Some interesting and unusual design here, I love the brick frigate! Although just looking at them I wouldn't have though they are fast: their boxy silhouettes and many mounts spelled "tanky ships" to me, but I will try them for sure. Just to be sure, I know things are a bit different on Baidu with a lot of very powerful mod ships, so are you trying to make your faction balanced with vanilla or only fun to play with?Fleaden is veryveryvery unbalance: Fleaden is too weak!
Some interesting and unusual design here, I love the brick frigate! Although just looking at them I wouldn't have though they are fast: their boxy silhouettes and many mounts spelled "tanky ships" to me, but I will try them for sure. Just to be sure, I know things are a bit different on Baidu with a lot of very powerful mod ships, so are you trying to make your faction balanced with vanilla or only fun to play with?And other things I need to tell you......
Don't balance against the Templars unless you are trying to create a boss faction.I'm not sure he meant a Templar, or a Tempest.... Both are powerful frigates.
Don't balance against the Templars unless you are trying to create a boss faction.I mean the fleaden is so weak, much weaker than hegemony ......
So, I got an error saying something like this
61975 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error compiling [data.scripts.fleadenModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.fleadenModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compilation unit 'data.scripts.world.systems.Fleaden' does not declare a class with the same name
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.world.systems.Fleaden' does not declare a class with the same name
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
It says Fleaden doesn't declare a class, and that it's to do wit fleaden.java when I tried to start.
So, I got an error saying something like thisOK, just download the new version~
61975 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Error compiling [data.scripts.fleadenModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.fleadenModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compilation unit 'data.scripts.world.systems.Fleaden' does not declare a class with the same name
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.world.systems.Fleaden' does not declare a class with the same name
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
It says Fleaden doesn't declare a class, and that it's to do wit fleaden.java when I tried to start.
Hm, from my playtest of Fleaden ships (before the update), I saw that the main guns on most of their ships hit absurdly hard, but at the same time, they have a absurdly long reload (balance I guess)
I'm wondering when they'll get Nexerelin integration (especially non-corvus mode, as i'm looking to face off against squads of Fleaden ships pretty soon without having to go into Combat Simulation)
Out of all honesty, I like this mod, it's like playing glass cannon ships that hit for huge damage with their main guns and are especially good at overloading other ships, like the Firestorm Federation without the armor and with civilian grade shields (my insight on the frigates and destroyers, yet to play the cruisers and battleships)
Quick edit : I forgot there wasn't Battleships yet
Also my only gibble (minor negative) is the names for some of the ships (EG = Suppress, Tear Space, Illusingdestroy, Wind Tunnel, Longicorn, Macchu Picchu, and Finaldestroy)
I am willing to help with names lists based on their objectives/duties if you need some (I have also spoken English my entirety of my life, so I can help, if you need it :) )
Gosh, I really need to do something with my life :-\
Infact, you can play the Fleaden in Nexerelin, Just put it in Nexerelin 0.6.0 or 0.6.1 ?http://www.mediafire.com/download/wupkg2xz1cswdrz (http://www.mediafire.com/download/wupkg2xz1cswdrz)Sure, it's fine :)
(If Histidine don't allow me to do that, I can delete it.)
Of course!Infact, you can play the Fleaden in Nexerelin, Just put it in Nexerelin 0.6.0 or 0.6.1 ?http://www.mediafire.com/download/wupkg2xz1cswdrz (http://www.mediafire.com/download/wupkg2xz1cswdrz)Sure, it's fine :)
(If Histidine don't allow me to do that, I can delete it.)
In fact, is it alright if I put this in Nexerelin directly? Would save me a bit of work.
A minor problem happened and it was possibly my fault
So, I attempted to start up Starsector, and it crashed immediately, saying the "Ship hull spec "zhenya" was not found
Here's the log -Spoiler16278 [Thread-5] ERROR com.fs.starfarer.combat.D - java.lang.RuntimeException: Ship hull spec [zhenya] not found!
java.lang.RuntimeException: Ship hull spec [zhenya] not found!
at com.fs.starfarer.loading.F.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.loading.specs.HullVariantSpec.<init>(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ø00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ö00000(Unknown Source)
at com.fs.starfarer.loading.G.super(Unknown Source)
at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(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]
awesome :DShaderLib/shaderSettings.json
btw, um
can't use it :( shaderlib uses too much ram and can't fix it...
and I did try the trick
used to work but doesn't for some reason now... really confused :(
A worthy mod to pass time with!In fact, I suggest you wait the next version, it will post out in 1 day.
