With a massive assault from 3 directions i`ve managed to drop the Federation just to 35% of HPs before it devastated all my forces...
Still, I can only imagine the repair cost for that, the CR recovery cost, the crew replacement, the maintenance and fuel usage for such a big ship.But it is so powerfull it would destroy whole defense fleet of star system, if given some support (like something to repair this monster fast and some crew transports for replacements). Then auxiliary RSF forces could salvage helpless planets with ease. One ship to destroy them all... :P
Yea, I'm starting to see why these were discarded, bigger can be better but it can also ruin your bank account.
But it is so powerfull it would destroy whole defense fleet...One ship to destroy them all... :P
The Logisitics is how many supplies per day the ship uses. The repair cost is on a per-ship basis, "repair cost" in the xml file (note that this is the "total" repair cost, from 0% hull). You can also modify how much per day a ship repairs, "repair %/day" in the xml file. These two combined give let you modify how long it takes to repair a ship. For example, the Conquest repairs at 2% per day, and takes a 1000 supplies to fully repair. Takes 500 (!) days to get a 0% hull, 0% CR Conquest to 100% fixed. It also uses 20 supplies per day.
I don't think this is true? Its just the repair % that determines how fast things repair, so the Conquest takes 50 days to repair (100%/2%). It does take 20 supplies/day though (1000/50).
Thats the last post that i`m going to do up until the end of June. Going silent for this period of time due to getting far away from my PC and all the modding tool, probably even internet.
But it is so powerfull it would destroy whole defense fleet...One ship to destroy them all... :P
Thats what they WRONGLY said about the Bismark, and of course it led to it being hunted down, swarmed and sent to the bottom of the sea as Cthulus new chew toy.
Theres strength in numbers as well.
Thats the last post that i`m going to do up until the end of June. Going silent for this period of time due to getting far away from my PC and all the modding tool, probably even internet.
https://www.youtube.com/watch?v=k3I7p5lvkwQ
Man, the incredibly slow ship refresh in the Marauders base keeps murdering my interest when I try to play pirates. At least with the regular ships you can go to another racial pirate base and generally find the hull to convert, but I really want some of the fighters...
Bismarck, Yamato, both very fine ships, both of which met cruel ends, they should totally be salvaged and restored (i'm not paying for that tho)
...+10 respect points! I love WWII history.
Man, the incredibly slow ship refresh in the Marauders base keeps murdering my interest when I try to play pirates. At least with the regular ships you can go to another racial pirate base and generally find the hull to convert, but I really want some of the fighters...
You can fight ISA or RSF fleets to get the ships needed for conversion.
You can also explore station wrecks to gain a faction ship or a bunch of faction weapons. Be careful though, as exploring station wrecks will make the CR of ALL your ships go down.
The germans made some really huge mistakes in WWII.
True, but history is written by the victor. Ask anybody smth about germany and the first thing they will say (and think) is related to nazis and war in some way.
Germany is remembered more for the nazi regime and starting WWII and less for all the innovations of the time.
All aboard the off the topic train, choo choo....
Thanks RAMJB to let me know about this game and mod. It awesome ;D And yes, very addictive ;D
Today, after few battle with ISA Strike force with my RSF destroyer fleet, I manage to capture a Kentucky-class. When I bring it back, out fit it as I want and try some battle simulation, I found a very interesting situation. As I shoot the Club torpedoes from the Kentucky straight a head, it explode right on my shield, even damage my ship. But if it to either side, it just pass through my shield normally. I tried other missile such as Hellmaker, Devilfish, Whaleshark ... and only those Club got such problem.
Any idea how to solve that??
If you start a new game AFTER having started a new game in the same playthrough, it'll crash. Okim can't fix it ATM.
I think the problem was on in OP as well.
Known issues: when you start a new campaign and then restart a new one - you`ll get a crash. To avoid it you should close the Sector and restart it whenever you wish to start a new game.Also, don't use any of the saves that crashed within the first 30 seconds.
......
.....
Quote from: Okim on January 18, 2014, 11:00:47 PM
Reposting the initial Java replacement solution, but this time for Java 7:
1. get a new version of java7 JRE from here (for your 64 platform): http://www.java.com/en/download/manual.jsp2. install it anywhere you wish
3. go to the folder to where you`ve installed java
4. find there a folder named 'jre7', copy it
5. go to Starsector folder and completely remove its jre folder
6. paste jre7 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048
Reposting the initial Java replacement solution, but this time for Java 7:
1. get a new version of java7 JRE from here (for your 64 platform): http://www.java.com/en/download/manual.jsp . install it anywhere you wish
3. go to the folder to where you`ve installed java
4. find there a folder named 'jre7', copy it
5. go to Starsector folder and completely remove its jre folder
6. paste jre7 in it and rename it to 'jre'
7. open vmparams and set the second 512/1024 to 2048
Will this affect any 32 bit programs I have installed? I'm fairly sure my browser is 32 bit (chrome).
About torpedoes. Yeah, that`s a recent feature of the mod - all missiles and rockets (and torps) have much lower burn time. So if you are about to use a torp - you`ll have to be sure you wont end up with it burning out withing your shield bubble ))) Might fix this for torpedoes, but i find it to be a pretty fun feature :)
Just wanted to ask, is there a way to be actually friendly with the pirates, I understand that once you join them they are neutral to you but how about actually friendly as if you were in a military or something like that?When I joined them paying with valuables I got to be friendly with them. You should try this way.
the ffs ships look good but i haven't seen any ingame. im on level 41 and it runs slow with all my ships.
"utility": "true",
A little insignificant fact but several ships and a few weapons lack any sort of description, these are: Decomisioner, Deconstructor, Worldbearer, Widowmaker, Regulator fighter, the kinetic rockets battery and energy lance.
Perhaps I can help? "Decomisioner: Hunter-killers used by the AI to disable ships for their unknown agenda. Their heavy weapons make them a credible threat to larger ships but the lack of point defenses render them nearly helpless against missiles and fighters."
''Widowmaker: The pride and joy of the notorious pirate band known as Black Widows. It shares the traditional broadside setup that UIN ships are famous for yet the loss of the fortress shields forbid it from any serious engagements.''
On a side note: I think the AI could come in a little bigger fleets for later game challenge.
Side note #2: Are you really planning to revive the RSF dreads and include them in the campaign? Because drawing the sprite all over again just for a mission seems pointless.
I finally played an ISA campaign. I wanted to wait for the version with the new Dreadnought and the FFS but as it have been a while now... I'll do without.
Just like last time i went with a carrier fleet, it wasn't mindless Dart spam this time though. 4 Idaho carriers and the rest filled with random ISA fighters.
I had quite a bunch of drones but i think it was a mistake as they were armed with srms. I was wondering why my carriers always had a buzzing cloud of drones around them, probably all waiting to reload their missiles. If i knew earlier, i would rather use F-135 as my backbone fighters, at least they don't clog my carriers launch bays like the drones and seems to have very similar performances.
Same thing with the F-61. The stinger missile is cool and all but they need constant reloading and i'd rather prefer my carriers to take care of my bombers first. The F-61P seems better as a cannon fodder crafts, the 4 blasters seems decent and at least they fight 'till death.
For the bombing, the B-202 appears as the only real choice. They hit hard but their wide profile make them vulnerable. And without cannon fodder to keep PDs busy, their hellfire torpedo ends up usually intercepted. I rather prefer swarms of A-110, they don't hit as hard but their rocket pods still pack a decent punch and are harder to avoid/intercept. AC-300 aren't bad either for that job, huge flying tanks and actually pretty fast for their size.
I managed to make the RSF occasionally spawn a Russia class in their fleets. I fielded a bunch of F-171, expecting their EMP srms to disable its monster PD system. Doesn't looked very effective unfortunately. That thing is so freaky to fight, i love it. I Hope the new RSF Dreadnought will be as brutal as the old one.
For my Idahos carriers, all of them were missile boats. Tigersharks LRMs plus a bunch of Barracudas can take down Cruisers at the start of the battle, the first wave of fighter ensure the enemy PDs are too busy to notice the big missiles coming their way. My flagship Idaho was armed with torpedoes rather than LRMs, perfect to snipe Moscow and Russia classes.
By the way, despite having my AI carriers missiles not on autofire, they always go trigger happy and unload everything at the start of the fight, is it normal?
This fleet worked very well. Fighters to tank, missiles to hurt, pretty good. Unfortunately it went horribly wrong when i attacked an UIN fleet. Their fortress shields ruined my entire strategy as i couldn't burst them through the raw power of my missiles. I'll try a carrier fleet with them, it'll probably do wonders.
The Chaser truly emphasizes what gunships are about, with 2 flaks and the medium beam weapon whose name currently evades me I can be all over the battlefield and take out any frigate/fighter/missile in the game, UIN can be an exception in certain situations thou it doesnt matter as I have speed over anything and range over almost anything.
Things go wrong when bigger military grade ships or flight decks come into play, but thats natural. I can almost bloody the nose of a Kursk with it before I have to bail because of CR, but its by no means a feasible way to take out military destroyers and onward which I think is just what you wanted.
The lack of shields doesnt even matter once you get better with the flak cannon.
The ISA missile *** can be a pain as precious seconds on the timer are spent swatting down rockets that may instantly kill me, but thats one of their things so its okay.
UIN ships are closest to my hearth ATM like the France and Hungary. The first because of the flexibility and potential devastation it can cause and the second because of the merciless drones and support capabilities.
Bulgary and Austria also rock for providing the same things in smaller and faster packages.
RSF are the enforcers, dominators and onslaughts of Ironclads, shields are a weakness that must be removed for them even if it means more pd than usual.
Also I think the energy RSF cruiser could use the auxiliary thrusters hull mod by default as it can be easy to avoid 3 of its 4 heavy weapons, could balance or overpower the ship, your call.
As a matter of fact this can be said about all factions, all of their ships could be more dangerous if they didnt field exclusive weaponry.
Lastly I think the game could use more missions just for the lulz, playing as the AI, more police enforcers missions from various factions and opponents, an aliens mother ship mission ( please let me go on a power craze with that monster even if it means going alone against the sector).
And speaking of the AI, unlike the Aliens with their mother ships, the AI seem to lack a central command, or do their destroyers act as that.?
In fact I`m trying to come up with a mission where you are assault a pirate asteroid base, but I can`t figure out how to make the base sit still and be put in the middle of the map...
8736 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: F:\Program Files\Starsector\starsector-core\..\mods\ironclads]
8754 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - org.json.JSONException: Mismatched quotes in the string
org.json.JSONException: Mismatched quotes in the string
at com.fs.starfarer.loading.oooO.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
25862 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: C:\Program Files\Starsector\starsector-core\..\mods\ironclads (data/world/factions/player.faction)]
25862 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading player faction
25862 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading descriptions
25882 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: C:\Program Files\Starsector\starsector-core\..\mods\ironclads]
25920 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.hullmods.HardenedSubsystems] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
26119 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.hullmods.EnergyAbsorbers] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
26365 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.hullmods.Deflectors] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
26590 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - org.json.JSONException: Mismatched quotes in the string
org.json.JSONException: Mismatched quotes in the string
at com.fs.starfarer.loading.oooO.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
26698 [Thread-8] INFO com.fs.starfarer.loading.scripts.ScriptStore - Class [data.hullmods.PoweredArmour] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
6828 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [ABSOLUTE_AND_CWD: null (data/world/factions/neutral.faction)]
6828 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: F:\Program Files\Starsector\starsector-core\..\mods\ironclads (data/world/factions/neutral.faction)]
6828 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading neutral faction
6829 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: F:\Program Files\Starsector\starsector-core\..\mods\ironclads (data/world/factions/player.faction)]
6830 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading player faction
6831 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading descriptions
6832 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading CSV data from [DIRECTORY: F:\Program Files\Starsector\starsector-core\..\mods\ironclads]
6868 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - org.json.JSONException: Mismatched quotes in the string
org.json.JSONException: Mismatched quotes in the string
at com.fs.starfarer.loading.oooO.o00000(Unknown Source)
at com.fs.starfarer.loading.LoadingUtils.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
BTW any help for 32 bit users?
Hi, i've get this white background bug that i've also noticed mentioned on other forums, but nobody seems to have a fix. When i load the mod everything is fine, but once i load a save, all of the black stars and space that make up what i've heard called the "starfield" goes a bleached white. This also occurs in battles an the only way to get out of it is by going into the warp. When you return to a normal system however, it goes white again. Any ideas on how to fix this? (please) :(
I used to have this issue, more often while running larger mods. Alex fixed it two? versions back. Or at least it's fixed on my system.
Did you reduce the amount of items available in the military grade stations? I find it hard to get the weapons I want now.
Also, is the Russia class capturable?
Nice reminders of that Command Cromwell from Company of Heroes 1...
It'd be interesting to have some sort of pursuit vessel. Think kinda like the Marauder small ships, or perhaps something that can aid in pursuits like launchable sensors.
How about a dedicated PD frigate?You can outfit either Rostov-H or Omsk with PD weapons and you get pretty good PD platform.
I like the idea of a command frigate. Kinda looks Vaygerish to me which i like a lot. Not sure though if i can handle creating such a command system (and ensure that it doesn`t stack with other C&C ships). And AI wont be using it properly without some coding.
This feature will be removed from the mod once 0.65 is out and replaced by an ability to scan other fleets for illegal goods (note - scanning without enforcer license will get a relationship penalty). That`s currently just a concept.
also it says it only works for fleets less than 60 fleet points, which isn't true, unless I don't know what a 'fleet point' is.
im always getting a white backgroundWhen are you getting this background? When you load starsector or when you start a new game?
Where is the vmparams in the root folder? I can't seem to find it !
when i start a new gameim always getting a white backgroundWhen are you getting this background? When you load starsector or when you start a new game?
I absolutely love this mod, but was wondering who the FFS is I noticed them raiding in UAN space. I'm in the ISA military, and they seem to be neutral to me. Will I get kicked out of the military if I attack them because they are neutral?
Your log file should give you an error, does it still turn white when you start a new game with no mods selected? Do you have any other mods other than Ironclads that are also being used?when i start a new gameim always getting a white backgroundWhen are you getting this background? When you load starsector or when you start a new game?
yeah just the essentials lazylib, shaderlib (also im not sure if your actually getting this, i mean the game loads up but the usually black background is all white)Your log file should give you an error, does it still turn white when you start a new game with no mods selected? Do you have any other mods other than Ironclads that are also being used?when i start a new gameim always getting a white backgroundWhen are you getting this background? When you load starsector or when you start a new game?
Shaderlibs and lazylibs are not supported by Ironclads. And while the last one just lurks behind the scene doing nothing - the first one may cause problems.ah thanks EDIT: nope still not working
hi,
i assume that this mode is not compatible with mod that adds faction ?
i have Hiigarans on my mind.
Shaderlibs and lazylibs are not supported by Ironclads. And while the last one just lurks behind the scene doing nothing - the first one may cause problems.
With all the new economy system that is about to be delivered with SS 0.65a Ironclads will lose it`s current trading system.
This means that such station types as mining bases, factories, ship yards and specific trading stations will no longer exist in the mod as all the per-station trade wont be possible with the new eco-system. The new relationship system will probably render such things as civilian/military markets an absolute feature due to the addition of weapon tiers and market produced ships (?). In this case all civilian factions will be removed from the mod due to loosing their current role.
In other words I have a feeling that the mod after 0.65 will just create a larger alternative to the current vanilla, which isn`t good. I just hope that I`ll find some way to make it differ a bit more than just by a few factions, monsters and conversions...
So, created an account on the forums for this purpose, but I'm getting an error message that a sound resource is not found in the directory... super new to Starsector and don't know how to access the .log
sorry to inconvenience you...
It's just that this is the only mod that interests me.
Been playing ironclad for a few weeks now, and i love it. the prototype for the RSF is amusingly broken with the right set up, Cant wait to see what you add when .65 comes out.
Also, went to look through your other works, saw you has some SoTS under your belt, and was wondering, ever thought of working on something for SoTS2? Or is that a game you don't plan on touching considering its...less than steller release?
Ok, guys. My Lords Of The Stars events have passed and I can now focus my attention on Ironclads. I must confess that I forgot almost everything code-based that I once created for the mod, so I have no desire to 'mod the mod' in order to update it to 0.65a features. This means that I`ll start from a scratch with nothing except for the basics taken from the current version (ships, guns, variants, major factions and overall map composition).
The goal for now is to set up the economy system as it is now in vanilla game. I`ll start from adding all RSF, Marauders and Crimson Skulls pirate systems one by one with all the basic market conditions scattered between systems and see how it works. Probably I`ll stick for the vanilla trade goods for now, but this doesn`t mean that I wont add back the original goods from current Ironclads.
Well, as far as i know relationship system just blocks ships by their sizes not by some quality flags or other things. I may be wrong here.I'm pretty sure Alex said it was that way at some point, but I was happy to find out that's not the case anymore. It seems to lock ships based on FP or something.
I'm looking forward to seeing what you do in your new version.
Dear Ironclads players!
Need you opinion on a couple of things regarding the future of the Ironclads.
1. Independents.
2. New player generation dialogue.
3. Map size and density.
Your thoughts, opinions on this 'plan for the future'?
"maxEconFleets":75,
1. Independents.Excellent idea on its own, even without the nudge from 0.65 logic: the more lesser factions there are, the better.
2. New player generation dialogue.Fine IMO. However, instead of making all players to spawn tied to neutrals, what about letting them to chose if they want to or rather prefer to have some allegiance right from the start, if only for roleplay/immersion sake? Unless it's a lot of work of course.
3. Map size and density.Another good idea: if you'll condense the same quantity of bases per faction into fewer systems, I believe it would be more funny overall.
Regarding 3, I personally preferred the large, expansive system, and exploring it.
I'm not sure how easy it would be to do, or if you'd even be interested in doing such a thing, but would have map size option in the character creation be a possibility, like in exerelin, but with set maps for each size.
This would allow people to have a map size based on what there computer could run, or they would be interested in
TL;DR
Variable map sizes?
I`ve noticed that pirates are somewhat too devastating to any market. Even markets of size 8 with military bases are suffering from pirate raids - they just shot down unloading/loading traders one by one while outrunning any patrols and defenders. Probably i should move pirate bases somewhere outside of any faction systems (currently there is a size 1 market with just criminals condition sitting on a distant moon in one of the richest RSF systems).
Hey so i just downloaded this game yesterday and im already interested in this mod! i have downloaded it and installed to the mods folder, when i boot up the game i get an error "fatal: ship hull spec [buffalo] not found" i did a couple google searches and snooped around in some files but im not exactly the best at finding the solutions to this stuff. I have fully deleted both the game and the mod, re-installed, and still have the same issue. any help would be very appreciated :0
Hey so i just downloaded this game yesterday and im already interested in this mod! i have downloaded it and installed to the mods folder, when i boot up the game i get an error "fatal: ship hull spec [buffalo] not found" i did a couple google searches and snooped around in some files but im not exactly the best at finding the solutions to this stuff. I have fully deleted both the game and the mod, re-installed, and still have the same issue. any help would be very appreciated :0
Mod isn't updated yet, and probably won't be for the next dew days / weeks.
I think its possible to set faction-controlled planets to spawn Independent fleets. From what I remember, Jangala does this on a regular basis (or maybe thats just from Asharu).
