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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Messages - Thaxor

Pages: [1] 2
1
Mods / Re: [0.97a] Arma Armatura v3.1.1 BETA [1/3/25]
« on: January 05, 2025, 04:17:56 PM »
I'm supposed to be sitting on a vanilla version of Java 7? Other versions for the mod are not compatible?
Game just closes after loading screen and gives this error

Spoiler
180702 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.weapons.armaa_guarDualDummyWeapon]

Compiled for the wrong version of Java, change the compile target to Java 7
java.lang.RuntimeException: Error loading [data.scripts.weapons.armaa_guarDualDummyWeapon]

Compiled for the wrong version of Java, change the compile target to Java 7
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.UnsupportedClassVersionError: data/scripts/weapons/armaa_guarDualDummyWeapon has been compiled by a more recent version of the Java Runtime (class file version 67.0), this version of the Java Runtime only recognizes class file versions up to 52.0
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(ClassLoader.java:756)
   at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
   at java.net.URLClassLoader.defineClass(URLClassLoader.java:468)
   at java.net.URLClassLoader.access$100(URLClassLoader.java:74)
   at java.net.URLClassLoader$1.run(URLClassLoader.java:369)
   at java.net.URLClassLoader$1.run(URLClassLoader.java:363)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(URLClassLoader.java:362)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:405)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
   ... 2 more
[close]

Nah, bug. That script is referencing fixing the bug with the GuarDUAL not hiding the original weapon sprites. I guess it got compiled with the wrong version of Java.

Shoi will get it sorted.

2
Mods / Re: [0.97a] Arma Armatura v3.1.2 BETA [1/5/25]
« on: January 05, 2025, 03:55:50 PM »
Bug or mistake on my side? I didn't completely copy over the new 3.1.2 update, as I've made lots of edits to the weapon_data & ship_data .csvs and didn't want to have to redo them all.

Code
Compiled for the wrong version of Java, change the compile target to Java 7
java.lang.RuntimeException: Error loading [data.scripts.weapons.armaa_guarDualDummyWeapon]

Compiled for the wrong version of Java, change the compile target to Java 7
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.UnsupportedClassVersionError: data/scripts/weapons/armaa_guarDualDummyWeapon has been compiled by a more recent version of the Java Runtime (class file version 67.0), this version of the Java Runtime only recognizes class file versions up to 52.0
at java.lang.ClassLoader.defineClass1(Native Method)
at java.lang.ClassLoader.defineClass(ClassLoader.java:756)
at java.security.SecureClassLoader.defineClass(SecureClassLoader.java:142)
at java.net.URLClassLoader.defineClass(URLClassLoader.java:468)
at java.net.URLClassLoader.access$100(URLClassLoader.java:74)
at java.net.URLClassLoader$1.run(URLClassLoader.java:369)
at java.net.URLClassLoader$1.run(URLClassLoader.java:363)
at java.security.AccessController.doPrivileged(Native Method)
at java.net.URLClassLoader.findClass(URLClassLoader.java:362)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:405)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 2 more

3
Mods / Re: [0.97a] Arma Armatura v3.1.1 BETA [1/3/25]
« on: January 04, 2025, 02:57:24 PM »
[...]
Furthermore-on a rather unrelated notice-the Aleste seems able to try and intercept missiles with its moonlight blade when docked, or at least that's what I saw from a valkyrie(AA) class [...]

Confirm this is happening as well. Additionally while docked the audio and visual effects for it's engines are active.

Also, the Aleste LPC doesn't seem to do anything. It just flies around and never engages when I've used it.

With the GuarDUAL, I've noticed that if you equip a medium hybrid weapon but NOT a small hybrid weapon, then the actual sprite for the medium hybrid weapon is visible, instead of being invisible and "using" the GuarDUALs weapon sprite.

