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Messages - AppleMarineXX

Pages: 1 2 [3] 4
31
Mods / Re: [0.95a] Volkov Industrial Conglomerate 1.3.2
« on: June 18, 2021, 06:27:49 PM »
My compliments to the sound guy, I've been stuck at friendly VIC ports for minutes on end just to enjoy the music.

32
Mods / Re: [0.95a] Starpocalypse 1.3.0 - fortresses and regulations
« on: June 18, 2021, 02:53:54 AM »
Is there an option to configure how much contraband leaks (or stop it altogether), if someone wants to do an extra-masochistic run?

33
I assume this should fix the problem - I was calling a library from Nexerelin, which would cause a crash if you don't have it.

v0.2E Hotfix Download

Changelog:
  • Fixed crashing when not having Nex installed.
  • Compiled scripts into a .jar file, should lead to marginally improved performance?
  • Slight buff to shield efficiency and Frigate Turn Rates to help them in their role as escorts.
  • Slight nerf to the Halberd's DP cost and speed, since it was performing beyond its role as slow fleet anchor.

Please let me know if it works!

34
Nevermind, I inexplicably fixed it by renaming the build artifact from UNSCJar.jar to UNSC.jar

Spoiler
I'm trying to stuff my scripts stuff into a .jar file for the first time, and it's been quite a headache.

My latest issue comes with this odd error thrown when I run the game.

Code
16878 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.UNSCModPlugin]
java.lang.RuntimeException: Error loading [data.scripts.UNSCModPlugin]
at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.UNSCModPlugin
at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
at java.lang.ClassLoader.loadClass(Unknown Source)
at java.lang.ClassLoader.loadClass(Unknown Source)
... 2 more

I'm currently running Intellij with Java SDK 16, but with the Project Language Level set to 7.

My WorldPluginCode goes:
Code
package data.scripts;

/*import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.impl.campaign.shared.SharedData;*/

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.PluginPick;
import com.fs.starfarer.api.campaign.CampaignPlugin;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.econ.MarketAPI;
import com.fs.starfarer.api.characters.FullName;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.combat.MissileAIPlugin;
import com.fs.starfarer.api.combat.MissileAPI;
import com.fs.starfarer.api.combat.ShipAPI;
import com.fs.starfarer.api.impl.campaign.ids.Ranks;
import com.fs.starfarer.api.impl.campaign.ids.Skills;
import com.fs.starfarer.api.impl.campaign.shared.SharedData;
import com.fs.starfarer.api.loading.HullModSpecAPI;

import data.scripts.world.UNSCWorldGen;
import org.apache.log4j.Logger;

public class UNSCModPlugin extends BaseModPlugin
{

    public static Logger log = Global.getLogger(UNSCModPlugin.class);

    public void onNewGame()
    {
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("unsc");
        initUNSC();
    }

private static void initUNSC()
    {
        new UNSCWorldGen().generate(Global.getSector());
    }

}

One odd thing I've noticed is that it claims my "UNSCModPlugin" class is never used, though I'm not sure if that's an issue or not.



What's going wrong here?
[close]

35
I'm pretty sure I know the issue (I may or may not have coded it to import a library without having a mod enabled), but just to make sure, could you send me your list of enabled mods?

36
I returned to my colony, dropped off my weapons, then tried to access the Bar. It threw the same error again.

Pastebin Log:
https://pastebin.com/3hFvxuer

37
Image of Error:
Spoiler
[close]

I started a Nex Playthrough, and right after I started my first colony, an error was thrown and I was locked into the Colony Management Page

Here's the order of what happened.

  • Create Colony
  • Customize Faction
  • Build Farm
  • Return to Colony Management Screen
  • NullPointerException: null
  • Stuck



Image of Error:
Spoiler
[close]

I started a Nex Playthrough, and right after I started my first colony, an error was thrown and I was locked into the Colony Management Page

Here's the order of what happened.

