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Topics - Thule

Pages: [1] 2
1
Bug Reports & Support / "outOfUsesSound" on cooldown timer
« on: August 19, 2014, 04:05:07 AM »
Hi Alex,

not really a bug but i just found out:
If a shipsystem uses a "outOfUsesSound" the game will wait for the cooldown timer to run out. Even if the remaining charges are zero.
you decide if noteworthy or not.

2
Modding / [SOLVED] with Custom Hullmod (Rune)
« on: September 25, 2013, 02:17:50 AM »
I followed Lazy's guidline to make my mod ready, and it worked fine so far.

Only problem i have now (for now) is i get the following error:
Code
44548 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.hullmods.RuneStats]
java.lang.RuntimeException: Error compiling [data.hullmods.RuneStats]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Compiling unit "data/hullmods/RuneStats.java"
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:212)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/hullmods/RuneStats.java, Line 10, Column 0: Cannot determine simple type name "BaseModEffect"
at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4897)
at org.codehaus.janino.UnitCompiler.access$108(UnitCompiler.java:4764)
at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4704)
at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2026)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4743)
at org.codehaus.janino.UnitCompiler.access$147(UnitCompiler.java:4694)
at org.codehaus.janino.UnitCompiler$30.getSuperclass2(UnitCompiler.java:7501)
at org.codehaus.janino.IClass.getSuperclass(IClass.java:339)
at org.codehaus.janino.IClass.findMemberType(IClass.java:688)
at org.codehaus.janino.IClass.findMemberType(IClass.java:655)
at org.codehaus.janino.UnitCompiler.findMemberType(UnitCompiler.java:9341)
at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:4800)
at org.codehaus.janino.UnitCompiler.access$108(UnitCompiler.java:4764)
at org.codehaus.janino.UnitCompiler$17.visitReferenceType(UnitCompiler.java:4704)
at org.codehaus.janino.Java$ReferenceType.accept(Java.java:2026)
at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:4743)
at org.codehaus.janino.UnitCompiler.access$147(UnitCompiler.java:4694)
at org.codehaus.janino.UnitCompiler$32.getParameterTypes(UnitCompiler.java:7832)
at org.codehaus.janino.IClass$IMethod.getDescriptor(IClass.java:817)
at org.codehaus.janino.IClass.getIMethods(IClass.java:190)
at org.codehaus.janino.IClass.getIMethods(IClass.java:178)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:436)
at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:421)
at org.codehaus.janino.UnitCompiler$3.visitPackageMemberClassDeclaration(UnitCompiler.java:376)
at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:765)
at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:383)
at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:352)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:210)

The RuneStats.java looks like this:
Code
package data.hullmods;

import com.fs.starfarer.api.combat.HullModEffect;
import com.fs.starfarer.api.combat.MutableShipStatsAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.combat.ShipAPI.HullSize;

public class RuneStats extends BaseModEffect
{
    @Override
    public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id)
    {
        stats.getCombatWeaponRepairTimeMult().modifyMult(id, 0.01f);// the number followed by f is the multiplier, edit to change value.
        stats.getCombatEngineRepairTimeMult().modifyMult(id, 0.01f);
        stats.getDamageToTargetWeaponsMult().modifyMult(id, 0.01f);
        stats.getDamageToTargetEnginesMult().modifyMult(id, 0.01f);
    }

    @Override
    public void applyEffectsAfterShipCreation(ShipAPI ship, String id)
    {
    }

    @Override
    public String getDescriptionParam(int index, HullSize hullSize)
    {
        return null;
    }

    @Override
    public boolean isApplicableToShip(ShipAPI ship)
    {
        return (ship.getHullSpec().getHullId().startsWith("thule_"));
    }
}

Help would be much appreciated.

3
Lore, Fan Media & Fiction / Thule Legacy Lore Pre Collapse
« on: August 30, 2013, 01:41:28 PM »
Hi guys, just wrote down a piece of lore in bullet points.
This is by far not finished



PRE-COLLAPSE

  • Due to low significance of interest Domain Authorities open up colonization rights of the
    Orni system in the new starsecstor for competitive bidding. Among the bidders is Thulium
    Resources, which made its fortune in mining, energy and industrial refinement. Allegetions
    of vote fixing and bribery arise due to a large credit from the Tri Tachyon Corporation to
    Thulium Resources, but nothing is proven.
  • Orni III is rich with resources but owns an eytremly poor ecosystem. A space station is
    set up to manage mining operations on the surface meanwhile seeding the planet with
    automated terraform generators and refineries.
  • Several years later, the company declares bankruptcy.  Ludwig Stern and his sons, the
    heads of Bulwark Industries buying significant interest in Thulium Resources  as a defense
    against Tri Tachyon Coporation's hostile bid for the enterprise. To everyones surprise the
    acting board is not replaced and Thulium Resources remains almost independent as a
    subsidiary company.
   


