Fractal Softworks Forum

Please login or register.

Login with username, password and session length

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - ryujinblade

Pages: [1] 2 3
1
hey awesome mod! so just to clarify i apply the custom lpc to any hull now? and it should convert it into a lpc? as im doing that but it doesnt seem to be doing anything. does it work with ships from mods or just vanilla ships? and will the lpc slot into any fighter slot on a ship or does it have to be a carrier specific ship?

ah nvm, i see now the fighter lpc must be bought or acquired for the other half to work haha

2
Modding / Re: Halo HomeSystems
« on: March 29, 2024, 07:24:53 AM »
Hey, just wanted to mention that the Noryang-Class ships have an empty "Built-in Weapon Slot" in place of what (presumably) should be the MAC-- as it stands, if it doesn't get one I would recommend adding one more wing slot-- no real Middle-Ground carrier, it's either the Light carriers with 2 slots, or the Heavy carriers with like 4-5+, and the Noryang would be a good candidate.
Loving the mod and you're constant updates!

Edit: It has an Empty Large Built-In Turret, specifically

I'll look into it. The Noryang is a light carrier and a prior issue with UNSC ships was too many wing slots on them. It is supposed to have a MAC so I dunno what happened with the file.

ah i think i see what happened, for whatever reason even though the mac is labeled as built in, for some reason it doesnt ignore "strip" rules. i noticed the mac sitting in my inventory after refitting my fleet on a new playthrough at the very stat on my first refit. maybe check to see whats going on with it being able to be removed via refitting?

3
Modding / Re: Halo HomeSystems
« on: March 29, 2024, 06:50:10 AM »
hey extremisko. just wanted to hop in again and let you know im loving the mod. faction doesnt feel OP or weak. thanks again for figuring out the jump point issue lol

Thanks. Although if you running Star Wars mod and Star Trek (I think) they are a little op already so this mod might seem balanced when compared to those.

ah fair enough. well now ill just have to add those to increase the challenge when not playing as them

4
Modding / Re: Halo HomeSystems
« on: March 28, 2024, 08:48:44 PM »
hey extremisko. just wanted to hop in again and let you know im loving the mod. faction doesnt feel OP or weak. thanks again for figuring out the jump point issue lol

5
Modding / Re: Halo HomeSystems
« on: March 24, 2024, 09:13:52 PM »
huzzah jump points! greatly appreciated for figuring that out extremis, really been wanting to give this mod a go

6
Modding / Re: Halo HomeSystems
« on: March 24, 2024, 08:58:51 PM »
Found the issue. Will be resolved soon.

huzzah! sorry for such a head ache.

All good, I'm still relatively new to Java so I had some bad code causing issues with UNSC world gen when AOTD was absent.

this modder boss over here saying im new to java like i have any idea what AOTD means in the slightest in terms of java, thought i can say that anytime i see AOT i just say attack on titan in my head so i guess that clears up which so clearly you must have meant attack on titan daddy correct?

Nah, this is a mod called Ashes of the Domain, and is one of the best mods out there with colony industries, items, and quests. Check it out. Or even easier, join the unofficial Starsector Discord: https://discord.gg/uwTJWxTM

oh haha yeah i have ashes for sure. guess i could have pieced that together at some point

7
Modding / Re: Halo HomeSystems
« on: March 24, 2024, 08:56:31 PM »
Found the issue. Will be resolved soon.

huzzah! sorry for such a head ache.

All good, I'm still relatively new to Java so I had some bad code causing issues with UNSC world gen when AOTD was absent.

this modder boss over here saying im new to java like i have any idea what AOTD means in the slightest in terms of java, though i can say that anytime i see AOT i just say attack on titan in my head so i guess that clears up which so clearly you must have meant attack on titan daddy correct?

8
Modding / Re: Halo HomeSystems
« on: March 24, 2024, 08:51:09 PM »
Found the issue. Will be resolved soon.

huzzah! sorry for such a head ache.

9
Modding / Re: Halo HomeSystems
« on: March 24, 2024, 08:49:28 PM »
I'll release an update soon. Maybe I uploaded the wrong file, but some other people haven't had this issue so idk what is happening...