  • Create Colony
  • Customize Faction
  • Build Farm
  • Return to Colony Management Screen
  • NullPointerException: null
  • Stuck



Image of Error:
Spoiler
[close]


Bug Report Console Command (Mods and Laptop Info):
Spoiler
System info:
---------------
Game version: Starsector 0.95a-RC15
Game resolution: 1920x1080 (60hz, 32bpp, windowed)
Java version: Java(TM) SE Runtime Environment 1.7.0_79-b15 (Java HotSpot(TM) 64-Bit Server VM)
Platform: Windows (64-bit)
JVM RAM: 1,556.47 MB / 3,034.50 (1,478.03 MB free, 3,034.50 MB allocatable)
System RAM: 710.07 MB remaining, 16,269.22 MB total
Launch args: -XX:CompilerThreadPriority=1 -XX:+CompilerThreadHintNoPreempt -Djava.library.path=native\\windows -Xms3072m -Xmx3072m -Xss2048k -Dcom.fs.starfarer.settings.paths.saves=..\\saves -Dcom.fs.starfarer.settings.paths.screenshots=..\\screenshots -Dcom.fs.starfarer.settings.paths.mods=..\\mods -Dcom.fs.starfarer.settings.paths.logs=.

 Graphics card info:
---------------------
GPU Model: Intel(R) HD Graphics 620
Vendor: Intel
Driver version: 4.5.0 - Build 22.20.16.4836
Free VRAM: 1,478.03 MB

 Active mod list:
------------------
Regular mods (21):
 - Adjustable Skill Thresholds 1.0.0 by stormbringer951
 - Adjusted Sector 0.3.3 by NerzhulAI
 - Another Portrait Pack 1.4.0 by atreg
 - Captain's Log 0.1.4 by stormbringer951
 - Capture Officers and Crew 1.0.4 by Kentington
 - Commissioned Crews 1.9999 by Techpriest
 - Diable Avionics 2.61 by Tartiflette, originaly created by Flashfrozen, with the participation of Debido.
 - Eatone Portrait 1.2 by null
 - Interesting Portraits Pack 1.2 by null
 - Kingdom of Terra 0.13.1 by Sinosauropteryx
 - Legacy of Arkgneisis v1.9.7 by Gwyvern
 - Luddic Enhancement 1.2.4d by King Alfonzo
 - Magellan Protectorate 1.0a by Harmful Mechanic
 - Nexerelin 0.10.2b by Histidine (original by Zaphide)
 - Outer Rim Alliance 0.93rc3 by Tartiflette
 - Quality Captains: A Skill Rework 1.0.2 by Dal
 - Remnant Command Transfer 1.0.0 by theDragn
 - Starship Legends 1.5.1 by Sundog
 - Underworld 1.6.1 by DarkRevenant
 - United Nations Space Command v0.1d 0.1h by AppleMarineXX
 - VIC 1.3.0 by Astarat, PureTilt
Utility mods (15):
 - $$$ Lightshow 1.41 by Tartiflette
 - A New Level of Confidence 40 1.2 Fast by Panteradactyl
 - Autosave 1.1c by LazyWizard
 - Combat Chatter 1.11.1 by Histidine
 - Console Commands 2021.4.06 by LazyWizard
 - Flux Reticle 1.1.0 by Sundog
 - LazyLib 2.6 by LazyWizard
 - Leading Pip 1.9.1 by DarkRevenant
 - Logistics Notifications 1.3.3 by SafariJohn
 - MagicLib 0.33rc1 by Modding Community
 - Ruthless Sector 1.2.8 by Sundog
 - SpeedUp 0.7.1 by DarkRevenant
 - Starsector Apocalypse 1.2.0 by Jaghaimo
 - Transfer All Items 1.2 by Nociam
 - zz GraphicsLib 1.5.1 by DarkRevenant
[close]


Pastebin of Log Output up to the Error:

38
Released a Hotfix (v0.2B) v0.2C - Get it here!
  • Forgot to spawn the UNSC star system for Nex Corvus mode (woops). It's fixed now.
  • Slight buffs to the Rampart, also fixed some of the audio issues (its weird echo).
  • Added a new UNSC weapon - the Goalkeeper PD Chaingun.
  • Some modifications to the firing arcs of the Paris and Halberd front small mounts for better PD coverage.

