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Messages - BeyondTheHorizon

Pages: [1] 2 3 ... 13
1
Modding / Re: [0.97a] Star Wars 2020 v1.0.2a
« on: April 13, 2024, 06:15:05 PM »
Love the strikecraft addon.  Any plans to add a N1 Starfighter strikecraft or....maybe a like a hodgepodge squadron Citizens' Fleet style where it would have many different "wings" but one of each iconic fighter from the series?
I can add N1 but I didn't get the latter part. Do you mean a strikecraft with different wings like a Millennium Falcon bringing N1, Scurrg H-6 wings etc?

2
Modding / Re: [0.97a] Star Wars 2020 v1.0.2
« on: April 05, 2024, 08:16:16 PM »
hey
ships with gravity generator are using it all the time....^^


can u change the ai behavior to dont use it all the time ?
Currently, the ai will activate the gravity generator when there's a certain number of enemy missiles within range or there's a ship with teleporting shipsystem, can you suggest other timing/behaviour for the ai?

3
Modding / Re: [0.97a] Star Wars 2020 v1.0.2
« on: April 05, 2024, 08:12:22 PM »
Would anyone be able to tell me how to unlock new station types? At the moment I only have access to a Mandalorian Golan III, Chiss Shieldgate and Empire Shieldgate. I'd like to get empire Shipyards/golan IIIs if possible
You will need to build an Empire Shieldgate first and upgrade it to Golan III then Shipyards.

4
Modding / Re: [0.97a] Star Wars 2020 v1.0.2
« on: April 05, 2024, 08:11:03 PM »
thanks for great mod!
I am having fun with all the ships and hullmods
but i keep crashing whenever i mouse over the icon for "republic starfighter operation centre" in refit
this is what the log is tellin me
---------------------------
ERROR com.fs.starfarer.combat.CombatMain  - java.util.IllegalFormatConversionException: a != java.lang.String
java.util.IllegalFormatConversionException: a != java.lang.String
   at java.base/java.util.Formatter$FormatSpecifier.failConversion(Formatter.java:4534) ~[?:?]
   at java.base/java.util.Formatter$FormatSpecifier.printFloat(Formatter.java:3085) ~[?:?]
   at java.base/java.util.Formatter$FormatSpecifier.print(Formatter.java:3033) ~[?:?]
   at java.base/java.util.Formatter.format(Formatter.java:2797) ~[?:?]
   at java.base/java.util.Formatter.format(Formatter.java:2734) ~[?:?]
   at java.base/java.lang.String.format(String.java:4432) ~[?:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.addPara(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2$12.createImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.create(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.impl.StandardTooltipV2Expandable.beforeShown(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.showTooltip(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.super.new(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O0Oo.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g$Oo.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.g.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.ModWidget.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.coreui.refit.return.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.o0OO.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.O.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.newui.L.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.dispatchEventsToChildren(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.o000.processInputImpl(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.ui.thissuper.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.campaign.CampaignState.processInput(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source) ~[port_obf.jar:?]
   at com.fs.state.AppDriver.begin(Unknown Source) ~[port.common_obf.jar:?]
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher.super(Unknown Source) ~[port_obf.jar:?]
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source) ~[port_obf.jar:?]
   at java.base/java.lang.Thread.run(Thread.java:1575) [?:?]
Found the problem, and will release a hotfix. Thanks for reporting it.

5
Modding / Re: [0.97a] Star Wars 2020 v1.0.2
« on: March 29, 2024, 08:19:52 PM »
Amazing mod, haven't had any issues in the time I've played with it.
Although if I may, having a "Star Wars" filter for hullmods would be cool.

The "common" design type feels a bit cluttered and I personally think there's enough content to warrant adding the "Star Wars" design type category
Good idea, I'll note that down.

6
Modding / Re: [0.97a] Aegis Combat System v0.2.0
« on: March 28, 2024, 05:11:29 AM »
This is so sexy  ::) thank you Beyond!
Thanks, I'm glad you liked it.

7
Modding / Re: [0.97a] Star Wars 2020 v1.0.2
« on: March 21, 2024, 08:49:44 AM »
Hey friend, Great work as always, however I seem to be having a problem with the fighter submod, since when I mouse over ARC 170 I get a NullPointerExeption because "Local15" is null, everything else seems to be working fine so far.
"14169573 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: [sw_arc180_wing] is not a valid fighter wing id
java.lang.RuntimeException: [sw_arc180_wing] is not a valid fighter wing id"

Same issue for me, I thankfully saved minutes before disaster lol.
Sorry, there was a typo in the file, a hotfix version has been posted.

8
Modding / Re: [0.96a] Star Wars 2020 v1.0.1
« on: March 17, 2024, 07:11:31 AM »
I'm very curious what things like TIE Brutes do. Some TIEs are now support ships, but I noticed TIE Brutes kinda just hang out and don't leave the ship while the others fight. I'm not entirely sure what they're doing. Also, I never experienced this with the old versions, but TIE Interdictors are supposed to be like TIE Punishers but better (heavy bombers but they're shielded), however they seem to get suck after their initial attack. After doing a bombing run, they redock with the ship, and then never leave the ship. If they're rearming, I expect that from all the other bomber type ships, but they don't even dock, they just get stuck. I've had to replace them with a different shielded bomber because they won't leave after the first wave. I noticed they're one of the few who carry proton bombs, and I wonder if they just can't rearm the bombs for some reason.
Oh, it's my fault, I add the no-landing hullmod to the interdictor for testing when helping Bloodbath&Slavodan make his no-landing bomber, I've removed it in v1.0.2, it should work normally now.

The TIE Brutes is support role fighter, it will not move out to attack enemy ships instead it will keep escorting its mother ship.

