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Topics - Titann

Pages: [1] 2
1
Modding / [0.9.1a] HIGH VALUE BOUNTY PLUS 1.0.6
« on: September 03, 2020, 01:49:22 PM »
HIGH VALUE BOUNTY PLUS

Requires LazyLib,MagicLib,GraphicsLib and other mods(check warning)
Save compatible, compatible with everything.

WARNING
This mod heavily relies on other mods.
Requires
Spoiler
Vayra's Sector 3.1.5 by @Vayra
Ship/Weapon Pack by @Dark.Revenant
[close]
You have to download these mods if you want this mod to work.

Info
Very simple mod that adds extra challenge to your campaign. Boss ships from SWP Arcade and also few unique ships with special abilities may drop from new HVBs. This mod aims to give you challenge so expect overpowered ships.
Currently they appear when you reach level requirement and you have to destroy HVB that spawned to make other HVBs spawn. First boss bounty appears at Level 20. They might not spawn instantly so you don't have to panic.

Future Plans
Spoiler
Add more high value bounty
Add more unique ships
Add unique weapons
Make Crystalline entities exploration content
Add space-creature bosses similar to Crystallines
Add more exploration content (though i need to figure out how to do that first)
[close]

Screenshots, Don't look at them if you don't want any more spoilers


Let me know if there is a problem. Also my english not that great let me know if there is any problem with descriptions.

Changelogs
Spoiler
Update 1.0.6

+changed HVB spawns now they spawn after you destroy a boss HVB
First spawn is always Oberon -> Ezekiel -> Crystal -> Ultron -> Zeus -> Zero -> Super Zero
+Ship sprites now look better than before

Update 1.0.5
-Added unique ship systems for all crystal ships.
-HVB Fleets reworked
-Added new HVB, spawns after zero is defeated and you need level 46
-Added new unique ship for new HVB
-New shipsystems for unique ships

Update 1.0.2a
-Finally fixed Crystal weapons dropping from Unknown Entity HVB. No more crystal guns dropping
-Added new beam textures for paralyzer beam
-Crystal Supreme Prism now have better survivability

Update 1.0.2
-Fixed Crystalline HVB dropping crystal guns
-Crystalline weapons are now more efficient
-Overseer Paralyzer Beam range 1000 -> 1500
-Crystal Fighter now drops from Unknown Entity HVB

Update 1.0.1
-Reworked most of the stuff now you only need SWP and Vayra Sector to run this mod
-Paralyzer Beam now have Tachyon beam speciality
-Replaced DS Dreadnought with new ship
-Replaced Tyrant with new ship
-Replaced Dragon with new ship
-added 2 unique cruisers that may drop from Taserface HVB


Release v1.0
[close]

Current bugs
Spoiler
-Cristarium boss may cause crash on weak computers, better to save before the fight
-Dont attack  Cristarium Boss with Approlight weapons
[close]

Credits
Thanks to @Vayra for HVB
Thanks to @Dark.Revenant for SWP Bosses
Thanks to @Starsector Developers for this amazing game
Thanks to Person i forgot to add here (let me know if im missing someone)

2
Suggestions / Monitoring System character skill
« on: July 05, 2020, 03:17:23 PM »
When battle is very rough and requires high focus, its kinda hard to track friendly ship status. I remember some old game(like freespace and nexus the jupiter incident) got monitoring system for friendly/enemy ship status so you know the status of the friendly ships easier without keeping an eye on them.




What i am suggesting is adding something like that to the game where you can put important ship's status to your monitoring system as well as enemy ship status. Maybe as a skill you can learn later in the game. Like by selecting your friendly ship on tactical view and pressing a key to monitor its status without keep pausing the game and checking its status on tactical view.

I suggest adding a new skill for character so you can spend skillpoint on it for monitoring system.
Leadership;
Monitoring System
Lv1: Monitor 2 friendly ship + 1 Enemy ship status
Lv2: Monitor 3 friendly ship + 2 Enemy ship status
Lv3: Monitor 4 friendly ship + 3 Enemy ship status




Also maybe allow player to monitor any ship status without limiting when playing missions

Edit: I just wonder is it possbile to mod something like this? It is an idea for modders too

3
Dont you guys find that weird? i think they need engines on the front to make them go backward same speed as they go forward but of course it will make ships look very stupid, no one wants that lol.

