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Topics - Xanderzoo

Pages: [1] 2
1
Modding / How to do this?
« on: November 30, 2015, 02:41:46 PM »
I want to make a mod that creates a fleet that orbits a planet somewhere in the Corvus system. Every time the fleet is destroyed by the player, I want a stronger fleet to take its place. Is there a way I can do this reasonably easily?

2
Suggestions / Critically disabled weapons
« on: June 16, 2015, 07:44:54 PM »
Right now, when a weapon takes enough damage it will be disabled. What if there was a chance for a weapon to be critically disabled? The odds would be based on the damage dealt to the weapon, and possibly some other factors. If a weapon was critically disabled, it would be disabled for a significantly longer period time. It would also deal hull damage, the amount of which would probably be based on weapon size. It might even have other effects. An energy weapon might deal EMP damage as it short circuits, a missile weapon's ammunition might explode dealing catastrophic damage and reducing the amount of ammunition in the missile weapon. Does anyone think this might be an interesting idea?

3
Discussions / Anyone else use Blender?
« on: May 13, 2015, 07:52:18 PM »
Just wondering. I've been using Blender for about a year now and am finally starting to get sort of competent. :) If you do use Blender, please post one of your renders!

Here's one of mine
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4
General Discussion / Why are fighters manned?
« on: May 07, 2015, 08:39:24 PM »
I'm not talking about AI. I can accept that it is impossible for an AI to be as smart as a human. However, that doesn't mean that fighters have to be manned. Why aren't the fighter pilots sitting in a carrier, remote controlling the fighters? That way the fighter doesn't need life support systems, doesn't need to be shielding from radiation, and can accelerate at speeds that would kill a soft little human.

5
General Discussion / Favorite and least favorite weapon sounds
« on: April 15, 2015, 08:27:01 PM »
My two favorites have to be Gauss Cannons and Hellbores. My least favorite is the, uh, lowly Thumper. While the Hellbore sounds like a roaring combustion of pure destruction, the Thumper sounds sort of like a measly piece of cardboard.  :P

What are your favorites/least favorites?

6
General Discussion / Can the command shuttle be destroyed?
« on: April 10, 2015, 09:31:58 PM »
I was just curious.  :)

7
Modding / What am I doing wrong?
« on: April 10, 2015, 07:18:36 PM »
I've been working on a mod for a while, but recently I've hit a roadblock: Campaign integration. I'm no where near finished with my mod, but I wanted to set up campaign integration before I had a lot of ships, thinking that would be simpler. Unfortunately the tutorials for adding a faction are outdated. I have tried to base my faction off of those in other mods, but I am still having trouble. If anyone would like to help me fix this problem, my buggy mod is below:

The problem arises when I try to start a new game with my mod enabled. I get the following error message:

Fatal: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
Cause: Market in askonia system refers to invalid emtity sindria
Check starsector.log for more info.