9
Modding / Re: [0.96a] Star Wars 2020 v1.0.0a
« on: March 12, 2024, 04:25:26 AM »
I agree with two stats to choose, especially with trying to keep the mod in the vanilla map + vanilla facs, maintain the game alive in the sense that half of factions aren't useless or just cannon fodder. Of course things like Executor is hard to balance, while trying to keep SW lore, so i dont know xD the vanilla simple doesnt have super dreadnoughts yet, maybe Invictus are scracthing it, but have way obvious and serious drowbacks, like missiles spam, flanking and no shields.
Yea, there is a buffed stats file in the mod for user to swap now, I'll nerf the range of the weapon in the next update too. On the other hand, I don't think the dreadnought ship is a problem, players can simply choose not to use it.

10
Modding / Re: [0.96a] Star Wars 2020 v1.0.1
« on: March 12, 2024, 04:22:16 AM »
Hey there, hope you've been doing well, I had a question regarding the pilotable starfighters, is there a plan to add in clone wars fighters like the BTL-B and ARC-170 cause I'm trying to build a clone wars fleet and noticed there are no clone wars starfighters for the pilotable ones
Sure, I can arrange that.

11
Modding / Re: [0.96a] Star Wars 2020 v1.0.1
« on: February 27, 2024, 03:08:13 AM »
Awesome mod! Thank you so much :D

Im playing on v0.97 with about 130 other mods and haven't ran into a problem yet after 14 hours.

I was trolling through this thread to try see how a guy can get his hands on that tasty Death Star without cheating and noticed a lot of people talking about balance :o
I think the balance is just fine vs vanilla and other mods ships. Sure, if you attack a pirate raiding fleet with Snokes ship you are going to rolfstomp them but even with that monster ive gotten myself eaten alive by fighter swarms and even bounty fleets that are nothing more than frigates and destroyers.

Let me tell ya, You go from Hero to Zero really quick when 50 low tech piles of junk surround you and blast you with endless streams of missiles and minigun fire haha

I keep Star Wars themed guns on the Star Wars ships so maybe things go lopsided when you mix and match? Like I was saying though, I think you've brought balance to the force fairly well.

Idk, anywho, really great job bringing the SW universe into SS! :D I always wanted to see the Imperium of Man tee-off on the Republic and you've made that dream a reality hahahah
I'm glad that you like it. I'll admit it is a bit OP tho. After I saw some streamers playing the mod I realised that fitting the ship with all high-tier turbolaser and ion cannons would make the ships quite OP. In my own playthrough, I always fit the ship with weapons according to the lore so the balance issue is not that obvious.

I'll nerf the weapon range and nerf the shield efficiency of all ships to 1 except the Mon Cala ships to be 0.9. I'm also considering increasing the OP cost of the weapons with a power level above tri turbolaser to 20.

12
Modding / Re: [0.96a] Star Wars 2020 v1.0.1
« on: February 19, 2024, 04:49:35 AM »
Love the mod! Is there any idea when the mod will be updated for Version 0.97?
At most 3 weeks, together with other feature updates.

13
Modding / Re: [0.96a] Star Wars 2020 v1.0.0a
« on: February 11, 2024, 11:04:10 PM »
Cool mod
Will Hutts or Hapes be added?
Hutts and Hapes don't have many iconic faction ships to be a standalone faction I think, Zann or Black Sun have some Hutts ships already.

14
Modding / Re: [0.96a] Star Wars 2020 v1.0.0a
« on: January 29, 2024, 07:21:19 AM »
hi youve made a really nice mod :)

i was playing a new game and went to battle a bounty pirate, but whenever i beat them in combat, the game crashes mentioning this:

"
  - Creating streaming player for music with id [The_Battle_Of_Endor_I.ogg]
129367 [Thread-9] INFO  sound.H  - Playing music with id [The_Battle_Of_Endor_I.ogg]
129786 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.String.L.super(Unknown Source)
   at com.fs.starfarer.combat.CombatMain$3.playSound(Unknown Source)
   at data.scripts.plugins.SWVoiceLines.advance(SWVoiceLines.java:96)
   at com.fs.starfarer.title.Object.for$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.super.new.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)

"

i hear the music and everything seems to be working fine so far with trading, flying, shooting etc, but looking that swvoicelines.java file, all i can see is it mentions this:
if (engine.isEnemyInFullRetreat() && !EnemyFullRetreatSoundPlayed && !EnemyDefeatedSoundPlayed && enemyFleet.getDeployedCopy().size() == 0) {
         sound.playSound("sw_enemy_defeated",1f,1f,playerShip.getLocation(),playerShip.getVelocity());
         EnemyDefeatedSoundPlayed = true;
(it was true i set it to false as a test but still crashed)

but as far as i can tell, those sounds are actually in the mod too but im not a proper coder (i could only just about make a Rimside Recycling mod for rimworld lol) :o)

i searched around a bit and seems there are 2 recent crashes from others regarding this sound file as well, (but they fixed it by removing the mod but id like to continue using your mod :)
https://fractalsoftworks.com/forum/index.php?topic=27793.msg410687#msg410687
&
https://fractalsoftworks.com/forum/index.php?topic=18993.msg410686#msg410686

if you can help find a fix that will be cool :)
(am playing with several mods but all are 0.96 compatible as far as i can see)
Weird, the files should be fine, it has worked before, maybe its other problem, e.g. player ship not found. Will fix it in the next patch.

15
Modding / Re: [0.96a] Star Wars 2020 v1.0.0a
« on: January 08, 2024, 04:52:11 AM »
You plan on making a patch for Take No Prisoners and adding unique ways to convince Bounty Targets to join? like a unique mission
What's that? A mission to convince Bounty Target to join you?

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