The thing is that if you get cooperative with one faction and this blocks you form getting cooperative with the other - it may result in a bad situation where player just gets stuck unless he starts to be agressive with his cooperative fella.Hmm... It would be nice if it was possible to make coop stance only through missions against other big factions and to not get hostile with target faction you would have to win while having that jammering thing which name I've already forgotten, so they wouldn't know what's happening. That would add some serious risk, but the reward would be worth that risk.
http://screenshooter.net/100248408/rkcjugxRestarted the game and everything is fine now.
That's how it looks for me. If you don't have it it's either a bug or you have 45000 credits debt...
I think its possible to set faction-controlled planets to spawn Independent fleets. From what I remember, Jangala does this on a regular basis (or maybe thats just from Asharu).
That happens by default with any market in the game and that`s why independents are now present in the mod.
*the follow pirates to become one of them thing* and *salvagable wrecks*Love it. Absolutely love it. And those hidden hulks or such mean that... Wait, what about the cores? Or however were named things used to join navies. Will they be still here? And with the brand new relation system, what function do they have now? I was about to say that they could be hidden in non visible on map hulks, but now I don't even know if they will survive the update.
FFS will have their 4 colonies forming a separate self-sufficient market.They will still do raiding things? It would add some more risk to trading (UIN space - FFS, XLE space - Rock Flies and AI, RSF space - marauders (?) and war with ISA, ISA space - aliens and RSF), but I suppose that until you make it work it will be hard anyway...
Hidden systems is a NO. Hidden stuff for now will always remain hidden on TAB map (code implications). So if you found a wreck and left it to collect some stuff needed to salvage it - you`ll have to scoup the system once again to find it.
Can't load it in 0.65 Okim, it throws
Fatal: Ship hull spec [buffalo] not found!
Log file seems to suggest it needs the original ships still present in ship_data.csv and throws an string of errors that they are missing?
-Gutted, was well excited haha
Can't load it in 0.65 Okim, it throws
Fatal: Ship hull spec [buffalo] not found!
By the way, the bounty hunter start (ISA) with the advanced weapons acquirement gives you a Devilfish launcher. The basic frigate you're provided has no medium slot, so I see little point in this weapon.
Bounty hunter -> XLE territory -> high-end weaponry = Hydra with missing one crewman.
Fucktons of food & organics. Something around 32 millions of food and similar number of organics. Acceptable levels of everything else, excluding crew. One and a half million green crew, half million of regular and 6 veterans. Checked on Khabara.
http://screenshooter.net/100248408/qerutqe It's quite... Maybe it was just because it was a smuggler. I've sold the loot. From a single wordbearer.
4. Minor. 42mm HE autocannon's price is 1000 credits. Devilfish missile launcher? 700.
5. Kinda low ship prices. I've just bought Sentinel for 2200 credits. I know it's ***, but in 10 minuts I've earned 60k credits so...
So far pirates are NOT that common.
Half a minute after I started, there was a food shortage at the Barnard's Star Guard Station. Interestingly, the Pilnaya market is a separate entity, with like 40 thousand units of food.
So its now 1.5 minutes into the game, and I have 6 million credits
http://screenshooter.net/100248408/kbgrnky
SOLD LITERLLY 6 TONNES OF FOOD
http://screenshooter.net/100248408/kbgrnky
SOLD LITERLLY 6 TONNES OF FOOD
Have nothing to do with the mod. You either got lucky to visit the station after the economy generated food fleet arrived and that event having low food requirements (like - 100 demanded, 94 brought by FTG/faction fleets and your 6 finished the event).
http://screenshooter.net/100248408/kbgrnky
SOLD LITERLLY 6 TONNES OF FOOD
I can confirm this ridiculousness.
http://imgur.com/00KA3Es,b4TKQaC
I've noticed that there arent enough small pirate fleets for a single-ship bounty hunter (especially one in a Sentinel) to tackle.
The amount of XP is, however, quite odd as i tuned down the XP per profit considerably.
There are almost no 1-ship fleets in the mod, so you`ll have to hunt down those with 2-3 frigates. Good luck :)
There are almost no 1-ship fleets in the mod, so you`ll have to hunt down those with 2-3 frigates. Good luck :)They are strong enough to prevent keeping LMB at enemy's ship to win and to be easily shoot down by two hydras.
Hm. Why is that? RSF have just 1 heavy machinery production site (or it is 2?) and machinery is required everywhere form a mere mine to a shipyard facility.
This is what happens when you get more than 6 systems with markets and factions are intended to have their own shortages :)
Try to exploit it and see what happens.
Hey Okim, I've been trying to edit the vmparams file to change the -Xmx1024 to -Xmx2048 but I keep having either just the code itself come up or it saying "error reading vmparams file. See the screenshot below. I've tried notepad, wordpad. Nothing seems to work.
Note: in the screenshot the Xmx1024 was when I tried to change it back. I did not do editing of spacing or anything like that.
-Xms2048m -Xmx2048m
RSF station sprites.Two questions:
1. Bounties are surprisingly not giving you tons of cash, though because of size of sector they are time- and money-consuming. Right now I'm at 140k and I'm not going anywhere.
2. Supplies everywhere >220 credits. And scarce.
3. Pirate ships are ACTUALLY useful! I have fleet of Serpent, two Hydras, Lizard, Omsk and pirate Iowa (C) and I use all of them. I wish I had more ordnance points for the last one, but it's not that important, I can do with what I have.
4. One pirate bounty tried to flee from me, lol. I've never seen that before.
5. Nexus Orbital Refinery practically can't get any metal needed and they are EXPORTING it...
6. Got cooperative with FTG. Where is their military market?
Alright, been fighting lots of fleets and I think I might have found something. I've encountered a lot of spots where enemy ships simply dont put up their shields, letting me plaster them with shots as I wish.
Looked around for what might be in common between ships and it seems like this happens a lot with ships that have very low flux capacities (like the Skullcrusher).
EDIT: Also, the Particle Pulse Cannon description states that it fires three shots, but it fires four.
Two questions:
- will we see this beauties in campaign?
- will some of them have some shootas and boltas attached?
AI in Starsector can deliberately lower shields or even avoid raising them if the shot will overload it and it has enough armour to handle the hit. When it has low armour and low hull it will prefer overload over being blasted (eventually leading to them still being blasted).
Ah, near-max is a completelly different issue. What weapons do you get this issue with? There are probably some wrong range values that AI picks.
2. Skull Crusher and Skullcrusher (C) are different ships... What the hell. Same goes with the rest of special pirate destroyers.Yea, so are the "degraded" ships in vanilla. The Skull Crusher is like the Enforcer and the Skull Crusher (C) is like the Enforcer (D) - one is slighty weaker version of the other.
But Skull Crusher is already heavily modified version of Kaliningrad... It's just strange that pirate converted ship has it's pirate (C) version...2. Skull Crusher and Skullcrusher (C) are different ships... What the hell. Same goes with the rest of special pirate destroyers.Yea, so are the "degraded" ships in vanilla. The Skull Crusher is like the Enforcer and the Skull Crusher (C) is like the Enforcer (D) - one is slighty weaker version of the other.
Hey Okim, I've been trying to edit the vmparams file to change the -Xmx1024 to -Xmx2048 but I keep having either just the code itself come up or it saying "error reading vmparams file. See the screenshot below. I've tried notepad, wordpad. Nothing seems to work.
Note: in the screenshot the Xmx1024 was when I tried to change it back. I did not do editing of spacing or anything like that.
I believe the first "Xmx" is supposed to be "Xms".
That specific part for me is this:Code-Xms2048m -Xmx2048m
Thanks buggering buckets mate. Launching via the bat worked for me!
Also, I wasn't able to run my game with the standard launcher after I changed it to that. I just use the .bat file in starsector-core now - just as good, and I changed it to use my own Java file instead of the one used by the game.
why not update the first post?It is. Have you actually tried downloading it and playing it?
found bug!
- only 1 tug applies itself to capital ships
(tried to have 3 tugs pulling a rus battleship, but it only recived +1 to burn speed (+5 in total from tech and drive bonuses))
What is your starting faction? In 8.1 you should be able to install your plasma cannon on any starting ship unless i missed something.
plasma cannon
It appears that at Argos, the communications relay and shipyard spawn on top of one another, so you cannot reach the shipyard.
Re-read the readme file (or changelog - call it whatever you wish) and everything will be clear.
I wonder how many more such things from 'not in current version' part of it will come up here :)
Do people actually read it?
What is your starting faction? In 8.1 you should be able to install your plasma cannon on any starting ship unless i missed something.
Playing 8.1, I also see planets with Food costing 1.
Why were the paint jobs of (C) ships changed from black and red to shades of poop?
I'm trading with everything I can get and I don't even care about events, they are unnecessary right now to get profit from trading.
Ok, guys. I need coding help with properly setting up the freaking progress indicator to mining operations...Release it low techy and update as you learn how to do it instead of getting stuck ( just my point of view here ).
I`ve spent several days of trying to figure out it for myself while constantly harassing Alex, but I really don't understand how to do that. So if anyone there is willing to give me a hand with it (by at least providing a working example which I can use) - I`ll be very appreciated.
I can, of cause, avoid using these indicators at all, but that will make my mod a bit 'outdated' and 'low-techy' compared to the progressing vanilla :)
Ok, guys. I need coding help with properly setting up the freaking progress indicator to mining operations...Release it low techy and update as you learn how to do it instead of getting stuck ( just my point of view here ).
I`ve spent several days of trying to figure out it for myself while constantly harassing Alex, but I really don't understand how to do that. So if anyone there is willing to give me a hand with it (by at least providing a working example which I can use) - I`ll be very appreciated.
I can, of cause, avoid using these indicators at all, but that will make my mod a bit 'outdated' and 'low-techy' compared to the progressing vanilla :)
Release it low techy and update as you learn how to do it instead of getting stuck ( just my point of view here ).
DEBUG com.fs.graphics.TextureLoader - Loading image graphics/backgrounds/background4.jpg into existing tex id 304
219394 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.OutOfMemoryError
java.lang.OutOfMemoryError
at sun.misc.Unsafe.allocateMemory(Native Method)
at java.nio.DirectByteBuffer.<init>(Unknown Source)
at java.nio.ByteBuffer.allocateDirect(Unknown Source)
at org.lwjgl.BufferUtils.createByteBuffer(BufferUtils.java:60)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.graphics.TextureLoader.o00000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.replaceBackground(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.setDefaultBackground(Unknown Source)
at com.fs.starfarer.title.ooOO.o0oO.load(Unknown Source)
at com.fs.starfarer.coreui.refit.M.OÖo000(Unknown Source)
at com.fs.starfarer.coreui.refit.M.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Been playing for 50 minutes now and I'm hooked! May require some tips on the economy though but I'll wait for the next update! Good luck, guys! :)
The Kursk mod 1 and 2 have a few inconsistencies in their description such as regarding the flares (and maybe change the description regarding the fighter bay as that is no longer relevant).
The 14mm dual machine gun says 14.5mm in the description.
The Rapier Defense System's in game description has a rate of fire of 6000rpm in the game, but timing it manually gives me a RoF of 1800rpm.
The Themis-class Combat Carrier has some typos, "needed by FFS raidig parties regarding", "FFS's coombat doctrine requires".
Have to back joe up here, there's a severe issue with supplies being dropped in this mod!
need to be able to salvage more resources and stuff after battles too because i started off and started attacking small fleets and i was only getting around 5 supplies and 2 fuel or something.
costing more to attack fleets
By the way, Okim, you have earlier shown us an image, where were Rostov-C and Kaliningrad painted in normal RSF colours, while in the mod they are like they were, only renamed.
Still cannot figure out how to mod the fuel consumption.
mod crashed upon entering the fleet simulator in campaign. This is what I could find in the log, hope it helps
found an issue that the argos shipyards and the argos communications array are on the same spot and the communications array is overriding the shipyard so i cant get there
Will fix these, however i don`t remember specifying any rates for the Rapier. Probably a person who was editing the text did that.
Quick Question, is this mod compatible with other current mods?
i mean is this a total conversion that makes it impossible ot use other mods and such?
Quick Question, is this mod compatible with other current mods? i mean is this a total conversion that makes it impossible ot use other mods and such?It works with utility mods like Leading Pip, but with normal mods it doesn't.
i need to set up other stuff before i dive into coding fleetsI am going to guess he used a broad statement simply because there is a lot to do before this is resolved.
I'm want clarification on a few things if you don't mind.
1) Will you keep the civilian/military status for the player? I enjoyed being locked out of the faction and not having access to the good stuff until i could finally muster the resources to get into it.
2) Apart from the aliens and the AI, what have you planned for the late game? Honestly I was hoping that after I joined a faction's military I'd have the chance to actually contribute to the war. Sure I can snipe a fleet here and there but it's not like that will change any territories.
I'm want clarification on a few things if you don't mind.
1) Will you keep the civilian/military status for the player? I enjoyed being locked out of the faction and not having access to the good stuff until i could finally muster the resources to get into it.
2) Apart from the aliens and the AI, what have you planned for the late game? Honestly I was hoping that after I joined a faction's military I'd have the chance to actually contribute to the war. Sure I can snipe a fleet here and there but it's not like that will change any territories.
I don't know if its possible to do this but I like the old system to a degree, I would prefer if it was a bit more nuanced as in if your not part of a military you can still get access to military grade equipment like the stuff with the "friendly" context, but unless I join I cant get any of the better stuff "cooperative" maybe?
the second one I am not sure I have an opinion on.
4116 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/neutral.faction)]
4117 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading neutral faction
4117 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/RSF.faction)]
4118 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading RSF faction
4120 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/ISA.faction)]
4121 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading ISA faction
4122 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/XLE.faction)]
4123 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading XLE faction
4124 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/UIN.faction)]
4125 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading UIN faction
4126 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/FFS.faction)]
4126 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading FFS faction
4126 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/player.faction)]
4126 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading player faction
4130 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/independent.faction)]
4130 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading independent faction
4131 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/pirates.faction)]
4132 [Thread-5] INFO com.fs.starfarer.loading.SpecStore - Loading pirates faction
4133 [Thread-5] INFO com.fs.starfarer.loading.LoadingUtils - Loading JSON from [DIRECTORY: D:\GAMES\Starsector 6.5\starsector-core\..\mods\ironclads2 (data/world/factions/VNS.faction)]
Hmm...
- VNS faction file made (+ all graphics), added among the factions in factions.cvs
- VNS single system made in econ, added to economy.json
- strings edited, descriptions for everything (ships, stations, planets, weapons) added, faction ship names added
- all ship and weapon graphics added
- Ships hulls and variants added. Weapons and modules checked to be from current Ironclads
- system added to starmap.json
Am I missing something?
EDIT: GOT IT TO WORK.
Thanks Okim. The only thing not working is one hullmod.
Hmm...
- VNS faction file made (+ all graphics), added among the factions in factions.cvs
- VNS single system made in econ, added to economy.json
- strings edited, descriptions for everything (ships, stations, planets, weapons) added, faction ship names added
- all ship and weapon graphics added
- Ships hulls and variants added. Weapons and modules checked to be from current Ironclads
- system added to starmap.json
Am I missing something?
EDIT: GOT IT TO WORK.
Thanks Okim. The only thing not working is one hullmod.
Hey Trashman, I searched for VNS and found your Sub-mod. Seems dead though, you still working on it? Looks pretty good.
Sorry if this has been mentioned earlier, but there seems to be some issues with space station debris. Attempted a "safe salvage" and was greeted by this:Spoiler2040593 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.RuntimeException: Ship hull variant [uin3-de-finland] not found!
java.lang.RuntimeException: Ship hull variant [uin3-de-finland] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.õÔØ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super(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.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.plugins.IroncladsAdder.AddShips(IroncladsAdder.java:129)
at data.scripts.plugins.StationWrecks.Salvage(StationWrecks.java:275)
at data.scripts.plugins.StationWrecks.optionSelected(StationWrecks.java:188)
at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
It seems it was going to reward me with a non-existant ship, judging from what happened
Redownload the archive. It is save compatible, so just load your game pre-crash and interact with the station once again.
There was also a minor issue with asteroid mining that is also fixed.
BTW, are all these space junk/asteroid cluster entities spottable? I`ve tried my best to ensure that space junk is well hidden inside orbiting junk fields and asteroids/iceroids are blending with the surroundings. I`m sattisfied with what i`ve got :)
I just don`t want mining to be a too powerful tool for a player to gain money/xp.
I miss civ ships not being brown :(
Everything is packed into a JAR file. A single file to rule them all :P
Everything is packed into a JAR file. A single file to rule them all :P
why pack them as .class files? .json files are easily editable, .class files are not.
Or is that a change made to StarSector 6.5?
More seriously though, I can't find an Astrakan at all (RSF carrier) and fighter acquisition for RSF is really hard, loads of omsks and novgorods but the fighters are seemingly rare- is this intended?
More seriously though, I can't find an Astrakan at all (RSF carrier) and fighter acquisition for RSF is really hard, loads of omsks and novgorods but the fighters are seemingly rare- is this intended?
I'm getting the same Problem.
Can you add all the previous stars and the aliens because i really miss all the juicy stuff from the previous version! The FFS ships, alien ships, pirate ships, all capital ships are all gone! and there is so much less stuff to do :( i would really enjoy if you could bring everything back and possibly make a new russian massive ship and a massive american ship and add a mothership for the AI that would be awesome! btw other than that everything is fine really, i just wish you add these things and bring back all the old amazing stuff! oh and please put back the alien mothership becasue in the last version it was only in a mission and it was disapointing...Yeah, I like to get my Kerch-Class without Cheating, I need my KK Katyusha.
thanks for reading, if you did lol
Can you add all the previous stars and the aliens because i really miss all the juicy stuff from the previous version! The FFS ships, alien ships, pirate ships, all capital ships are all gone! and there is so much less stuff to do :( i would really enjoy if you could bring everything back and possibly make a new russian massive ship and a massive american ship and add a mothership for the AI that would be awesome! btw other than that everything is fine really, i just wish you add these things and bring back all the old amazing stuff! oh and please put back the alien mothership becasue in the last version it was only in a mission and it was disapointing...
thanks for reading, if you did lol
Is it true just for weapon components? Or the whole loot.
So far i managed to get about ~6000-9000 credits per one ride. And that was merely anough to cut the supplies expenses and crew hiring cost (regulars cost money, while cheap greens result in low salvage and higher incident odds).