The last few lines of starsector.log:
Spoiler
graphics/shaders/distortions/ripple/0053.PNG (using cast)
14858 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/shaders/distortions/ripple/0054.PNG] as texture with id [graphics/shaders/distortions/ripple/0054.PNG]
14874 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 350.51 MB of texture data so far
14875 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shaders/distortions/ripple/0054.PNG (using cast)
14875 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/shaders/distortions/ripple/0055.PNG] as texture with id [graphics/shaders/distortions/ripple/0055.PNG]
14890 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 351.84 MB of texture data so far
14891 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shaders/distortions/ripple/0055.PNG (using cast)
14891 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/shaders/distortions/ripple/0056.PNG] as texture with id [graphics/shaders/distortions/ripple/0056.PNG]
14906 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 353.17 MB of texture data so far
14907 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shaders/distortions/ripple/0056.PNG (using cast)
14907 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/shaders/distortions/ripple/0057.PNG] as texture with id [graphics/shaders/distortions/ripple/0057.PNG]
14922 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 354.50 MB of texture data so far
14922 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shaders/distortions/ripple/0057.PNG (using cast)
14923 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/shaders/distortions/ripple/0058.PNG] as texture with id [graphics/shaders/distortions/ripple/0058.PNG]
14938 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 355.83 MB of texture data so far
14938 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shaders/distortions/ripple/0058.PNG (using cast)
14938 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/shaders/distortions/ripple/0059.PNG] as texture with id [graphics/shaders/distortions/ripple/0059.PNG]
14953 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 357.16 MB of texture data so far
14954 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shaders/distortions/ripple/0059.PNG (using cast)
14954 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/shaders/distortions/ripple/0060.PNG] as texture with id [graphics/shaders/distortions/ripple/0060.PNG]
14969 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 358.49 MB of texture data so far
14969 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/shaders/distortions/ripple/0060.PNG (using cast)
14977 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id flarelauncher_fighter_SHIP_SYSTEM not found
14977 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id traveldrive_SHIP_SYSTEM not found
14978 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id inferniuminjector_SHIP_SYSTEM not found
14978 [Thread-5] WARN  com.fs.starfarer.loading.SpecStore  - Description with id skimmer_drone_SHIP_SYSTEM not found
14979 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/particlealpha32sq.png] as texture with id [fs.common/graphics/particlealpha32sq.png]
14981 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 358.50 MB of texture data so far
14981 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/particlealpha32sq.png (using cast)
15074 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
79544 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading image graphics/backgrounds/background1.jpg into existing tex id 377
79756 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loaded 370.50 MB of texture data so far
79757 [Thread-5] INFO  com.fs.graphics.TextureLoader  - Cleaned buffer for texture graphics/backgrounds/background1.jpg (using cast)
79762 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 10, FP2: 20, maxFP1: 160, maxFP2: 240
102670 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data/campaign/econ/economy.json)]
102670 [Thread-5] INFO  com.fs.starfarer.campaign.econ.B  - Loading economy data from data/campaign/econ/economy.json
102670 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/../starmap.json)]
102671 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [DIRECTORY: C:\Program Files (x86)\Fractal Softworks\Starsector\starsector-core\..\mods\Hu'thar (data\campaign\econ/../starmap.json)]
102671 [Thread-5] INFO  com.fs.starfarer.campaign.econ.B  - Loading star system: askonia.json
102705 [Thread-5] INFO  com.fs.starfarer.loading.LoadingUtils  - Loading JSON from [ABSOLUTE_AND_CWD: null (data\campaign\econ/askonia.json)]
102777 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
java.lang.RuntimeException: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.do.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.O0oO.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.O0oO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.new.Òôo000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.RuntimeException: Market in askonia system refers to invalid entity sindria
   at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
   at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
   at com.fs.starfarer.campaign.econ.B.o00000(Unknown Source)
   ... 13 more

[close]

It needs ShaderLib to run at all.

Download

Thank you!!

8
General Discussion / Medium energy point defence
« on: April 03, 2015, 11:32:59 AM »
Am I the only person who thinks the Heavy Burst Laser is underpowered? It costs almost the same amount of OP as a Dual Flak Cannon, and significantly more than a normal Flak Cannon, and is not as good as either. High tech ships don't need point defence as badly as low tech ships, so I can understand why the Heavy Burst Laser is only somewhat effective. However, I think that it shouldn't use as many OP as it does, considering its strength compared to Flak Cannons. I don't think the Heavy Burst Laser needs to more effective, but I think that its OPs should be reduced.

9
Suggestions / Chunks blown off ships
« on: March 29, 2015, 10:05:37 PM »
This is what an Onslaught looks like after a double torpedo strike:

Spoiler

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This is what I would like said Onslaught to look like after a double torpedo strike:

Spoiler

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Does anyone else think this would look cool?

10
Modding / WIP mod: Hu'Thar
« on: March 27, 2015, 11:45:11 PM »
This is a mod I've been working on for a while. It's nowhere near completed, but I will probably post a download link soon. Right now it has seven ships, eight weapons, and a script that causes sparks to fly whenever there's an explosion.

Ships

Spoiler
Fighters
Delorak class:
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Frigates
Striker:
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Destroyers
Obliteration:
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Cruisers
Whisperer class:
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Lightning class:
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Capitals
Lodestar class:
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Aemedelius class:
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Screenshots:

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11
General Discussion / How powerful are Reapers in lore?
« on: March 22, 2015, 11:06:10 PM »
I was wondering just how powerful are Reapers supposed to be? Are they about the strength of a nuke, or are they powerful enough to vaporize planets?

12
General Discussion / Dual Flack or Heavy Machine gun
« on: March 20, 2015, 09:18:13 AM »
Dual Flack cannons are great at taking out missiles, but they are somewhat slow to destroy well armored/shielded fighters. Heavy machine guns work better against fighters, but not against missiles. What do you recommend as PD?

13
General Discussion / Is there any use for Thumpers?
« on: March 18, 2015, 11:43:16 PM »
Seriously, they just seem useless. They're only effective against hull, and if you've got your enemy's shields down and armor cracked they're a gonner anyway. Am I missing a use for Thumpers or are they just weak?