PANDORA EVENT

  • Bulwark Industries establishes several research facilities an the surface of Orni III. One
    year later the company suddenly relocates its corporate Headqquarters to the Orni system
  • Under the surface of the planet a von Neumann-style structure is found. The origin of
    the structure is unkown and considered alien. The first estimates of the dimensions of the
    structure vary from a couple of meters to kilometers.
  • The discovery is kept secret and a systemwide do-not-enter policy is established,
    making the system virtualy a martial law area.
  • On Ludwig Sterns urging the structure is explored further and it turns out that the
    structure is far more bigger then incipiently asumed and furtunatly in a state of slumber
    but considered to be able to be reactivated.
    Months later it is clear the structure spans the whole bowels of the planet.

4
Modding / Starsector Modiverse (Starsector Equilibrium)
« on: June 30, 2013, 07:41:02 AM »
Hi there,

as i like the variety of all the mods currently available for this game i would like to see a kind of starsector modiverse where certain mods stand alongside the vanilla factions (as well as balancewise, astheticly and so on).

IMO one would need a couple of rules those mods would have to accept to keep it all tightly strung together.

I would like to use this thread to come up and maybe later on propose a kind of codex of rules which would allow the creation of a strictly vanilla balanced mod version.

My thoughts so far:
Accept the Paragon as the pinnacle of destruction: "The pinnacle of the Domain's designs. NO ship can outlast or outgun the Paragon-class, a true Leviathan of a bygone epoch."
What are your opinions on that matter?

(SHIPS) Keep it manageable. There are 10 LOW TECH, 9 MID TECH and 11 HIGH TECH ship designs (not counting transporter, tanker or fighter). A Mod faction can't have more than 11 ship design.
What are your opinions on that matter?

(WEAPONS) Keep it manageable. Some of the custom weapons render vanilla weapons utterly useless. Should there be a maximum number of weapons a mod should be allowed to introduce?


As a final note, i don't aim to tell anybody what to do or not to do. Those maybe-rules could just be a guideline for modders who would like a more stringent universe and could act as a self_imposed code for future
mod collections or meta mods which sample a lot of mod factions.

5
Modding / [MOD] Floating Corpse
« on: February 24, 2013, 05:34:08 PM »
Space is cold and lonely...
Floating Corpse

Cosmonaut
by ~SeBeL

6
Discussions / C (299,792 km/s)
« on: February 02, 2013, 05:27:12 PM »

7
Modding / in need of a mission description.
« on: January 29, 2013, 11:37:35 AM »
Hi there,

i recoloured a dominator and a hound today and i thought to myself "Hey they look like pirateships. Yes they do. hmmm"

      

And i named the big one "Black Empress", and the Hounds (there where 3 of them) i named "Cerberus", "Baskerville" and "Fenrir".

What i need now is a lorebuff/thintank/writer who can come up with ideas for missions. My english is to limited. Oh and the Captain needs a name ;)

;)

8
Discussions / Starships
« on: December 25, 2012, 04:12:49 AM »
Imagination...Wow  : 8)

Starships by Bernard Gigounon

9
Modding / [PROBLEM] ERROR com.fs.starfarer.combat.String
« on: December 24, 2012, 06:06:45 PM »
As i was testing a new ship (phase ship with emp emitter, no weapons) in the simulator, i got this error message in the middle of the fight


Code
156398 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.NullPointerException
java.lang.NullPointerException
at com.fs.starfarer.combat.ai.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$Oo.Õ00000(Unknown Source)
at com.fs.starfarer.combat.ai.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
at com.fs.starfarer.combat.ai.BasicShipAI.ÒÕ0000(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.OOoO.ÕØÒ000(Unknown Source)
at com.fs.super.A.new(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)



10
Modding / [solved] Warbanner (cargo) not showing up
« on: December 10, 2012, 07:09:44 AM »
Mod is working as intended so far.

