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Messages - Thorveim

Pages: [1] 2
1
Used your files (changed a bit to reintegrate the original sprite of the ship, the weapon one thankfully is unneeded as its kind of here on the ship sprite itself already) and it works! Now I just need to figure out why the built-in hullmod works out but not in combat for that ship (or if I add the hullmod to another ship)... but even with that i'm happy enough the ship works at all

Thanks a lot for your help!

addendum: for Mikohime... I'll admit I went at it quickly, thought that installing it and having it active in the mods would be enough for it to affect logs. I'll dig into it more if I happen to need it again in the future

2
good catch, added an extra comma just vefore it to put the number back in the right spot.. but the crash sadly persists :(

though it seems the log is different now

Spoiler
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source)
   at com.fs.starfarer.title.Object.oO0O.super(Unknown Source)
   at com.fs.starfarer.title.Object.oO0O.render(Unknown Source)
   at com.fs.starfarer.coreui.o00o.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0O0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.campaign.ui.fleet.FleetMemberView.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.oOoO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.g.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.OOO0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.intsuper.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

3
It is the same files, though i needed to add extras compared to last time (quite a few files related to that ship remains in newer versions of the mod after all, guess its just because a few were cleaned out)

the ship sprite is indeed here; swapping its name with the sprite of another ship still causes the crash, while swapping the sprite of a working variant of the ship by the sprite of the one I try to add in still works, dont think the sprite is to blame. Boundaries seem like they are also fiine, all of them identical to the DunScaith that still exists, and works. For the styles, it seems the files were unchanged between the old and new version of the mod

I'll link the files; note I had to re-add its integrated weapon (tahlan_flood) and ability as well, the tahlan_royalcharge, and needed to tweak the file for that one a little to not cause a crash on startup in the latest version
for that one I replaced
"statsScript":"org.niatahl.tahlan.shipsystems.RoyalChargeStats",
by
"statsScript":"org.niatahl.tahlan.shipsystems.InfernalChargeStats",
(though i also tried giving the ship another similar, working ability, still caused a crash so it's not the source of my current issue);

line added to the ship_data:
Scathach,tahlan_DunScaith_gh,Dreadnought,The Great Houses,tahlan_royalcharge,35,28000,4800,20000,,1000,400,2,40,30,20,8,10,6000,FRONT,,60,0.4,1,,,900,1800,500,600,20,30,7,1000000,3,15,720,0.25,80,80,HIDE_IN_CODEX,""no_bp_drop, no_dealer"",0.05,0.4,3,5,666

line added to weapon_data
Flood of Damnation,tahlan_flood,0,,5000,2000,,100,,10,,69,385,1.5,77,HIGH_EXPLOSIVE,,,0,15,77,0.05,,,,,,300,100,8,40,"SYSTEM, DO_NOT_AIM",,,The Great Houses,,Fire Support,Medium,Excellent,,,,,,,

line added to ship_systems
Royal Charge,tahlan_royalcharge,1,,,,,,,,,1,2,1,15,,,,,,,TRUE,TRUE,TRUE,,TRUE,,graphics/icons/hullsys/burn_drive.png

feel free to ask me if you need something else as well, dont know how much of the ship is still floating around in the current mod (I know the integrated fighters at least still are in there as are glow pngs)

PS couldnt link the files directly as the file extensions werent accepted by the forum; put all 3 file contents in a text so as to be able to send them

4
IDs do match, all these lines (for the ship_data)/files are litteral copy paste of a version where the ship works; rechecked, didnt noctice anything that seemed wrong. plus I know the game has a tendency to say on crash when a file is called for but missing, this isnt the case here

as an added bit of data, seems I can access the refit screen.. up until i scroll down to that ship, like if showing it caused the crash

I installed the Mikohime Java 23 mod, but seems the log error stays the exact same

5
Alright so kind of a weird case here... I am trying to personally fiddle with the tahlan mod in the latest version in order to put back in the Scathach, something I already did in a previous version of the game. All goes well, I can add the ship to my fleet no problem.. and then the game CTD when I open either the fleet or refit window

here is the relevant log:

Spoiler
1244183 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.oooo.super(Unknown Source)
   at com.fs.starfarer.title.Object.oO0O.super(Unknown Source)
   at com.fs.starfarer.title.Object.oO0O.render(Unknown Source)
   at com.fs.starfarer.coreui.o00o.o00000(Unknown Source)
   at com.fs.starfarer.ui.o0O0.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.g$Oo.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.g.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.coreui.refit.return.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.o0OO.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.O.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.newui.L.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.ui.o000.renderImpl(Unknown Source)
   at com.fs.starfarer.ui.thissuper.render(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.render(Unknown Source)
   at com.fs.starfarer.BaseGameState.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.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Notre that the game is perfectly fine as long as I dont add in the scathach, so I can really narrow the issue down to being that specific ship and nothing else

does anyone have an idea what needs fixing/if it is something I can fix at all beyond just giving up on that ship completely? If its just that a file or a line of script is missing somewhere I can always fish it out in my older version of the game where it works perfectly after all.

