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Messages - Big Bee

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31
Modding / Re: [0.95.1a] The Apocrita Association v0.1.0
« on: May 03, 2023, 02:08:09 PM »
v0.1.1 update
-added the Calcari and Alyro systems so the faction will spawn without random core worlds enabled
-added sim opponents

Download

32
The way you're doing it, you'll want to have your class be declared like this:

public class Calcari implements SectorGeneratorPlugin

That solved it, thank you!

And what'd you know, the other modded system I had a look at for reference also had that, and I simply missed it...

33
Hello! I've been having some trouble with adding a campaign system to my mod and saw this post about getting them to work without compiling anything with using vanilla systems as a base. I copied the Yma system as a starting point and took a look at the Periphery mod as Great Wound suggested to the original poster of that thread, with a data/world/generators.csv and all, but whenever I try to generate a sector, the game crashes and I get this popup.

popup image

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error in log
25411 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.ClassCastException: data.scripts.world.systems.Calcari cannot be cast to com.fs.starfarer.api.campaign.SectorGeneratorPlugin
java.lang.ClassCastException: data.scripts.world.systems.Calcari cannot be cast to com.fs.starfarer.api.campaign.SectorGeneratorPlugin
   at com.fs.starfarer.loading.O00O.super(Unknown Source)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.N.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.K.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.OoO0.buttonPressed(Unknown Source)
   at com.fs.starfarer.ui.oooO.Ò00000(Unknown Source)
   at com.fs.starfarer.ui.oooO.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.BaseGameState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

I had a quick look and compared the modded system to mine and added "import com.fs.starfarer.api.campaign.SectorGeneratorPlugin;" in the same place, assuming that said plugin not being imported was the problem, but apparently I get the issue regardless of whether or not it's there? Sorry if this is a kinda obvious issue, I'm admittedly not very knowledgeable about programming.

34
Modding / Re: [0.95.1a] The Apocrita Association v1.0.0
« on: May 02, 2023, 12:23:53 PM »
Hello! Can you do it without including random core worlds?

I think that would need javascript stuff and I'm not really sure how to do that yet sadly, sorry! Hopefully I'll be able to figure it out soon though...

35
Modding / [0.96] The Apocrita Association v0.3.1
« on: May 02, 2023, 11:12:45 AM »
The Apocrita Association
Requires MagicLib and LazyLib



The Apocrita Association is a small faction mod with a handful of ships, several being focused on built-in weapons.

-A small faction with 14 ships.
-2 pirate and 2 Persean League variants of those ships.
-6 non-built-in weapons.
-1 non-built-in fighter.
-7 High-Value Bounties.

I'm looking for feedback! Especially with balancing stuff!

The Ships
Frigates

Osmia-class Frigate
Agile, cheap scout.


Halict-class Frigate
Missile boat with an autoforge.


Zethus-class Carrier Frigate
A cheap way to field fighters.


Synoeca-class Advanced Frigate
High-explosive short-range missile spammer.


Mellifera-class Heavy Tug
Roughly two Oxen.
[close]
Destroyers

Sceliphron-class Destroyer
Specialized ballistic weapon platform.


Ceraphron-class Destroyer
Tough, missile-focused destroyer.


Xyloc-class Destroyer
Light destroyer with a big, built-in mining laser.


Mutill-class Heavy Destroyer
Advanced, tanky destroyer, said to be of AI origin.
[close]
Cruisers

Vespul-class Cruiser
Agile all-rounder.


Polistes-class Cruiser
Armed with a built-in rapid-fire energy blaster and a system to support it.


Cteno-class Heavy Cruiser
A hardy cruiser with an interdictor system.
[close]
Capitals


Mound-class Drone Carrier
Old station-parts repurposed to hold a swarm of drones.


Urocerus-class Fast Battleship
Has plasma burn and a spinal plasma cannon.
[close]
Bounties


Abscond: Find at Apocrita Association or independent markets (or their allies) after two weeks passed.

Belcher: Find at Apocrita Association, Persean League or independent markets after some time passed.

Chalice: Find at Apocrita Association or independent markets after a year has passed, if friendly with AA and not friendly with Tri-Tachyon.