As a fan of Starsector and a borderline Halo scholar, I love the idea behind the mod, and its implementation so far is pretty good. The MACs are virtually perfect. You pretty much nailed them in every aspect, apart from the projectile speed. You might want to consider increasing that a bit, they are coilguns after all.

That said, I have a few constructive criticisms that I hope will give you food for thought. These aren't demands, obviously. It's your faction, your mod. They're just suggestions from someone who knows a concerning amount about Halo and Starsector alike.
1. Missiles. They are an integral part of every UNSC ship, the most common form being the Archer. Gleeful missile spam is a fundamental aspect of the UNSC as a faction, and seeing a nearly total lack of them was somewhat surprising. However, there are a number of simple fixes; here's my two cents. For a solution, I'd recommend equipping every ship in their fleet with built-in Archer pods (with autoforges), growing in number the larger the ship gets. Archers should be fast but fragile, vast in number, and deal low kinetic damage (keeping with the theme of using massed Archer volleys to break enemy shields and then gutting the vulnerable ship with MAC rounds). You could also pair these with some dedicated anti-small ship missiles, either built-in or on hardpoints. (Side note, this is somewhat specific but hey, why not add it in; make Archers weak to energy damage but resistant to fragmentation).
2. Dear God, the Ramparts need a serious buff. Their rate of fire is okay, but their projectile speed is pitiful, rendering them useless against even marginally large volleys of missiles and small flights of strikecraft. Up their projectile speed and rate of fire, and they'll be much more effective. Maybe even increase the number of mounts (or make them all built-in but lower their damage and accuracy to compensate). Also, you might consider pairing them with a medium-sized PD mount of some variety, firing low velocity fragmenting rounds to counter the aforementioned threats.
3. You nailed the fleet composition. No problems there. UNSC 'frigates' operating as destroyers in Starsector is perfect. Keep this theme, don't give this faction anything smaller.
4. Increase the Sabre squadron to 3-4 strikecraft. 2 is alright, but they are very easily overwhelmed, and paired with the pathetic Ramparts, this faction simply CANNOT HANDLE even the simplest carrier spam.
5. This is radical and would be very difficult to implement successfully but; get rid of shields, factionwide. Increase both armor and hull like crazy and add some extra High-Explosive resistance to armor. Try it out and see if it works, if not that's fine, but having a truly no-shield UNSC faction that can hold its own would be amazing.

I'm definitely looking forward to the future of this mod, keep up the good work! I hope these suggestions give you some ideas, or at least make you consider some different possibilities. Good luck!

1. Yep, custom missiles are planned. I was trying to think up a unique MRM that would be distinct enough from the Harpoon (and the other modded MRM's already on the market), but your idea seems like it's worth a try.
2. The Ramparts definitely are undertuned, yes. Balancing them is slightly wonky, since as it stands they're just slightly better light autocannons. I wanted to make them more of a weapon that serves as a decent anti-ship weapon, while working as a mediocre PD weapon. To make up for this, I tossed in a new "dedicated" PD weapon that should make up for this.
3. Good to know!
4. Yeah, I'll definitely play with the numbers on the Sabre. I wanted to keep their squadron size small to make them seem "elite,"  or at least to justify their exceptional hull and shields.
5. In my earliest release, this was actually the case! As it turns out, it is absurdly difficult to balance around this, after all, Hounds are jokes because they don't have shields. Originally, the "UNSC Hull Construction" hullmod had upwards of 90% EMP resistance, but even this wasn't enough to save it from getting chewed up by a High-Tech station's Tachyon lance. In the end, I chose to slap on the shields for gameplay reasons - otherwise they'd have no chance against Orbital Stations or any other foe that might outrange them.
Adding on absurdly high EMP and HE resistances gets a bit sticky since there's probably a lot of edge-case interactions that might get screwed up. Also, as written in some modding guide somewhere, fighting an enemy with absurd amounts of armor isn't fun.

Thanks for the feedback, and please let me know if you have any more - anything is appreciated! I'm currently erring on the side of caution by trying to make everything slightly undertuned (since I've only playtested with myself so far).