Fleaden isn't supposed to be a pirate type faction right? so would it not make sense for pirates to be hostile towards them? and for pirates to have some of their ships?Next version i will set the Fleaden is -35 to pirate.
Haven't gotten far enough into the game yet to know if Pirates currently use Fleaden ships, but I noticed Pirates have no standing towards pirates and vice versa.
Fleaden isn't supposed to be a pirate type faction right? so would it not make sense for pirates to be hostile towards them? and for pirates to have some of their ships?Next version i will set the Fleaden is -35 to pirate.
Haven't gotten far enough into the game yet to know if Pirates currently use Fleaden ships, but I noticed Pirates have no standing towards pirates and vice versa.
awesome :DShaderLib/shaderSettings.json
btw, um
can't use it :( shaderlib uses too much ram and can't fix it...
and I did try the trick
used to work but doesn't for some reason now... really confused :(
"enableShaders":true, # Default: true
to
"enableShaders":false, # Default: true
then try again.
OK, I will fix it next version. :)Fleaden isn't supposed to be a pirate type faction right? so would it not make sense for pirates to be hostile towards them? and for pirates to have some of their ships?Next version i will set the Fleaden is -35 to pirate.
Haven't gotten far enough into the game yet to know if Pirates currently use Fleaden ships, but I noticed Pirates have no standing towards pirates and vice versa.
I've noticed some spelling mistakes, like the Bakelite hullmod... "Percent" is how it is spelled :) (with a C, not an S)
Do you mean it is so hard to done for you?awesome :DShaderLib/shaderSettings.json
btw, um
can't use it :( shaderlib uses too much ram and can't fix it...
and I did try the trick
used to work but doesn't for some reason now... really confused :(
"enableShaders":true, # Default: true
to
"enableShaders":false, # Default: true
then try again.
lol
feel like a noob for asking XD could have easily done that myself:P guess I was just too tired to bother with it but thanks anyway XD
Those are some nice looking ships you got there mate! I love the vanilla look they have :DI don't understand what is "vanilla"?
The normal starsector ships. I meant that they feel like they could be implemented in the base game and they wouldn't really feel out of place. Thats a good thing :)Those are some nice looking ships you got there mate! I love the vanilla look they have :DI don't understand what is "vanilla"?
...... That is because all the picture of Fleaden ship is made from vanilla ;), if you look that carefully you will find that :).The normal starsector ships. I meant that they feel like they could be implemented in the base game and they wouldn't really feel out of place. Thats a good thing :)Those are some nice looking ships you got there mate! I love the vanilla look they have :DI don't understand what is "vanilla"?
ill put this here because it stopped when i disabled this mod but i was getting random crashes at random moments when using this mod with every other 0.7 compatible mods i would love to use this (saying would because i couldn't use it) but like i said i have no proof that its this mod specificly and its random so i cant recreate it"RANDOM MOMENT"You mean the null error? IF it's null error, that is because you need more RAM.
Not sure if anyone has mentioned it, but I just activated your mod in an attempt to solve a different error. I noticed that your mod, just like Nihil or Nex (I think) is throwing the economy of supplies off a little bit.Errrrrr, I will try to fix it...
Your mod makes the price of supplies rise from day 1 from about 120 to 300. Luckily it's not as bad as the other one, that spiked to 700 from day one, but worth the mention regardless
ill put this here because it stopped when i disabled this mod but i was getting random crashes at random moments when using this mod with every other 0.7 compatible mods i would love to use this (saying would because i couldn't use it) but like i said i have no proof that its this mod specificly and its random so i cant recreate itI will do my best to fix it...... I can't even image what can make that bug...
well later on i found that i had a similar crash with another mod so it might be the base game itself changed too much in the newest release either that or installing windows 10 screwed me gana try a fresh installill put this here because it stopped when i disabled this mod but i was getting random crashes at random moments when using this mod with every other 0.7 compatible mods i would love to use this (saying would because i couldn't use it) but like i said i have no proof that its this mod specificly and its random so i cant recreate itI will do my best to fix it...... I can't even image what can make that bug...