Here is a standard ISA military market:Spoiler(http://www.lordsofthestars.com/other/Sector/pic245.jpg)[close]
You can see here even a prototype destroyer being available for 'cooperative' standing with ISA.
don't worry i now how it works with the reputation...
wall of text
Facepalm at the fail to understand engine upgrades ::)
Wait Okim, are you saying the Kerch-Class Prototype should just be open for sale?
i am trying to convert the cool stuff from 0.6.5 to 0.6.2a like the stations so the 0.6.2a mod version of ironclads can have a better look for the mean time, it will take some time but i checked how the files work and i am having alot of fun :D
Okim look at your inbox, should have i message if it sent it correctly, also cleaned up my mess on the thread
"systemDefense":{
"displayName":"System Defense Fleet",
"maxFleetPoints":200,
"daysWorthOfSupplies":[50, 100],
"lyWorthOfFuel":[20, 30],
"extraCrewPercent":[80, 80],
"marinesPercent":[20, 20],
"ships":{
"onslaught_Standard":[3, 3],
"crig_Standard":[1, 3],
"dominator_Support":[1, 5],
"dominator_Outdated":[0, 4],
"enforcer_Elite":[1, 3],
"enforcer_Assault":[1, 10],
"enforcer_CS":[1, 10],
"condor_FS":[3, 6],
"hound_Assault":[1, 5],
"lasher_CS":[1, 5],
"piranha_wing":[3, 8],
"broadsword_wing":[1, 7],
"talon_wing":[2, 7],
},
},
Haven't played in a while, not since like 0.6.1 I think. Maybe before that. If 0.6.2 uses the same "old" fleet system, then there should be a faction file for each of the factions, inside which is defined all the fleets that faction may field along with what those fleets should consist of. That's where you'll add ships to fleet compositions, after ensuring all other steps are taken care of. Other steps being a valid ship hull file, variant and graphics.SpoilerCodeThis is the Hegemony System Defense Fleet. It has a maximum of 200 FP to use in forming the fleet. 3 Onslaughts are mandatory, up to 10 Enforcers built for assault may be used, one is required, three Condors must be in the fleet but there can be as many as six. So on, so forth. Variants must be specified, you cannot simply say that a ship hull is used and be done with it. There was a "maximum of this specific fleet" bit, I'm sure, but I can't find it."systemDefense":{
"displayName":"System Defense Fleet",
"maxFleetPoints":200,
"daysWorthOfSupplies":[50, 100],
"lyWorthOfFuel":[20, 30],
"extraCrewPercent":[80, 80],
"marinesPercent":[20, 20],
"ships":{
"onslaught_Standard":[3, 3],
"crig_Standard":[1, 3],
"dominator_Support":[1, 5],
"dominator_Outdated":[0, 4],
"enforcer_Elite":[1, 3],
"enforcer_Assault":[1, 10],
"enforcer_CS":[1, 10],
"condor_FS":[3, 6],
"hound_Assault":[1, 5],
"lasher_CS":[1, 5],
"piranha_wing":[3, 8],
"broadsword_wing":[1, 7],
"talon_wing":[2, 7],
},
},[close]
I was, but it seems moot as you removed most of your posts and made it hard to track what's being said, so now a few posts look out of place.
Okim, I haven't played your mod in months but I plan to start very soon with new pc instead of this old crappy laptop that crashes with OOM errors after a while of Ironclads. Was there a reason for the pirates losing their ships? Their signature black and red junkers have been replaced according to a friend, there is no longer a base ship for them as a makeshift capital. Looking a few pages back, you commented that pirates will only have destroyers as their best ships. Is that gonna be the done thing going forward? Or simply what will have to do until more ships have some pirate-y colours to them?
If the status quo is unchanged, I worry a little that the only source of big fleet action with a UIN or XLE start (they had neutrality with the empires last I played) will be Aliens unless one wishes to attack one of the big four. I'll probably be able to answer these questions myself by the end of tomorrow or the day after by simply playing and finding out, though.
Pirates. The plans are to have a generic pirate faction (the one we have now) and 4 distinctive pirate subfactions - Marauders (crancky scrap-built ships), Crimson Snakes (black-red-gold XLE ships), Blazing Skulls (brown-grey RSF ships with flame decals) and Black Widows (black-violet ISA/UIN ships). All 4 will get their own faction file, relationships with others and hideouts in some unclaimed systems. All 4 will raid nearby systems and trade with other pirate factions as well as with generic pirates. All the ships of these factions are better than the hull they are based on and to get these you`ll have to befriend that particular faction. Being popular among the generic pirates and other subfactions will help you with that.Based Okim!
UIN and XLE will get a vengeful enemy in the face of FFS. The last will get 4 colonies in 3 systems in the left lower corner of the map and will constantly raid their enemies. More so - they will be in good terms with pirates and will actively trade with them (Widows and Snakes in particular as they are the closest). There will not be an option to play as FFS, but starting as a pirate will make them neutral towards you (and worsening your relationship with XLE/UIN will slightly improve their opinion towards you. FFS will be the only source of Rock Blast drugs. More so - I`m planning to make them actually use the Rock Flies in their fleets.
ALIENS, AI and Rocks - as I wrote a page ago - these will get their specific spawns that eventually will end up being uber-ships which you`ll need to clear to end that particular menace. Rocks will probably get a couple of new variations (that will simulate their aging).
P.S.: the exact number of pirate factions may eventually be reduced.
starsector_core/session.logIsn't it called starsector.log?
The THREAD5 block with an error and a few strings above it. Also make sure you are using the latest version (redownload and reinstall the mod just in case).
Maybe the player is actually an alien spy! :DSpoiler
},
"fleetCompositions":{
"start1":{
"displayName":"Fleet",
"maxFleetPoints":0,
"daysWorthOfSupplies":[5, 10],
"lyWorthOfFuel":[5, 10],
"extraCrewPercent":[0, 10],
"marinesPercent":[0, 0],
"ships":{
"alien-mothership":[0, 1],
},
},
"start2":{
"displayName":"Fleet",
"maxFleetPoints":0,
"daysWorthOfSupplies":[5, 10],
"lyWorthOfFuel":[5, 10],
"extraCrewPercent":[0, 10],
"marinesPercent":[0, 0],
"ships":{
"alien-mothership":[0, 1],
},
},
"shuttle":{
"displayName":"Fleet",
"maxFleetPoints":0,
"daysWorthOfSupplies":[5, 10],
"lyWorthOfFuel":[5, 10],
"extraCrewPercent":[0, 10],
"marinesPercent":[0, 0],
"ships":{
"alien-mothership":[0, 1],
},
},
},
}[close]
why is there alien-mothership in the player fleet file from 0.65a?
why is there alien-mothership in the player fleet file from 0.65a?
starsector_core/session.logIsn't it called starsector.log?
The THREAD5 block with an error and a few strings above it. Also make sure you are using the latest version (redownload and reinstall the mod just in case).
Can I see your error log, please?
why is there alien-mothership in the player fleet file from 0.65a?
Probably because you`ve put it there and forgot about it? Current version of Ironclads is not that generous to a loosing player and provides them with the worst ship available - the FTG Courier.
BTW - that mothership will crash your game as there is no such variant in the mod 'alien_mothership'.
1. added Black Widows into the mod. They have a hideout somewhere near ISA/UIN space and spawn a limited raiding fleets.
2. replaced pirate/patrol generation system with my own. It now always tries to keep the specified amount of military fleets per faction including pirates so that you`ll have something to fire at. Numbers so far are set to 10 per system, but are distributed between stations/colonies at random.
3. added invasion fleets that are spawned in RSF/ISA territory and blockade random ISA/RSF colonies/stations. Fleets range in size from 200 to 300 points.
So I just copied uin.png and renamed the new one to UIN.png and it started perfectly
Also, have you thought about reintroducing some of the faction civilian ships as skins of the FTG ships (ships with one variant like the Tug)?
Okim, i think I found a way it would be possible to make aliens spwan on the make, you know the names you put on the map like no man's land, well maybe you could make the game thing its a spawnpoint for the aliens.
Okay i change this version of ironclads massively, how do i make downloadable for other people?
Attempted to interact with an asteroid cluster in the XLE system with the rock fly husk and the game crashed, didn't record the name of of the cluster.Spoiler5264309 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at data.scripts.plugins.AsteroidMining.optionSelected(AsteroidMining.java:131)
at data.scripts.plugins.AsteroidMining.init(AsteroidMining.java:47)
at com.fs.starfarer.ui.String.P.Óoo000(Unknown Source)
at com.fs.starfarer.ui.String.P.<init>(Unknown Source)
at com.fs.starfarer.ui.String.P.<init>(Unknown Source)
at com.fs.starfarer.campaign.C.super(Unknown Source)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.C.super(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Attempted to interact with an asteroid cluster in the XLE system with the rock fly husk and the game crashed, didn't record the name of of the cluster.
Was just coming to ask you a couple of questions on how to create a new star system to show up on the map, hes is what i added so far in the starmap text script:
I know i have to then modify the rest in the jar or at least thats what i believe from what i looked at but i have no idea how to setup the script for the system...
You need to understand that modding a TOTAL CONVERSION MOD is the most difficult task among all possible modding things. Mostly because TC authors don`t take into account any user-friendliness or compatibility issues putting their own 'modding comfort' and mod`s stability/performance on top of things. I can open some ways to allow for modding of my mod, but I will never make things easier for others in the cost of losing any 'comfort' from my side ;)
SO - no modding of existing content like systems unless you know how to work with the JARs.
Is it alright if i also ask a couple questions about some factions you plan on implementing other than the skulls, serpent and blazes if I am correct? Would be cool to have a australian in the futur
Btw how long did it take you to just setup all the star systems you currently have?
Will 8.3 have the SectorGen outside of the jar, or will that wait for some future release ?
Will 8.3 have the SectorGen outside of the jar, or will that wait for some future release ?
Will have as well as the FleetSpawner script essential for the patrol spawning.
Hold on a second, if Alex (the creator of star sector) could make multiple maps that look like on land as a background and you make ship sprites that behaves like tanks or such vehicles, use the collision of asteroids to mimic buildings, maybe we could make ground battles, would be a totaly different thing but imagine how much fun it would be to have tank battles with solders acting like fighter squads since they kind of look like troops running and shooting from a top view angle, yes i could look wonky, but who cares :P as long as its fun and creative that would be great! And he could use the animation fighters use to dock with your ship when damaged and use that for like a dropship dropping you down with your other tanks on the battlefielfd... But that would need the help of Alex to make such a thing possible... We could get ground exploration and many other things like shopping on a station would literly mean you walk around in the station! Since it would still use 2D as a navigation map I am pretty sure it would be possible :P We just need to yell loud enough to get it in the next major update or two and then we could do almost anything with the game!
Also for station battles someone actualy did it already on the forums, will post the link when i find it!
Any plans for version checker compatibility?
http://fractalsoftworks.com/forum/index.php?topic=8181.0 (http://fractalsoftworks.com/forum/index.php?topic=8181.0)
Would really help stay on topic if you could make polls for what you would be willing to add and make people vote for what they would like to see, would make things much easier to stay on track to my opinion because sometimes it is just really not clear :/
Is it fine if I say at the begining that it is offtopic? I thought i was fine since you were talking about that and it felt like a good idea to share my point since no one really talks about such a feature for starsector...
Thanks for the reply but could i have the link for the mod you were talking about please, sounds really interesting lol
Btw how far are you at progress wise?
LOL as soon as i replied you posted the new version XD
will just draw the really simple sketch to show what i mean :P
Guess i will have to get use to it, be back real quick :/
Ironclads 8.3 is ready: http://www.lordsofthestars.com/other/Sector/ironclads8.3.zip
Changelog: http://www.lordsofthestars.com/other/Sector/readme.txt
Note that trade disruption events may be too frequent due to the amount of the hostile fleets added. I`ve tried to modify the values behind that event to reduce their frequency and somewhat stabilise the economy. This wasn`t tested very well.
Ne features (like planet scanning) weren`t tested enough as well and may be buggy.
Enjoy, report issues and bugs.
Okim are there any cheats or easy money techniques?Have you tried using Console Commands?
Just want to play around with some of the ships and have some fun.
Honestly don't have any time to start a campaign.
I remember a few versions ago you could raid the space stations for a bunch of hightech stuff and sell it off rinse and repeat. Doesn't appear to still be feasible, thanks.
Okim are there any cheats or easy money techniques?Have you tried using Console Commands?
Just want to play around with some of the ships and have some fun.
Honestly don't have any time to start a campaign.
I remember a few versions ago you could raid the space stations for a bunch of hightech stuff and sell it off rinse and repeat. Doesn't appear to still be feasible, thanks.
http://fractalsoftworks.com/forum/index.php?topic=4106.0
It should be compatible.
I have no idea how to use that exactly :/Look at the "Included Commands" spoiler.
Says it's all custom commands etc? How would I simply add cash?
Okim are there any cheats or easy money techniques?
Just want to play around with some of the ships and have some fun.
Honestly don't have any time to start a campaign.
I remember a few versions ago you could raid the space stations for a bunch of hightech stuff and sell it off rinse and repeat. Doesn't appear to still be feasible, thanks.
These damn updates Okim. They're so good.From what I remember, ISA favors fighters and bombers, which can be devastating against poorly shielded ships, like the RSF.
I got an Illinois-class destroyer, it's so fun to fight the alien ships with it! You just teleport around everywhere trying to out-maneuver their ships.
I've also been trying to get those RSF Turbo Laser things, since I want to put them on a Michigan-class, so I looked at what ship variants have them, and I think there's only one RSF ship that has them, so I've been going after fleets with that in just to get it. But after killing about 6-10 of them I still haven't gotten any. So out of curiosity I used console commands to give me good relations with RSF to see if I could have went with befriending them and getting the lasers that way, but there were none anywhere. Is this just bad luck?
EDIT: Nvm, right after posting this, I got one from killing an RSF fleet.
P.S. ISA fleets seem a lot more powerful than RSF fleets, I saw an RSF war fleet get completely destroyed by an ISA security detachment. I'm not sure which one's supposed to be more powerful but it somehow doesn't feel right.
Well RSF is now hostile to me, apparently I had to attack them first.
The other factions are:
- FTG are Welcoming
- ISA are Cooperative
- UIN and XLE are Neutral
- The pirate factions (Widows,Marauders, Pirates) are Inhospitable
Everything else besides that works fine though.
Were supplies always this expensive?
The game seems harder (not a bad thing) and the financial viability of larger fleets questionable (this might).
393482 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
393483 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Ship Components(Visis)
393483 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Hand Weapons(Visis)
393484 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Electronics(Visis)
393542 [Thread-5] WARN com.fs.starfarer.campaign.rules.super - Problem with command of class com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab: null
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.getWeaponsOnRolePick(BaseSubmarketPlugin.java:352)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addWeaponsForRolePicks(BaseSubmarketPlugin.java:314)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addWeaponsBasedOnMarketSize(BaseSubmarketPlugin.java:272)
at com.fs.starfarer.api.impl.campaign.submarkets.OpenMarketPlugin.updateCargoPrePlayerInteraction(OpenMarketPlugin.java:53)
at com.fs.starfarer.campaign.ui.T.<init>(Unknown Source)
at com.fs.starfarer.coreui.OO0o.<init>(Unknown Source)
at com.fs.starfarer.coreui.OO0o.<init>(Unknown Source)
at com.fs.starfarer.ui.String.int$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.String.int.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.String.int.setCurrentTab(Unknown Source)
at com.fs.starfarer.ui.String.P.showCoreInternal(Unknown Source)
at com.fs.starfarer.ui.String.P.showCore(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.OpenCoreTab.execute(OpenCoreTab.java:39)
at com.fs.starfarer.campaign.rules.super.execute(Unknown Source)
at com.fs.starfarer.campaign.rules.D.runScript(Unknown Source)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.applyRule(FireBest.java:96)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.execute(FireBest.java:46)
at com.fs.starfarer.api.impl.campaign.rulecmd.FireBest.fire(FireBest.java:52)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.fireBest(RuleBasedInteractionDialogPluginImpl.java:110)
at com.fs.starfarer.api.impl.campaign.RuleBasedInteractionDialogPluginImpl.optionSelected(RuleBasedInteractionDialogPluginImpl.java:139)
at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
398299 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.getWeaponsOnRolePick(BaseSubmarketPlugin.java:352)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addWeaponsForRolePicks(BaseSubmarketPlugin.java:314)
at com.fs.starfarer.api.impl.campaign.submarkets.BaseSubmarketPlugin.addWeaponsBasedOnMarketSize(BaseSubmarketPlugin.java:272)
at com.fs.starfarer.api.impl.campaign.submarkets.MilitarySubmarketPlugin.updateCargoPrePlayerInteraction(MilitarySubmarketPlugin.java:59)
at com.fs.starfarer.coreui.f.<init>(Unknown Source)
at com.fs.starfarer.ui.String.int$3.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
If you beat a Rock Fly (fully grown) with just a prototype destroyer, you got reallllllly lucky. Either that, or you cheated. I can see it being possible with maxed skills, but I'
d still go after the Rock Fly with a sufficiently large fleet. Kudos to you if you beat it legitimately.
4. I experienced a seemingly inaccurate trade disruption alert (didn't keep a save, sorry). The alert listed one planet, but it seemed like the actual market event was in effect on a different planet in the same system (with no correct alert for it).
5. I got an alert for increased fuel prices on a planet due to trade disruption. That planet turned out to be a resupply station with apparently normal prices.
Probably I don't understand mining, but the game didn't seem to recognise the single Marauder Salvager in my fleet for allowing mining operations.
Where the hell do Psy-clones come from? For a legal item in the UIN, it sure seems like nobody sells them, not even electronics stations (Freya).
Streamgun OP, omgwtfbbq.
Is it normal that Alien fleets doesn't drop weapons ?
I can't get them :'(
PS: Your mod is still as good.
So bad , their only utilty will be for tokens and get the prototyype ship ?
it's very limited, i can understand for the capture limitation, but Okim let us farm them for weapons :)
Question: is it easy to modify the mod to allow it that i do myself ?
Okim, I am just going to send you a pic of the progress so far to know what you think about it. Its really really early but I feel pretty good about the progress so far!
Yeah don't forget that vanilla is nothing like ironclads... In vanilla the long battles and up being bruiser brawls that take forever- Ironclads at least gives huge value to tactical strikes so ammo is important as most battles don't last longer than 5 minutes per stage :)
Also just a courtesy question Trashman: Do you mind if I use your work as a framework to implement a couple of Keptin's ISF ships as a Japanese subfaction? It's only for my personal use so I don't see a problem but it's always polite to ask?
Haha Okim, it's really ModCeption now
Firstly as has been said previously there is the lack of supplies in some areas, which can cause a lot of problems especially with the larger fleet sizes or a mining operation. Additionally where there are supplies I feel that 250Cr each is rather steep and should be a decent amount lower.
When I alt+tab from StarSector I can only get back into it by switching to it with Task Manager. I have no Idea why this is. I don't know if this is the mod, steam overlay or just the game but I thought I'd stick this in at the end.
Firstly as has been said previously there is the lack of supplies in some areas, which can cause a lot of problems especially with the larger fleet sizes or a mining operation. Additionally where there are supplies I feel that 250Cr each is rather steep and should be a decent amount lower.
Finally, it's not really a problem, I was just curious, are the Mega lobsters supposed to be routinely in stock of roughly 25 at 1000Cr each then available to sell for 6000Cr a few systems away?
It's by far the easiest way to earn I've found.
Extra: When I alt+tab from StarSector I can only get back into it by switching to it with Task Manager. I have no Idea why this is. I don't know if this is the mod, steam overlay or just the game but I thought I'd stick this in at the end.
Trying to adress it, but all i get by tweaking the suply production/consumption is either 50000 supplies for 2 cr per unit or 100 supplies per 250 per unit. Can`t find the 'golden middle' here.
the entire Market stabiltiy system is whack. Why does a stable market cause higher prices anyway, and an unstable one lower prices? You'd think that an unstable one would cause greater variance...