4
Discussions / Starsector fleet battle in 3D
« on: January 28, 2020, 04:36:15 AM »
I hope its gonna be a thing when dev team gonna start working on Starsector 2, imagine same mechanics but fleet battle is in 3D and able to fly every ship class even fighters and bombers. Damn it would be neat

5
Suggestions / add blacklist option for stuff on doctrine&blueprints
« on: October 22, 2019, 06:04:18 AM »
There is prioritized tab for weapons/wings/ships for your faction fleets but there is no way to prevent them using useless weapons that also cause them having super weird loadouts since its completely random. I think it will be better if we can blacklist ships,weapons and wings for our faction fleets.

6
Bug Reports & Support / AI Fleets doesn't care about Blackhole/Stars
« on: October 14, 2019, 07:30:30 AM »
This happens very often AI fleets ignore blackholes and stuck inside of it then die slowly. They don't stop using sustained burn to get away from blackhole or use emergency burn to get out of its zone. They also keep ramming the sun and bounce off serveral times.

7
Bug Reports & Support (modded) / CTD when saving
« on: June 11, 2019, 03:12:49 AM »
Code
544124 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 1
544124 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 2
544124 [Thread-4] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving stage 3
544884 [Thread-14] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving progress: 0.0

Classic saving error

First of all my computer;
8 GB Ram
Nvidia GTX 550 TI 1 GB
i7-2600 3.4Ghz
Windows 10

Active mods;
Audio Plus
Blackrock Drive Yards
Dassault-Mikoyan Engineering
GraphicsLib
JP_RC
LazyLib
Legacy of Arkgneisis
MagicLib
Nexerelin
SCY
Shadowyards
Ship and Weapon Pack
slyphon
tahlan
Underworld

I tried;
+4gb on vmparams
+completely disabled graphicslib settings
+small galaxy size
+compatibility mode - windows 7
+run as admin

I dont remember what else i did but ill try other stuff if you guys can help me... It was working fine when Dassault Mikoyan Engineering and Blackrock Drive Yards wasnt active, but both bringing very good contents to game i really like them so i dont want to deactive them as well as other mods that is active. These mods are my fav and also there is more mods to activate but this damn crash taking them away from me.

Can someone help me out?


8
Suggestions / Spaceborne Aliens?
« on: January 29, 2019, 07:55:52 AM »
I think it would be nice to have spaceborne aliens in most of the empty stars and maybe missions about them?
It is pretty similar to;
Star Trek movie, Crystalline Entities...
Stellaris, Automated Dreadnought,Void Clouds,Dimensional Horror,Ether Drake,Ancient stuff...
and many other stuff

It will be nice content for players who want to explore and encounter a terrifying space monster. Of course you will need a fleet,different tactics etc to take them out and player should be rewarded with a unique stuff so that can be a weapon,hullmod,fighter/bomber...

This can be end game content or mid game content but it should not give you too much advantage over any enemy fleet and maybe AI Fleets with the stuff you got from the thing you destroyed should spawn rarely?
Like if you get a unique hullmod or a single weapon from the space alien you kill, there should be a chance of encountering with an AI fleet having the unique hullmod or one of the ship with unique weapon. So then things will be equal like that

So what do you guys think?

9
Modding / smoke effect for energy/ballistic guns?
« on: November 26, 2015, 08:50:31 AM »
I want to add smoke effect for energy weapon, like missiles have. Is it possible or not? I want to make something like ball like projhead and smoke effect behind it

If I add more lenght, it hits even you miss the target <- dunno if its still happening in 0.7

10
Modding / [0.65.2a]Discovery Freelancer Mod (Cancelled)
« on: October 23, 2015, 06:23:44 AM »

Discovery Freelancer mod for Starsector, using Milkshape-3DS Max to export ship images.
Armor as Shields because Shields in Starsector is very different (except someone show up with Shield Capacity/Regen)
Ship stats will be same with Discovery ship stats(Actually not same but similar) except for Ship speed
There will be different weapons but some of them will be same with Discovery (e.g Fighter and Bomber weapons-Cruiser primaries)
I was using explosion effects from Exigency mod and I hope it is ok, Kudos to MesoTroniK

What is planned;

+More than 50 star system will be added
+Most of the Factions from Discovery will be added
+All weapons for capital ships will be added
+%75 of the ships from Discovery Freelancer (more than 100 ships)
+Fighters/Bombers
+Hull Mods (e.g UAU8 - CAU8)
+New Weapons
+BATTLESHIP/CRUISER Missiles will destroy the hostile ship's engine
+More Commodities for trading
+Loot drop (high rewarding ship loots)
+New Character Skills for Campaign
+Ship Engine Effects (maybe)
+Turret models