Edit: Proof that the new version works once it's out:

yep i can say we have different versions as my audere system doesnt look like that at all

10
Modding / Re: Halo HomeSystems
« on: March 24, 2024, 08:15:48 PM »
Yeah, I'm having the exact same issue with the jump points not actually spawning in for the UNSC system.

extreme please forgive me i may have spread a curse unknowingly

11
Modding / Re: Halo HomeSystems
« on: March 24, 2024, 07:45:02 PM »
Nah, it shouldn't. Terrain has nothing to do with it. Its hyperspace things for the jump points.

fair enough, i mean at this point, the only other thing i noticed is that the unsc audere text is further over from the left than the covvie one. like the lines of text are pushed further to the right haha, grasping at straws i am now lol
also out of curiosity, even if the jump points dont exist, shouldnt at least the star exist but wouldnt have any jump points? as the star doesnt exist at all.

12
Modding / Re: Halo HomeSystems
« on: March 24, 2024, 07:28:41 PM »
Alright so to fix it, do to the file named "UNSC_Audere" located in "src/ExtremisKO/Halo_HomeSystems/world/systems/UNSC_Audere.java" and scroll to the bottom where there is something labelled "//Jump Points". Now copy and paste: // Jump Points
      JumpPointAPI jumpPointNewHarvest = Global.getFactory().createJumpPoint("unsc_new_harvest_jump", "New Harvest Jump Point");
      jumpPointNewHarvest.setCircularOrbit(audere_star, new_harvest_angle+15, new_harvest_distance, 400);
      jumpPointNewHarvest.setRelatedPlanet(new_harvest);
      system.addEntity(jumpPointNewHarvest);

      JumpPointAPI jumpPointOuterSystem = Global.getFactory().createJumpPoint("audere_outer_system_jump", "Outer System Jump Point");
      jumpPointOuterSystem.setCircularOrbit(audere_star, new_harvest_angle+15, 30000, 400);
      system.addEntity(jumpPointOuterSystem);

      JumpPointAPI jumpPointONI = Global.getFactory().createJumpPoint("unsc_oni_jump", "ONI Fortress Jump Point");
      jumpPointONI.setCircularOrbit(audere_star, oni_fortress_angle+15, reach_distance+300, 800);
      jumpPointONI.setRelatedPlanet(reach);
      system.addEntity(jumpPointONI);

Make sure you replace the old jump points.

The prior issue was that there was no "system.addEntity(JUMPPOINT)" in the prior code. This should fix it and is in the new patch files, so I dunno what is going on.

yeah looks like i just dont get to play as the unsc lmao, i did all that and still the same issue, i dont get why sanctus has no issue as far as i can tell, even has the unsc station in the system, so i can get to sanctum no prob, i really have no clue also as to whats going on

Sorry, I have no idea what's going on. You can try copying and pasting the jump points from the Sanctum Ignis file and renaming things, but this shouldn't be happening. Multiple versions of the mod in the mod folder is the only cause I can think of.

well so far the only thing i noticed between the two java files is this
in the coveneant start system java
package ExtremisKO.Halo_HomeSystems.world.systems;

import ExtremisKO.Halo_HomeSystems.world.AddMarketplace;
import ExtremisKO.Halo_HomeSystems.MyModPlugin;
import boggled.campaign.econ.boggledTools;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.*;
import com.fs.starfarer.api.campaign.econ.Industry;
import com.fs.starfarer.api.campaign.econ.MarketAPI;
import com.fs.starfarer.api.impl.campaign.ids.Conditions;
import com.fs.starfarer.api.impl.campaign.ids.Industries;
import com.fs.starfarer.api.impl.campaign.ids.Items;
import com.fs.starfarer.api.impl.campaign.ids.Submarkets;
import com.fs.starfarer.api.impl.campaign.procgen.NebulaEditor;
import com.fs.starfarer.api.impl.campaign.procgen.PlanetConditionGenerator;
import com.fs.starfarer.api.impl.campaign.procgen.StarAge;
import com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin;
import com.fs.starfarer.api.util.Misc;
import com.fs.starfarer.api.impl.campaign.ids.Terrain;
import data.kaysaar.aotd.vok.Ids.AoTDIndustries;
import org.lazywizard.lazylib.MathUtils;

and unsc has this
package ExtremisKO.Halo_HomeSystems.world.systems;