Hey I think you want a little over board with the increased fleet spawning because I have 5 massive fleets that are defending one one station and it's practically impossible for a pirate to do anything or anyone for that matter
Sorry if this sounds rude im not good at talking
New guy here. Am I missing something because I am running the mod but do not get the same menus and such. I get the right star systems and factions look correct.
1. I think that there needs to be more incentive to go attack a faction's enemy (say RSF vs. ISA). Right now, the bounties only work close to the systems themselves so you don't get anything for going out of your way to murder some ISA. Also, I think they should be doing much more raiding on each other. Its hard to collect a bounty from RSF period, (at least in my game), let alone make a profit between getting scanned all the time, plus the cost of supplies and fuel.
There should be a way to gain favour with factions that hate you.
Currently the best way to make cash is lobster running. This needs to be more dangerous to do.
Pirates need to be ultra rampant to make this more interesting, and to actually collect on bounties.
The taxes are too high. When you have a big fleet and get hit with a few scans that take away more than 30k each, you start to think of your lobster running days.
Alien hunting should be more profitable. Killing the rock fly should yield more than 5 brights.
159711 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Electronics(Dwarf)
218126 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.OutOfMemoryError: Java heap space
java.lang.OutOfMemoryError: Java heap space
at com.fs.starfarer.campaign.ui.marketinfo.B.ô?0000(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super.int$new(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.coreui.float.super(Unknown Source)
at com.fs.starfarer.coreui.float.Ó00000(Unknown Source)
at com.fs.starfarer.campaign.ui.marketinfo.MarketInfoPanel.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.campaign.ui.T.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.coreui.OO0o.sizeChanged(Unknown Source)
at com.fs.starfarer.ui.o0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.setSize(Unknown Source)
at com.fs.starfarer.ui.Q.setSize(Unknown Source)
at com.fs.starfarer.ui.String.int$5.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Starting Starsector 0.65.1a-RC1 launcher
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Running in G:\Minigames\Starsector 6.5\starsector-core
0 [main] INFO com.fs.starfarer.StarfarerLauncher - OS: Windows 7 6.1
0 [main] INFO com.fs.starfarer.StarfarerLauncher - Java version: 1.7.0_08-ea (64-bit)
16 [main] INFO com.fs.starfarer.launcher.ModManager - Found mod: ironclads [G:\Minigames\Starsector 6.5\starsector-core\..\mods\ironclads2]
Military submarket is unlocked only by military base condition. HQ is just for stability bonus. SY is a huge resource sucker and nothing else.
As for the bug - I need more crash logs. I can`t find the problem.
I`d like to know what you are doing in the Ironclads?
I seem to be always pursuing either bounty hunter or pirate carriers. Never actually played as smuggler and trader. Started a couple of games as a miner, but got tired and switched to active piracy after some time.
Bounty hunter play now is accompanied by eventual exploration and system surveys.
I`d like to know what you are doing in the Ironclads?
I seem to be always pursuing either bounty hunter or pirate carriers. Never actually played as smuggler and trader. Started a couple of games as a miner, but got tired and switched to active piracy after some time.
Bounty hunter play now is accompanied by eventual exploration and system surveys.
Well, profits as a trader are a bit harder to get.
Mega Lobsters are still the most profitable runs. Weapon and ship components, drugs, medicaments and luxury good can also bring in some cash - if bought in bulk and sold in places where demand is high. But with trade stabilised, such places are generally harder to find.
The trade tarrifs are what's really killing profits.
I`d like to know what you are doing in the Ironclads?
I seem to be always pursuing either bounty hunter or pirate carriers. Never actually played as smuggler and trader. Started a couple of games as a miner, but got tired and switched to active piracy after some time.
Bounty hunter play now is accompanied by eventual exploration and system surveys.
I was thinking of adding automatic trading system which you set up by:
1. reactivating abandoned station
2. constructing 1-3 industry complexes on it (market conditions)
3. buy a trading contract that will allow nearby factions to bring in their investor and start populating your station with stuff
4. hire some mercs to defend this station (simply by paying, say, 5000 credits per fleet to patrol around for a month)
5. once per month you`ll get some random amount of market`s store transfered to this station`s storage and a steady amount of money. If there is a trade disruption - you get nothing
6. unattended pirates may eventually lead to destruction of some markets and thievery of money
This is, ofcause, a 'plan' for the far future. I tend to add less features that are at least hinted to be in the original game.
No problems so far ;)Yeah I'm good, the new faction (FFS) seem to have the best Frigates hand down (performance wise not sure about the numbers) but that seems to be balanced by them having a lack of heavier ships so I'm fine with that.
Once again thanks to Alex i`ve figured out how to make dialogues display what i need.Spoiler(http://www.lordsofthestars.com/other/Sector/pic248.jpg)[close]
This is a basic pirate start with FTG having negative 51 relationships with player. Paying 50k+ credits would reset your rep to suspicious.
FFS has a godly transport 150 cargo and 150 fuel, fast, tons of weapons, hull and shielding. One can easily upgrade it to 360° shields, enhanced engines and pacing some nasty weapons to boot.It's also Classified as a Frigate, funnily enough.
AND low fuel consumption!!!
Glad to see this functionality from the older version added again.
It's also Classified as a Frigate, funnily enough.
Besides their Freighter, I love their Carrier, 2 Slots from a Destroyer Hull? Yes Please! Decent Point Defence too, aswell as the 360 Shields and Speed.
FFS Ships have always been Nasty.
I've done some fun stuff with their Missiles, a Justice Class Destroyer has 8 Small Missle Mounts, and with that, you can destroy a Novgorod Crusier with a Full Salvo of the Right Missile. They suck against the AI Fortress Shields of the UIN though.
Sounds interesting.
b.t.w. Okim. I started making an excel sheet with ship stats for balancing reference...and what caught my eye is that numbers are all over the spectrum. (gunships HP raging from 750-1800, armor from 50 to 200, flux from 600 to 2000, etc..)
Do you happen to have a spreadsheet done so I don't have to make one?
Why do you use shaderlib? Does it have any effect in the game? Lazylib is used for the combat radar, right? Otherwise it has no effect in Ironclads.
What do you mean by failing to load? The game says that you`ve a corrupted game or what?
Have you followed the instructions on the first page?
I`d like to know what you are doing in the Ironclads?
I`d like to know what you are doing in the Ironclads?
Basically starting off by picking an enemy faction by way of stalking a trade fleet before they offload at a market and liberating their haul. Later on I always seem to chase after FFS carriers to steal since they're pretty much invulnerable if fitted correctly- Have noticed lots of carriers in a fleet with no fighters which makes nabbing them fairly straightforward :D
To be frank I noticed something similar once.
I don't think it has anything to do with Ironclads, but as you get further into the game, it takes longer and longer for the game to load.
I have a beast of a gaming machine (and java set to use 2GB of memory), but at one point one of my savegames started stuttering during loading (sound cuts off, loading grind to a halt, then continues at a snails pace.. rinse and repeat) until the game simply stops responding.
There only 3 problems with saves that can occur:
1. save got corrupted somehow
2. you are running out of memory while loading it
3. mods got updated or disabled and thus can`t be loaded properly
Pmsl, gunship carrier ::)
That's probably a leftover from when fighter capacity and flight decks were separate I'm guessing?
Btw, the Cyprus Class Gunship has in ist description "It has a small Hangar that allows it to carry some fighters." yet the number of flightdecks is 0.
It seems like my relationship with the faction named Pirates can not go below -56.
Also Okim have you changed the salvage values for alien probes as the haul is pretty crappy now?
Now is a little teaser...Is that the new version of the Aliens? Or something else?Spoiler(http://www.lordsofthestars.com/other/Sector/new-alien-frigate.png)
(http://www.lordsofthestars.com/other/Sector/new-alien-destroyer.png)[close]
The file names give it away ;D.But these look better! :)
Are those going to replace the ones we have now though? I think the current ones look good.
Can't load anymore my new game. I'm using the latest JRE version (downloaded today) and I replaced the JRE folder with the new one (renaming it as I should). I have changed to 1024 vparams also:
-Xms1024m -Xmx1024m
If I change to 2048, Starsector don't load at all anyway, so I can't go up.
the error is a memory problem.
So, what I can do now? I'm running Seven 64.
Wow, just impressive, long terms goals probably ;D
A remark, perhaps it can make in the next patch. Merchandises prices drop too fast when they are sold. For example I tried selling ore. The starting price was 47. After selling a meager 10, it was down to 22! Obviously, some merchandises, which are routinely sold in bulk, like ore, should have the price vary like that.
Can't load anymore my new game. I'm using the latest JRE version (downloaded today) and I replaced the JRE folder with the new one (renaming it as I should). I have changed to 1024 vparams also:
-Xms1024m -Xmx1024m
If I change to 2048, Starsector don't load at all anyway, so I can't go up.
I edited the starsector.bat (just like the vparams settings, there is a string with the same value) in the subfolder starsector/starsector-core and then Launch the game via this bat file...works without any Problem.
Somewhere in the UI I read that more scanning ships yield better results.
I had like 8 of them at one point, and after scanning 10 planets, still nothing.
Just saying, I understand :)
Edited: ah, gunBOTS you mean. Imagine what would happen if i give them the phase cloack :)
I`m afraid that your guns will be useless against them. Ok, i`ll give them the phasing cloak for lulz and put a little extra punch to all AI weapons (like doubling the damage output and making defence lasers energy-based).
If there's anything I'd like to see in IronClads, is a way to "finish" the game. The taking over part. Planets, stations, etc.
Not just drifting aimlessly into space, with the biggest baddest fleet, having nothing to do but kill stuff over and over.
Think that it is the right time to post my current TO-DO list:
1. derelicts
2. rock fly husks
3. planet outposts, abandoned station reactivation
4. production facilities, outpost trading
5. ship conversions
6. ship and weapon ordering
7. alien / AI tech components
8. journal
9. investment in local market economy
10. loot / scrap adjustment, cargo scanner, salvage skills
11. new alien and AI ships
12. new FFS ships
13. AI replicator / alien mothership / RSF dreadnaught bosses
14. ship scrapping adjustment, ship scrapping at scrapyards
15. canteen options
16. station / planet invasions and take over
17. more events
18. news (enemy spotted / market improved / production mods)
19. hybrid weapons / ships
20. scrambler device (avoiding rep hits after combat, reducing inspection results)
21. relationship system adjustments
22. prober ship system autoscans
23. XP / money balancing, bounties balancing
24. bank account / loan
25. raids / invasions impacting markets
NOTE: most of these things require heavy coding (like diving deep into salvage output scripts), some of these require excessive work with rules.csv, others may be eventually introduced into the vanilla game - so modding all of these these things in may not happen.
In the meantime, download Lazywizard's omnifactory mod and declare war on every faction if you want a good war :D
Okim I've still not seen a single Astrakhan either for sale or more importantly in a faction fleet spawn- Has it been omitted for now?
Aliens...18 per wing
The basic one will be 18 per wing with 6 being piloted crafts each having 2 drones
Thanks for the update? Only Ore? The price crumbles by half for most good even when you sell a few units, like common metals.
Sounds like an out-of-memory error. I bet if you were to play for a while longer, the game would hang on a map-to-battle transition or vice versa and never recover. It's ran out of memory to keep loading assets. If you're on a 32bit system, this mod is borderline unplayable due to it's size. If you're on a 64bit system, replace Starsector's "jre" folder with a copy of your own 64bit java, then go into the vmparams and find the xms and xmx settings. Crank those up to at least "2g" or 2048m" for 2GB of RAM allowance, crank it up higher if you prefer to and have the memory to do so. Don't give it 7gb out of an 8gb rig, everything else about your PC will grind to a halt as it struggles to work with the one remaining gig of RAM that's already in use. My rig has 8gb in it and idles at around 2.3GB of RAM in use.
Haha no worries, I lost interest on my submod after respriting and doing variants too so I can't say anything; Will probably get back to it next week though ;)
What`s wrong with the lobster?
Hey, just found out Ironclads was out for 0.65a and downloaded it. Once it started up I got a message about an error relating to a missing ship hull [buffalo]. I was wondering if its a problem with Ironclads itself or Starsector?Are you sure you are using the latest version of starsector? (0.65.1)
I need more feedback on this idea:I'd say either number one or three
http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069
I need more feedback on this idea:
http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069
I need more feedback on this idea:
http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069
I need more feedback on this idea:
http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069
I need more feedback on this idea:
http://fractalsoftworks.com/forum/index.php?topic=431.msg152069#msg152069
After renaming ../mods/ironclads2/graphics/factions/uin.png to upper case UIN.png all works fine.
INSTALLATION
The latest version is 8.5 (20.01.2015). Here you can get the archive and see the changelog: http://fractalsoftworks.com/forum/index.php?topic=431.msg151879#msg151879
If you are using 32 bit system there is no workaround if IIRC other than to wait for the next vanilla update. It is supposed to do something with save game size which i hope will remove these memory issues that large saves have.
This stickied thread (http://fractalsoftworks.com/forum/index.php?topic=8726.0) should help - it's over in the "bug reports and support" section of the forum.
[Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at data.scripts.plugins.PlanetSurveys.optionSelected(PlanetSurveys.java:320)
at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm getting a crash whenever I try to launch a recovery op on a planet.SpoilerCode[Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at data.scripts.plugins.PlanetSurveys.optionSelected(PlanetSurveys.java:320)
at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I just boarded, and captured, a Rock Fly, which - while pretty damn cool - probably shouldn't happen. :D
Also, FIVE THOUSAND ARMOR???
As a workaround could you maybe make the rockfly have a massive cargo hold for supplies but also a massive thirst for them? I'm talking in the thousands so you could explain it in lore that they need to eat so much that keeping one alive is impractical? Just a thought lolMaybe make them eat ore and have them count as a miner/scavenger ship? "Lord of the Flies" fleet when?
Hello, I have two bugs to report for Project Ironclads 8.6 with Starsector 0.65.1a.
-I get a CTD when I tried to view the Barnaul-Class Special Cruiser in the hull variants Codex menu. The Barnaul-Class Energy Cruiser displays fine as does the base model.
-Mod version is 8.5 in the mod selection screen, although I have 8.6 installed.
This mod kicks ass, keep up the great work.
Best regards, DieselPower
Hello. where can I find Kerch class destroyer in Ironclads 8.4? Can't find it in RSF military market :(
Greetings from Saint-Petersburg.
As a workaround could you maybe make the rockfly have a massive cargo hold for supplies but also a massive thirst for them? I'm talking in the thousands so you could explain it in lore that they need to eat so much that keeping one alive is impractical? Just a thought lolMaybe make them eat ore and have them count as a miner/scavenger ship? "Lord of the Flies" fleet when?
I modded them to give them a few OP points so I could strap augmented engines and powered armor on them. Think a rock fly is tough? Now imagine one with booster rockets, extended range, and 8000 armor.
Okim, can you test Beammodulator hull mode? I think it doesn't work at all, a don't know about + 25% damage but +20% flux coast do not show in ship stats.
There's a little bit of a mixup regarding the descriptions of the Indiana B and C class hulls. The C class describes the B class hull (heavy weapon on the front). The B class makes a reference to an Iowa class destroyer, but describes the C class.
Also, what's the difference between the Barracuda Mk 1 and Mk 2 launchers? The Mk 1 shows the damage as 1300, and the Mk 2 shows the damage as 650x2x1. I guess I should try them out, but the description isn't very clear.
Really been enjoying this mod!
Just tried to start a new game, after a complete fresh install of the game and mod, and immediatly got thrown out with a jar-error.
log: http://www.mediafire.com/download/ldd3adlo33d2tio/starsector.log (http://www.mediafire.com/download/ldd3adlo33d2tio/starsector.log)
maybe it`s something with the .65.2 version of the game, dunno, its just i can't start any campaign game
PS: don't have a problem starting a vanilla-campaign though
is there any way to get an older gamedownload, can't seem to find it in the forums ehre
Great way to use the clips system, and differentiate weapons from the factions. Also is there any chance we'll see any regenerating missiles? (Not likely I'm guessing).
Holy. ***. I've found new love. I've just started really getting into the new build, and the Codex Support Barge is amazing. :o For a small frigate-based raiding fleet, there's no competition. It's extremely cheap on upkeep, it's fast enough not to slow down a California class, and it's armed enough to go toe to toe with most frigates. All that, plus a great amount of storage space for your loot. I can't believe I just discovered this...
Can you make a version with disabled 64bit compression? 0.65.2a have smaller saves and i can run it just fine on my XP with 10 or more faction mods enabled.
Well. just forgot to say :) Awesome artwork you have there, whole different style, more cartoon like because there is much less shading. I think i seen a couple of mods with similar style, so i must try to integrate :3
Edit: Found where i can disable compression, but there is some other issue...
Edit again: Aaaand i just tried it with 0.65.1a and it worked as it should. Saves loading just fine too (32bit) So it must be a 0.65.2a issue.
Sorry, didn`t get it. You have troubles with Ironclads not loading saves in 0.65.2? Or something else?It just crashes during campaign map generation
I don't know if maybe I just don't understand how the XLE are supposed to fight, but I can't make their ships work for me.
It just crashes during campaign map generation
My game crashes when loading the campaign to :'(
Ok. Seems that Alex changed something code-related, probably that`s the result of transition to a newer java.
As a workaround go to data/campaign/events.json, find there 'rep_tracker' event and uncomment the first 'script' line (remove #). Then comment the second 'script' line.
This will allow the campaign to launch.
Ok. Seems that Alex changed something code-related, probably that`s the result of transition to a newer java.Yeah, that worked :D Tnx for solution :3
As a workaround go to data/campaign/events.json, find there 'rep_tracker' event and uncomment the first 'script' line (remove #). Then comment the second 'script' line.
This will allow the campaign to launch.
Hi,
I must be blind, where is the changelogs? I need to know what was added or changed in the last 2 versions :)
I downloaded the game from here: http://fractalsoftworks.com/category/releases/
is the latest version... no?
Anyways, many thanks, it works.
Reinstalled,I put your file in the directory and the game runs
Probably just a typo.
42845 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Domestic Goods,Supplies], bringing back []; volume: 468
42845 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating trade fleet of tier 1 for market [Denisovka] (volume: 468)
42846 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 9 point trade fleet from [Denisovka] to [Centronom Trading Hub]
42848 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the Pirates for a rep change (0.0, 0.0)
42848 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the FFS for a rep change (0.0, 0.0)
42849 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the RSF for a rep change (0.0, 0.0)
42849 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the Marauders for a rep change (0.0, 0.0)
42849 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
42849 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with Free Traders for a rep change (0.0, 0.0)
42850 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the Black Widows for a rep change (0.0, 0.0)
42850 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the ISA for a rep change (0.0, 0.0)
42850 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the AI for a rep change (0.0, 0.0)
42850 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the Rock Fly for a rep change (0.0, 0.0)
42850 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the UIN for a rep change (0.0, 0.0)
42850 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the XLE for a rep change (0.0, 0.0)
42851 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the Aliens for a rep change (0.0, 0.0)
42906 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
42906 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-miscallenous_main_menu.ogg]
43053 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CharacterDataAPI.getCommChannels()Ljava/util/List;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CharacterDataAPI.getCommChannels()Ljava/util/List;
at data.scripts.events.RepTrackerEvent.checkForChannelAccess(RepTrackerEvent.java:183)
at data.scripts.events.RepTrackerEvent.advance(RepTrackerEvent.java:138)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncherxml.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'll admit I haven't looked very hard to see if anyone else has had this problem, but when I try to finish character creation and start a new game it crashes. It does not get to initial character save.
