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Messages - NikolaiLev

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46
I'm probably being daft, but forum searches aren't turning anything useful up for campaign career choice integration.  I'd like to allow the player to choose to start with a mod ship, allied with the mod faction, and starting in the planet, but without overriding existing vanilla choices.  Right now I've put the options in rules.csv but these override vanilla choices, leaving only mod choices to choose.

Is it possible to use rules.csv to add new game career choices or must I use a java script?

47
General Discussion / Re: Game is way too complex
« on: November 10, 2014, 07:06:35 PM »
I personally don't think it's complex enough.  It could still use a lot more.  Really, this just points to a lack of a sufficient tutorial.

48
NikolaiLev, I should have asked this earlier but. Why do you desire custom AI?

In some cases it is possible to add certain kinds of behaviors but you cannot remove any.

Basically, I want fighters that lack lateral/reverse thrusters, and operate more like modern-day fighter planes.  Thus, they rely more on "zoom & boom" tactics, and the end result is fighters that are unique to play against, and resemble traditional "Star Wars style" dogfights.

I've tried using ship systems that disable lateral motion (like the in-game Travel Drive/Full Burn system) but fighters don't obey those restrictions.  And even if they did, the AI wouldn't necessarily know how to fight competently given the lack of lateral motion.

From what I can see, the .6a patch introduced the ability to write an entirely new AI which would allow me to make what I want.  The problem is doing so would be extremely time-consuming, especially for someone with so little experience with java as I.  It'd be one thing if I could take the default fighter AI, clip out the strafing/reversing logic and introduce some new operations for passes (or just make interceptors/fighters/etc.. behave more like bombers without them being subject to bomber fleet assignment), but having to write it from the ground up is likely too much for me to handle.

49
Modding / Re: [0.65.1a] Modding PSA: Don't use QUAD_STRIP on fighters
« on: November 08, 2014, 06:02:24 PM »
If this is a PSA for modders...and Alex is aware of this as a bug...then why is it in bugs report & support? This should be in modding.

Nevermind that...there are ways to have it 'appear' as if fighters have a quad trail though :D

Because it's still a bug, I guess.

Anyway, I'm hoping Alex will fix it, but it's probably a low priority.

50
Putting this here since search has failed me but I'm sure it's been asked before; is Starsector's AI code somewhere?  I'd like to make my own AI but without the base AI to work off of I have no idea where to start.

51
Modding / [0.65.1a] Modding PSA: Don't use QUAD_STRIP on fighters
« on: November 04, 2014, 02:26:01 PM »
It crashes the game.

Alex is aware of this bug.  This is just a PSA for any modders who may be getting anomalous crashes with fighter wings.

52
Announcements / Re: Starsector 0.65.1a (Released) Patch Notes
« on: November 03, 2014, 01:20:54 PM »
Complaining of a crash concerning a modded up game? Sheesh... take it up with the mod authors.

Remember that mod I sent you?  Tried to deploy a Kitty Hawk carrier and an ASF-4 Fighter Wing.  Instant crash upon hitting the Deploy button.  I was using the ISS Black Star from the first vanilla mission.  This happens with any other ship I try, and doesn't require the Kitty Hawk to crash; seems to be linked to the mod's fighters.

Now that I think about it, it might be linked to the Afterburner AI mod.

EDIT: Tried removing Afterburner ship system on the ASF-4.  Still instant crash.
A note to yourself, and for that matter, a lot of end-users interested in installing mods for Starsector:

Unless the author him/her/themselves explicitly declare otherwise, presume that all mods that haven't been updated since October 20th of this year, to NOT work with v0.65a or newer.

Too many things were changed around in the core code to expect anything more than successfully loading the game, and little more than that.

The mod that you are trying to run, the Patrian Principate, hasn't been updated once since it's initial release in late October/early November of 2013.

So... odds are, random crashes are almost guaranteed, even if only trying to load the non-campaign missions.

I am the mod author.

I'm developing the update for the latest version but unfortunately I'm encountering very odd crashes with fighter wings.  And [un]fortunately I can't seem to reproduce the issue with vanilla ships so I'm trying to figure out why my fighters would cause such a crash.

I should probably put the mod in my sig or something...

53
Announcements / Re: Starsector 0.65.1a (Released) Patch Notes
« on: November 03, 2014, 12:25:40 PM »
Remember that mod I sent you?  Tried to deploy a Kitty Hawk carrier and an ASF-4 Fighter Wing.  Instant crash upon hitting the Deploy button.  I was using the ISS Black Star from the first vanilla mission.  This happens with any other ship I try, and doesn't require the Kitty Hawk to crash; seems to be linked to the mod's fighters.