39
At long last, the mod is no longer a glorified ship pack - the UNSC have a non-procedurally generated home in the Audere System now!
As usual, please let me know if there's any bugs or balance issues that come up!

v0.2A Dropbox Download Link

Changelog:
v0.2A - "Maximum Nonviable Product."
  • Added a UNSC home system for Vanilla and Nex Corvus mode - The Audere Star System.
  • Increased MAC RoF and charge-time. Makes using it less painful, but also makes it harder to get snap-shots off.
  • Starpocalypse Integration.
  • Other minor balance changes.

40
You need to actually call the initFactionRelationships method. Something like this:

Code: java
    public void generate(SectorAPI sector) {
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("unsc");

/* No Audere if Nex Enabled */
if (Global.getSettings().getModManager().isModEnabled("nexerelin")) {
} else {
new UNSCStar().generate(sector);
}
initFactionRelationships(sector);
    }

Yep, that did the trick!

41
Are you actually calling initFactionRelationships() anywhere? That's not a method in any of the interfaces and it doesn't get called automatically.

I got this part, I think I have the syntax right?

Code
	public static void initFactionRelationships(SectorAPI sector) {
                FactionAPI hegemony = sector.getFaction(Factions.HEGEMONY);
FactionAPI tritachyon = sector.getFaction(Factions.TRITACHYON);


42
For some reason, my Worldgen File is refusing to set the starting faction relationships.

My faction ID is "unsc" and I tried 3 different ways to try to set the faction relationships, but none of them seemed to apply when I started the game.
How should I go about coding it? I looked at other mods, and they seemed to have the same syntax.

Code
package data.scripts.world;

import com.fs.starfarer.api.campaign.FactionAPI;
import com.fs.starfarer.api.campaign.SectorAPI;
import com.fs.starfarer.api.campaign.SectorGeneratorPlugin;
import com.fs.starfarer.api.impl.campaign.ids.Factions;
import com.fs.starfarer.api.impl.campaign.shared.SharedData;
import com.fs.starfarer.api.campaign.RepLevel;
import com.fs.starfarer.api.Global;

public class UNSCWorldGen implements SectorGeneratorPlugin {
@Override
    public void generate(SectorAPI sector) {
SharedData.getData().getPersonBountyEventData().addParticipatingFaction("unsc");

//No Audere if Nex Enabled
if (Global.getSettings().getModManager().isModEnabled("nexerelin")) {
} else {
new UNSCStar().generate(sector);
}
//new UNSCStar().generate(sector);

    }

public static void initFactionRelationships(SectorAPI sector) {
        FactionAPI hegemony = sector.getFaction(Factions.HEGEMONY);
FactionAPI tritachyon = sector.getFaction(Factions.TRITACHYON);
FactionAPI pirates = sector.getFaction(Factions.PIRATES);
FactionAPI independent = sector.getFaction(Factions.INDEPENDENT);
FactionAPI church = sector.getFaction(Factions.LUDDIC_CHURCH);
FactionAPI path = sector.getFaction(Factions.LUDDIC_PATH);
FactionAPI player = sector.getFaction(Factions.PLAYER);
FactionAPI diktat = sector.getFaction(Factions.DIKTAT);
        FactionAPI league = sector.getFaction(Factions.PERSEAN);
        FactionAPI UNSC = sector.getFaction("unsc");

//pirates.setRelationship("unsc", RepLevel.HOSTILE);
//unsc.setRelationship("LUDDIC_PATH", RepLevel.HOSTILE);
//unsc.setRelationship("HEGEMONY", RepLevel.SUSPICIOUS);
//unsc.setRelationship("LUDDIC_CHURCH", RepLevel.SUSPICIOUS);
//unsc.setRelationship("PERSEAN", RepLevel.FAVORABLE);
//unsc.setRelationship("TRITACHYON", RepLevel.FAVORABLE);
//unsc.setRelationship("INDEPENDENT", RepLevel.FAVORABLE);

//UNSC.setRelationship(hegemony.getId(), -0.2f);
//UNSC.setRelationship(pirates.getId(), -0.6f);
//UNSC.setRelationship(church.getId(), -0.2f);
//UNSC.setRelationship(tritachyon.getId(), 0.2f);
//UNSC.setRelationship(independent.getId(), 0.2f);
//UNSC.setRelationship(league.getId(), 0.2f);
//path.setRelationship(UNSC.getId(), -0.6f);