The loading bar gets past starting the economy and is then going through the dates when it throws this error:
(http://i.imgur.com/rPZrMe0.png)
The log says the following:SpoilerCode: xml42845 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Delivering: [Domestic Goods,Supplies], bringing back []; volume: 468
42845 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.FleetFactory - Creating trade fleet of tier 1 for market [Denisovka] (volume: 468)
42846 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.fleets.EconomyFleetManager - Spawned 9 point trade fleet from [Denisovka] to [Centronom Trading Hub]
42848 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the Pirates for a rep change (0.0, 0.0)
42848 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the FFS for a rep change (0.0, 0.0)
42849 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the RSF for a rep change (0.0, 0.0)
42849 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the Marauders for a rep change (0.0, 0.0)
42849 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
42849 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with Free Traders for a rep change (0.0, 0.0)
42850 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the Black Widows for a rep change (0.0, 0.0)
42850 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the ISA for a rep change (0.0, 0.0)
42850 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the AI for a rep change (0.0, 0.0)
42850 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the Rock Fly for a rep change (0.0, 0.0)
42850 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the UIN for a rep change (0.0, 0.0)
42850 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the XLE for a rep change (0.0, 0.0)
42851 [Thread-5] INFO data.scripts.events.RepTrackerEvent - Not enough trade/smuggling with the Aliens for a rep change (0.0, 0.0)
42906 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
42906 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-miscallenous_main_menu.ogg]
43053 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CharacterDataAPI.getCommChannels()Ljava/util/List;
java.lang.NoSuchMethodError: com.fs.starfarer.api.campaign.CharacterDataAPI.getCommChannels()Ljava/util/List;
at data.scripts.events.RepTrackerEvent.checkForChannelAccess(RepTrackerEvent.java:183)
at data.scripts.events.RepTrackerEvent.advance(RepTrackerEvent.java:138)
at com.fs.starfarer.campaign.events.CampaignEventManager.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
at com.fs.starfarer.ui.do.dismiss(Unknown Source)
at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.Òôo000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncherxml.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
http://fractalsoftworks.com/forum/index.php?topic=431.msg154126#msg154126
Paste your log file please.Not the same person, but also crashed after repairing a derelict ship in Midline (Marauder's system). I had previously repaired a ship in one of the ISA systems and it worked fine. Below is the error.
java.lang.RuntimeException: Ship hull variant [_Hull] not found!
at com.fs.starfarer.loading.O00O.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.??00(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.super(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.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.plugins.ShipWrecks.Repair(ShipWrecks.java:445)
at data.scripts.plugins.ShipWrecks.optionSelected(ShipWrecks.java:312)
at com.fs.starfarer.ui.String.P$1.o00000(Unknown Source)
at com.fs.starfarer.ui.String.A.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.null.processInput(Unknown Source)
at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
at com.fs.starfarer.B.void.class$super(Unknown Source)
at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
maybe it`s something with the .65.2 version of the game, dunno, its just i can't start any campaign game
PS: don't have a problem starting a vanilla-campaign though
is there any way to get an older gamedownload, can't seem to find it in the forums ehre
Ok. Seems that Alex changed something code-related, probably that`s the result of transition to a newer java.
As a workaround go to data/campaign/events.json, find there 'rep_tracker' event and uncomment the first 'script' line (remove #). Then comment the second 'script' line.
This will allow the campaign to launch.
I`ll upload the hotfix later.
Can someone please explain "uncomment the first 'script' line (remove #). Then comment the second 'script' line."
I have zero script exp and don't understand any of it :S
"rep_tracker":{
"script":"com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent",
#"script":"data.scripts.events.RepTrackerEvent",
"image":"graphics/icons/intel/reputation.png",
},
"trade_info":{
"script":"com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent",
"image":"graphics/icons/intel/price_update.png",
},
}
Thanks for helping.. did what you told me..
only problem is.. it isn't working..
i start the camping, and halfway loading i get:
"fatal:
com.fs.starfarer.api.campaign.CharacterDataAPI.getCommChannels()Ljava/util/List;
"
did i do something wrong?? (yeah well, obviously of course :p)
Thanks for helping.. did what you told me..
only problem is.. it isn't working..
i start the camping, and halfway loading i get:
"fatal:
com.fs.starfarer.api.campaign.CharacterDataAPI.getCommChannels()Ljava/util/List;
"
did i do something wrong?? (yeah well, obviously of course :p)
Update your Starsector to 0.65.2-RC2.
http://fractalsoftworks.com/2015/02/10/starsector-0-65-2a-release/
Yeah that's the version i've got.. so.. still not working..
Woa. Guys, sorry.
I got myself entirely sucked into Space Engineers the last month, so i`m a bit lame on updating Ironclads. Will try to upload the new version in the end of this week (with new content).
Here is a fast hotfix that should erradicate all reported issues (except for midline`s missing derelict): http://www.lordsofthestars.com/other/Sector/hotfix.zip
Unpack it inside the 'data' folder of the mod.
4494 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull variant [xle2-frg-manticore_variant] not found!
java.lang.RuntimeException: Ship hull variant [xle2-frg-manticore_variant] not found!
at com.fs.starfarer.loading.P.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.oOOo$Oo.<init>(Unknown Source)
at com.fs.starfarer.loading.oOOo.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.this.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.??00(Unknown Source)
at com.fs.starfarer.loading.G.super(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Ah *** :)
That`s the new content that was not supposed to slip into the hotfix.
Ok. I`m putting the whole current dev version. Can`t say that it is working (as it has unfinished features), but it is maximum that i can provide right now...
Archive is here: http://www.lordsofthestars.com/other/Sector/ironclads8.7.zip
Ah *** :)
That`s the new content that was not supposed to slip into the hotfix.
Ok. I`m putting the whole current dev version. Can`t say that it is working (as it has unfinished features), but it is maximum that i can provide right now...
Archive is here: http://www.lordsofthestars.com/other/Sector/ironclads8.7.zip
i don't know if the scanning script is from your mod or vailla, but just now i had to stop because of being scanned by a uin battlefleet(or a really big patrolfleet unno) when some prate fleet just went and attacked my ships while being immobile. Having only a frigate for bounty hunting and a few fast freighters for the loot, i was massively outclassed of course. and rthe scanning fleet wasn't even 'helping' me(i know it is not possile yet to get into combat with more then one fleet). Shouldn't my fleet be surounded by the scanning fleet instead of siting at it's periphery? Would help massively in the described scenario
Okim, ? ?? ??? ????????? ?????? ? ??????????? ??????????? ??? ???????,, ??? ???? ????? ?????????? ????, ??????? ????? ???????? ? ??????????, ?? ???? ? ?? ??????? ?????????? ???, ? ?????????? ????????, ???, ??????? ???????? ?????? ? ???? ? ??????? ????? ??????? ?? ? ????? ?????????? ??? ??????? ???????????????? ???????? ???? ? ?????? ??????, ? ??? ?????? ?????, ??? ?? ??? ??? ??????? ??????, ???? ???????? ????????? ???? ?? ?? ? ??????????, ?? ????? ?????? ????? :)
Minor bug: I completed a bounty mission for the ship, and the ship was named uin-frg-bulgaria-mk2_special rather than a usual randomly generated name, possibly because the Bulgaria mk2 is now the Bulgaria HVY. The ship came with the correct setup.
Minor bug: I completed a bounty mission for the ship, and the ship was named uin-frg-bulgaria-mk2_special rather than a usual randomly generated name, possibly because the Bulgaria mk2 is now the Bulgaria HVY. The ship came with the correct setup.
It's not just the bulgaria, all of the bounty-reward ships have their hull's ID as the ship name instead of the normal generated name.
And I'm also pretty sure it is already on the to-do list somewhere (since Okim made the ship-rewards-for-bounties system himself the names were probably a limitation he knew about from the beginning).
Is there a difference between the Burstmaster I and Burstmaster II guns? They seem to have the exact same stats.
Cool mod, but why does every planet's "Description" for me just say something about an indexoutofboundsexception?I kinda assumed that had to do with the system he just described above, since he said it was a WIP.
Is it just a missing description or is it actually something important?
Cool mod, but why does every planet's "Description" for me just say something about an indexoutofboundsexception?I kinda assumed that had to do with the system he just described above, since he said it was a WIP.
Is it just a missing description or is it actually something important?
The pirate base in the Nexus system doesn't seem to spawn any pirate fleets. It spawns a trade fleet every few years, but doesn't spawn any hostile fleets. Is this intended?
17893 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
19673 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_ISA_2860150983201958622\descriptor.xml]
19693 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_ISA_4280613728685656513\descriptor.xml]
19697 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Marauder_3796784851702082626\descriptor.xml]
19701 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Marauder_9052977166574747763\descriptor.xml]
19705 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pirate_5941511467710026007\descriptor.xml]
19708 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_2068349950204205850\descriptor.xml]
19710 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_3255637077103969081\descriptor.xml]
19715 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_3297244045037606027\descriptor.xml]
19719 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_6577186991409177843\descriptor.xml]
19721 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_1174907327118915071\descriptor.xml]
19724 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_3581518363292742120\descriptor.xml]
19728 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_3774010816566530225\descriptor.xml]
19732 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_5080432996449776673\descriptor.xml]
19736 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_6210720955057940361\descriptor.xml]
19739 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_7435524200204287658\descriptor.xml]
19743 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_XLE_6294411504117355374\descriptor.xml]
19747 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_XLE_6389780564723588735\descriptor.xml]
19750 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_XLE_6843993122467714097\descriptor.xml]
20264 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
20264 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-miscallenous_main_menu.ogg]
20316 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.??00(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm getting a CTD whenever I try to load a game (not using the Continue button, using the Load Game button on the menu). I click it and the game crashes.
Below is the last bit of the log file, (I think this is everything for loading the load game menu)SpoilerQuote17893 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
19673 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_ISA_2860150983201958622\descriptor.xml]
19693 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_ISA_4280613728685656513\descriptor.xml]
19697 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Marauder_3796784851702082626\descriptor.xml]
19701 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Marauder_9052977166574747763\descriptor.xml]
19705 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pirate_5941511467710026007\descriptor.xml]
19708 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_2068349950204205850\descriptor.xml]
19710 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_3255637077103969081\descriptor.xml]
19715 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_3297244045037606027\descriptor.xml]
19719 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_6577186991409177843\descriptor.xml]
19721 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_1174907327118915071\descriptor.xml]
19724 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_3581518363292742120\descriptor.xml]
19728 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_3774010816566530225\descriptor.xml]
19732 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_5080432996449776673\descriptor.xml]
19736 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_6210720955057940361\descriptor.xml]
19739 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_7435524200204287658\descriptor.xml]
19743 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_XLE_6294411504117355374\descriptor.xml]
19747 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_XLE_6389780564723588735\descriptor.xml]
19750 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_XLE_6843993122467714097\descriptor.xml]
20264 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
20264 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-miscallenous_main_menu.ogg]
20316 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.??00(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
Looks like deleting all my saves fixed it.I'm getting a CTD whenever I try to load a game (not using the Continue button, using the Load Game button on the menu). I click it and the game crashes.
Below is the last bit of the log file, (I think this is everything for loading the load game menu)SpoilerQuote17893 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
19673 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_ISA_2860150983201958622\descriptor.xml]
19693 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_ISA_4280613728685656513\descriptor.xml]
19697 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Marauder_3796784851702082626\descriptor.xml]
19701 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Marauder_9052977166574747763\descriptor.xml]
19705 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pirate_5941511467710026007\descriptor.xml]
19708 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_2068349950204205850\descriptor.xml]
19710 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_3255637077103969081\descriptor.xml]
19715 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_3297244045037606027\descriptor.xml]
19719 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_6577186991409177843\descriptor.xml]
19721 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_1174907327118915071\descriptor.xml]
19724 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_3581518363292742120\descriptor.xml]
19728 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_3774010816566530225\descriptor.xml]
19732 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_5080432996449776673\descriptor.xml]
19736 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_6210720955057940361\descriptor.xml]
19739 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_7435524200204287658\descriptor.xml]
19743 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_XLE_6294411504117355374\descriptor.xml]
19747 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_XLE_6389780564723588735\descriptor.xml]
19750 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_XLE_6843993122467714097\descriptor.xml]
20264 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
20264 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-miscallenous_main_menu.ogg]
20316 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.??00(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I had this problem, but not from the mod. I think it was due to me having a ton of saves, some from older versions of the game. I just deleted all of the save folders other than the ones I wanted from my computer, and it fixed it.
I've yet to see any planet that creates firearms.
Ore creating worlds are stuffed with ore; every planet I've visited that produces ore has stock exceeding demand by 300+%
Every planet I've visited also seems to be stuffed with metal.
Harvested Organs/Recreational Drugs are always created in excess (130+%) and have no market.
Psy Clones/Rock Blasts are practically nonexistent in market.
Medicaments, Luxury Goods, Domestic Goods, Volatiles, and Food markets aren't worth trading at all; practically no profit margin exists.
Places that produce actually profitable goods such as electronics and weapon/ship parts usually only have a single unit in stock.
Cool mod, but why does every planet's "Description" for me just say something about an indexoutofboundsexception?
Is it just a missing description or is it actually something important?
The pirate base in the Nexus system doesn't seem to spawn any pirate fleets. It spawns a trade fleet every few years, but doesn't spawn any hostile fleets. Is this intended?
XLE ship system seems very weaksauce (in a world where missiles are not very abundant and where normal PD is very competent on it's own anyway) and there are still too many otherwise-decent ships (the entire FFS-faction as well as the WDW pirates) with no system. I'd imagine that, ultimately, only the really crappy ships should have no system at all, right?
- The Great Dragon's main weapon (constant-fire beam) seems very unfitting for a hardpoint-fixed main gun of a big and slow ship (and it's also REALLY WEAK compared to moscow's 6x408 siege gun, 'murica's plasma burst gun or the EU-flagship's super massdrivers). Maybe make it a burst beam of some sort?
Yeah, your implementation of clips is pretty neat (though it sadly makes all the big 408mm guns very difficult to use on non-rsf ships who don't get free ammo upgrades).
QuoteI've yet to see any planet that creates firearms.
Firearms are created by heavy industrial conditions and are quickly delivered from free market to military bases and low-stability worlds as well as being smuggled to pirates. Not seeing them in surplus means that there are too many low-stability worlds in the local area. I`ll tweak the numbers though.
Psy Clones/Rock Blasts are practically nonexistent in market.
QuoteMedicaments, Luxury Goods, Domestic Goods, Volatiles, and Food markets aren't worth trading at all; practically no profit margin exists.
Meds, luxury, organs and domestics are demanded mostly by well developed and/or high stability worlds. Try selling these to markets with stability >= 5.
Drugs, hand weapons, food and supplies are demanded by low stability worlds.
Dropping stability of a large-size world below 4 will increase demands of the second group of commodities while almost entirely dropping demands of the first one. Increasing stability to higher than/equal to 5 will switch demands in the opposite way. Actual stability plays a role in demand formula in both cases, so a world with 1 stability is the best place for a smuggler while the other one is for merchants.
I looked at the code, and it doesn't spawn in Shinadar.The pirate base in the Nexus system doesn't seem to spawn any pirate fleets. It spawns a trade fleet every few years, but doesn't spawn any hostile fleets. Is this intended?
Not a bug, but rather a random effect. Pirate have at least 4 bases to spawn from which is picked at random.
rng = rnd.nextInt(4);
if (rng <= 1)
{
home_name = "pixie";
array_targets = isa_markets;
}
if (rng == 2)
{
home_name = "particul";
array_targets = rsf_markets;
}
if (rng == 3)
{
home_name = "rock";
array_targets = uin_markets;
}
if (rng >= 4)
{
home_name = "shinadar";
array_targets = xle_markets;
}
EDIT: It looks like this is a bug with FleetSpawner.java in general. nextInt(int n) returns a number between 0 and n-1, rather than 1 and n.
nextInt(int n)Plus, according to your code, you would be getting some arrayIndexOutOfBoundsException from Fleetspawner as you randomize some things around an array's size, such as the line:
Returns a pseudorandom, uniformly distributed int value between 0 (inclusive) and the specified value (exclusive), drawn from this random number generator's sequence.
String target_name = array_targets[rnd.nextInt(array_targets.length)];
http://docs.oracle.com/javase/7/docs/api/java/util/Random.htmlQuotenextInt(int n)Plus, according to your code, you would be getting some arrayIndexOutOfBoundsException from Fleetspawner as you randomize some things around an array's size, such as the line:
Returns a pseudorandom, uniformly distributed int value between 0 (inclusive) and the specified value (exclusive), drawn from this random number generator's sequence.CodeString target_name = array_targets[rnd.nextInt(array_targets.length)];
If it did randomize from 1 to n, you would have an out of bounds exception when it randomed n, since array_targets[array_targets.length] will always be out of bounds (or have a null pointer exception)
Progress update.
Nothing really to report except for ship ordering system introduction for RSF, ISA, UIN and XLE factions. You have money? You are in good terms with a faction? You need ships and don`t want to bother gathering guns for it in the whole sector? Then just go to that faction`s ship yard and browse a list of options. All are 1.5 times more expensive than basic hulls, but all come with guns (and most important - hull mods) already installed.
While testing this feature I found that combats are now completely different whenever ballistics are in play. The new ammo rehaul makes battles difficult. And this is from both perspectives - running out of ammo fast and not running out of ammo entirely. Makes picking guns a whole new experience now.
Weapons in this game generally max out at ~5000 for a large weapon. Considering a destroyer hull runs at about 50000, 25000 for weapons is still more expensive. That said, I'd be pretty happy with this system, since it means less flying to all sorts of planets to look for hulls/fighter wings.Progress update.
Nothing really to report except for ship ordering system introduction for RSF, ISA, UIN and XLE factions. You have money? You are in good terms with a faction? You need ships and don`t want to bother gathering guns for it in the whole sector? Then just go to that faction`s ship yard and browse a list of options. All are 1.5 times more expensive than basic hulls, but all come with guns (and most important - hull mods) already installed.
While testing this feature I found that combats are now completely different whenever ballistics are in play. The new ammo rehaul makes battles difficult. And this is from both perspectives - running out of ammo fast and not running out of ammo entirely. Makes picking guns a whole new experience now.
That sounds cheap, considering they come fully equipped.