import ExtremisKO.Halo_HomeSystems.MyModPlugin;
import ExtremisKO.Halo_HomeSystems.world.AddMarketplace;
import boggled.campaign.econ.boggledTools;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.campaign.*;
import com.fs.starfarer.api.campaign.econ.Industry;
import com.fs.starfarer.api.campaign.econ.MarketAPI;
import com.fs.starfarer.api.impl.campaign.ids.Conditions;
import com.fs.starfarer.api.impl.campaign.ids.Industries;
import com.fs.starfarer.api.impl.campaign.ids.Items;
import com.fs.starfarer.api.impl.campaign.ids.Submarkets;
import com.fs.starfarer.api.impl.campaign.procgen.NebulaEditor;
import com.fs.starfarer.api.impl.campaign.procgen.PlanetConditionGenerator;
import com.fs.starfarer.api.impl.campaign.procgen.StarAge;
import com.fs.starfarer.api.impl.campaign.terrain.HyperspaceTerrainPlugin;
import com.fs.starfarer.api.util.Misc;
import data.kaysaar.aotd.vok.Ids.AoTDIndustries;
import org.lazywizard.lazylib.MathUtils;

the unsc one is missing this line
import com.fs.starfarer.api.impl.campaign.ids.Terrain;
would that affect anything?

13
Modding / Re: Halo HomeSystems
« on: March 24, 2024, 06:59:13 PM »
Alright so to fix it, do to the file named "UNSC_Audere" located in "src/ExtremisKO/Halo_HomeSystems/world/systems/UNSC_Audere.java" and scroll to the bottom where there is something labelled "//Jump Points". Now copy and paste: // Jump Points
      JumpPointAPI jumpPointNewHarvest = Global.getFactory().createJumpPoint("unsc_new_harvest_jump", "New Harvest Jump Point");
      jumpPointNewHarvest.setCircularOrbit(audere_star, new_harvest_angle+15, new_harvest_distance, 400);
      jumpPointNewHarvest.setRelatedPlanet(new_harvest);
      system.addEntity(jumpPointNewHarvest);

      JumpPointAPI jumpPointOuterSystem = Global.getFactory().createJumpPoint("audere_outer_system_jump", "Outer System Jump Point");
      jumpPointOuterSystem.setCircularOrbit(audere_star, new_harvest_angle+15, 30000, 400);
      system.addEntity(jumpPointOuterSystem);

      JumpPointAPI jumpPointONI = Global.getFactory().createJumpPoint("unsc_oni_jump", "ONI Fortress Jump Point");
      jumpPointONI.setCircularOrbit(audere_star, oni_fortress_angle+15, reach_distance+300, 800);
      jumpPointONI.setRelatedPlanet(reach);
      system.addEntity(jumpPointONI);

Make sure you replace the old jump points.

The prior issue was that there was no "system.addEntity(JUMPPOINT)" in the prior code. This should fix it and is in the new patch files, so I dunno what is going on.

yeah looks like i just dont get to play as the unsc lmao, i did all that and still the same issue, i dont get why sanctus has no issue as far as i can tell, even has the unsc station in the system, so i can get to sanctum no prob, i really have no clue also as to whats going on

14
Modding / Re: Halo HomeSystems
« on: March 24, 2024, 06:18:40 PM »
been meaning to ask-- I know the OG mod was slotted in with Commissioned Crews, is this mod also compatible/have benefits and/or will the Cov/Ancients(if added as a faction) get a CC bonus?
Otherwise, I greatly thank you for taking up the Mantle(lol) from Apple and moving forward with all this  :) :) :)

I haven't tested nor do I usually run commissioned crews in my playthrus, so I'm not sure. I haven't touched those files so they should be the same as the OG mod. This mod is essentially only incompatible with the OG mod due to the UNSC and some other ships having the same id.

Thanks, I'll do some snooping to see if there's anything to be changed, and to test it out. Really grateful for the work you're putting into this- I love having my fleet of UNSC ships engaging ships from Star Wars and Battlestar Galactica and all that- really brings the universe into a fun amalgamation!

hey extreme! hey not sure what might be going on, but for some reason when i start a new game, the system it spawns me in is just a unsc forward base class 3 station and no other unsc systems, not getting error logs or anything just basically get soft faction locked since there are not any other higher tier stations to acquire better ships, however when i do manage to spawn in the proper home system, the system does not have any jump points in or out, and basically as soon as i leave the system, its just gone haha

Download the new patch please, the issue has been patched.

is the hotfix meant to be an over write? or just a fresh new download? as i am still having the issue, just to be clear the only issue im seeing is that the system seems to "spawn" fine, its just that there are no jump points or gravity wells to even enable the post campaign transverse jump to work.