UNSC.setRelationship(Factions.PERSEAN, RepLevel.FAVORABLE);
UNSC.setRelationship(Factions.INDEPENDENT, RepLevel.FAVORABLE);
UNSC.setRelationship(Factions.TRITACHYON, RepLevel.FAVORABLE);
UNSC.setRelationship(Factions.HEGEMONY, RepLevel.SUSPICIOUS);
UNSC.setRelationship(Factions.LUDDIC_CHURCH, RepLevel.SUSPICIOUS);
UNSC.setRelationship(Factions.PIRATES, RepLevel.HOSTILE);
UNSC.setRelationship(Factions.LUDDIC_PATH, RepLevel.HOSTILE);
    }

}

43
Released an Update to v0.1g

The "Minimum Viable Product" v0.2a update is right around the corner, when I finish setting up the custom star system for the faction for use with Vanilla or Nex Corvus-mode.

Spoiler
[close]

Changelog:
0.1g - "The Thiccening."
  • Added a new ship, the Capital-class Halcyon Cruiser, and more gun-focused version of the Marathon class, which heavier armor but no hangar bays.
  • MAC arc reduced, but turn speed increased
  • Widened the Marathon and Halcyon class so they're no longer skinnier than Frigates.
  • Gave the 'Maneuvering Jets' ability to the Charon since Flare Launchers suck. The Charon-class is supposed to be a downgrade to the Paris-class, but it's not supposed to be a joke.
  • Increased Flux, HP, and Armor of all UNSC ships, at the cost of maneuverability, making them slightly more effective against stations and not die to a light breeze.
  • And a whole host of other small number-fiddling balance changes to give more nuance to the UNSC ships.
  • Still not supported with Vanilla/Nex Corvus-mode yet (but it will be very soon!)

44
Mods / Re: [0.95a] Starpocalypse 1.2.0 - fortresses and regulations
« on: June 09, 2021, 05:45:19 PM »
For orbital stations added by the mod to markets that didn't have one, how does the mod decide the tech type of the station? Is it decided by certain parameters (i.e market's original owning faction), or is it fixed (i.e every station added by the mod is low tech) ?

EDIT: I'm an idiot, looked into the files and found my answer.
For those that may wonder too, it's faction based and set in stationFactionMap.csv.

Based on what is written there, am I right to assume that the mod only adds new orbital stations to vanilla factions' markets?

Correct, while submarket and industry changes are all opt-in by default, stations require a mapping to be defined. I did consider a similar opt-in (with "all" and "!faction" keys) but it made no sense as you can't tell which faction uses which station (so would need to default to say low tech always). Alternatively, consider providing me with a list of all mod factions and their respective station ids (custom stations included) and I'll include it in the next version.

Bugfix incoming in next few hours - industry newbies are given to the player again, my bad.

Do you envision having modmakers add a Starpocalypse config folder to their faction mods, like with Nex and Commissioned Crews? If so, I'd be happy to throw one in my mod, but I'm not quite sure how to do it.

45
Ooh, another quick question. How do I add an AI Core to a station?

I'm thinking of using the 'add item to industry' function, like:
Code
ordelia_market.addIndustry(Industries.ORBITALWORKS,
new ArrayList<String>(Arrays.asList(Items.CORRUPTED_NANOFORGE)));

But I'm not sure if it'll work the same way. That, and I don't know the item ID's of the AI Cores.

SOLVED (But explained for people in the future that might be googling this problem.)

How do I add an AI core to an industry for a custom star system?

First, make sure you have
Code
import com.fs.starfarer.api.campaign.econ.Industry;

For a planet with the ID "earth", with the corresponding market ID "earthmarket"

Code
Industry earthfort = earth.getMarket().getIndustry(Industries.STARFORTRESS_MID); 
earthfort.setAICoreId("alpha_core");

Where "earthfort" is an arbitrary name you set for the Star Fortress on Earth.

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