Was looking back over FleetSpawner, namely the codehttp://docs.oracle.com/javase/7/docs/api/java/util/Random.htmlQuotenextInt(int n)Plus, according to your code, you would be getting some arrayIndexOutOfBoundsException from Fleetspawner as you randomize some things around an array's size, such as the line:
Returns a pseudorandom, uniformly distributed int value between 0 (inclusive) and the specified value (exclusive), drawn from this random number generator's sequence.CodeString target_name = array_targets[rnd.nextInt(array_targets.length)];
If it did randomize from 1 to n, you would have an out of bounds exception when it randomed n, since array_targets[array_targets.length] will always be out of bounds (or have a null pointer exception)
Thanks. Will apply necessary fixes now.
private static Script createIllGottenScript(final CampaignFleetAPI fleet)
{
return new Script()
{
public void run()
{
float cargo_left = fleet.getCargo().getSpaceLeft();
fleet.getCargo().addCommodity(Commodities.SUPPLIES, cargo_left/2);
if (fleet.getName().toUpperCase().contains("MARAUDERS"))
{
fleet.getCargo().addCommodity(Commodities.METALS, cargo_left/2);
fleet.getCargo().addCommodity(Commodities.RARE_METALS, cargo_left/4);
fleet.getCargo().addCommodity("parts1", cargo_left);
}
else
{
fleet.getCargo().addCommodity(Commodities.LUXURY_GOODS, cargo_left/3);
fleet.getCargo().addCommodity(Commodities.DRUGS, cargo_left/2);
fleet.getCargo().addCommodity(Commodities.HAND_WEAPONS, cargo_left);
}
log.info("Added some loot to"+fleet.getName());
}
};
}
Progress update.
That sounds cheap, considering they come fully equipped.
Yeah, my mistake.
Basic hulls means basic variants. So that`s 1.5 more expensive than a standard variant INCLUDING all it`s weapons.
BTW, regarding missile ammo overhaul that I`ve mentioned. I think that these requires a few words to be said to clarify things.
Missiles/rockets/torpedoes are now divided into launching system types:
- single missiles/rockets/torpedoes and launchers have finite ammo without clips. Fire projectiles one by one and never replenish ammo.
- pods and batteries use ammo clips. These fire projectiles in salvoes. Usually 1-4 quick salvoes before the need to reload the clips.
- systems. These have infinite ammo, fire in salvoes and have long reload times. Currently these are alien missiles and RSF rocket systems.
171208 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0?000(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?0(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?00000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
I'm getting a CTD whenever I try to load a game (not using the Continue button, using the Load Game button on the menu). I click it and the game crashes.
Below is the last bit of the log file, (I think this is everything for loading the load game menu)SpoilerQuote17893 [Thread-5] DEBUG com.fs.graphics.TextureLoader - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
19673 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_ISA_2860150983201958622\descriptor.xml]
19693 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_ISA_4280613728685656513\descriptor.xml]
19697 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Marauder_3796784851702082626\descriptor.xml]
19701 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Marauder_9052977166574747763\descriptor.xml]
19705 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pirate_5941511467710026007\descriptor.xml]
19708 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_2068349950204205850\descriptor.xml]
19710 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_3255637077103969081\descriptor.xml]
19715 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_3297244045037606027\descriptor.xml]
19719 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_Pushover_6577186991409177843\descriptor.xml]
19721 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_1174907327118915071\descriptor.xml]
19724 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_3581518363292742120\descriptor.xml]
19728 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_3774010816566530225\descriptor.xml]
19732 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_5080432996449776673\descriptor.xml]
19736 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_6210720955057940361\descriptor.xml]
19739 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_UIN_7435524200204287658\descriptor.xml]
19743 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_XLE_6294411504117355374\descriptor.xml]
19747 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_XLE_6389780564723588735\descriptor.xml]
19750 [Thread-5] INFO com.fs.starfarer.campaign.save.CampaignGameManager - Reading save data from [..\saves\save_XLE_6843993122467714097\descriptor.xml]
20264 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
20264 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-miscallenous_main_menu.ogg]
20316 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.mergeSort(Unknown Source)
at java.util.Arrays.legacyMergeSort(Unknown Source)
at java.util.Arrays.sort(Unknown Source)
at java.util.Collections.sort(Unknown Source)
at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.??00(Unknown Source)
at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.thisnew.super(Unknown Source)
at com.fs.starfarer.ui.H.processInput(Unknown Source)
at com.fs.starfarer.ui.V.o00000(Unknown Source)
at com.fs.starfarer.new.?o000(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(Unknown Source)
at com.fs.starfarer.combat.D.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)[close]
I had this problem, but not from the mod. I think it was due to me having a ton of saves, some from older versions of the game. I just deleted all of the save folders other than the ones I wanted from my computer, and it fixed it.
Missile Changes:
The 122mm Rocket System seems super strong now. I already thought it was strong before these changes, and now it's even stronger. While it's 6 OP, its 2400 HE damage on a 12 second cooldown is amazing for a small slot. 12000 DPM if you can hit everything. The 300mm Rocket System by comparison is 3200 HE damage, 16000 DPM at 10 OP and a Large Missile slot. The 220mm Rocket System is almost the same as the 300mm Rocket System, it has the same damage per volley and same reload. The only difference seems to be that the 220mm Rocket System fires twice as many rockets at half the damage. Is there a good reason to use a Large Missile slot for a 300mm Rocket System?
On a Small Missile slot, it seems that the Micro-missile Pod is better than every other small missile system (excepting the 122mm rockets). It's only 2 OP, has 800 HE damage worth of rockets, and reloads over time. The Strela-6 by comparison, has just 4 missiles, each of which do 100 damage, the same as a Micro-missile. I don't know about the tracking on each of them, but the Micro-missile Pod beats the Strela-6 in capacity and still has the ability to reload.
I've been flying a Germany class Battlecarrier with 4x122mm Rockets on the front and 8xMicro-missile Pods, as well as 1xBarracuda-PRX, 4xParticle Beams, 4x50mm Autocannons, 4x42mm Flak Cannons, and 2x60lb Dual Siege Cannons. The Particle Beams to eat away at a ship's shields, combined with the 122mm Rockets/Dual Siege Cannons can make short work of just about everything. The only reasonable counter I can see is heavy Blastguns/Bofors/Flak, since anything less than very heavy dedicated area of effect point defense will just get overloaded.
I can't help but feel that a balance could be struck between non-regenerating missiles and regenerating missiles. In vanilla, fights take a long time compared to Ironclads, things generally have more armor, weapons tend to produce more flux, and ships tend to dissipate flux slower. This makes it more likely that a fight takes over 2-3 minutes of firing weapons. The problem is that the regenerating Micro-missile launcher is roughly equal to other options before regenerating ammo. 800 HE damage from the first volley is very good, and beats anything you could fit at 2 OP. I think that significantly reducing the damage to 50 or less per missile would open up choices in the small missile department.Missile Changes:
The 122mm Rocket System seems super strong now. I already thought it was strong before these changes, and now it's even stronger. While it's 6 OP, its 2400 HE damage on a 12 second cooldown is amazing for a small slot. 12000 DPM if you can hit everything. The 300mm Rocket System by comparison is 3200 HE damage, 16000 DPM at 10 OP and a Large Missile slot. The 220mm Rocket System is almost the same as the 300mm Rocket System, it has the same damage per volley and same reload. The only difference seems to be that the 220mm Rocket System fires twice as many rockets at half the damage. Is there a good reason to use a Large Missile slot for a 300mm Rocket System?
On a Small Missile slot, it seems that the Micro-missile Pod is better than every other small missile system (excepting the 122mm rockets). It's only 2 OP, has 800 HE damage worth of rockets, and reloads over time. The Strela-6 by comparison, has just 4 missiles, each of which do 100 damage, the same as a Micro-missile. I don't know about the tracking on each of them, but the Micro-missile Pod beats the Strela-6 in capacity and still has the ability to reload.
I've been flying a Germany class Battlecarrier with 4x122mm Rockets on the front and 8xMicro-missile Pods, as well as 1xBarracuda-PRX, 4xParticle Beams, 4x50mm Autocannons, 4x42mm Flak Cannons, and 2x60lb Dual Siege Cannons. The Particle Beams to eat away at a ship's shields, combined with the 122mm Rockets/Dual Siege Cannons can make short work of just about everything. The only reasonable counter I can see is heavy Blastguns/Bofors/Flak, since anything less than very heavy dedicated area of effect point defense will just get overloaded.
In my experience the new missile system suffers from the same problem the vanilla one does - non-regenerating missiles are simply not used, because of two reasons: Regenerating missiles are better because the ship using them never becomes useless and Regenerating missiles are simply more fun to use. In my opinion the solution would be to make more/all missiles regen (I've tried this in vanilla, it was awesome and balanced) so they're all fun and then tweak them from there so they all have unique quirks that are fun in different ways.
In terms of balance, I'd agree with the cooldown-only rocket pods being too good. Not because they're cooldown-only mind you - just because the cooldown is too short. There's too much damage flying out of there too often. They're especially crazy on fighters. Fighters would probably benefit from getting special fighter versions of the rocket pods that fire fewer missiles faster (as in the salvo is over faster, not necessarily more cycles in the same timeframe) - that would tune down their power some and also reduce the incidents of huge sprays of friendly fire rockets flying all over the place because the fighter started to break off his attack run while the rocket pods were still cycling.
AoE point defense has become even more important, that's true, but I'm not sure that's a bad thing.
As an aside, I've found that in practice small RSF ships (smaller than destroyer or possibly smaller than cruiser) are really quite bad compared to ISA ships. Especially ISA gunships just completely demolish RSF ships in comparison - I'm not entirely sure why but they can tank stream gun shot after stream gun shot without overloading, while other gunships overload after one or two shots from a decent kinetic. Shields seem like a trap for small RSF ships - turning them on is liable to get you killed much faster then leaving them off entirely.
Edit: Also wanna add that RSF destroyers with missile mounts are really cool when you mount rocket batteries on them. It just fits both visually and in terms of gameplay - straight up fixed forward pure firepower without a backup plan if things go sour.
30mm assault cannon showing 50/75 is odd. Probably it has something to do with 30mm assault cannon having linked fire.I think it's because it generates 150 ammo per minute but only fires 100 rounds per minute. The game calculates that it generates 75 damage per second of ammo, even though it can only fire 50 damage per second of it.
What AI fleet consists of? A single scout? Or a group of ships?Patrol size. So a pair of destroyers, several frigates, and several fighters.
And the last - i thought about switching all fighters in the mod to specific limited-ammo weapons. Mostly like A110 has it`s own unique chaingun.
Wait - 'AI' is just some faction`s fleet? Not The AI faction (purple ships)?As I mentioned before, they were XLE and UIN fleets.
I don't know if this is a bug or not, but when salvaging station wrecks with a risky approach to salvaging, I get 2 ships when the dialogue tells me that I was able to reactivate a ship.
Wait - 'AI' is just some faction`s fleet? Not The AI faction (purple ships)?As I mentioned before, they were XLE and UIN fleets.
Also when salvaging station wrecks, CR gets set to 100 after salvaging.
EDIT: On one of my saves, any time I try to open the trade menu on Dwarf, the game locks up and I have to kill it via Task Manager. No error comes up on the log, the game simply freezes. I can upload the save somewhere if needed. No other location gives me trouble (other than the station right next to Dwarf that is basically the same thing). I've had Dwarf work fine in other saves, there may be something specific to this save.
The end of the log:Spoiler31949 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Pirates for a rep change (509001.1, 0.0)
31950 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the FFS for a rep change (0.0, 0.0)
31950 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the RSF for a rep change (0.0, 27000.0)
31950 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Marauders for a rep change (0.0, 0.0)
31950 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Neutral for a rep change (0.0, 0.0)
31950 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with Free Traders for a rep change (263055.94, 0.0)
31950 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Black Widows for a rep change (0.0, 0.0)
31951 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the ISA for a rep change (0.0, 30000.0)
31951 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the AI for a rep change (0.0, 0.0)
31951 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Rock Fly for a rep change (0.0, 0.0)
31951 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the UIN for a rep change (139585.77, 380581.66)
31951 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the XLE for a rep change (188735.05, 431419.38)
31951 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.RepTrackerEvent - Not enough trade/smuggling with the Aliens for a rep change (0.0, 0.0)
32047 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [dwarf_freya]: trade (s: 0, l: 0), smuggling: (s: 0, l: 0)
32194 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.shared.MarketConnectionActivityData - Updating connection: [shelezyaka_ftg_depot_rzhavaya]: trade (s: 1, l: 0), smuggling: (s: 0, l: 0)
33246 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Picking market updates
33247 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Ship Components(Dwarf)
33247 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Recreational Drugs(Dwarf)
33247 [Thread-5] INFO com.fs.starfarer.api.impl.campaign.events.TradeInfoUpdateEvent - Adding Hand Weapons(Dwarf)
33550 [Thread-11] INFO sound.O - Creating streaming player for music with id [music-faction_generic_market_01_neutral.ogg]
33550 [Thread-11] INFO sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO - Playing music with id [music-faction_generic_market_01_neutral.ogg][close]
I finally had a chance to play the latest version for a couple hours and have a couple observations:
1) I was able to make over 4 million credits in about an hour of playing by trading between stations with the trade disrupted event.
2) Related to this, I think it would make sense for a faction which is blockading a station or planet to become hostile if the player trades with the blockaded station or planet. It might be kind of difficult to get them to actually stop you, since you could still generally avoid the fleets since they're pretty slow, but at least there would be some downside to doing this.
It really depends on the events and locations of the trade disruptions. The best one I had was a trade disruption on Shington Trading Hub, pushing ore to ~double price. Bought up all the ore on Jorgia, made a quick 5m credits. Disruptions on Archimedes that push up supplies or fuel allow you to buy up the thousands of supplies or fuel on the Centronom Trading Hub and sell it immediately for a lot of money. Certain places like Cold Sands often have trade disruptions on ship parts, which can be a few hundred thousand if it happens.I finally had a chance to play the latest version for a couple hours and have a couple observations:
1) I was able to make over 4 million credits in about an hour of playing by trading between stations with the trade disrupted event.
2) Related to this, I think it would make sense for a faction which is blockading a station or planet to become hostile if the player trades with the blockaded station or planet. It might be kind of difficult to get them to actually stop you, since you could still generally avoid the fleets since they're pretty slow, but at least there would be some downside to doing this.
How many trade disruption events do you usually have at once?
As for the trading with hostiles - I wonder why Alex didn`t include that thing already in the game (I mean - we have negative impact when a colony witnesses the fact of trade with the hostile colony, so why not to have fleets do the same?). For me it is a bit difficult to do code wise.
The RSF wing is also quite nasty, but less common because the RSF has more fighters to randomly choose from. They also stay in formation better it seems.But it makes sense for a interstellar empire to have some lethal fighter wings, right? For a scavenger pirates' support wing, it's at least surprising... And a pain in the ass. Also, it's not that additional weapon that makes them Demonic Spiders, not burn drive, but MULTIPLE SALVOS OF ROCKETS. You think it fired them, you evaded 'em and you're save now? WRONG. Hopefully update with fighter limited version weapons (if I understood correctly what Okim meant) will nerf them a little.
The Harpoon and the SU-252 both have 3 fighters that fire 2x122mm Rockets. Part of the problem is the Burn Drive, since the Harpoon will overshoot your ship, then sneak up from the side, whereas the SU-252 generally comes at you from the front 90 degrees.The RSF wing is also quite nasty, but less common because the RSF has more fighters to randomly choose from. They also stay in formation better it seems.But it makes sense for a interstellar empire to have some lethal fighter wings, right? For a scavenger pirates' support wing, it's at least surprising... And a pain in the ass. Also, it's not that additional weapon that makes them Demonic Spiders, not burn drive, but MULTIPLE SALVOS OF ROCKETS. You think it fired them, you evaded 'em and you're save now? WRONG. Hopefully update with fighter limited version weapons (if I understood correctly what Okim meant) will nerf them a little.
Okim, what you mean by "randomly generated systems"? Positions of them, theirs content, both? At first glance, it would make more sense to make systems manually, because not everything is good with randomness and Starsector is more made for manual than procedural generation, but hey, we're talking about positions of rocks or gas balls in space. Empty space. Positions are practically only different costs of supplies and/or fuel to get there.
Oh, and one more thing: fighting Kansas for 6000C? Nope, I'm good. Though it's nice thing to roll over two times more frigates than you have at once or (what seemed unlikely) crushing two FFS carriers with two Laws and Janitor wing escort. And even without casualties!
I wonder if it would be a good idea to switch Ironclads to entirely randomly generated systems? Certainly this is something to think of.
Random generation cannot match hand-placed goodness. Especially if you want consistency in your universe.
ok, I was playing ironclads and got into a fight with a rock flyWell it's a space fly so . . .
after I disabled it, the ship capture screen comes up and I send in all my crew
and now I have a rock fly flagship :)
just wondering...is this a bug?
I see 4 opening on the Idaho 2 on top close together and 2 on the left side slightly apart and as mentioned I do not know if the Novgorod was intentionally given 4 hangar slot when the dedicated carriers only have 4 and 3 slot.Yea, but the front "two" on the top are one opening - look at the texturing right below it. Like I said, it's probably meant to service the larger fighters, lore-wise.
In a PersonalBounty script which resides in a jar and can`t be used outside it.
AOF weapons use target`s collision radius which is a basic circle around the center point of the sprite. Long ships and large ships have larger CR, so some weapons detonate too far away from the hull.
Can`t really do anything here except for making AOF weapons to have greater explosion range (which will make Vickers to act like flaks).
In a PersonalBounty script which resides in a jar and can`t be used outside it.
Well bollocks.
Any chance you'll put them outside of the .jar?
If you want to look at the code, you could decompile it (fairly easy to find), especially if Okim is okay with you decompiling his code for the purpose of understanding how his mod works.In a PersonalBounty script which resides in a jar and can`t be used outside it.
Well bollocks.
Any chance you'll put them outside of the .jar?
AFAIK these can`t work outside the jar, so i can`t do anything here.
In a PersonalBounty script which resides in a jar and can`t be used outside it.
Well bollocks.
Any chance you'll put them outside of the .jar?
AFAIK these can`t work outside the jar, so i can`t do anything here.
- check the external file for RSF ships of appropriate level
And I still don`t get the issue. :-[
From what I've noticed, new weapons on the Black Market always come in pairs. After some time, they might drop to 1. I don't think it's an issue, unless the Boltgun always just disappears rather than dropping to 1 (and even then it's more weird than a real issue). I'll keep a lookout for single Charged Boltguns.I've only been playing for a little bit, but I saw some 42mm Adv Flak in one of the UIN systems for legal sale. Was actually a little annoyed at the time because I wanted Adv HE.
EDIT: Also, the 42mm Advanced Flak Cannon is super rare, I think it's because only 1 variant of ship uses it, but I'm not entirely sure how the Black Market picks new weapons.
With the patrol bug, you are only locked out of the markets until the patrol would have expired if it was chasing you. I'm not sure how long they chase you for, 5 or 10 days? Alternatively, you can warp in and out of the system. I'd assume this happens in vanilla as well, unless it's possible to mark a patrol that is standing down as not a patrol.And I still don`t get the issue. :-[
It's not really an issue. Just a curious observation.
I currently seem to be experiencing a bug where a UIN fleet wanted to give me a patdown then immediately landed at the local planet. However, the inspection is still ongoing so the now non-existant fleet has locked me out of Centronom's market, the bastards. :D Fine, I'll take my trade elsewhere! Didn't want your UK anyway. Pfeh! Don't think it's related to Ironclads specifically but the method of reproducing the bug would simply be in the right place at the right time. The fleet wanted to perform a customs check as it was hastily standing down due to crippling combat with pirates. Will probably have to just wait until another fleet wants to perform a check.