4
Mods / Re: [0.97a] Ashes of The Domain
« on: November 02, 2024, 08:30:53 PM »
I think I found a bug with the mod that is causing my game to crash. I'm not sure what is causing it and I can't replicate it. Sometimes it doesn't crash for hours, and other times it crashes right away. I belive thats is de AoTD thats causing the crash becouse is the only mod that apear in the log:

1595346 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Passed first interval
1595347 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Passed first interval
1595363 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Passed first interval
1595363 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Passed second interval
1595363 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Picked Market for Event
1595363 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Start Picking Event
1595363 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Event Picked
1595363 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - We have assigned event Safety Concerns
1595364 [Thread-3] INFO  sound.O  - Cleaning up music with id [campaign_music_part_2_v28.ogg]
1595367 [Thread-7] INFO  sound.O  - Cleaning up music with id [campaign_noncore_part1.ogg]
1595564 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [respite40] from category [intel] not found
java.lang.RuntimeException: Texture [respite40] from category [intel] not found
   at com.fs.starfarer.settings.StarfarerSettings.new(Unknown Source)
   at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
   at com.fs.starfarer.api.impl.campaign.intel.EventHandlerIntel.getIcon(EventHandlerIntel.java:69)
   at com.fs.starfarer.campaign.comms.C.recreate(Unknown Source)
   at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
   at com.fs.starfarer.campaign.comms.super.addMessage(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
   at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
   at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:223)
   at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignState.advance(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)


MOD List:
All the DomainDrones+
AoTD - Question of loyalty
Aotd - Virtuo of Society
Ashlib1.0.1
Better Colonies
Console Commands
Hazard mining Incorporated
Industrial Eevolution
Iron Shell
Knights of Ludd
Lazylib
Luddic Enhancement
Lunalib
Magiclib
Nexerelin
PMMM
Randon Assorment of things
Ruthless Sector
Ship/Weapon pack
speedup
tahlan shipworks
whichmod
Graphicslib

Edit1: Sorry for the long message, if it's not the AoTD pack thats causing the crashs can someone help me to find with mod

Had the same error just now. I had just captured a comm array and it triggered (I don't think that specifically had anything to do with it). Running Nex (and many others) and did the "own faction start". Looking at this error and my own, seems like it's something from the Virtues of Society modular since it appears to be some type of colony event.

Code
1317091 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Passed first interval
1317104 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Passed first interval
1317104 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Passed second interval
1317104 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Picked Market for Event
1317104 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Start Picking Event
1317104 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - Event Picked
1317104 [Thread-3] INFO  data.colonyevents.manager.AoTDColonyEventManager  - We have assigned event Underground Hivemind
1317110 [Thread-7] INFO  sound.O  - Cleaning up music with id [miscallenous_corvus_campaign_music.ogg]
1317373 [Thread-9] INFO  sound.O  - Creating streaming player for music with id [miscallenous_corvus_campaign_music.ogg]
1317373 [Thread-9] INFO  sound.OooO  - Playing music with id [miscallenous_corvus_campaign_music.ogg]
1317443 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Texture [respite40] from category [intel] not found
java.lang.RuntimeException: Texture [respite40] from category [intel] not found
at com.fs.starfarer.settings.StarfarerSettings.new(Unknown Source)
at com.fs.starfarer.settings.StarfarerSettings$1.getSpriteName(Unknown Source)
at com.fs.starfarer.api.impl.campaign.intel.EventHandlerIntel.getIcon(EventHandlerIntel.java:69)
at com.fs.starfarer.campaign.comms.C.recreate(Unknown Source)
at com.fs.starfarer.campaign.comms.C.<init>(Unknown Source)
at com.fs.starfarer.campaign.comms.super.addMessage(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.addMessage(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at com.fs.starfarer.campaign.comms.v2.IntelManager.addIntel(Unknown Source)
at data.colonyevents.manager.AoTDColonyEventManager.advance(AoTDColonyEventManager.java:223)
at data.colonyevents.manager.AoTDColonyEventAssigner.advance(AoTDColonyEventAssigner.java:21)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignState.advance(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(Thread.java:748)

5
Mods / Re: [0.97a] The Knights of Ludd
« on: September 10, 2024, 01:44:56 PM »
Your main mod and/or libraries are likely out of date.

So updated libraries and that did fix that error. I guess I forgot to update one of them. However now when KOL is enabled games load in but the screen is just black and eventually game closes. No error pop up, no error codes in the log.

6
Mods / Re: [0.97a] The Knights of Ludd
« on: September 07, 2024, 08:17:16 PM »
Got this error.

Quote
302736 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
java.lang.IndexOutOfBoundsException: Index: 0, Size: 0
   at java.util.ArrayList.rangeCheck(ArrayList.java:659)
   at java.util.ArrayList.get(ArrayList.java:435)
   at org.selkie.kol.impl.fleets.SpawnElysianAmaterasu.SpawnElysianAmaterasu(SpawnElysianAmaterasu.java:53)
   at org.selkie.kol.impl.world.PrepareAbyss.generate(PrepareAbyss.java:78)
   at org.selkie.kol.plugins.KOL_ModPlugin.onNewGameAfterProcGen(KOL_ModPlugin.java:101)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.for.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.o0O0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.int.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.int.processInput(Unknown Source)
   at com.fs.starfarer.ui.W.o00000(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(Thread.java:748)

Anyone have insight to the cause?