The only thing is the Warbanner which should be purchasable at the Thule Legacy Station isn't showing up.
No Error messages so far. I checked my typo already, no clue on my side.

pre-release Thule Legacy Mod

11
Modding / [SOLVED] Parsing Compilation unit ....
« on: December 09, 2012, 04:53:52 AM »
Code
8770 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Error compiling [data.scripts.world.ThuleLegacyGen]
java.lang.RuntimeException: Error compiling [data.scripts.world.ThuleLegacyGen]
at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.oOOO$1@1f0cf51"
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/world/ThuleLegacyGen.java, Line 29, Column 74: Closing single quote missing
at org.codehaus.janino.Scanner.produce(Scanner.java:572)
at org.codehaus.janino.Parser.peek(Parser.java:2332)
at org.codehaus.janino.Parser.peek(Parser.java:2353)
at org.codehaus.janino.Parser.parseBracketsOpt(Parser.java:897)
at org.codehaus.janino.Parser.parseVariableDeclaratorRest(Parser.java:1076)
at org.codehaus.janino.Parser.parseVariableDeclarator(Parser.java:1065)
at org.codehaus.janino.Parser.parseLocalVariableDeclarators(Parser.java:1029)
at org.codehaus.janino.Parser.parseBlockStatement(Parser.java:1015)
at org.codehaus.janino.Parser.parseBlockStatements(Parser.java:938)
at org.codehaus.janino.Parser.parseMethodDeclarationRest(Parser.java:804)
at org.codehaus.janino.Parser.parseClassBodyDeclaration(Parser.java:442)
at org.codehaus.janino.Parser.parseClassBody(Parser.java:393)
at org.codehaus.janino.Parser.parseClassDeclarationRest(Parser.java:372)
at org.codehaus.janino.Parser.parsePackageMemberTypeDeclaration(Parser.java:251)
at org.codehaus.janino.Parser.parseCompilationUnit(Parser.java:153)
at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:150)
... 7 more

I am trying to add my faction to the game, having problems, as always  :)
Could someone point me in the right direction?

12
Modding / [QUESTION] Fleet Conversations
« on: December 07, 2012, 02:27:18 AM »
Code
{
"id":"standard_fleet_conv",
"convClass":"data.factions.StandardFleetConv",

"lines":{
"greeting_aggressive":"Well, well. If we can do this the easy way, I promise we won't put holes in your lifeboats for sport. Unless some of the boys get trigger-happy, but with the space-fever, who can blame them?",
"threaten_success":"Yes, perhaps we'd better reconsider.",
"threaten_failure":"I'm trembling in my magnetic boots.",
},
}

I ask before i try.
Is this handled like sounds,. If i would add more then one possible greeting for each response (aggressive, success, failure) would the code pick one random?

13
Modding / [SOLVED]Fatal:Spec of class .... with id .... not found.
« on: December 03, 2012, 06:35:09 AM »
Hi there,

i searched for the mentioned [repair] id but couldn't find it

Spoiler
Quote
10566 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.nullsuper] with id [repair] not found
java.lang.RuntimeException: Spec of class [com.fs.starfarer.loading.specs.nullsuper] with id [repair] not found
   at com.fs.starfarer.loading.SpecStore.super(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.<init>(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.loading.specs.N.o00000(Unknown Source)
   at com.fs.starfarer.title.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.title.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ô00000(Unknown Source)
   at com.fs.starfarer.title.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ô00000(Unknown Source)
   at com.fs.starfarer.title.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.title.new.o00000(Unknown Source)
   at com.fs.starfarer.super.ÕØÒ000(Unknown Source)
   at com.fs.super.A.new(Unknown Source)
   at com.fs.starfarer.combat.String.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]

I am out of ideas, could somebody help me?








Solution: Shipdata.csv had old shipsystemnames in it, replaced with the new, problem solved







14
Hi guys,

you are my last hope ;)
Over the last weeks i struggled with the actual coding a lot. And i made
a lot of mistakes.

I had ideas about weapons that would do damage over time, for example
a acid-based weapon for the UIT-ships. bone-based ballistic Weapons which
would have regeneating ammo and so on.

Or stuff for missions, honestly i *bad word* at coding, i have no clue what
i am doing ;)

And soon i realised i couldn't do the stuff i was planning on doing by
my own.

What i CAN do ist using Trylobots awesome ship editor, and kitbashing.
That's it.

So i need you, a decent coder, one who knows what he or she is doing.
If you like the factions i have created and like working on mods as a team
you are very welcome. Your creative Input will be welcomed.

As for now i don't think there will be much progress with the mods except
new kitbashs and ship-files.

If you're interessed send me a PM or state your interest here.


15
Bug Reports & Support / AI behaviour Fighter Wing
« on: August 10, 2012, 02:43:24 PM »
Hi there,

i noticed something and wanted to ask if this is intentionally.

Setting:
10 Fighter wings on each side.
10 * Talon Interceptor
10 * Einherjer Interceptor (modded)

fleet is deployed
i hit "u" for autopilot.

the video illustrates the behaviour (59 seconds long, unlisted)

So why does one, sometimes 2 fighter wings decide to leave their fleet formation as if they want to retreat?

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