14
Mods / Mission Pack 0.36 (29 Missions!) (Starsector 0.65.2a)
« on: March 18, 2015, 12:11:10 PM »
Mission Pack
A very large collection of missions using vanilla ships generated with MissionMaker
It should be compatible with everything that doesn't change vanilla ships or variants.
Yay, 29 missions!

Download



Changelog:

Spoiler
Code
Version 0.1: Adds three missions
Version 0.11: Adds one more mission. See update comment for more information.
Version 0.12: Adds one more mission. See update comment for more information.
Version 0.14: Adds two more missions. See update comment for more information.
Version 0.16: Adds two more missions. See update comment for more information.
Version 0.17: Adds one more mission. See update comment for more information.
Version 0.18: Adds one more mission. See update comment for more information.
Version 0.25: Adds seven missions. See update comment for more information.
Version 0.28: Adds three mission. See update comment for more information.
Version 0.29: Adds one more mission. See update comment for more information.
Version 0.32: Adds three more missions. See update comment for more information.
Version 0.33: Adds one more mission. (Network Pesci's honorary mission.)
Version 0.34: Adds one more mission. See update comment for more information.
Version 0.35: Adds one more mission. See update comment for more information.
Version 0.36: Adds one more mission. See update comment for more information.
[close]

This mod is primarily an example of MissionMaker. However, I have also wanted to make a mod of just missions for a while, so I will continue to add more missions.

Right now, it adds 28 missions:

  • Going Home
  • The Best Chance
  • In It For The Credits
  • Caught Pirating
  • The Cult of Scalan
  • Desperate Defence
  • Look Who Lost Their Way
  • Disabled Hyperspace Drive
  • The Hunter Becomes The Prey
  • Dinky Sensors
  • Assassination - Fixed!
  • Betrayed
  • Skirmish
  • Final Push
  • Duel One
  • Duel Two
  • Duel Three
  • Duel Four
  • Dave's Big Delivery Day
  • Dave Runs For His Life
  • Dave's uncle Hedgy Beats Those Pirates Up
  • Attack Of The Luddic Church
  • Spark
  • Conflagration
  • The Sector Burns
  • The Hell Barons
  • The Boneyard
  • The Right Price
  • Between A Rock And A Hard Place

Playthroughs of three of the missions: (Thank you Tommy.)

Spoiler
Desperate Defence:



The Final Push:



The Boneyard (Slightly modified since recording to include carrier):



[close]

Please excuse the very rudimentary writing. :)

This should run smoothly with any mod that doesn't change vanilla ships or variants.

Thank you LazyWizard for moving this to Mods!

15
This is a program I wrote that facilitates the creation of missions. I was making a mission, and realized just how easy it would be to automate it, while it takes significant time to do by hand. At first I was only going to use it for myself, but I decided that someone else might find it useful. Because of this, it isn't exactly a snap to set up.

THIS PROGRAM WORKS ON WINDOWS ONLY (I'm trying to fix that, but I can't if no one tests for me.) The source (Not the executable) works on Linux, and possibly Mac. If it doesn't work for you, please report it.

Compiled .exe: (WINDOWS ONLY)
Compiled exe

Source (This program was written in Python--google it.): (CROSS PLATFORM)
Source


How to install


If you're on Linux, click here for the instructions by Azmond: Link

If you're on Windows:

Spoiler
First, try this:
  • Click on the .exe link and download
  • Extract the zip file
  • Enter the dist folder
  • Double-click on the MissionMaker program.

If that doesn't work

Python is an interpreted language, not a compiled one. That means that the .exe is not actually a machine code version of the program. It is a bundled version of Python along with the source. Because of this, there are reasons it may not work. Microsoft does not allow distribution of certain DLLs, so I was unable to include them in the executable. Most windows computers should have these DLLs, but not all. If the executable fails for any reason, try following these instructions. I am also unsure if the executable will work on anything other than Windows 7. I now believe it will work on Windows 8 as well as 7.


Spoiler
  • Download Python 2.7 here: https://www.python.org/download/releases/2.7.6/. Click Windows x86 MSI Installer (2.7.6) and install. (Even if you have a 64-bit computer). Make sure to install it in a Python27 folder (It will default to that)
  • Download Pygame here http://www.pygame.org/download.shtml. Click pygame-1.9.1.win32-py2.7.msi and install.
  • Click on the source link for MissionMaker. Download.
  • Place the zipped file in your Python27 folder.
  • Extract.
  • Enter the StarsectorMissionMaker folder
  • The MissionMaker.py file should have an icon that looks sort of like a piece of paper with a blue and yellow plus sign on it. If it doesn't have an icon, either something is horribly wrong or you made a mistake at some point.
  • Double click MissionMaker.py. The computer should know to run it with python.