What is NOT planned;

+Nanobots to regen hull


Ship Roles;
Spoiler
Interceptor: Very fast but not effective against other ships
Heavy Fighters: Very effective versus Bombers and Swarm of Fighters can destroy Gunships/Gunboats easly.
Bombers: Effective versus Capital Ships, Carries Nova Torpedo. However Nova have very slow turn speed and Cruisers can dodge it
Gunships: Light Escort, Good at taking down fighters/bombers. Effective vs Swarm of Fighters
Gunboats: Medium - Heavy Escort, stronger than Gunships however they are weak against Swarm of Fighters
Heavy Gunboats: Anti-Gunboat platform, have more energy capacity than Medium Gunboats and Gunships. However their massive size makes them weak versus Gunships
Siege Cruisers: Anti-Battleship platform, Their main cannon is stronger and reloads very fast however energy capacity is very low
Destroyers - Light Cruisers: Very effective against Gunships,Gunboats,Heavy Gunboats,Battleships. They are small and fast however they are weak versus Cruisers
Medium Cruisers: Good at taking down Destroyers/Light Cruisers also Artillery set-up is very effective versus Battleships
Heavy Cruisers: Anti-Cruiser, they are slow but heavy armor and high energy capacity makes them very effective at close combat with other cruisers
Battlecruisers: Anti-Battleship, slower than Heavy Cruisers but more armored than Heavy Cruisers and carries 2x Large Turret (Battleship Turrets) also can mount Battleship secondary to destroy Nova Torpedo
Battleships: Battleships only good at taking down other Battleships. However they can destroy sub-classes at close combat less than 10 seconds.
[close]

Weapons;
Spoiler
Primary Turrets;
Fast and Deals moderate damage
Razor Turrets;
Slow but Deals high damage, effective versus Sub-Classes.
Cerberus Turrets; <- Only available for Gunboats and Transports
Slower than Primary Turrets but faster than Razor. Deals high damage
Solaris Turrets; <- Only available for Gunboats/Cruisers/Battleships
Very Fast PD Turrets, good at taking down Fighters/Bombers and Torpedoes
Heavy Turrets; <- Only available for Cruisers / Battleships
Slower than Primary Turrets but deals very high damage.
Light Mortar; <- Only available for Cruisers/Battlecruisers
Artillery Weapon, very slow projectile speed but deals huge damage. Effective vs Battleships
Heavy Mortar; <- Only available for Battleships
Artillery Weapon, very slow projectile speed but deals massive damage
[close]

Hullmods;
Spoiler

Armor Upgrades

Spoiler
Armor Upgrade I


Multiplies ship hullpoints by x1.5
Reduces cargo size by %5
Available to every ship class

Armor Upgrade II

Multiplies ship hullpoints by x2.0
Reduces cargo size by %10
Available to every ship class

Armor Upgrade III

Multiplies ship hullpoints by x2.5
Reduces cargo size by %15
Available to every ship class

Heavy Armor Upgrade I

Multiplies ship hullpoints by x2.75
Reduces cargo size by %25
Available to every ship class

Heavy Armor Upgrade II

Multiplies ship hullpoints by x3
Reduces cargo size by %35
Available to every ship class

Capital Armor Upgrade I

Multiplies ship hullpoints by x3.6
Reduces cargo size by %40
Available to Destroyer and above

Capital Armor Upgrade II

Multiplies ship hullpoints by x3.8
Reduces cargo size by %45
Available to Destroyer and above

Capital Armor Upgrade III

Multiplies ship hullpoints by x4
Reduces cargo size by %50
Available to Battleships - Capital Ships
[close]

Cargo Pods;


Spoiler
Cargohold Upgrade I

Increases cargo size by %25
Reduces ship speed by %5

Cargohold Upgrade II

Increases cargo size by %35
Reduces ship speed by %8

Cargohold Upgrade III

Increases cargo size by %50
Reduces ship speed by %20
[close]

[close]

--------------------------------

Mod Status: Cancelled

Credits;
Spoiler
Thanks to Jinx for allowing me to use the ship models
Thanks to Justin "Durandal" Hopkins for allowing me to use his ship models!
Special Thanks to Discovery Developer Team
Thanks to Doom for his ship models
Thanks to Angel of Mercy for the ship models
Thanks to Dartstriker for the Rheinland Carrier
Thanks to Chris Robert for this amazing game
Thanks to Digital Anvil for vanilla ship models
Thanks to Treewyrm who allowed me to use his new nomad ships!
Thanks to Vaporlynx for ship models
Thanks to Frozenballz for ship models
Thanks to MesoTroniK for explosion effect
[close]

More Video!