Thanks in advance

6
Mods / Re: [0.95.1a] Polaris Prime v0.25 EN Edition
« on: December 29, 2022, 02:11:08 PM »
and turns out it was NOT active indeed, I'm too used to mods automatically activating.. thank you ^^

7
I keep getting an error that says the decimator is missing
Delete your HMI folder and do a clean install of the mod

worked for me

Didnt for me, had to go back to an older version. Seems files/data for the hmi_decimator_p are missing

8
Mods / Re: [0.95.1a] Polaris Prime v0.25 EN Edition
« on: December 28, 2022, 05:00:43 PM »
Downloaded the mod today, but it seems the game doesnt detect the mod at all: nothing in the codex, nothing whel i try to list ships with console commands, and its not listed in my mods in-game. Any idea what may be causing this issue and how I may fix it?

9
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: October 28, 2022, 08:09:21 AM »
Welp guess that means ironically now the best way to run armor mods that can regen... Is to not go full armor or only do it on phase ships (that really make Hel broken, nothing can interrupt the heal once in phase and the timeflow speeds it up on top) or ships so big and broken the enemy AI refuses to even get close. Sad. Here goes my dream of shield shunt onslaughts being useful in longer battles XD (or hell even kassadari refit ships with the overdrive)

That is exactly the intent. Shieldless builds aren't something I really want to cater to since they remove a core element that makes Starsector combat interesting. Hel Plating is meant to support hybrid builds. Phase ships can no longer regen armor while phased in the latest build btw.
[/quote]

gotcha. I personally view shieldless ships as very interesting myself, maxing out firepower at the cost of having to carry heavy point defense, having no way to stop the usually very niche beam weapons an living in perpetual fear of non-missile weapons that are hard hitting like devastators. turning shields off in a fight is a tactical decision, shielsless ships are just building so that decision is taken at all times, for better or worse. And hey, your mod itself adds maybe the most interesting shieldless ship builds around (kassadaris) so found it weird a mod specially geared towards armor doesnt really work with ships that could likely need it most to stay working in longer fights where usually you end up dying from accumulated scratch damage no matter how much you pick your fights :p

10
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: October 28, 2022, 03:34:39 AM »
It's simply not meant for pure armor builds. You have heavy armor for that

Usually if I run hel i pack heavy anyway to avoid the armor getting stripped on one single shot by an anti armor gun :p And if not... Well its not a ship meant to take hits on armor at all and i dont run heavy nor hel.

Welp guess that means ironically now the best way to run armor mods that can regen... Is to not go full armor or only do it on phase ships (that really make Hel broken, nothing can interrupt the heal once in phase and the timeflow speeds it up on top) or ships so big and broken the enemy AI refuses to even get close. Sad. Here goes my dream of shield shunt onslaughts being useful in longer battles XD (or hell even kassadari refit ships with the overdrive)

11
Mods / Re: [0.95.1a] Tahlan Shipworks 0.8.666a
« on: October 27, 2022, 02:22:12 PM »
Just a stray idea with the current version of the hel armor: maybe reduce the armor malus further/remove it if put on a ship with no shields thats not a phase ship (be it by default or stripping the shield through a mod). I like the "no regen while under fire" overall so the ship isnt basically immune to anything without heavy firepower but I thinks it stops large pure armor builds from really using it as either the armor malus will get them killed or the regen will kick in pretty much only after the whole enemy fleet is already dead or fleeing. Especially true for capitals with low mobility or mobility tools that olny help them catch up with enemies. These ships cant just hide behind a shield to heal up after all, so maybe allowing them to keep more buffer and still have the healing as a bonus should they manage to retreat/buy themselves a breather would be nice. In its current form it feels overpriced for the tradeoff it proposes and the built-in slot it takes.

12
Mods / Re: [0.95.1a] Seeker - Unidentified Contact 0.51rc2 (2022/01/18)
« on: October 18, 2022, 10:56:44 AM »
I wonder, as someone that modded the game heavily I will use adjusted sector to have a bigger sandbox... will it also give me more chances to meet boss encounters/spawn more of them, or will it be the same number and thus even harder to find?

