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Starsector 0.95.1a is out! (12/10/21); Blog post: Hyperspace Topography (10/12/22)

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Topics - Gotcha!

Pages: [1] 2
1
Bug Reports & Support / 0.95a RC-11/RC-12
« on: April 08, 2021, 03:37:07 AM »
When taking over a gas giant and changing the name, the old name of this planet still shows in this dialog screen:


Swan is not the name of this gas giant anymore.

Save was created in RC-11, I'm now using RC-12.

2
Modding / SOLVED: Items disappear from stations.
« on: January 09, 2014, 05:57:36 PM »
Heya,

As some of you know, both my mods have certain items on a station, which, when bought, allows the player to buy more ships and puts the player neutral/friendly with my factions.
Now the problem is that items disappear over time, because the game messes with a station's inventory. Naturally, when this happens, a player would not be able to buy Bushi's or Hiigaran's bigger ships.

I am looking for a way to make certain items have a permanent presence on their stations, so players will always be able to buy them at least once.

Another solution would be to make these particular items buyable through dialogue. I know it's possible, although I can't script myself.

Would anyone mind to help (as in, do everything, since I can't script :-[ )? I asked LazyWizard months back, and he would help, but I guess he's kinda busy. :-X

3
Modding / Solved: Missiles that dodge incoming fire?
« on: January 09, 2014, 05:43:40 PM »
Heyo,

I am wanting to make a new missile for Bushi, which will actually appear as a small manned (or in this case, androided) kamikaze shuttle.

It's basically just a missile, but I am hoping that someone could help me out with a script for this missile so that the missile tries to dodge incoming fire.
It doesn't have to be good at dodging, but I'd like to have the feeling that these kamikaze shuttles are indeed manned/androided and the androids in them would try to reach their target with a little bit of maneuvering.

If missile maneuvering is possible, is there a possibility someone would hook me up with a script? :o

4
Bug Reports & Support / [0.6a RC4] Bad combat readiness in sim
« on: September 18, 2013, 04:47:43 PM »
Apparently ships that suffer from a bad combat readiness also suffer from this when flying them in the simulator.

Something that will be changed I hope. :)

5
Modding / [Solved] Help needed with Bushi mod
« on: September 16, 2013, 06:56:25 AM »
I am hoping one of the forum brainiacs can help making my mods work properly in 0.6a.

I've followed LazyWizard's procedures here and everything's fine.
But when trying to change the gen java file in this new format the game keeps crashing due to me not understanding how to create spawnpoints.

I've studied several other mods and I don't know what I'm doing wrong, or, wait, no, I don't know what I'm doing. :-X

Does someone have the time to take a look?
This is my latest version; http://avatar.home.xs4all.nl/crap/Hiigaran_Descendants_06a1.rar
According to NetBeans, HiigaraGen has errors regarding spawn points and cargo.

If this one works I think I should be able to fix Bushi myself, by just copying stuff.

Please rescue me! *baby seal eyes*




Edit:
Spoiler
[close]
All these lines work in my original generator file, why not here? Gawd, this is depressing.

6
Lost fighter wings are returned after the battle is done, but I lost my carrier too in the same battle, so I should have lost the wings as well I think?
Unsure if this is intended or not.

I lost 2 wings, each having 8 fleet points.
I had one cruiser left, no landing strips, 10 hangar space. I can imagine this ship repairing one of the 2 wings. That leaves one.

7
Bug Reports & Support / 0.6a - Fatal error after losing fight.
« on: September 13, 2013, 02:14:20 PM »
I fought a hound and something else, lost, and after the statistics screen the game crashes to windows with the following error:

Fatal: Can't create nested lists using GLListManager.

End of the log file is attached.

I am not using any mods.

[attachment deleted by admin]

8
Hi,
I hope someone can crack this case;

Nexus fleets do not seem to go into combat and vice versa. When another fleet meets with a Nexus fleet, they just stack on top of eachother, like in these two screenshots:

Spoiler

[close]

Nexus fleets DO get the player though. However, if the player would go for auto-solving the battle then all enemy ships will have retreated. Even if you fight them with 1 single frigate in your possession.

First I thought it was due to the lack of a crew. (I gave this faction 0 crew because it's an AI.) Didn't solve it however.
Download below has crew assigned normally, just in case.
No errors shown in NetBeans, nor in log.

Download: Nexus

I hope someone can help!

9
Modding / Free Miners Guild - Spawn faction's fleets (solved)
« on: July 29, 2013, 05:34:27 AM »
Hello,

Hopefully someone can help me out here.
I've created a small mod that should spawn independent-like miners in the campaign, but for some reason they're not spawning.
The game loads fine, the campaign starts fine, but no miners.
NetBeans doesn't report any errors in the java files either.
I took a good look at the vanilla independent faction, I can't see what I am doing wrong.

Could anyone perhaps take a look? I'm at a loss here.

The mod: [Direct Link]

10
Mods / [0.6.2a] Bushi v1.1.1
« on: July 15, 2013, 01:45:04 PM »
This mod has been abandoned for now. If you want to update/remake it, feel free.