Not sure if anyone has mentioned it, but I just activated your mod in an attempt to solve a different error. I noticed that your mod, just like Nihil or Nex (I think) is throwing the economy of supplies off a little bit.Ok, I fixed it. From 300 to 140, That is the best I can do. Try the 1.0.7.
Your mod makes the price of supplies rise from day 1 from about 120 to 300. Luckily it's not as bad as the other one, that spiked to 700 from day one, but worth the mention regardless
Mod still causes crashed when used in combination with the various updated 0.7a mods mate. The economy is also still off balance (Organs at 20 credits each?)
Mod still causes crashed when used in combination with the various updated 0.7a mods mate. The economy is also still off balance (Organs at 20 credits each?)What type of crashed? Java:null ? Can you tell me.
Useless question:It is a pirate like faction.A little bit stronger than pirate. But don't hostile to Sindrian Diktat.
Anti-Fleaden is a pirate faction? If, yes, I can add this faction in [extra salvage/boarding] mod?
Yes, i am never sure if yes or not. This is maybe a " pirate " faction only for Fleaden faction, so...
Thank.
Other question:
I do not understand why this mod have so many problem for compatibility with Nexerelin, it is not just a simply faction mod?
Else, very complete faction mod, thank you!
Ok, i have very bad give my question.The one with nex have somethings in rule.csv file to support nex, but if the game run without nex, it will make game get crash
I want talk: Why two versions? 1 without nex, 1 with nex
Both mods implement the same class in same file (although different case).
Fleaden mod contains:
\data\scripts\world\AddMarketplace.java
Hiigaran mod contains:
\data\scripts\world\addMarketplace.java
The Fleaden mod gets loaded first (as mods get loaded in alphabetical order), and so Java loads and compiles 'data.scripts.world.AddMarketplace' from the file '\data\scripts\world\AddMarketplace.java' which (on Windows) can't coexist with 'data.scripts.world.addMarketplace' in the file '\data\scripts\world\addMarketplace.java'. However, I think this would probably work OK on Linux with a case-sensitive filesystem...
Then, once it gets round to compiling HiiModPlugin later, it's looking for '\data\scripts\world\addMarketplace.java' which on Windows is actually the same as '\data\scripts\world\AddMarketplace.java' and so Java says 'I know this one already! Here you go!' but unfortunately it doesn't contain the expected class.
Workaround is to rename one of the class files (i.e. hii_addMarketplace.java), and then the class inside it to match (i.e. public class hii_addMarketplace), and then the references to it in calling code (I think just HiiPolarisGen.java).
Ah, that explains it. I'm using JRE 7 for my java
Edit: Nvm, I'm pretty sure there's a conflict with the Fleaden mod on station spawns. I removed the Fleaden mod and the mod loads up fine now.
This is a cross-post (http://fractalsoftworks.com/forum/index.php?topic=6347.msg179342#msg179342) from the Hiigaran thread for notification purposes.Thank for his and your help. :)
***EDIT***
If you are having trouble loading Fleaden and Hiigaran mods alongside each other, please consider making the following changes to the Fleaden ..\data\scripts\world\AddMarketplace.java file.
DISCLAIMER: Thorough testing of these changes has not been performed. Marketplace and economy oddities, however, should be nil.
Rename File:
AddMarketplace.java
TO
F_AddMarketplace.java
Change:
Line 9 - public class AddMarketplace{
TO
public class F_AddMarketplace{
Line 11 - public static MarketAPI F_AddMarketplace
TO
public static MarketAPI F_AddMarketplaceBoth mods implement the same class in same file (although different case).
Fleaden mod contains:
\data\scripts\world\AddMarketplace.java
Hiigaran mod contains:
\data\scripts\world\addMarketplace.java
The Fleaden mod gets loaded first (as mods get loaded in alphabetical order), and so Java loads and compiles 'data.scripts.world.AddMarketplace' from the file '\data\scripts\world\AddMarketplace.java' which (on Windows) can't coexist with 'data.scripts.world.addMarketplace' in the file '\data\scripts\world\addMarketplace.java'. However, I think this would probably work OK on Linux with a case-sensitive filesystem...