Dev Logs;
Spoiler
11/05/16
+Added Nomad Ships;
+Nomad "The Adad" Void Archon (Bomber)
+Nomad "Sascya" Assasin (Fighter)
+Nomad "Nammu" Mindnode (Gunboat)
+Nomad "Irra" Purifier (Cruiser)
+Nomad "Marduk" Guardian (Battleship)
+Increased Battlecruiser armor: 2500 -> 3200

11/01/16
Junker Ships;
+Added Wrecker Class Junker Gunboat
+Added Collector Class Junker Heavy Fighter
+Added Recycler Class Junker Super Fighter/Bomber
+Added Pilgrim Class Junker Liner
+Added Junkers Faction to game, Their base is Rochester in New York
+Outcast Fleet now raids New York
+Added Transport Turrets
+Added Texas System
+Added Rheinland Military Ships;
+Bergelmir Class Bomber
+Wraith Class Heavy Fighter
+Phantom Class Interceptor
+Behemoth Class Transport
+Golem Class Transport
+Colossus Class Train
+Added Westpoint Station to New York system

10/31/15
+Added GB Cerberus Turrets
+Added Solaris Turrets for capital ships
+Added Cruiser Heavy Turrets
Flux System;
+Heavy Turrets now uses energy
+Zero flux doesn't increase your ship speed
Ship Speeds;
+Light Gunboats now have 155 max speed
+Medium Gunboats now have 152 max speed
+Heavy Gunboat now have 150 max speed
+Light Cruisers now have 115 max speed
+Medium Cruisers now have 112 max speed
+Heavy Cruisers now have 110 max speed
+Battlecruiser now have 100 max speed
+Light Battleship now have 72 Max speed
+Medium Battleship now have 67 max speed
+Heavy Battleship now have 60 max speed
+Heavy Turrets are now Ballistic Type weapon
+Cruisers now have small ballistic turret slots (for heavy turrets) <- This will fix the balance otherwise battleships can buy and mount Light mortar and spam
+Battleships now have Large ballistic turret slots (for heavy turrets)




10/28/15
+Added Borderworlds Transport for Outcasts
+Added Pirate Train for Liberty Rogues
+Added Rapier Heavy Fighter for Outcasts
+Added Falcata Mk II Bomber for Outcasts

10/27/15
+Added Civillian "Condor" Class Gunboat
+Added Civillian "Gull" Class Small Transport
+Added Civillian "Albatross" Class Large Transport
+Added Liberty "Mammoth" Class Transport
+Added Liberty "Mastadon" Class Train
+Added Liberty Rogue Ships;
+Scylla Class Destroyer
+Hellhound Class Gunboat
+Barghest Class Heavy Bomber
+Greyhound Heavy Fighter
+Added Liberty Navy Ships;
+Upholder Bomber
+Guardian Heavy Fighter
+Added Eagle Heavy Fighter for Civillians
+Added Roc Bomber for Civillians
+Added Bomber Nova Torpedo Launcher
+Added Bomber Energy Turrets
+Added Weapons for Fighters
+Added Basic Gunboat Turrets
+Added new variants for all ships
+Added New York System


10/18/15 ~ 10/26/15 - Dev Logs
Spoiler
10/26/15
+Increased GB Turrets Range 550->600

10/25/15
+Added Red Hessian Ships;
+Jormungand Class Medium Battleship
+Vidar Class Heavy Cruiser
+Heimdall Class Gunboat
+Added Blood Dragon Ships;
+Togo Class Light Battleship
+Kagutsuchi Class Siege Cruiser
+Hachiman Class Gunboat
+Reworked on Osiris Battleship
+Togo resized (405 -> 430 Lenght)
+Added Outcast Ships;
+Sarissa Class Medium Battleship
+Storta Class Destroyer
+Tridente Class Gunship
+Added Corsair Ships;
+Praefect Class Heavy Cruiser
+Imperator Class Gunboat
+Added Interdictor Class Battlecruiser to Liberty Navy

10/24/15
+Reworked on Weapon stats
+Reworked on Ship hull Stats

10/23/15
+Added Cruiser Battlerazor Turret
+Added Outcast Dreadnought "Ranseur"
+Added Corsair Dreadnought "Legate"
+Added New Proj. effect for LSC (Liberty Siege Cruiser)