Now that I think about it, it might be linked to the Afterburner AI mod.

EDIT: Tried removing Afterburner ship system on the ASF-4.  Still instant crash.

54
Is there a way to get a sound to play fully even if the source has stopped functioning?

i.e. A burst PD style laser whose bursts are very short.

55
Announcements / Re: Starsector 0.65.1a (Released) Patch Notes
« on: November 03, 2014, 11:38:03 AM »
Spoiler
54132 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 799, maxFP1: 120, maxFP2: 180
66758 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.C.o00000(Unknown Source)
   at com.fs.starfarer.combat.entities.E.String(Unknown Source)
   at com.fs.starfarer.combat.entities.ship.H.advance(Unknown Source)
   at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.CombatFleetManager.deploy(Unknown Source)
   at com.fs.starfarer.ui.impl.OoOO.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.null.processInput(Unknown Source)
   at com.fs.starfarer.ui.O0Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.void.void.class$super(Unknown Source)
   at com.fs.A.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ò00000(Unknown Source)
   at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Still crashing.   :(

Specifically, when I deploy an enemy carrier and fighter wing.  Just crashes right when they spawn.

Also, suggestion: allowing you to deploy allies in the simulation from the Sim pool in Missions.

56
Is it possible for a missile to use "behaviorSpec":{"behavior":"PROXIMITY_FUSE", ... } like the flak cannon? I haven't been able to get it to work, but I might just be missing something. Is there an example somewhere?

I don't think this ever got answered.  Any help with this one?

EDIT: Changing "missileType" to "PHASE_CHARGE" fixed this, though it'd be nice if proxy fuses worked with every type.

57
Bug Reports & Support / Re: .65a crash in coral nebula
« on: October 31, 2014, 07:16:31 PM »
Getting this too.  It happens really fast with modded fighter wings, it seems.  Doesn't seem to occur at all if no wings are possible, and from the log it seems to have something to do with deployment/fleet orders.

58
Mods / Re: [0.6.1a] The Patrian Principate V1 - The Patrian Navy
« on: April 29, 2014, 06:09:52 AM »
i like this mod i really do...just a few problems...they are too weak. The armor on these ships is not as strong as it should be, as of now the lack of their own ship weapons hinders them, and they ALL have small amount of cargo space...in exerlin they cant even go anywhere without needing a pit stop which only the player can only do...and the worst of them all is the stealth fighter has a price typo...especially for a fighter division that only has 1 weapon and all the fighters feel the same...they dont feel or act unique....however i like the look and feel that these people give. They truly have potential and i hope to see them climb in fame :)

Thanks for the feedback!  The faction was meant to be relatively weak, and they have some strengths that would make it dangerous to go buffing them willy nilly.  But I'll see what I can do.  The small cargo space was deliberate as, lorewise, the faction is a planetary defense force, not a deep space force.  There will be a faction coming that is the polar opposite; until then I suggest relying on imported cargo ships.

Speaking of this mod, I apologize to everyone about how inactive I've been!  Real life stuff has gotten in the way of further progress, but I should be able to come back to it.  I'm largely waiting on any modding changes that will benefit me, especially relating to fighter behaviors so they can actually function as I want them to (that is; ability to disable their lateral thrusters entirely).

59
Announcements / Re: Starsector 0.6.2a (Released) Patch Notes
« on: January 17, 2014, 03:47:09 PM »
"Added "renderBelowAllWeapons" boolean to .wpn spec, will force the weapon to be rendered below all other weapon layers (mostly intended for decorative "weapons" that are meant to visually be part of the hull)"

:O  Is this the change I've wanted to see?  Does this make it render under the hull?  I'm not quite sure what it does elsewise.

60
Mods / Re: [0.6.1a] Interstellar Federation v1.26
« on: December 18, 2013, 04:18:18 AM »
Thanks for pointing that out helmut.  If it is a unique names issue, then it's unlikely to be solved on IFed's end until some future point when I overhaul the mod.  There are no guarantees that IFed plays nice with other mods with the exception of the versions tailored for mod compilation releases, such as Uomoz's Sector and Exerelin.

And this, kiddos, is why you should prefix all your mod content with a short mod tag (i.e. instead of bastion.ship, it should be pat_bastion.ship).   :D

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