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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Topics - Üstad

Pages: [1]
1
Suggestions / Custom ship and weapon roles
« on: May 17, 2022, 06:37:39 AM »
We should be able to determine how weapons should be used. Like setting rules for missiles only firing them when the enemy is overloaded or has no shields or close to be overloaded. I know there are already weapon tags trying to achieve this but atleast the player should be able to determine it for his ship.

As for ship roles I'm advocating for such thing because currently command orders kinda not working well enough. I think instead leading by order approach we should be able to leading by task. Such as assigning certain ship a role via 0 OP cost hullmod. Making certain ship only chase destroyers and frigates if they are present, making certain ship only rushing in and striking vulnerable ships or making them prioritize bigger ships which would suit to Onslaughts well  :)  Speaking of roles I wish we could manually request for long-mid range artillery support against whom we target, it would make combined warfare efforts would be much better and missile support ships like centurion would be finally useful  ;D

Those would be nice changes but they are only examples, I'm just just rooting for leading by task approach in general.

2
General Discussion / Ballistic Rangefinder
« on: May 15, 2022, 06:39:22 PM »
Does this hullmod increases hybrid weapons such as cryoblaster base range by 100 always right, even if there is no large ballistic slot? What's the reason of this very specific increases by the way?

3
Bug Reports & Support (modded) / Modded ship system error
« on: April 11, 2022, 06:47:47 PM »
I'm trying to create duplicate version of Harbinger's quantum disruptor ability, I've edited harbingers shipsystem by creating seperate ship.csv file, also created the duplicate ship_system.csv  edited package path but I keep getting errors. I've tried adding BaseSystemScript to imports but no avail.




Edit:Solved

4
Title.

1)I tried to create more buffed versions of gladius and thunder fighters, I renamed them sabre and blitz (so original right?) put the neccesary values on wing_data.csv and fighter_data.csv, renamed the .ship files, put the neccesary sprites on graphics/hulls folder but I'm getting error. I'm sure this is the reason of error as when I remove the duplicate fighter files, it gets fixed.

2)I've tried to mod phase anchor and adaptive phase coil hullmods but I think I need to do something special about them since they are located at starfarer.api.zip folderinstead of regular hullmod folder, I think it has to do with scripts, but I'm too amateur to figure out what's wrong here. I tried imitating starfarer.api.zip file with exact same destination (com\fs\starfarer\api\impl\hullmods) and put the modified .java hullmod files in there but it didn't work, I got crash to the desktop. Also how I remove the limit of only one ship in the fleet being capable of having phase anchor mod?

3)I modified doom ships weapon arcs with weapon and ship editor but the changes are not visible in game. Any suggestions?

I have 8 different java.lang.NullPointerException error, but most of them looks identical, this is the only one needs to be posted right?

Spoiler
13223 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.codex.CodexData.void(Unknown Source)
   at com.fs.starfarer.codex.CodexData.<init>(Unknown Source)
   at com.fs.starfarer.codex.A.<init>(Unknown Source)
   at com.fs.starfarer.codex.A.Ô00000(Unknown Source)
   at com.fs.starfarer.loading.ResourceLoaderState.init(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)
[close]

Spoiler
2021 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [flare] not found in ship_data.csv
2022 [Thread-3] ERROR com.fs.starfarer.loading.ShipHullSpreadsheetLoader  - Ship hull spec [module_hightech_decor] not found in ship_data.csv
[close]

Spoiler
14642 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.FinePhaseCoils]
java.lang.RuntimeException: Error loading [data.hullmods.FinePhaseCoils]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit 'data.hullmods.FinePhaseCoils'
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:172)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:254)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:214)
   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.hullmods.FinePhaseCoils' does not declare a class with the same name
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:160)
[close]

Spoiler
8860 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [com.fs.starfarer.api.impl.hullmods.FinePhaseCoils]
java.lang.RuntimeException: Error loading [com.fs.starfarer.api.impl.hullmods.FinePhaseCoils]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.fs.starfarer.api.impl.hullmods.FinePhaseCoils
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
[close]

5
General Discussion / Bringing back old version skills
« on: January 31, 2022, 01:58:46 PM »
Since I don't know how to bring them back via modding, if I bring them back via cheating or savegame editing to my character will it have effect in game?  I'm talking about skills like carrier command, strike commander from 0.9a version.

6
Suggestions / [REDACTED] Ship skill rebalance
« on: April 13, 2021, 12:56:23 PM »
Rather than how it works, there should be balance ratio for human ships and AI ships. The should be ratio that is tied to ship deploying costs, if one exceeds the ratio the AI ships gets daring (ships with alpha core should be more daring) and eventually revolt and attack rest of our ships. Or just don't let people exceed the ratio in the first place.

7
There was a tri tachyon fleet meddling with the gate, so I attacked them but couldnt finish all of them they eventually run away and disappeared. So even after I finished the story quest, being able to activate the other gates I still cannot activate the kumari kandam gate. It says tri tachyon fleet is doing something with the gate even though they are long gone.

Any possible way to solve this? I love the story quest btw.

8
Suggestions / Reload missiles like bomber wings
« on: May 26, 2020, 05:19:02 PM »
A capital exclusive hullmod should allow smaller ships to reload their ammo by coming near the hullmoded capital ship and waiting there.

Though during the battle it could be very problematics with the AI. They should only consider it when they are safe and for the player this behaviour should be turned off by default. With something like automatic orders mod play can allow this behaviour automatically, assuming you're familiar with the mod.

It's just a suggestion. I would be glad if I contribute this game somehow, so here it is who knows maybe it's a good idea.  :)

9
Suggestions / An Option For Integrated Point Defense AI
« on: April 10, 2020, 01:37:38 PM »
It bothers me that point defense weapons (any non missile small weapons with the hullmod) wasting flux on targets nearby. If only we had an option that make certain weapon only fire for point defense purposes when on automatic. I don't want my heavy burts laser wasting charges on some capital ships shield.

10
Bug Reports & Support (modded) / Very low fps
« on: April 08, 2020, 05:52:13 AM »
I'm getting very low fps in battles and around prism freeport. I don't have many mods installed, only major mod is Nexerelin, no faction, graphics or ship mods are installed.

Intel core i5 2.60 ghz

Ram 8 gb, 7,86 usable

x64

Nvidia GeForce 740m

Is getting really low fps is normal and should be expected?

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