Also, while I really like unlimited missiles, so few missiles actually have them. I've scrounged up a couple Strela batteries from exploring the systems for my own ship and my escorts are using some sort of small slot unguided rocket launcher that lets off a flurry of missiles. I think it's the 122mm system. There's very little choice for sustained missile based weapons. It's almost completely go big or go home. Most if not all the large slot launchers I've seen have magazines but aside from a couple RSF missiles, nothing below large that I've seen so far has sustainability.From what I've noticed, new weapons on the Black Market always come in pairs. After some time, they might drop to 1. I don't think it's an issue, unless the Boltgun always just disappears rather than dropping to 1 (and even then it's more weird than a real issue). I'll keep a lookout for single Charged Boltguns.I've only been playing for a little bit, but I saw some 42mm Adv Flak in one of the UIN systems for legal sale. Was actually a little annoyed at the time because I wanted Adv HE.
EDIT: Also, the 42mm Advanced Flak Cannon is super rare, I think it's because only 1 variant of ship uses it, but I'm not entirely sure how the Black Market picks new weapons.
ALSO NO FLUX USE ON BALLISTICS IS SO WEIRD, MY GAWD, I CAN BARELY EVEN.
The Moscow's triple cannon should prove difficult to outrange.with targeting unit + advanced optics, the incinerator beam outranges triple cannons by some 20 to 50m
I was thinking of using the same values as the guns of each nation but those are not standardized which is probably why some guns seem to totally outperform others for sustained dps.
MID-POST EDIT: Actually, the reason they are not standardized is because the guns reload a certain amount of ammo every second but you don't actually get that ammo until you have a clip's worth. I was reading this all and going "holy crap, shouldn't these have like infinite ammo?"
Experimentally, I'll give each launcher double the reload speed of the battery version and half of the clip so that should make them load half the ammo in the same time frame (Half ammo at the same speed would mean they load as fast but with more regular intervals). I also tweaked the micro missile family to fully load their default ammo every 20 or 40 seconds depending on size. Rocket launchers reload all their default ammo half as fast as their larger counterpart. So they will get their ammo back.... eventually. For example, the kinetic rocket battery resupplies 20 rockets every 40 seconds. The launcher variant resupplies 40 rockets every 160 seconds. Almost 3 minutes of downtime.
EDIT: Tinkered weapon_data file if anyone would like to try it in their own time (https://www.dropbox.com/s/t18kqjztbsptdp3/weapon_data%20%282%29.csv?dl=0)
That's fine to me, as I said earlier, I don't like having a missile rack that's only good for the first ship you see,
All the larger missiles make sense to start as a medium slot that doesn't reload, and if you want reloads on those missiles, find a large slot. As for the smaller missiles, all the batteries are relatively expensive in terms of OP, but the regenerating missiles pay themselves off over time.
EDIT: When trying to make variants for the UIN, holy crap do the (majority of UIN) weapons suck, and holy crap does the AI not understand how to position a broadside ship.According to Alex that's because while there is an AI broadside behavior, there is no broadside back-off-and-vent AI, so anytime it recognizes a window to back off and vent it goes back to using the ship like a forward firepower ship.
EDIT: When trying to make variants for the UIN, holy crap do the (majority of UIN) weapons suck, and holy crap does the AI not understand how to position a broadside ship.According to Alex that's because while there is an AI broadside behavior, there is no broadside back-off-and-vent AI, so anytime it recognizes a window to back off and vent it goes back to using the ship like a forward firepower ship.
IroncladVariants.zip (27.62 KB - downloaded 4 times.)
INSTALLATION
The latest version is 9 (21.3.2015). Here you can get the archive and see the changelog: http://fractalsoftworks.com/forum/index.php?topic=431.msg157156#msg157156
Current version is meant for Starfarer 0.65.2a. It may wont work with 0.65.1a older versions, but not with any older versions. Note! Major features of this new update are NOT compatible with the old saves (economy changes). You can load the old saves, but economy wont change in this case.
Yeah. Got my attention switched to Space Engineers for the past several month. Made these weapon mods recently for the game: http://steamcommunity.com/sharedfiles/filedetails/?id=429053416&tscn=1429629164Oh, nice. Is the game good? I've been meaning to get it one day.
Yeah. Got my attention switched to Space Engineers for the past several month. Made these weapon mods recently for the game: http://steamcommunity.com/sharedfiles/filedetails/?id=429053416&tscn=1429629164
Oh, nice. Is the game good? I've been meaning to get it one day.It runs okay but it feels like Minecraft in space. Very bare. Trying to play at 1x is absolutely glacial, 3x still feels a bit off but 10x is just silly and even then, any moderately large project will still take an age to build. There's not much in the way of enemies, just the adrift ships and they never passed me by, they always floated on past from many kilometers away. And if you wanna go big on a project, the game will grind to slideshow fps when you look at said project so you can never really get past ships on scale with, say, the Rebel Flagship from FTL. When I last played, resources were very binary and arbitrary. You either found so much uranium that all your ships are fueled for literally years with everything running or you find none at all and you're carefully moving grams of the stuff into ships, just enough to try and hunt for more in futility. All the resources did that to me at some point. My ships were just the starting ships completely repurposed because it was the only way I could build something decently sized. Grind them down, break down all the materials in numerous assemblers then rebuild them as needed. There are a lot of mods, but nothing much in the way of say, Tekkit or FTB for Minecraft. Spent forty hours playing it then kinda just dropped it like a brick and haven't gone back.
How're you liking Space Engies?
Yeah. I have all the same hopes ;)
I`m a bit away from SS modding right now as i got my full time eaten by Space Engineers and Kerbal Space Program.
But i do wait for all these new features that Alex shows us! Transponder thingy will drastically change how the Ironclads feels. Especially when you will confuse a large freighter fleet for alien abductors ;)
BTW, i wonder if it would be possible to transmit a 'wrong' ID?
I`m a bit away from SS modding right now as i got my full time eaten by Space Engineers and Kerbal Space Program.
But i do wait for all these new features that Alex shows us! Transponder thingy will drastically change how the Ironclads feels. Especially when you will confuse a large freighter fleet for alien abductors ;)
BTW, i wonder if it would be possible to transmit a 'wrong' ID?
Like show as a large fleet, when you're a small frigate?
I sincerely hope this mod is being kept up to date. I'm thinking of making a lets play again :3
I've been messing around with the weapon data to try and rebalance a lot of the weapons, since the change to ballistics, some weapons are pretty strong (Boltguns/Boltcannons, for example) and some weapons are just almost strictly worse than others (many UIN ballistics). Been trying to keep each factions weapons still unique. RSF weapons end up with higher sustained DPS (since they shoot faster, and I don't think they reload any faster). XLE weapons stay roughly the same, high DPS, low ammo capacity/reload speed. UIN weapons have low capacity but good sustained damage, and ISA weapons have high capacity/low reload speed, since I'd assume that ballistics are just for cleaning up after their missiles.
@ Sanguinius: If you are asking the permission - it is ok. But be warned that you`ll have to update your translation with each new Ironclads` update (well, not each, but still).
@OOZ662: thanks, will take a look.
I noticed when I un-mothballed a fighter squadron it refused to accept that I had crew for it until restoring the fleet CR at a planet.
Did you hit the button that tells the squadron not to use supplies to refill CR?
Does it make a difference if you use shaderLib (uses the better shaders) or does it not work with it?I'm pretty sure that ShaderLib doesn't work with it
So this is how its supposed to be? (btw I came back to starsector a few days ago, last time I played ironclads was in 4.3)It's how it's supposed to be in Ironclads. In vanilla Starsector, ballistic weapons had their ammo removed, but still generated flux, whereas in Ironclads, ballistic weapons have ammo, but do not generate flux.
From looking at the code, I don't think it has any chance to spawn. Unless it's spawned elsewhere than Fleetspawner.javaAh, that's unfortunate thanks for taking your time to look it up though.
any option for getting the game run in the GOD MODE ???If you use the mod console commands then you SHOULD be able to do something along the lines of a god mode thing
Tried, but it is too user unfriendly for me. IntIDEA is much more easy to master.I get an error when I try the archive link
Ok. Releasing the 9.1 version. It adresses the economics (and hopefully the crash/hang bug) and also makes RSF slightly more capable to fight against iSA.
Archive is here: http://www.lordsofthestars.com/other/Sector/ironclads9.1.zip
Full change log: http://www.lordsofthestars.com/other/Sector/readme.txt
Oh. My website`s hosting is over and i`m not planning to restore it.Any luck with the rehost? I'm getting bored of MGSV and this is looking more and more like what i'mma be playing instead.
Will relocate the archive elsewhere. Sorry for the mess.
Oh damn, sorry. Got distracted :(Thank you very much!
Here is the archive: https://yadi.sk/d/sfrRqe-5iuj4o
Note - it may be a modified version of the former archive. I kinda don`t recall what i did after the last mod`s update (and if i did anything).
Pretty insects and grey people in giant murder circles that drop magic pants upon defeat.
I haven't really played this mod since the 0.6.2a days. Hope to see it come back, especially with all the stuff added to the campaign layer.I don't know man, the .7 changes are huge and it's gonna be a pain modifying everything :D
I actually may need some help tracking the source of these current issues :)
Well.
I ruled out starsystem issues, script issues, hullmod issues and event issues that caused campatibility problems.
Now i`m stuck with 'rules' file that has quite a lot of stuff changed in it... It will take time to find and add all the new dialogue opitions and ensure that Ironclad-modified ones are also updated.
Hoping this this is the last issue on the way of making the mod at least run.
Well.
I ruled out starsystem issues, script issues, hullmod issues and event issues that caused campatibility problems.
Now i`m stuck with 'rules' file that has quite a lot of stuff changed in it... It will take time to find and add all the new dialogue opitions and ensure that Ironclad-modified ones are also updated.
Hoping this this is the last issue on the way of making the mod at least run.
Ironclads 10 has been released: https://yadi.sk/d/lMkyhG39m34RT
NOTE!
Expect oddities... ...aliens forcing you to turn on transponders...
LOL
or aliens forcing you to turn on transponders
If I remember correctly (As it has been a while since I last played) there are a number of utility vessels available for purchase that allow you to perform these actions. When it comes to stations I do believe that it simply requires a number of personnel and supplies to perform though I may be remembering that wrong.Thanks, I had two salvage & repair vessels & for the stations j don't get any popular, I just fly towards them & my fleets sits on top of them with no messages to do anything.
If I remember correctly (As it has been a while since I last played) there are a number of utility vessels available for purchase that allow you to perform these actions. When it comes to stations I do believe that it simply requires a number of personnel and supplies to perform though I may be remembering that wrong.Thanks, I had two salvage & repair vessels & for the stations j don't get any popular, I just fly towards them & my fleets sits on top of them with no messages to do anything.
Hi,
I got a little problem. I allready searched the the Forum for a solution but couldn't find anithing.
After some time of trading i decided to go mining. I bought a mining ship, took some of my frighters and a prober-class custom scanner ship. I also tryed to find some mininglasers, but there are none on the markets (on none). After entering different systems the scanner ship tells me there are minable resources in the system. After engaging the asteroid clusters it shows me just the standart interaction as if i'm docking to an abandoned station and if i click on the small asteroids (i tryed a lot of them) the happens nothing. So what am i doing wrong?
That's very strange. I have the normal system bounties pop up as usual, and they work as intended (same as vanilla), with the same calculations regarding ship sizes, and only getting a part if you engaged the target fleet with the help of another one.
Stick to populated systems of the faction that you picked at start. Patrols are your best friends!
If you are refering pirate fleets, that's the way it should be.
However, they are way too slow. Most of the time they will be endlessly chasing system patrols.
Not to mention the patrol commanders are scumbags - they are not so eager to help the player as are the vanilla ones (bar Free Traders ones).
While I'm really enjoying this update since being able to join battles makes your start/early game way more forgivable, they aren't really occuring that often.
Volvo fix pls? :)
Aha. That`s the modified ironclad`s bounty file causing problems.
Will have to remove it along with ship bounties...
You have to start a new char to changes to take effect.
102753 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent cannot be cast to data.scripts.events.TradeDisruptionAndSmugglingEvent
java.lang.ClassCastException: com.fs.starfarer.api.impl.campaign.events.TradeDisruptionAndSmugglingEvent cannot be cast to data.scripts.events.TradeDisruptionAndSmugglingEvent
So, are the mining ship functions disabled at the minute? Or am I just not approaching the right kind of asteroids?
What's the best small ballistic weapon for point defense? Having trouble dealing with fighters and large barrages of anti-ship missiles on my RSF ships.
Is there any chance of the personal bounties bug being fixed soon?
I was also unable to check out any space junk, which apparently you only need 10 crew for, so I'm wondering whether that's bugged or been changed to require a salvage ship much like how asteroid mining requires a mining ship.
I have no idea why these do not work. And right now i don`t have spare time to dive into Java and updated scripts to figure out what is wrong. Sorry.
It would be cool if someone figures out the issues responsible for these two not working. Credits will surely be granted ;)
I get an error when its compiling some kind of smuggling event?
Could be something in the java scrip causing a loop?
Could be something in the java scrip causing a loop?
No idea what this means :D
I don't think Tug bonuses to burn rates are being applied correctly. I've got 4 tugs and 1 cruiser with 2 destroyers. The cruiser has 5 base burn and the two destroyers have 6 base (after engine upgrades). They are all getting 1 bonus burn from the tugs, bringing the cruiser to 6 and the destroyers to 7 (equal to the tugs) but the cruiser should be getting an additional 1 burn to bring it to 7 as there is another tug available and up to 3 tugs can support a cruiser according to the description of tow cables.Unless I'm wrong, the vanilla base game changed that so that a ship can only be affected by one tug at a time. And I think that probably moved over to Ironclads.
The only way I saw More than one tug being useful was with Starsector+. The Locomotive bonus seems to Stack with the Ox one. But afar from that, indeed the ships can only be boosted by one tug.
Not sure of this is know yet, i didn't saw anything about that the last pages.No idea where you're coming from with this one. I' ve captured a few alien/AI frigates that are crewed by my crew afterwards, as intended.
The Alien Stalker frigate, does i need special Alien crew to fly it ?
I just capture one, but crew don't get assigned onto it.
Ok, i can understand that Alien/AI ship would be hard to fly for human's but then it should be impossible to capture them too.
Ohhhkay, i got the same issue again.
After a fight the Stalker got damaged, and now again 0% CR and no crew.
You see 40/25 crew.
Another thing i notice.Yeah, noticed that too. It sucks :/
When you help another fleet, you allways just get faction boost from the faction you joined.Never for the faction you helped.
At this way you only can raise the attitude with trades.
Damn, now it is working.
I just put the ship at the storage before.
Then i took it out to give you the screenshot, and the ship take the crew from the pool now.
After i captured it, the ship stay at 0% CR, don't accepted any crew, repair on bases don't got any effect.
I use 10.2, with 64 bit java, no other mod's.
Hey,
I'm not sure if this is an Ironclads issue or what, but I'm just flying about minding my own business, but sometimes a fleet from a friendly faction will encounter my fleet repeatedly (and won't leave) causing the dialog to open every time, but they don't want anything from me. Sometimes they follow me into hyperspace as well. After I either outrun them or for another unknown reason they leave by themselves.
Anyone else encounter this or find out how to get rid of it?
"custom":{
"investigatesPlayerForGoodRepWithOtherFactions":true,
"worthInvestigatingPlayerForGoodRepWith":true,
"exemptFromFoodShortages":true,
"willTradeWhenHostile":false,
"noPatrols":false,
"ignoreTradeWithEnemiesForReputation":false,
"postsNoBounties":false,
},
"custom":{
"offersCommissions":true,
"engagesInHostilities":true,
"investigatesPlayerForGoodRepWithOtherFactions":true,
"worthInvestigatingPlayerForGoodRepWith":true,
"exemptFromFoodShortages":true,
"willTradeWhenHostile":false,
"noPatrols":false,
"ignoreTradeWithEnemiesForReputation":false,
"postsNoBounties":false,
"engageWhenEvenStrength":false,
"offerMissionsWhenHostile":false,
"allowsTransponderOffTrade":false,
},
Don't lower the jpg quality, no matter what. They're jpg files because png files of that size are very large and would bloat the game's download size.
Once the image is loaded, it's a bitmap on your graphics card; no matter how small the real file is, in the end it uses up width * height * 3 bytes minimum. Even a 4096x4096 image is only about 48MB by that metric, though, so the real problem is probably your graphics device being unable to support 4K X 4K images.
Ironclads 10.4 version is up: https://yadi.sk/d/7hvYORIDqaNKM
Introduces a switch in settings.json file ("backgrounds": true) that can be set to false to make the game use original backgrounds instead of heavy Ironclads` ones.
Note - this will work only with new game :/
It should work. The new randomising system as well as basically all fixes will be available only with new game.
I`m working on a completelly random universe right now, so everything is subject to change very soon.
Starmap, faction colonies and their locations, faction diplomacy, pirate base locations - each new game will never be the same >:]
By the way Okim, what happened to the original post? It had pictures and all, but now... I mean, your mod is cool, but the presentation is trying really hard to repulse new players. At least show us some space Russia/'Merica ships.
Found a bug, it's the France-class UIN destroyer that is causing it.
212786 [Thread-4] INFO data.scripts.plugins.SectorScans - Prober script initiated...
214150 [Thread-10] INFO sound.O - Creating streaming player for music with id [faction_pirate_encounter_02_hostile.ogg]
214150 [Thread-10] INFO sound.H - Playing music with id [faction_pirate_encounter_02_hostile.ogg]
214167 [Thread-8] INFO sound.return - Creating music buffer #3
217247 [Thread-4] INFO com.fs.starfarer.combat.CombatEngine - FP1: 76, FP2: 61, maxFP1: 110, maxFP2: 90
218512 [Thread-8] INFO sound.O - Cleaning up music with id [faction_pirate_encounter_02_hostile.ogg]
218652 [Thread-10] INFO sound.O - Creating streaming player for music with id [CatastrophicSystemsFailure.ogg]
218670 [Thread-10] INFO sound.H - Playing music with id [CatastrophicSystemsFailure.ogg]
221300 [Thread-4] INFO sound.O - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
221301 [Thread-4] INFO sound.O - Cleaning up music with id [Blackrock.ogg]
221306 [Thread-8] INFO sound.O - Cleaning up music with id [CatastrophicSystemsFailure.ogg]
221505 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.settings.B.getTextureId(Unknown Source)
at org.dark.shaders.util.ShaderLib.renderForeground(ShaderLib.java:1098)
at org.dark.shaders.util.ShaderLib.isForegroundEmpty(ShaderLib.java:634)
at org.dark.shaders.light.LightShader.drawLights(LightShader.java:948)
at org.dark.shaders.light.LightShader.renderInWorldCoords(LightShader.java:943)
at org.dark.shaders.util.ShaderHook.renderInWorldCoords(ShaderHook.java:135)
at com.fs.starfarer.title.C.o0oO$Oo.Ò00000(Unknown Source)
at com.fs.starfarer.combat.A.new.Ò00000(Unknown Source)
at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
221671 [Thread-10] INFO sound.O - Creating streaming player for music with id [Relics.ogg]
221671 [Thread-10] INFO sound.H - Playing music with id [Relics.ogg]
In short, the game crashes due to a missing texture or shader when I try to deploy the "france" into battle.
Just a a question here, is the Alien mothership in this version of the mod?Yes it is.