13
Tested the dreadnought, can confirm thats its shield has a nasty tendency to not stop shots that should impact it. Also i noted that its built-in missile launchers currently can't shoot (not an AI issue, even when manually controlled they do not fire anything). Not that the ship needs it to be a monster though, and hey for all i know, its just that the function of these guns isnt done yet ^^

Also, little question, is a full-fledged battleship for the UAF in the plans? We already have a pocket battleship and a dreadnought, so i wonder if something in between will happen one day as far as gun boats go (dont need to be much bigger than the reisen already is, maybe arouns paragon size of just slightly larger.. and I think the same front weaponry with more support mediums on the side and back and point defense would already seal the deal. Think something akin to the DunScaith)

14
Have an issue with this mod: the "hammer" ship crashes my game the second I hover my mouse over it to display informations on it.

Other than that... the MVS ships look flat in a weird way. It's especially notable on the cainhurst since its Onslaught-based. the weapons kinda have the same issue: they do stand out compared to the base games and other mods, and not because of a specific design or color scheme... the artsyle overall feels simpler

Out of raw looks of the MVS ships though, like the mod :)
Ah, I'll see what I can do about the crash part
That thing is meant to be unobtainable, and the sprite is even lower quality than average, probably going to remove it
I'm probably going scrap the Cainhurst sprite eventually, and rebuild the ship from scratch
I'll make sure to make the rest of the roster less flat-looking.
My apologies if anything's too off.
The cruiser is the least bad of the bunch, right?
Edit: the hammer ship is gone now
probably won't break saves as long as you haven't obtained it

no worries I didn't get it.. but it DOES appear in the codex like a darn landmine

And yeah the cruisers look better (though the Provisioner is probably the worst of the whole bunch.. it's like it's engines and the rest of it's hull belong to 2 different games!) but overall I get the same feel over all of them... their sprites don't give as much as an impression of volume as the rest of the game, giving me a vibe of "flying caucer with edges" instead of something less flat :p (and it affects some weapons too, main culprit being heavy railcannon probably because it's size makes it more obvious). I'm no artist so sadly i have no idea how sprite makers pull it off. Wish i did :/

and thanks for that crash machine being gone! :) Can't wait for the update release so i don't have to live in fear of my mouse ever hovering over that monster anymore :p

15
Mods / Re: [0.95a] Tahlan Shipworks 0.6
« on: May 22, 2021, 08:12:34 AM »
Don't use it then

Did i say something wrong? Its just a balance suggestion, and it sounds like you look at me like i have been trashing on your mod for weeks on end... And looking at older posts, seems like its your usual reaction to negative feedback. Kinda sad. Because trust me, if I didnt like the mod, i wouldnt be here offering what i feel is an idea to make it even better.

Do of it all what you will. I cant force you to do anything, nor do i pretend to. Its just sad that it feels like you immediately grab the pitchfork. Because thats a way feedback could stop coming your way in the end :/

No, I'm saying if the weapon doesn't work out for you, don't use it. It is good enough as it is, though, being an extreme-range option that has good enough efficiency to still be capable at closer ranges and upper-range armour pen for a kinetic weapon. If I buff its armour pen and/or dps, I have to nerf the efficiency and then it just turns into a Gauss reskin. Range is an incredibly powerful stat for a weapon, but if you don't value it, that's on you. I can't make every gun please everyone. If a weapon doesn't work for you, don't use it. If you think the Gauss is just flat out better, use a Gauss.

I get what you mean here. Tis just my opinion after all, and may be on me for being such a capital ship fanatic for which the extra range isn't as important as long as its long enough, they are too slow to dictate range after all... or at least STAY at range when their ability is all about rushing foward anyway. And also, being an armor tanker meaning I don't really use flux for defense and have more available for offense :p I tend to see more range as less valuable starting at 900 (under 700 being too short.. all these values are before the mandatory integrated targetting module mind you); beyond that the advantage tends to just be having the first volley rather than a lasting edge in the firefight

(I chose to make a slight edit to the stats myself actually... bumped damage to 420, makes it reach 300 dps, definitely more at home against armor and even more efficient than it used to be (1 flux/damage), but not as good a brawler still as the Alteria, and not as armor wrecking as the gauss either, who also comes a bit ahead in dps to make its extra flux use more worth it... but more importantly it feels like a better place for the Styrix's higher OP cost :) What can i say, i just love the looks of the gun too much NOT to try and use it ^^ )

but its interesting that you see it as a gauss competitor and me more as an alteria competitor (both styrix and alteria being kinetics on the long end of the range stick and having similar profiles when it comes to flux efficiency.. gauss feels a lil separate with its "all in 1 shot" nature) Could explain our different points of view in the end :)

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