7
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: February 23, 2024, 08:23:21 PM »
You mean the entire sprigan or only the shield? I think the damper field on the shield is a normal behaviour but yeah, it lacks some description. Otherwise it's a bug.

Yes, I checked and it is only on the shield. I'm wondering why it was added (if intended), as I found the base shield in the 2.X versions to be too strong and nerfed it myself. I hope it's a bug or atleast shoi can direct us to where it adds that as I'd like to delete that functionality.

8
Mods / Re: [0.97a] Arma Armatura v3.0.5 BETA [2/8/24]
« on: February 18, 2024, 04:30:38 PM »
My Spriggan seems to have a Dampner ability with the new patches; it automatically activates when being shot at. I can't find any reference to where this might be coming from, so is this a bug or intended? It still has the "boast jaunt" ability and UWS strike abilities.

9
Mods / Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
« on: January 19, 2024, 08:33:03 AM »
so, there's a screenshot in the OP that shows your pilots' dispositions and thoughts but I can't find it??? What button do I have to press to access their personas

If I remember correctly (don't have game in front of me) there is a tab within the intel screen (default E key to bring up). Look for the "Wingcom" tab and it should take you to a screen that shows the pilots.

Alternatively you can go to the refit screen for the Wingcom equipped ship and mouse over the "Wingcom" hull mod and it will show you the same info.

10
Mods / Re: [0.96a] Hazard Mining Incorporated (Debloatening? Ed., 0.3.6a)
« on: January 09, 2024, 07:56:10 AM »
Curious if the following is intended:

Around Fuyutsuki there are 2 types of patrols: standard HMI patrols and then "Company Patrols" that tend to have better quality ships. The Company Patrols are always neutral to me, even if I'm 100/100 with HMI. Further they don't seem to take part in attacks on HMI. In my last game a large invasion fleet attacked and the Company Patrols did not assist with attacking the fleets or defending the station. However, they did burn straight for me when I turned off my transponder to try to hide from Ludds wraith so their AI does work, somewhat.

11
Mods / Re: [0.96] Arma Armatura v2.3.6 BETA [1/1/24]
« on: January 06, 2024, 10:18:36 AM »
Is there any way to get the WINGSCOM part of the mod without all the extra ships? I love the idea of that part just the mech ships break immersion for me.

The simplest way would probably be to copy the Wingcom script from the jars\scripts.zip file and use it to create a seperate mod that just contains the Wingcom hullmod. You could then apply the hullmod to any ship you want. Mind you this is probably the "simplest" but not necessarily the easiest. I recommend you check out this this tutorial to learn how to make a simple mod. There are many other resources out there that can help you.

The other option would be to strip down the Arma Armature mod itself of the ships. This would require some trial and error to make sure nothing causes a crash, but off hand you could probably get away with just deleting the following:

data\hulls\ship_data.csv
data\hulls\wing_data.csv
data\world\factions (folder)

You may have to delete more like the data\variants folder. Play around with it enough (and suffer through enough crashes) and you can probably get to a point where no ships appear.

The other down and dirty way would be to go into the faction files in data\world\factions\xxx.faction (independent, persean_league, etc) and look for the following code:

Code
{
"hullFrequency":{
"hulls":{
"armaa_altagrave":2.5,
"armaa_altagrave_c":2,
"armaa_altagrave_g":2,
"armaa_garegga":3,
"armaa_einhander":0.35,
"armaa_aleste_frig":4,
"armaa_leynos_frig":20,
"armaa_hazard_frig":10,
"armaa_record_frig":15,
"armaa_xyphos":2,
},
},

Set all the numbers after the hull names to "0" for all the faction files. This will make the probablity of those ships appearing zero. They still might show up in shops or as random derelicts (not sure) but you can just avoid them at that point.

Obviously do this at your own discretion, back things up, I'm not responsible for breaking your game, etc.


