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Messages - MeinGott

Pages: [1] 2
1
Hello,
I tried to make Heavy Weapons Integration, so in 1st step I took Heavy Ballistics Integration from source archive, changed the name wherever it was due, added .cvs entry accordingly and changed package name in code's first line to data.hullmods. Didnt change what it does yet, just wanted to see if the game would start.
Then I took
Spoiler
22456 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.mm_hwi]
java.lang.RuntimeException: Error loading [data.hullmods.mm_hwi]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassFormatError: Inconsistent constant value type in class file data/hullmods/mm_hwi
   at java.lang.ClassLoader.defineClass1(Native Method)
   at java.lang.ClassLoader.defineClass(Unknown Source)
   at org.codehaus.janino.JavaSourceClassLoader.defineBytecode(JavaSourceClassLoader.java:244)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:194)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
[close]
to the knee.
It obviously tells me nothing as I am uneducated schmuck. Is the solution compiling it manually or something completly else?

Thank you from the mountain, as we say in my country.

2
Modding / Re: [0.95a] Steel Cardinal Armada 3.0
« on: August 06, 2021, 04:28:30 AM »
San Vathu peak performance time is 0 seconds ;)

3
Hello
Line of hullmod code
Code
List<String> wings = variant.getWings();
appears to be causing error:
Spoiler
Quote
21163 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.hullmods.mm_droppod_Bonus]
java.lang.RuntimeException: Error loading [data.hullmods.mm_droppod_Bonus]
   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/hullmods/mm_droppod_Bonus.java', Line 23, Column 15: Assignment conversion not possible from type "java.lang.Object" to type "java.lang.String"
   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/hullmods/mm_droppod_Bonus.java', Line 23, Column 15: Assignment conversion not possible from type "java.lang.Object" to type "java.lang.String"
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174)
   at org.codehaus.janino.UnitCompiler.assignmentConversion(UnitCompiler.java:9071)
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:1845)
   at org.codehaus.janino.UnitCompiler.access$2000(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitLocalVariableDeclarationStatement(UnitCompiler.java:945)
   at org.codehaus.janino.Java$LocalVariableDeclarationStatement.accept(Java.java:2508)
   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:1088)
   at org.codehaus.janino.UnitCompiler.access$1300(UnitCompiler.java:185)
   at org.codehaus.janino.UnitCompiler$4.visitForStatement(UnitCompiler.java:938)
   at org.codehaus.janino.Java$ForStatement.accept(Java.java:2196)
   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]

I dont even know what to ask beside "what do?"

thanks

4
Arent Baffler flares suposed to be more behind their bullets than ahead of them?

5
Mods / Re: [0.95a] Beyond The Sector - Endless Randomized Systems
« on: July 15, 2021, 01:59:09 PM »
Two weeks into first 095 playthrough I realised I rolled a bad seed and immediately began wishing for some talented individual to take up on this development :(

6
Dear Sundog, I have a feedback for this mod, perhaps you will find it usefull:
My flagship has a hullmod that regenerates HP during battle. The ship took major pounding but emerged victorious. After battle StarshipLegends decided it took over 100% of damage and surely performed badly, thus negative combat rating. Clearly it was the other way around and the ship performed admirably. I understand it treated the ship as if destroyed, counting HP lost, and ignoring regained.
I hope you will deem it worth fixing. Thank you

7
Hello there; is there documentation or even a brief post about upgrading mods from 91 to 95? Im sure im pretty late for the party so excuse me and thank you

8
Mods / Re: [0.95a] Magellan Protectorate v1.0 [PLACEHOLDER]
« on: May 23, 2021, 02:56:59 PM »
what the hell man, these are awesome! :D love the HW vibe!

9
Modding / Re: Toggle Strafe and Turn to Cursor Mod
« on: May 07, 2021, 05:56:01 AM »
Just wanted to say I have dreamt of toggling strafe since my 1st day with the game. And as you said, didnt even know your FluxReticle has it covered!

10
Mods / Re: [0.9.1a] Tahlan Shipworks 0.3.16
« on: June 13, 2020, 03:08:48 AM »
Hello,
What parameter do I add/remove/change in xml save file if I want Legio Infernalis hyperspace market destroyed after defeating battlestation (alternatively susceptible to saturation bombardment and abandonment)?
I updated Tahlan mod some time ago to 0.3.15a so I could disables sieges, but there are plenty leftover Legio stations in hyperspace that cant be defeated (cant invade, saturate, destroy, nothing).
thank you

11
Hello,
What parameter do I add/remove/change in xml save file if I want Legio Infernalis market destroyed (alternatively susceptible to saturation bombardment and abandonment)?
I updated Tahlan mod so I could disables sieges, but there are plenty leftover Legio stations in hyperspace that cant be defeated (cant invade, saturate, destroy, nothing).
thank you

EDIT
actually better place for this question would be Nia Tahl's thread, sorry

12
Hello, sorry but an answer probably escaped my attention: is update from "corporate warfare" save breaking? thank you

13
Hello, two things:

Is there a way to change when enemy retreats? I fly with big fleet and when I meet small enemy, I deploy matching force of my ships, so that I dont overpower them but keep it fair. Of course enemy retreats because calculations take into account my whole fleet. Same thing when I join a friend in a fight, I deploy only one ship, but enemies turn tails. And so, how do I make AI braver? Its ok if only in battle - fleeing on campaign screen is permitted :) 

Second thing - I suspect Alex actually enjoys helping modders, seeing how often he replies here, what a guy!

Thanks

14
Hello
What parameter in weapon files decides whether beam is interrupted by passing missiles or goes through?
thank you

See: hil.wpn for how that's defined, in particlar you're looking for "pierceSet".

There doesnt appear to be any difference in action between wpn file with full pierceSet defined and the one without it alltogether. I assumed pierceSet contains flags for objects that are supposed to be pierced through, was I wrong?

15
Hello
What parameter in weapon files decides whether beam is interrupted by passing missiles or goes through?
thank you

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