Strange Vessels: Check bars at AA, League or independent markets (or their allies) as you progress through the game.
[close]
[close]

Credits: Tartiflette for the Kitbash Database

Changelog
v0.1.1
-Added the Calcari and Alyro systems so the faction will spawn without random core worlds enabled.
-Added sim opponents.
[close]
v0.1.2
-Added the Chalice High-Value Bounty.
-Urocerus: Decreased OP from 300 to 280.
--Adjusted default variants accordingly.
-Mound: Changed  system from Reserve Deployment to Reserve Drones.
--Reserve Drones: Identical to Reserve Deployment pre-0.96, but with 80s cooldown instead of 60s.
-Added the Atrox Light Cannon (medium energy).
[close]
v0.1.3
-Updated for Starsector 0.96.
--Adjusted default variants to reflect OP changes.
--Added new weapons to default variants.

-Added the Cteno cruiser.
-Added the Mandibula MRM (medium missile).
-Added the Tristis Pulse Gun (small energy).

-Urocerus:
--Small ballistics mount now has 360° angle.
-Polistes:
--Reduced hull to 8000 (was 9000).
--Increased speed to 60 (was 50).
--Max crew reduced to 250 (was 350).
-Atrox Light Cannon:
--Now has autocharge (will not need to hold the fire button for the duration of charge-up).
[close]
v0.2.0
Ships:

-Added:
--Ceraphron destroyer.
--Ceraphron (P) destroyer.
--Osmia (P) frigate.
--Polistes (E) cruiser.
--Halict (E) frigate.
--Belcher cruiser (HVB).

-Changes:
--Polistes:
---Reduced armour to 900 (was 1000).
--Halict:
---Supplies/month reduced to 5 (was 6).
---Increased armour to 220 (was 200).
---Increased flux capacity to 2000 (was 1800).

Weapons:

-Added:
--Exsecta Mortar (medium ballistic).
--Aculeus SRM Pod (medium missile).

-Changes:
--Mandibula MRM
---Reduced missile hull to 400 (was 750).

Other:

-Added Belcher High-Value Bounty.

-Apocrita:
--Upgraded to size 6.
--Added Military Base

-Ymenn:
--Removed Military Base.
--Added Light Industry.

-Reduced several cruiser and destroyer prices. Good lord the cruisers were overpriced...
-Fixed issue where the Cteno would not naturally spawn.
-Fixed typo in the sim_opponents file resulting in the Xyloc sim opponent being replaced by a nebula.
-Adjusted Nexerelin starting fleets to include new ships.
-Adjusted planet locations in the Calcari system to make it less obviously based off a specific vanilla system on the map.
[close]
v0.3.0

Ships:

-Added:
--Mellifera-class Heavy Tug.
--Abscond-class Courier (HVB).
--"Strange Vessels" HVB bounty chain. (It's supposed to be difficult but it's probably just unbalanced as hell...)

-Changes:
--Polistes:
---Tweaked sprite.
---Removed 4 small slots.
---Reduced OP to 130 (was 160).
---Adjusted variants.

--Polistes (E):
---Tweaked sprite.
---Removed 1 small slot.
---Reduced OP to 140 (was 170).
---Adjusted variants.

--Vespul
---Reduced OP to 120 (was 130).
---Adjusted variants.

--Cteno:
---Added Automated Repair Unit and Resistant Flux Conduits as built-in hullmods.
---Replaced Interdictor Array system with Entropy Amplifier.

--Ceraphron (P) and Osmia (P)
---Changed tech/manufacturer to Pirate.

--Belcher
---New system AI to make it use its system as a weapon.

Weapons:

-Changes:
--Vivax
---Projectile now passes through missiles and fighters.
---Increased range to 1000 (was 800).

--Mandibula MRM
---Flight time reduced to 15 (was 30).

--Aculeus SRM Pod
---Flight time reduced to 10 (was 25).

Other:
-AA crest flag changed.
-Slightly tweaked a bounty description.
-Adjusted weapon rarities.
-Fixed weapon prices not being read properly.
-Tweaked the Synoeca's description.

[close]
v0.3.1
Weapons:

-Atrox Light Cannon:
--Increased flux per shot to 300 (was 250).

-Tristis Pulse Gun:
--Increased flux per shot to 120 (was 100).