12
Mods / Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« on: December 29, 2023, 12:35:21 PM »
every ship system aleste has had has been a forced burn like system. This is because the AI will panic if it gets to close otherwise, preventing it from ever using its melee weapon.
This new system does have a resistance buff and does extra damage on contact.

What was your reasoning for removing the Lunge that the Aleste did have? I liked that one alot, especially since you could "chain it" by retargeting mid-lunge and end up deep behind the battle line to wreck havoc. I suppose you could still do that with Havoc Drive but, personally, a (relatively) tiny frigate sized mech crashing into something much bigger and causing a big boom is thematically incongruent.

I agree with your points, and think gunhazard needs to be completely reworked. I'm not fully sure what to do with it just yet though

At risk of sounding like a broken record, I found adding phase cloak to it made it interesting and almost viable, though I did remove the built in wing for balance. It's high speed synergizes well with phasecloak and allows it to effectively dip in and out. However, whatever bug negating phasecloak invulnerability obviously hamstrings this approach. I tried damper which didn't really work since it doesn't have the armor and HP to really capitalize on that. A standard shield is a little too bland and manuverability buffs don't really solve the problem of low combat survivability.

I think part of the problem is the weapon bloat that prevents it from having a defined role, since it doesn't have the survivability to stick around and capitalize on openings it's varied weapons can utilize. With it's high speed design it should perhaps be focused on harassment with kinetics, perhaps with a HE limited shot weapon (bazooka!?). I don't if it was intended but I get Zaku vibes from the Gunhazard so would love to see it with a bazooka and machine gun. What more do you need?!

13
Mods / Re: [0.96] Arma Armatura v2.3.4 BETA [12/27/23]
« on: December 28, 2023, 09:06:10 PM »
Some quick impressions, admittedly without any playtime on the new mechs. TLDR: Like the new additions but don't like the changes to the Aleste S-II, makes it too similar to the VX Custom.

Watchdog – Left arm non-functional, no weapon equipped or equippable. Is this intended with the new changes or a bug?

Aleste S-II – No modular weapons? Those were unique and interesting weapons that differentiated it from the VX Custom. The Aleste was able to be quickly refitted in the field without a CR penalty, while the VX Custom could carry a more tailored and (arguably) stronger loadout. I feel removal of the modular weapons makes the Aleste S-II and VX Custom too similar. I enjoyed the Lunge and while the Rampage Drive is similar it seems… heavy handed. Something for the Iron Shell to do with their Flagelators. Big increase in flux capacity seems like an unneeded buff.

VX Custom – Really liked the phase skimmer but maneuvering jets work too and is a simple enough edit if people like it. Similar concerns with flux capacity increase as with Aleste and similarity between the two.

Gunhazard – I’ve found them lacklaster in their performance and uniqueness. I tried personally modding them to have phasecloak which seemed an interesting niche. As discussed earlier with you for some reason phasecloak on the Gunhazard does not work. They phase but they can still be damaged, even if not flamed out.

Hel Corsair – Plasma jets + HI-MAC seems redundant. HI-MAC in general is an interesting mechanic.

Leynos – Glad the left arm is working again! Will definitely try this one out more now that it is functional. What little I’ve used it I’ve enjoyed. AI seems to us the Blink well but I have trouble personally. I’m trying it modded with accelerated ammo feeder to see how I like that.

Zanac – Very cool sprites. Seem a little too similar to the Altagrave, though to be fair I’ve never played with the Altagraves that much. Interested to see how these develop.

Kshatriya – WHOA.

Glad to see this updated. Love the work.

14
Mods / Re: [0.96a] Industrial.Evolution 3.3.d - Campaign content expansion
« on: December 25, 2023, 03:57:43 PM »
Eh? Getting an error. Fully deleted old 3.3a folder, copied in this one.

Code
230790 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [indevo.utils.ModPlugin]
java.lang.RuntimeException: Error loading [indevo.utils.ModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Thread.java:748)
Caused by: java.lang.ClassNotFoundException: indevo.utils.ModPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(ClassLoader.java:418)
at java.lang.ClassLoader.loadClass(ClassLoader.java:351)
... 2 more

15
I think the issue is that the left arm weapons have zero turning speed, which prevents them from using their firing arc

Unfortunately I don't think so. weapon_data.csv shows they have a "turn rate" value, just like the right sided weapons. My guess is it's a similar bug to what happened to the Watchdog in the script that allows the modular weapon changes.

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