General rule of thumb: always delete old mod and then install new one, unless specifically told otherwise.

well i did both options, first time i installed the mod it had the issue right out the gate, 2nd time i did an over write and nothing changed, so not sure what could be causing it to have this issue, shouldnt have any mods that would affect custom sysytem generation either.

You need to start a new game. The old system gen file was that is now fixed requires a new game to fix things. This fix affects the "generating constellations" part of when you start a new game, I think.

just to clarify, 6.6.2 being the most recent version correct?. thats the version i already had installed when i started a new game, a brand new game. and the issue was present since the start.

Yes it is the most recent version. The fix will take place when you start a new game, it's been confirmed by other players too. Not sure about your end.

fair enough, after installing the newest version and starting a \\new game again, still having the same issue, so at this point i can only imagine somehow somewhere there is a mod conflict going on. gonna do some searching and see if i can find it so in case other people have the same issue maybe you can give them the answer haha

Here's something. If you have two different versions of the same mod, even if their folder has different names, the earlier version tends to load first. Make sure under "mods" when Starsector is open, Halo Homesystems' version actually reads 0.6.2.2 or whatever. If you have two versions of HHS in your mod folder, only the oldest one gets used. It's kinda weird since id keys are the same and whatnot.

so funny enough, even after a fresh install of starsector, along with it removing all user files. and only installing your mod. along with its dependant mods, and nexerelin so i can actually choose unsc as a starting faction. i still have the issue, i quite literally have no idea why im not allowed to play haha. whats funny is that sanctum ignis spawns fine with grav wells and entry points just fine, but for some reason audere just doesnt, like using planet search you can even find the staions, then click on the system itself but when you click show system on map, its just blank, theres nothing there

15
Modding / Re: Halo HomeSystems
« on: March 24, 2024, 05:09:53 PM »
been meaning to ask-- I know the OG mod was slotted in with Commissioned Crews, is this mod also compatible/have benefits and/or will the Cov/Ancients(if added as a faction) get a CC bonus?
Otherwise, I greatly thank you for taking up the Mantle(lol) from Apple and moving forward with all this  :) :) :)

I haven't tested nor do I usually run commissioned crews in my playthrus, so I'm not sure. I haven't touched those files so they should be the same as the OG mod. This mod is essentially only incompatible with the OG mod due to the UNSC and some other ships having the same id.

Thanks, I'll do some snooping to see if there's anything to be changed, and to test it out. Really grateful for the work you're putting into this- I love having my fleet of UNSC ships engaging ships from Star Wars and Battlestar Galactica and all that- really brings the universe into a fun amalgamation!

hey extreme! hey not sure what might be going on, but for some reason when i start a new game, the system it spawns me in is just a unsc forward base class 3 station and no other unsc systems, not getting error logs or anything just basically get soft faction locked since there are not any other higher tier stations to acquire better ships, however when i do manage to spawn in the proper home system, the system does not have any jump points in or out, and basically as soon as i leave the system, its just gone haha

Download the new patch please, the issue has been patched.

is the hotfix meant to be an over write? or just a fresh new download? as i am still having the issue, just to be clear the only issue im seeing is that the system seems to "spawn" fine, its just that there are no jump points or gravity wells to even enable the post campaign transverse jump to work.

General rule of thumb: always delete old mod and then install new one, unless specifically told otherwise.

well i did both options, first time i installed the mod it had the issue right out the gate, 2nd time i did an over write and nothing changed, so not sure what could be causing it to have this issue, shouldnt have any mods that would affect custom sysytem generation either.

You need to start a new game. The old system gen file was that is now fixed requires a new game to fix things. This fix affects the "generating constellations" part of when you start a new game, I think.

just to clarify, 6.6.2 being the most recent version correct?. thats the version i already had installed when i started a new game, a brand new game. and the issue was present since the start.

Yes it is the most recent version. The fix will take place when you start a new game, it's been confirmed by other players too. Not sure about your end.

fair enough, after installing the newest version and starting a new game again, still having the same issue, so at this point i can only imagine somehow somewhere there is a mod conflict going on. gonna do some searching and see if i can find it so in case other people have the same issue maybe you can give them the answer haha

Pages: [1] 2 3