[close]

Now, you must change the paths.txt file (Note, you have to do this even if you use the executable.)

Make sure to keep the syntax the same.

For the first four, just change "C://Program Files (x86)" to wherever you put Starsector.
For the bottom one, change MissionPack to the mod you want to add missions to. Your mod must already have a missions subfolder in its data folder.

I realize that it's a bit difficult to set up MissionMaker. If you have any problems, post a comment and I'll try to help.

[close]

How to use

Spoiler



(If the above image isn't showing up, you can go here to see a screenshot: https://www.dropbox.com/s/fiqx2fh114duwgq/Screenshot.JPG?dl=0)

MissionMaker is quite simple to use. Use the mouse wheel to scroll through the available ships. Left click to add the ship to the active fleet. Left arrow to set active fleet to player, right arrow to set active fleet to enemy. You can remove a ship from the active fleet by right clicking on it. You can add Nav Buoys, Comm Relays and Sensor Arrays with the left/middle/right mouse buttons. You can add nebulae by left clicking and dragging, and remove them by right clicking.  You can add asteroid fields by left clicking and dragging, however you cannot remove them yet. After you've set up both fleets and finished with objectives/nebulae, press the spacebar. You can load missions by pressing 'L'. Loading missions is a work in progress; it will only load ships, not nebulae asteroid belts or objectives.

You will now be asked some questions.
  • What to call the mission folder: If you've ever made a mission before, you know what to do. This cannot have any spaces, and should probably be lowercase.
  • What is the name of the mission? This can be whatever you want.
  • What is the difficulty of the mission? Again, whatever you want.
  • It will ask you for the width and height of the map. Just enter a number
  • It will ask you for the number of command points the player gets. Just enter a number.
  • The program will now generate your mission.

What MissionMaker doesn't do

  • Set an icon for the mission MissionMaker now sets a default icon, but you are suggested to change it.
  • Add objectives or nebulae MissionMaker can now do this.
  • Set the background image MissionMaker now sets a default background, but you are suggested to change it.
  • Add the mission to mission_list.csv

[close]

Limitations of MissionMaker
Spoiler
As much as I would like to say this is perfect, it is still a work in progress. Here are some things it cannot do

  • Add ships from a mod (Annoying, will try to fix) - FIXED!
  • Work on operating systems other than Windows (Really annoying, will try to fix) - Partially fixed. Source will run on Linux, and possibly Mac, but no EXE.
  • Install easily (Annoying, but I don't think I can do much about it because I wrote it in Python.)
[close]

Releases:
Spoiler
Code
0.1: The initial release

0.2: Adds the ability to place objectives in the program. For information, see the update comment.

0.21: Adds the ability to delete objectives in the program. For more information, see the update comment.

0.3: Adds the ability to add nebulae in the program. For more information, see the update comment.

0.31: Sets a default icon and background image. For more information, see the update comment.

0.4: You can now scroll by clicking and dragging the middle mouse. You can now add ships from mods. There are now five items required in paths.txt.
For more information, see the update comment.

0.41: Code is now commented

0.42: Asteroid field capability added. Draw order modified. See update comment for details

0.43: You can now toggle mod ships by pressing 'm'. See update comment for details

0.44: Fixes a bug related to zip files. See update comment for details.

0.45: Asks the user for the width and height of the battlefield. Also asks for the player's command points.

0.46: The user an now enable/disable mods on a per-mod basis. See update comment for details.

0.47: Started work on loading missions. See update comment for details.

0.5: Source works on Linux, possibly Mac. Mission loading still only partially implemented. Automatically modifies mission_list.csv. See update comment for details.
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TODO (In the order they will probably be implemented):

Spoiler
  • Add objectives in the program - Completed!
  • Add nebulae in the program - Completed!
  • Add asteroid belts - Completed!
  • Add option to show/unshow modded ships - Obselete
  • Add option to show/unshow modded ships on a per mod basis - Completed!
  • Add ability to remove asteroid belts Hard
  • Support other operating systems - Partially completed. Source will run on Linux, and possibly Mac.
  • Ability to add ships from mods - Completed!
  • Automatically add mission to mission_list.csv - Completed!
  • Ability to load already created missions - Partially completed
[close]

If you have any difficulties getting this to work, just post a comment and I'll try to help.

If you have got this to work, I'd really appreciate some feedback.

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