10/22/15
+Added Battleship Heavy Turrets
+Reworked on Weapon Stats
+Added Order Ships;
+Osiris Class Light Battleship
+Geb Class Carrier
+Resheph Class Recon Cruiser
+Hathor Class Medium Gunboat
+Added Core Ships;
+Mako Class Light Battleship
+Bullhead Class Battlecruiser
+Thresher Class Destroyer
+Orca Class Heavy Gunboat
+Bottlenose Class Gunship
+Added Liberator Class Interceptor wing for Liberty Navy

10/20/15
+Added Bretonia Armed Forces ships;
+Invincible Class Heavy Carrier
+Dunkirk Class Medium Battleship
+Crecy Class Destroyer
+Churchill Class Heavy Gunboat
+Added Gallic Royal Navy ships;
+Valor Class Heavy Battleship (Dreadnought)
+Obstinate Class Heavy Cruiser
+Perilous Class Gunboat
+Added Kusari Naval Forces ships;
+Tokugawa Class Heavy Battleship (Dreadnought)
+Komainu Class Battlecruiser
+Takeda Class Destroyer
+Ashikaga Class Gunship
+Added Rheinland Carrier "Elbe"

10/19/15
+Added Rheinland Military ships;
+Bismark Class Battleship (Dreadnought)
+Donau Class Heavy Cruiser
+Oder Class Gunboat

10/18/15
+Added Liberty Navy ships;
+Overlord Class Dreadnought (Medium Battleship)
+Atlantis Class Heavy Carrier
+Archer Class Siege Cruiser
+Defiant Class Gunboat
[close]
[close]

11
Modding / Star system doesnt show up
« on: October 23, 2015, 02:34:29 AM »
Currently working on Discovery Freelancer mod for Starsector and Im trying to make character creating plugin.

However It keep causing this error;

Spoiler
11056 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.CharacterCreationPluginImpl]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.CharacterCreationPluginImpl]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/plugins/CharacterCreationPluginImpl.java', Line 136, Column 32: A method named "getStartingShipChoices" is not declared in any enclosing class nor any supertype, nor through a static import
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   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: File 'data/scripts/plugins/CharacterCreationPluginImpl.java', Line 136, Column 32: A method named "getStartingShipChoices" is not declared in any enclosing class nor any supertype, nor through a static import
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7392)
   at org.codehaus.janino.UnitCompiler.getType2(UnitCompiler.java:5663)
   at org.codehaus.janino.UnitCompiler.access$13800(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$16.visitMethodInvocation(UnitCompiler.java:5132)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3971)
   at org.codehaus.janino.UnitCompiler.getType(UnitCompiler.java:5159)
   at org.codehaus.janino.UnitCompiler.findIMethod(UnitCompiler.java:7333)
   at org.codehaus.janino.UnitCompiler.compileGet2(UnitCompiler.java:3873)
   at org.codehaus.janino.UnitCompiler.access$6900(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$10.visitMethodInvocation(UnitCompiler.java:3263)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compileGet(UnitCompiler.java:3290)
   at org.codehaus.janino.UnitCompiler.compileGetValue(UnitCompiler.java:4368)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:2662)
   at org.codehaus.janino.UnitCompiler.access$4400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$7.visitMethodInvocation(UnitCompiler.java:2627)
   at org.codehaus.janino.Java$MethodInvocation.accept(Java.java:3974)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2654)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1643)
   at org.codehaus.janino.UnitCompiler.access$1100(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitExpressionStatement(UnitCompiler.java:936)
   at org.codehaus.janino.Java$ExpressionStatement.accept(Java.java:2097)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:993)
   at org.codehaus.janino.UnitCompiler.access$1000(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitBlock(UnitCompiler.java:935)
   at org.codehaus.janino.Java$Block.accept(Java.java:2012)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1753)
   at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1745)
   at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1745)
   at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1745)
   at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1745)
   at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1745)
   at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1745)
   at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1745)
   at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1745)
   at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1745)
   at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1745)
   at org.codehaus.janino.UnitCompiler.access$1200(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitIfStatement(UnitCompiler.java:937)
   at org.codehaus.janino.Java$IfStatement.accept(Java.java:2157)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:958)
   at org.codehaus.janino.UnitCompiler.compileStatements(UnitCompiler.java:1007)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:2293)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:822)
   at org.codehaus.janino.UnitCompiler.compileDeclaredMethods(UnitCompiler.java:794)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:507)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:393)
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347)
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139)
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354)
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
[close]

and this code causing the error;
      if (stage == 0) {
         data.addStartingShipChoice("li_gb_a");
         
      }

I dont really know why.

