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Messages - Killian

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91
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
« on: May 07, 2021, 02:57:16 AM »
Well thats...uh...interesting...

Thumbing through the weapon_data.csv it's almost certainly loa_massivethrusterweapon, and is probably appearing on the Requisitions Center because it has this "he6, LR, loa_arkmidw_bp, persean, independent, pirates" string of tags/identifiers.

That's my guess, anyways.



Not sure why the ARS is flying civilian fleets on your end, in my campaign they are using their own hardware, will look into it a little more.

As noted in the edit, they seem to be using their own ships now, or at least are for mercantile convoys. I just distinctly recalled seeing a couple of low-end bounties for ARS Deserters who had nothing but buffalos and other inconsequential civvie ships. I'll keep my eyes peeled for more of them and see if it's just deserters, just due to the tiny bounty value, or something else. Unfortunately I don't see many ARS fleets around in general, though I suppose I can go take a look at some of the outposts I've got locations for and see what their pickets look like.

92
Mods / Re: [0.95a] Legacy of Arkgneisis 1.9.5 [4/28/21]
« on: May 06, 2021, 06:02:03 AM »
Really slick designs, but I've noticed that in vanilla campaign mode the ARS don't... really seem to use their own ships very much? Other faction defectors are mostly using their own hardware, but the ARS defectors I've seen come up always have unremarkable civilian fleets. Plenty of Export/Pirate versions floating around, but I think the only legit ARS ship I've seen was a Victoria I fished out of a red giant's corona.

Ed: nevermind, just saw a mercantile convoy with a few ARS ships. guess it just took them a while to straighten everything out with their markets or something?

Spoiler
I also found the Lancer. Interesting piece of hardware, but I'm wondering how best to restore it properly given the battered state it's in...
[close]

Mostly making this post to note that I found a "fun" interaction with Industrial Evolution; several Exodus weapons are considered to be part of the weapons available to/from Independents. More importantly, this also includes these "Thrusters";


93
Mods / Re: [0.95a] BigBeans Ship Compilation
« on: May 05, 2021, 01:08:57 AM »
As far as I can see the version I have doesn't have the Talon(P) but I'll update anyway and keep my eyes peeled I guess.

94
Mods / Re: [0.95a] BigBeans Ship Compilation
« on: May 04, 2021, 02:44:26 PM »
One of your hulls/variants with the Unstable Injector is causing CTDs under certain circumstances. I couldn't tell you which exactly, but I made a thread whilst attempting to figure it out.

95
Tracked down where my BPs are stored, stripped out the BSC entries, and the tabs load now. Consider this solved for now.

Ed: Updated topic title/subject appropriately.

96
Getting a CTD when trying to access the Command "Doctrine & Blueprints" and "Custom Production" tabs. This didn't happen until recently, so my best guess is that one of the blueprints I've learned recently has the Unstable Injector built-in and is making everything upset;

Code
408993 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
at data.hullmods.UnstableInjector.applyEffectsBeforeShipCreation(UnstableInjector.java:28)
at com.fs.starfarer.campaign.fleet.FleetMember.updateStats(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.init(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.command.Oo0O.<init>(Unknown Source)
at com.fs.starfarer.campaign.command.ShipBlueprintBrowser.updateTable(Unknown Source)
at com.fs.starfarer.campaign.command.O0oO.restoreTableUIState(Unknown Source)
at com.fs.starfarer.campaign.command.OOoO.actionPerformed(Unknown Source)
at com.fs.starfarer.ui.newnew.buttonPressed(Unknown Source)
at com.fs.starfarer.ui.I.Ò00000(Unknown Source)
at com.fs.starfarer.ui.I.processInput(Unknown Source)
at com.fs.starfarer.ui.Stringsuper.super(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)

Segment from the unstable injector that seems to be at fault;
Code
27:	public void applyEffectsBeforeShipCreation(HullSize hullSize, MutableShipStatsAPI stats, String id) {
28: stats.getMaxSpeed().modifyFlat(id, (Float) mag.get(hullSize));
29: stats.getBallisticWeaponRangeBonus().modifyMult(id, RANGE_MULT);
30: stats.getEnergyWeaponRangeBonus().modifyMult(id, RANGE_MULT);
31:
32: stats.getFighterRefitTimeMult().modifyPercent(id, FIGHTER_RATE);
33:
34: //stats.getAcceleration().modifyPercent(id, ACCELERATION_BONUS);
35: //stats.getEngineDamageTakenMult().modifyPercent(id, EXTRA_DAMAGE);
36:
37: //stats.getMaxBurnLevel().modifyFlat(id, BURN_LEVEL_BONUS);
38: }

Modlist;
Code
{"enabledMods": [
  "$$$_trailermoments",
  "pantera_ANewLevel40R",
  "advanced_gunnery_control_dbeaa06e",
  "lw_autosave",
  "BSC",
  "CaptainsLog",
  "chatter",
  "lw_radar",
  "DetailedCombatResults",
  "diableavionics_ornate",
  "diableavionics",
  "sun_fuel_siphoning",
  "furryPortraits",
  "GrandColonies",
  "hiigaran_descendants",
  "IndEvo",
  "interestingportraitspack",
  "lw_lazylib",
  "leadingPip",
  "ArkLeg",
  "MagicLib",
  "wyv_planetaryShieldAccessControl",
  "PT_ShipDirectionMarker",
  "sun_starship_legends",
  "timid_supply_forging",
  "Terraforming and Station Construction",
  "US",
  "URW",
  "WEAPONARCS",
  "audio_plus",
  "shaderLib"
]}