The Three Laws of Robotics:
Spoiler
- A robot may not injure a human being or, through inaction, allow a human being to come to harm.
- A robot must obey the orders given to it by human beings, except where such orders would conflict with the First Law.
- A robot must protect its own existence as long as such protection does not conflict with the First or Second Law.
[close]

The Creation of Bushi:
Spoiler
Industrial giant Robotto Gyokai, having build the finest androids to date, had just finished its latest android: Bushi.
Bushi can handle over a million commands and has the processing power that even exceeds that of some modern battleships.
It is roughly 55% stronger than an average person and its fine hydraulics could even make the greatest surgeon envious.

Unfortunately, Bushi's creator, Yasei Kureiji, was so smitten with his latest design, he did the unthinkable.

The gates closed. War broke out.

Some factions did not like the idea of a possible army of androids and the planet home to Robotto Gyokai was bombed.
Millions perished. There were no survivors.

That is, no human survivors.

Three weeks before the planet's orbital bombardment, Kureiji reprogrammed one of his Bushi creations. It would no longer follow the three laws.
Instead, the android had Bushi's blueprints added to its memory so it could replicate itself. Survival became its main priority.
Send off in a small spaceship, Bushi went to search for its own happiness, if such a thing would exist for a robot.

No one saw Bushi again until around cycle 98, where a fleet of never seen before ships made short work of a small Hegemony fleet.
Bushi had returned with thousands of copies and in order to secure its ongoing existence all organisms would need to die.
[close]

Credits:
Spoiler
Original ship art: (used with permission)
Kalthaniell
Original image used for portraits:
Digital Art Gallery
Planet art:
Duael Designs LLC & Robert Stein
Raiu main weapon effect: xenoargh, with a thank you to MesoTroniK
[close]

Screenshots:
Spoiler
Pew pew pew!


Carrier? Pff, them lazy buggers can fly themselves.


I've got a present for you! =^_^=


Pew.


Torpedoes away!
[close]

Picture with all ships in it:
Spoiler
[close]

Download:
[Direct Link]
[LazyLib is required!]

Enjoy!
- Gotcha!

11
Mods / [0.6.1a] Gotcha's Mini Factions
« on: July 10, 2013, 03:39:40 PM »
Sardaukar [0.6.1a]


Upon starting a new game this fleet spawns in the upper right corner of Corvus. They'll be neutral to you (but very rude too).
I think they might be a good challenge, like Trylobot's Admiral Steelheart-fleet.

Lore:
These are the remnants of a fanatical army called the 'Sardaukar', once employed by a once powerful and now destroyed empire.
Ruthless and arrogant, they hopelessly hold on to past honour and glory; they consider most other factions to be beneath them.
Flying around without a cause they're waiting for their opportunity to rise again and serve the one that's worthy of serving.
That's it?
Euhhh, yeap.
Sheesh...

Credits:
Psiyon, Ship sprites.

Thanks:
Trylobot, code peeking.

Download:
[Download]

Ships, from left to right:
Squall - Interceptor Wing
Whirlwind - Bomber Wing
Tornado - Frigate
Firestorm - Missile Frigate
Tsunami - Destroyer
Avalanche - Carrier
Hurricane - Cruiser

Free Miners Guild [0.6.1a]
This mini mod adds fleets of neutral miners into Corvus, which go about their business trading with stations.

Credits:
Original ship art: Kalthaniell
Scripting this faction into Corvus: Zaphide



[Download]

Nexus [0.6.1a]
This mini mod adds small fleets of aggressive AI ships into Corvus, which are at war with everyone. Avoid them early on.

Credits:
Original ship art: Kalthaniell
Scripts: Hyph_K31, Tom, Thaago (gedune drone spawning scripts)



[Download]

Prodigious [0.6.1a]
This mini mod adds a modest-sized ship as a starting option. Want to add it through the console? The id is prod_prodigious_standard.

Credits:
Original ship art source: Halo wikipedia

[Download]

12
Hi people,

Would it be possible to increase a ship's sensor range without sensor drones or any other system mod?
Can this be attained by adding the sensor drone script to the ship's hull somehow?

13
Modding / Adding a damaged mothballed ship to a station? (solved)
« on: July 01, 2013, 10:10:51 AM »
Hello,

Would anyone know if it is possible to add damaged ships to a station?
Like here,
Code
NewHiigaraCargo.addMothballedShip(FleetMemberType.SHIP, "hii_jet_Hull", null);
Is there something I can add (in the null field perhaps) that'd make the ship damaged?

14
Modding / Repair frigate, repairs hulls with laser, possible?
« on: June 29, 2013, 12:49:36 PM »

Hi,

Does anyone know if it'd be possible to create a weapon that repairs the hull (and just the hull, not armour) when in a fight?
And if that is possible, would it be possible to give a ship (repair frigate) an AI so that it will attack a friendly ship with it (through the escort button)?

If that's possible too, are there able people for hire who can mix me up a script?
"No, you aren't asking a lot at all, Gotcha!" :-X

15
Modding / Modifying a planet's orbit, how? (Solved)
« on: June 27, 2013, 12:15:10 PM »
Hello people,

I released my mod yesterday and have taken some time since then to test some stuff I didn't get around to do.
One thing I noticed is this: The arid planet the Hiigarans live on orbits around nothing! It keeps making slow circles in the lower-left part of the map. How silly is that? Does anyone know how to correct this?



While I am asking questions: Does anyone know if it is possible to change the appearance of orbital stations?
I did a search inside all files in the core folder for "station_small_full" and it turns up with nothing. Is the usage of this particular png hardcoded or something?

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