Is code wrong?

Is there examples for this CharacterCreationPlugin?



Second problem;

I made a star system and added it to my mod's SectorGen then to starmap.json but still it doesnt show up in the game

12
Modding / Removing explosion from damage
« on: October 22, 2015, 12:50:07 PM »
You all know that when a stronk weapon hit the ship's hull, small explosion happens.

I'm creating a discovery freelancer mod and I need help. I need a script code to remove this small explosions when a weapon hit the ship hull.

Discovery Freelancer ship weapons deals high damage. when I do same in Starsector, small explosions happening every time.

Also is it possible to create Shield capacity/regen rate?
Im using Armor as Shields in Starsector because Discovery Freelancer shield mechansm is very different and there is no overload.

Discovery Freelancer mod is going to be huge I am planning to add every ship/faction and more than 30 star system

13
Modding / Damage Penalty vs Ship class
« on: October 10, 2015, 06:02:02 AM »
Hello guys I need help!

I was triyng to make damage penalt vs Frigates,Destroyers,Cruisers,Capital_Ships hull mods

and I failed many times and I don't know what to do now.

Here how it should be;

Destroyers will have damage penalty against;
Frigates (%15)  I was writing this code for percents : stats.getHullDamageTakenMult().modifyPercent

Cruisers will have damage penalty against;
Frigates (%40)
Destroyers (%15)

Capital_Ships will have damage penalty against;
Frigates (%75)
Destroyers (%60)
Cruisers (%40)

Can someone help me with this code?


14
Modding / Battlecruiser running away from light cruiser
« on: May 17, 2015, 05:20:21 AM »
Im trying to make a mod, I was testing the weapons on npcs checking how they act with these weapons

However Battlecruiser running away from the Light Cruiser...
(I removed the shields and there is no flux thing and added 10million armor for the turrets and engines to never get disabled)

Battlecruiser stats;
5x Large Autocannon Mk II (300 DMG - 4 Clip - 8 Sec reload - 0.3 burst delay - 1150 Range)
2x Large Autocannon Mk III (600 DMG - 4 Clip - 12 Sec Reload - 0.3 burst delay - 1250 Range)
Hull points = 71.000
Armor points = 19.500


Light Cruiser stats;
5x 125mm Turret (200 DMG - 1.2 sec reload - 1050 Range )
2x 180mm Turret (450 DMG - 2 Sec reload - 1300 Range )
Hull points = 39.000
Armor points = 7.500

Check here for weapon data
Spoiler
125mm
125mm Cannon,t125mm,1,400,1050,,200,,30,75,90,999,,HIGH_EXPLOSIVE,5,,0,1.2,1,,2,10,2,2,,800,,,30,,1022

180mm
180mm Cannon,t180mm,1,400,1300,,450,,30,65,220,999,,HIGH_EXPLOSIVE,5,,0,2,1,,2,10,2,2,,650,,,30,,1022

Large Autocannon Mk II
Large Autocannon Mk II,lautom2,1,400,1300,,300,,30,150,4,999,,HIGH_EXPLOSIVE,5,,0,8,4,0.3,2,12,2,2,,800,,,30,,1022

Large Autocannon Mk III
Large Autocannon Mk III,lautom3,1,400,1350,,600,,30,150,4,999,,HIGH_EXPLOSIVE,5,,0,12,4,0.3,2,12,2,2,,750,,,30,,1022
[close]

Ship data
Spoiler
Valor Cruiser,valor,Cruiser,,18,39000,7500,5000,,500,400,45,25,25,23,20,2500,NONE,,0,0,1,,,100,200,400,400,3,800,5,300000,1,1,20,,,,,
Wrecker,wrecker,Battlecruiser,,22,71000,19500,5000,,500,600,38,25,25,13,5,2500,NONE,,1,1,1,,,150,200,200,200,2,6,6,1,1,1,1,,,,,
[close]


Also NPC only spawning only 4 or 5 ship... I spawn 12-15 ship but the npc only 4-5 ship not all of them...

15
Suggestions / Shield Hitpoints
« on: August 31, 2014, 05:48:00 AM »
Starsector have Flux based Shield mechanic. Most of space games, Ships have Shield Hitpoints. Why not in Starsector? Example;

Onslaught Class Battleship
20.000 Hull point
18.000 Shield point / 300 rate charge speed

Now, for flux... All ships should have low flux capacity then they cant use energy weapons or all weapons at the same time.

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