Just the 5 cents from a guy that has finished exelerin about 20 times now. This is a great idea but really poorly executed i guess. Does most weapons have ammo as i have seen so far?
Is there a reason everything is so slow i found the worst part of the game that it took ages to go somewhere and even frigates have burn 6 on this one? Is there a reason?
Spent over a year of in-game time without encountering a single horrific space monster, AI, or alien(actively looking for them throughout doing active scans and just floating in their territory)
Over multiple games have yet to see a military world for the Marauders or Widows; meaning the only way to get their capital ships is to be their enemy and capture them. Signing on with the Marauders isn't a good idea.
I still strip down and throw away most ammo-using light weapons; they just eat through ammo so quickly that a bullet-based gunship is out of ammo before it can kill an energy-based gunship. Thats been around since the beginning though almost.
Bug or intented with 0.7.3 ?
Officers max level is 10 ( could count as not a bug )
but
They only get 1 skill point per level, not 3 as vanilla
I hate to be this guy but I have extremely limited time to sit down and play games and as such I never install mods that don't describe their features in the OP and, if they have ships and weapons added in, don't have at least a screencap of a bunch of them to give you a feel for the level of polish and cohesion. Juuust so you know. Especially when people are posting about how hard it is to start this mod
1.2. random colony redistribution for all factions in their respective sectors
1.3. random amount of colonies per faction
Some of the start options seem a little tight. I picked an RSA bounty hunter with a secondary frigate. I didn't start with the crew to man them both, so CR was quite bad. Then I didn't have the funds to buy both supplies and crew, as price of supplies was a whopping 160 credits at Lomonosov and I was given only 1500 total. So effectively I couldn't play the starting ships unless I beelined to a station and sold one.
I have a problem, is there a place where you receive problems/bugs?
I cant seem to start the game a popup just appears when the game complete starts up(fail) that says Fatal: null.
Only have tried your mod since updating to 0.7.2a-RC3 and using Ironclads TC 11 (15/4/2016)
I like this mod, would love to play more of it. :)
I have a problem, is there a place where you receive problems/bugs?
I cant seem to start the game a popup just appears when the game complete starts up(fail) that says Fatal: null.
Only have tried your mod since updating to 0.7.2a-RC3 and using Ironclads TC 11 (15/4/2016)
I like this mod, would love to play more of it. :)
Post the end of the log file here. The part that contains error.
Say, Okim, did you change anything that could impact working with other mods?
Just yesterday I went to update my mod, and noticed the only bigger change was the SectorGenerator file - meaning that 99% of all of my files are usable as-is.
However, once I fully updated and started testing, I keep getting a null pointer error that I've yet to narrow down.
Ok, guys.
If there is anyone willing to take over the Project Ironclads mod`s development - step up and say so.
Unfortunatelly, i don`t have neither interest nor time to continue the mod and will gladly give the source files and my permission to anyone i`ll consider worth providing this privilege to.
Post here or PM me if you wish to.
Okim, what happend?!
Also, is there anyway to get any of the older versions, or older version sprites?
QuoteOk, guys.
If there is anyone willing to take over the Project Ironclads mod`s development - step up and say so.
Unfortunatelly, i don`t have neither interest nor time to continue the mod and will gladly give the source files and my permission to anyone i`ll consider worth providing this privilege to.
Post here or PM me if you wish to.
I thought this mod is staying here forever, permanently updated since ages and just an amazing piece of work. First SS+ in its original form and now ironclads...
Ok, guys.
If there is anyone willing to take over the Project Ironclads mod`s development - step up and say so.
Unfortunatelly, i don`t have neither interest nor time to continue the mod and will gladly give the source files and my permission to anyone i`ll consider worth providing this privilege to.
Post here or PM me if you wish to.
QuoteAlso, is there anyway to get any of the older versions, or older version sprites?
Older versions - no. Old sprites, however, might be archived somewhere - need to check.
Hm.
I waited for this day. And i guess i`ll have to dive into it again.
From what i can see - there is a lot of things that Ironclads will have to cut out since they are now in the official game.
have you thought of also adding ironclads to the corvus map? would be great!
id,variant,tags,tier,rarity,fleet pts,op cost,formation,range,attackRunRange,num,role,role desc,refit,base value,,,,,,,,number
,,,,,,,,,,,,,,,,,,,,,,
keeper_wing,ffs1-f-keeper_variant,"fighter1, fighter, mid",1,,6,8,CLAW,5000,500,3,INTERCEPTOR,Interceptor,10,5000,,,,,,,,20304
regulator_wing,ffs1-f-regulator_variant,"fighter2, fighter,high",,,3,8,CLAW,5000,500,3,FIGHTER,Fighter,,11000,,,,,,,,20304
,,,,,,,,,,,,,,,,,,,,,,
mig99_wing,rsf1-f-mig99_variant,"fighter2, interceptor, low",1,,5,8,CLAW,4000,500,5,INTERCEPTOR,Interceptor,,3000,,,,,,,,2002
su57_wing,rsf1-f-su57_variant,"fighter2, fighter, low",2,,3,8,CLAW,4000,500,3,SUPPORT,Support,,6000,,,,,,,,2000
su74_wing,rsf1-f-su74_variant,"fighter2, fighter, low",2,,3,8,CLAW,4000,500,3,FIGHTER,Fighter,,7500,,,,,,,,20004
su252_wing,rsf1-f-su522_variant,"fighter3, fighter, mid",2,,3,10,CLAW,4000,500,3,ASSAULT,Assault,,6000,,,,,,,,20004
tu610_wing,rsf1-f-tu610_variant,"bomber2, bomber, mid",3,,2,12,CLAW,4000,500,2,BOMBER,Bomber,,15000,,,,,,,,2001
tu620_wing,rsf1-f-tu620_variant,"fighter4, fighter, high",3,,2,10,CLAW,4000,500,2,ASSAULT,Assault,,12000,,,,,,,,20012611
,,,,,,,,,,,,,,,,,,,,,,
f61_wing,isa1-f-f61_variant,"fighter2, interceptor, low",1,,4,8,BOX,4000,500,,INTERCEPTOR,Interceptor,,3500,,,,,,,,2008
a110_wing,isa1-f-a110_variant,"fighter3, fighter, low",2,,4,8,BOX,4000,500,,ASSAULT,Assault,,8000,,,,,,,,20700
f135_wing,isa1-f-f135_variant,"fighter4, fighter, low",2,,3,8,V,4000,500,,FIGHTER,Fighter,,10000,,,,,,,,2006
mq90_wing,isa1-f-mq90_variant,"fighter2, fighter, mid",1,,3,8,V,4000,500,,FIGHTER,Fighter,,8000,,,,,,,,20044
f171_wing,isa1-f-f171_variant,"fighter3, fighter, low",2,,3,10,V,4000,500,,SUPPORT,Support,,9000,,,,,,,,20306
b202_wing,isa1-f-b202_variant,"bomber2, bomber, high",3,,2,12,BOX,4000,500,,BOMBER,Bomber,,15000,,,,,,,,2007
ac300_wing,isa1-f-ac300_variant,"fighter4, fighter, low",3,,2,10,BOX,4000,500,,ASSAULT,Assault,,12000,,,,,,,,207007
,,,,,,,,,,,,,,,,,,,,,,
,,,,,,,,,,,,,,,,,,,,,,
viper_wing,xle1-f-viper_variant,"fighter2, interceptor, low",1,,4,8,BOX,4000,500,,INTERCEPTOR,Interceptor,,3600,,,,,,,,20023
stinger_wing,xle1-f-stinger_variant,"fighter2, fighter, low",1,,3,8,CLAW,4000,500,,FIGHTER,Fighter,,5600,,,,,,,,2002313
cobra_wing,xle1-f-cobra_variant,"fighter3, fighter, low",2,,3,8,CLAW,4000,500,,FIGHTER,Fighter,,6400,,,,,,,,200233
raptor_wing,xle1-f-raptor_variant,"fighter4, fighter, low",2,,3,8,CLAW,4000,500,,ASSAULT,Assault,,7200,,,,,,,,2002373
,,,,,,,,,,,,,,,,,,,,,,
tornado_wing,uin1-f-tornado_variant,"fighter2, interceptor, low",1,,5,8,V,4000,500,,INTERCEPTOR,Interceptor,,4500,,,,,,,,20608
hurricane_wing,uin1-f-hurricane_variant,"fighter2, interceptor, low",2,,3,8,V,4000,500,,INTERCEPTOR,Interceptor,,9000,,,,,,,,202608
blizzard_wing,uin1-f-blizzard_variant,"fighter3, fighter, low",2,,3,8,V,4000,500,,SUPPORT,Support,,8500,,,,,,,,206078
lancer_wing,uin1-f-lancer_variant,"fighter4, fighter, low",2,,2,8,BOX,4000,500,,SUPPORT,Support,,12000,,,,,,,,2060782
,,,,,,,,,,,,,,,,,,,,,,
hunter_wing,pir1-f-hunter_variant,"fighter2, fighter, low",1,,5,8,V,4000,500,,INTERCEPTOR,Interceptor,,2000,,,,,,,,20202
harpoon_wing,pir1-f-harpoon_variant,"fighter2, fighter, low",1,,3,8,V,4000,500,,SUPPORT,Support,,4500,,,,,,,,202023
sparker_wing,pir1-f-sparker_variant,"fighter2, fighter, low",2,,2,8,V,4000,500,,ASSAULT,Assault,,12000,,,,,,,,7624
,,,,,,,,,,,,,,,,,,,,,,
dart_wing,ftg1-f-dart_variant,"fighter2, interceptor, low",1,,6,8,BOX,4000,500,,INTERCEPTOR,Interceptor,,1800,,,,,,,,2002
follower_wing,ftg1-f-follower_variant,"fighter2, interceptor, low",1,,5,8,V,4000,500,,INTERCEPTOR,Interceptor,,1500,,,,,,,,2008
stunner_wing,ftg1-f-stunner_variant,"fighter2, fighter, low",2,,4,8,BOX,4000,500,,SUPPORT,Support,,4500,,,,,,,,20608
,,,,,,,,,,,,,,,,,,,,,,
alien_fighter_wing,alien-fighter_variant,"fighter2, fighter, low",1,,6,8,BOX,4000,500,,FIGHTER,Fighter,,12500,,,,,,,,2003
alien_bomber_wing,alien-bomber_variant,"bomber2, bomber, low",1,,2,8,BOX,4000,500,,SUPPORT,Support,,16000,,,,,,,,200333
,,,,,,,,,,,,,,,,,,,,,,
claw_wing,wdw1-ftr-claw_variant,"fighter2, fighter, low",1,,4,8,V,4000,500,,FIGHTER,Fighter,,4000,,,,,,,,2008
Dart,ftg1-f-dart,,,,190,10,200,,20,0,,240,180,180,180,180,20,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,3100
Follower,ftg1-f-follower,,,,150,5,500,,100,0,,200,125,125,120,240,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,8400
Stunner,ftg1-f-stunner,,,,175,12,400,,80,0,,220,150,150,190,380,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,10800
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
RSF Combat Drone,rsf1-drn-combat,,,,30,10,100,,50,,,200,1000,1000,3600,3600,5,NONE,,,,,,,0,0,,,,,,,,,,,,,,0,,,400
RSF PD Drone,rsf1-drn-pd,,,,30,10,200,,50,,,200,1000,1000,1800,3600,5,NONE,,,,,,,0,0,,,,,,,,,,,,,,0,,,500
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
MIG-99,rsf1-f-mig99,,maneuveringjets,,200,10,300,,30,0,,240,180,180,180,360,20,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,800
SU-57,rsf1-f-su57,,maneuveringjets,,400,20,300,,30,0,,200,180,180,180,360,40,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,900
SU-74,rsf1-f-su74,,maneuveringjets,,400,20,300,,30,0,,220,180,180,180,360,40,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,1000
SU-252,rsf1-f-su522,,flarelauncher,,600,60,300,,30,0,,175,100,80,90,120,60,NONE,,,,,,,2,2,,,,,,,,,,,,,,0,,,10060
TU-610,rsf1-f-tu610,,,,800,160,600,,60,0,,150,100,80,60,90,100,NONE,,,,,,,2,2,,,,,,,,,,,,,,0,,,1100
TU-620,rsf1-f-tu620,,,,800,160,600,,60,0,,150,100,80,60,90,100,NONE,,,,,,,2,2,,,,,,,,,,,,,,0,,,1200
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
F-61,isa1-f-f61,,,,150,5,250,,100,0,,240,180,180,180,180,15,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,6100
A-110,isa1-f-a110,,,,250,20,250,,100,0,,180,100,100,120,240,50,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,6200
F-171,isa1-f-f171,,,,150,5,500,,150,0,,180,180,180,180,180,15,PHASE,phasecloak,125,,,0.05,0.05,1,1,,,,,,,,,,,,,,0,,,6300
F-135,isa1-f-f135,,,,200,15,500,,150,0,,220,180,180,180,180,25,FRONT,,125,0.45,0.75,,,1,1,,,,,,,,,,,,,,0,,,6400
B-202,isa1-f-b202,,,,500,25,750,,200,0,,150,120,120,120,120,100,FRONT,,125,0.45,0.75,,,2,2,,,,,,,,,,,,,,0,,,6500
AC-300,isa1-f-ac300,,,,750,50,750,,200,0,,150,120,120,120,120,200,FRONT,,125,0.45,0.75,,,3,3,,,,,,,,,,,,,,0,,,6550
MQ-90 Slayer UCS,isa1-f-mq90,,,,150,20,500,,150,0,,200,130,130,130,300,20,FRONT,,125,0.45,0.75,,,0,0,,,,,,,,,,,,,,0,,,6600
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
UIN Defence Drone,uin1-drn-defence,,,,30,10,200,,50,,,200,1000,1000,1800,3600,5,NONE,,,,,,,0,0,,,,,,,,,,,,,,0,,,10500
UIN Devastator Drone,uin1-drn-devastator,,,,300,60,1000,,150,,,190,190,100,200,400,25,FRONT,,90,0.4,1,,0,0,,,,,,,,,,,,,,0,,,10600
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Tornado,uin1-f-tornado,,,,200,15,400,,80,0,,255,150,150,190,380,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,10800
Hurricane,uin1-f-hurricane,,,,350,18,600,,120,0,,240,160,120,210,440,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,10900
Blizzard,uin1-f-blizzard,,,,200,15,600,,120,0,,225,175,125,200,400,25,NONE,,,,,,,2,2,,,,,,,,,,,,,,0,,,11000
Lancer,uin1-f-lancer,,drone_UINx3,,400,40,800,,160,0,,180,180,180,210,440,50,FRONT,,90,0.2,0.75,,,0,0,,,,,,,,,,,,,,0,,,10950
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Beamer Drone,xle1-drn-beam,,,,10,0,900,,45,,,300,3000,3000,360,3600,5,NONE,,,,,,,0,0,,,,,,,,,,,,,,0,,,14001
Viper,xle1-f-viper,,flarelauncher_active,,200,20,600,,30,0,,280,200,140,150,360,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,14100
Cobra,xle1-f-cobra,,flarelauncher_active,,200,20,900,,45,0,,260,190,130,150,360,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,14200
Stinger,xle1-f-stinger,,flarelauncher_active,,200,20,600,,30,0,,275,195,135,155,360,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,144200
Raptor,xle1-f-raptor,,flarelauncher_active,,400,40,1200,,60,0,,250,200,120,180,360,50,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,14300
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Keeper,ffs1-f-keeper,,,,210,21,1100,,110,0,,220,145,90,145,280,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,1000
Regulator,ffs1-f-regulator,,,,250,25,1100,,110,0,,180,120,80,120,280,30,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,1000
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Pirate EMP Drone,pir1-drn-emp,,,,20,5,500,,50,,220,1200,2000,1800,3600,7,NONE,,,,,,,0,0,,,,,,,,,,,,,,0,,,16800
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Hunter,pir1-f-hunter,,burndrive,,150,30,500,,50,0,,300,200,100,150,300,15,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,17000
Harpoon,pir1-f-harpoon,,burndrive,,200,40,500,,50,0,,250,180,180,210,360,25,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,17100
Sparker,pir1-f-sparker,,burndrive,,500,100,2000,,200,0,,190,190,80,110,210,100,NONE,,,,,,,2,2,,,,,,,,,,,,,,0,,,17200
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Alien Drone,alien-drone,,,,30,10,500,,50,,,300,3000,3000,360,3600,5,NONE,,,,,,,,,,,,,,,,,,,,,,,,19600
Alien Beam Platform,alien-platform,,drone_ALIEN_escort,,1200,120,2000,,200,,90,2400,2400,3600,3600,5,OMNI,,360,0.1,1,,,,,,,,,,,,,,,,,,,,19700
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Swarmer,alien-fighter,,drone_ALIEN_escort,,30,10,500,,50,,,300,3000,3000,360,3600,5,NONE,,360,0.1,1,,,1,1,,,,,,,,,,,,,,0,,,19900
Strafer,alien-bomber,,drone_ALIEN_escort,,600,20,1800,,250,0,,175,500,500,180,360,150,NONE,,360,0.1,1,,,3,3,,,,,,,,,,,,,,0,,,20000
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Rock Fly Spawn,spawn,,,,30,10,100,,50,,,200,1000,1000,3600,3600,5,NONE,,,,,,,0,0,,,,,,,,,,,,,,0,,,22300
,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
Claw,wdw1-ftr-claw,,,,150,5,250,,100,0,,240,180,180,180,180,15,NONE,,,,,,,1,1,,,,,,,,,,,,,,0,,,6100
Are you even working on this, Okim? :-\
Most of Ironclads changes have already made it into vanilla.
What's left?
Mining?
Custom ship orders?
Wait, you re-wrote the markets?
Aren't menaces just "regular" factions...or are they using their own special code, outside FleetSpawner?
I know you have new commodities (lobster), but outside of that you have special code for economy?
Hull mods and ship systems - the code for those should still be valid.
custom ships, mining, ships as reward, resources (???).... all of that can wait
Yeah, I'm working on making the basics (Factions - includes mods, items, weapons, etc) working.I'm also taking a stab at porting/rebalancing everything to 0.8, but I'm new at modding SS. TC makes the most sense for Ironclads, since they would be overpowered in vanilla, or require an increased size on all ships (all frigates become destroyers, destroyers become cruisers, etc). The markets don't seem to be too bad, but as Okim said is tedious and requires a fair bit of time to redo.
Will have to see about markets, definately have to include the Lobster :P
The question is - to add them to Vanilla (place the 4 factions in a corner somewhere) or to replace vanilla? Methinks going for 2 is better, and anyone who wants them can easily make it work in vanilla with only minor tweaks
Hey, Okim. Can you remind me how you defined the factions star systems? I can only find Lomonosov in the files.
All others have economy files, but no actual system definitions (planets, outposts, asteroids and such)
Just a question, what happened to Sol/Alpha Centauri/Wolf 359 etc. in the lore?
There was another faction planned for Sol. Some sort of 'friends-to-all' power that governs Sacred Earth and prohibits anyone from entering it, but eagerly allows trading with stations and such.
Never had time to add it and think more of it.
Afraid i`m just popping up to see what`s happening.
Since you`ve taken the future of IC in your hands there is little for me to do :D