Then, once it gets round to compiling HiiModPlugin later, it's looking for '\data\scripts\world\addMarketplace.java' which on Windows is actually the same as '\data\scripts\world\AddMarketplace.java' and so Java says 'I know this one already! Here you go!' but unfortunately it doesn't contain the expected class.
Workaround is to rename one of the class files (i.e. hii_addMarketplace.java), and then the class inside it to match (i.e. public class hii_addMarketplace), and then the references to it in calling code (I think just HiiPolarisGen.java).
Original PostSpoilerAh, that explains it. I'm using JRE 7 for my java
Edit: Nvm, I'm pretty sure there's a conflict with the Fleaden mod on station spawns. I removed the Fleaden mod and the mod loads up fine now.
I replicated this problem today. Tested further, but have yet to find a workaround.
*Active Mods* - Latest versions of StarSector+ (all updated required, compatible, and optional mods included), Nexerelin, Hiigaran Descendants (Released 12/31/15), Fleaden en 1.1.1 (Released 01/05/16), Practice Targets 1.01, and a few other Nexerelin supported factions\ships.
Java 8v66
There does appear to be a compatibility problem between the latest Fleaden and Hiigaran mods. The StarSector error log points to ..\Data\Scripts\World\HiiModPlugin.Java of Hiigaran's files as a potential location for this error.
CTD Launch LogSpoiler40689 [Thread-5] ERROR com.fs.starfarer.combat.CombatMain - java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
java.lang.RuntimeException: Error compiling [data.scripts.world.HiiModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Compilation unit 'data.scripts.world.addMarketplace' does not declare a class with the same name
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
at org.codehaus.janino.UnitCompiler.findTypeByName(UnitCompiler.java:6893)
at org.codehaus.janino.UnitCompiler.findTypeByFullyQualifiedName(UnitCompiler.java:9883)
at org.codehaus.janino.UnitCompiler.importSingleType(UnitCompiler.java:8593)
at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:7151)
at org.codehaus.janino.UnitCompiler.reclassifyName(UnitCompiler.java:6801)
at org.codehaus.janino.UnitCompiler.reclassify(UnitCompiler.java:6788)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5419)
at org.codehaus.janino.UnitCompiler.access$15400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$16.visitAmbiguousName(UnitCompiler.java:5149)
at org.codehaus.janino.Java$AmbiguousName.accept(Java.java:3135)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2662)
at org.codehaus.janino.UnitCompiler.access$4400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$7.visitMethodInvocation(UnitCompiler.java:2627)
at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2654)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1643)
at org.codehaus.janino.UnitCompiler.access$1100(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$4.visitExpressionStatement(UnitCompiler.java:936)
at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:2097)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
... 5 more[close]
Both mods function normally when not loaded together, but can and will fail side-by-side.
Further testing with only StarSector+, ShaderLib, LazyLib, Nex, Fleaden (with Nex files active), and Hiigaran produced the same results: StarSector would crash when Fleaden and Hiigaran were loaded together.
Please advise.[close]
Thank for his and your help. :)Always more than happy to help when time is available. :D Thank you for the mod!
Love the mod and the work you put into it, but the english and writing on the weapons and descriptions of everything....do you use google translate? I think theres one there in your mod call "Very Heavy Connon....it just for dps!" Do you have an english speaking friend to help you out on it?1.Yes...Probably I need a English speaker to help me about that.
Also, if you are able to, when you do an update please post a change log so we can see whats been updated, and whether its worth going through Save Game migration.
Open up the relevant json in config/exerelinFactionConfig and set "showIntelEvenIfDead":true to "showIntelEvenIfDead":falseThanks for your help. It will fix at next version. :) ;)
While ive been working on your text file, ive found an error with Anti-Fleaden.It will be fix at next version. :) ;)
When you remove there last planet in nexelerin the faction tag stays in the game forever...the codes not ending the faction tag like it does for Fleaden.
exerelinFactionConfig/Fleaden.json has a missing comma (,) at the end of the miningVariantsOrWings line that makes the config fail to load.OK, I will fix it at next version. :)
Still need to mess with files to play with nexerelin?Yes
Not sure if it matters, but highburnengine.png in "\graphics\hullmods" is actually a jpg file renamed to png.Yeah it doesn't as this mod is dead
Shame, It was a good looking mod.From what I have heard, he was banned for sprite theft (explains why it was good looking) and then claiming it as his own, but that could be false
Why was he banned? ???