-Byblos Antimatter Caster:
--Added 'restricted' tag so it should no longer appear randomly, only as a bounty reward.
--Increased flux per shot to 1000 (was 900).

Ships:

-Slightly debuffed the shield efficiency of some non-pilotable bounty ships.
-Adjusted shield module placement and module shield arc on a non-pilotable bounty ship.
[close]
[close]

36
Modding / Re: Colonies of the Modiverse
« on: May 02, 2023, 05:00:32 AM »
whoah this is so cool

i love database stuff like this

37
you'll need at least an entry in default_ship_roles.json as well (look at vanilla for an example), without them the game doesn't know when to spawn the ship so it simply won't.

Thanks, that worked!

Some mods I looked at for reference had different groups in there (patrol sizes?), gonna have to look into those more!
Initially I just put the hull on the list instead of a variant and was wondering why the game kept crashing :p

38
Hey, I'm sure this has been asked before (though I had a quick look and couldn't find it), but how do I make a ship available to use in NPC fleets?

I just got started on trying to make a ship pack mod cause I decided to try kitbashing and found it quite fun, but the first ship I made refuses to appear in my faction's fleets even though I had it prioritized. It doesn't work even if it's the only non-default blueprint I got and it doesn't work if I use console commands to learn all blueprints to ensure that all weapons its variants use can be produced by my faction. I used the ship editor and made sure all variants have goalVariant set to true but the ship still refused to appear in the 'typical heavy patrol' window, no matter how often I pressed 'regenerate'.

I tried setting the rarity in the csv to 1, leaving it blank or setting it to a different number as well.

39
Mods / Re: [0.95.1a-RC6] The Xhan Empire, version 2.5 Gramada
« on: April 08, 2023, 12:16:54 PM »
oh my god! it is here!!

40
Suggestions / Re: somewhat new player wishlist
« on: February 09, 2023, 05:53:06 AM »
I love unique/special ships! I'm glad unique bounties, derelicts and bosses are common in mods because they're the main thing to interest me mid-late game.

41
General Discussion / Re: Favorites
« on: January 03, 2023, 06:32:38 AM »
That's a hard choice! Perhaps Xhan Empire becuase it has a good amount of ships with a really nice and unique aesthetic that stands out but in a way that still fits the game's artstyle, I guess. Like it looks very distinct but the shading and vibes still make it blend in properly instead of being too glossy and anime-y, I guess.

My favourite individual ship is probably The Infernal Machine from Underworld, especially with the cannon upgrade. It is slow, has a massive amount of burst damage and can be really tanky. It is a perfect match for me as a manually piloted ship. The Infernus is ok but it's just a weaker Infernal Machine and doesnt have quite the same devastating opening barrage.

42
Discussions / Re: Dwarf Fortress sold 300k units in 6 days on steam
« on: January 03, 2023, 06:20:18 AM »
Dwarf Fortress was already quite well-known before its Steam release.

I don't really get why people can't just accept that Starsector will be on Steam when Alex feels it's ready. He's made the decision that he feels this is the best way, and I don't think any amount of nudging and *hint hint*s will change that. Nor should they.

WAs reading reddit, when someone posted something to the effect of "There is no good games made in java". Starsector was the 3rd top voted example just below runescape.

Wasn't minecraft also made in java? Anyone making such a claim doesn't know what games were made in java, I guess. Which means they don't know what they're talking about.

43
Discussions / Re: Dwarf Fortress sold 300k units in 6 days on steam
« on: December 23, 2022, 01:32:10 PM »
Dwarf Fortress was already quite well-known before its Steam release.

I don't really get why people can't just accept that Starsector will be on Steam when Alex feels it's ready. He's made the decision that he feels this is the best way, and I don't think any amount of nudging and *hint hint*s will change that. Nor should they.

44
Mods / Re: [0.95.1a-RC6] San-Iris 0.9.5
« on: December 18, 2022, 05:33:32 PM »
Very cool! They remind me of horseshoe crabs.

The yellow/black colours are definitely a plus for me too.

45
Gonna miss the Decimator, I have no idea how the Vanguard was supposed to replace it but oh well. Perhaps it could be readded alongside the Finch at a later date if more ships get removed, like with prv?

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