Possible suspects;
Spoiler
Code
Searching for: Injector
E:\Games\Starsector\starsector-core\data\variants\apogee_Starting.variant(9): "unstable_injector"
E:\Games\Starsector\starsector-core\data\variants\colossus_Standard.variant(9): "unstable_injector"
E:\Games\Starsector\starsector-core\data\variants\crig_Standard.variant(7): "hullMods": ["unstable_injector"],
E:\Games\Starsector\starsector-core\data\variants\shrike_Attack.variant(7): "hullMods": ["unstable_injector"],
E:\Games\Starsector\starsector-core\data\variants\shrike_p_Attack.variant(7): "hullMods": ["unstable_injector"],
E:\Games\Starsector\starsector-core\data\variants\brawler\brawler_pather_Raider.variant(7): "unstable_injector",
E:\Games\Starsector\starsector-core\data\variants\cerberus\cerberus_luddic_path_Attack.variant(7): "unstable_injector",
E:\Games\Starsector\starsector-core\data\variants\harbinger\harbinger_Strike.variant(8): "unstable_injector",
E:\Games\Starsector\starsector-core\data\variants\kite\kite_luddic_path_Strike.variant(6): "hullMods": ["unstable_injector"],
E:\Games\Starsector\starsector-core\data\variants\lasher\lasher_Overdriven.variant(10): "unstable_injector",
E:\Games\Starsector\starsector-core\data\variants\lasher\lasher_Standard.variant(8): "unstable_injector",
E:\Games\Starsector\starsector-core\data\variants\mule\mule_Starting.variant(7): "unstable_injector",
E:\Games\Starsector\starsector-core\data\variants\remnant\glimmer_Assault.variant(7): "hullMods": ["unstable_injector"],
Found 13 occurrence(s) in 13 file(s), 1013 ms

Searching for: Injector
E:\Games\Starsector\mods\BSC\data\variants\BSC_Aghast_Assault.variant(11): "unstable_injector",
E:\Games\Starsector\mods\BSC\data\variants\BSC_Brave_Assault.variant(11): "unstable_injector"
E:\Games\Starsector\mods\BSC\data\variants\BSC_Brigantine_Assault.variant(13): "unstable_injector"
E:\Games\Starsector\mods\BSC\data\variants\BSC_Gull_Brawler.variant(11): "unstable_injector",
E:\Games\Starsector\mods\BSC\data\variants\BSC_Knuckleduster_Assault.variant(11): "unstable_injector",
E:\Games\Starsector\mods\BSC\data\variants\BSC_Lumen_TT_Attack.variant(11): "unstable_injector"
E:\Games\Starsector\mods\BSC\data\variants\BSC_Polis_Assault.variant(11): "unstable_injector"
E:\Games\Starsector\mods\BSC\data\variants\BSC_Tramp_Standard.variant(11): "unstable_injector"
E:\Games\Starsector\mods\BSC\data\variants\BSC_Venator_Assault.variant(11): "unstable_injector"
E:\Games\Starsector\mods\BSC\data\variants\BSC_Wolf_Church_Combat.variant(7): "unstable_injector"
E:\Games\Starsector\mods\DIABLEAVIONICS\data\variants\diableavionics_haze_closequarter.variant(7): "unstable_injector",
E:\Games\Starsector\mods\DIABLEAVIONICS\data\variants\diableavionics_versant_assault.variant(9): "unstable_injector",
E:\Games\Starsector\mods\Legacy of Arkgneisis\data\variants\burke\loamt_burke_assault.variant(11): "unstable_injector"
E:\Games\Starsector\mods\Legacy of Arkgneisis\data\variants\burke\loamtp_burke_assault.variant(8): "unstable_injector",
E:\Games\Starsector\mods\Legacy of Arkgneisis\data\variants\hunterkiller\al_hunterkiller_enforcer.variant(9): "unstable_injector",
E:\Games\Starsector\mods\Legacy of Arkgneisis\data\variants\hunterkiller\al_hunterkiller_legion.variant(10): "unstable_injector",
Found 31* occurrence(s) in 31 file(s), 1595 ms
*Removed unrelated Legacy Flooded/Modulated Injector results from the list above.

Related hullSize lines from associated hulls;

E:\Games\Starsector\mods\BSC\data\hulls\BSC_Aghast.ship(4): "hullSize": "CRUISER",
E:\Games\Starsector\mods\BSC\data\hulls\BSC_Brave.ship(4): "hullSize": "FRIGATE",
E:\Games\Starsector\mods\BSC\data\hulls\BSC_Brigantine.ship(4): "hullSize": "DESTROYER",
E:\Games\Starsector\mods\BSC\data\hulls\BSC_Gull.ship(4): "hullSize": "DESTROYER",
E:\Games\Starsector\mods\BSC\data\hulls\BSC_Knuckleduster.ship(4): "hullSize": "FRIGATE",
E:\Games\Starsector\mods\BSC\data\hulls\BSC_Lumen_TT.ship(4): "hullSize": "FRIGATE",
E:\Games\Starsector\mods\BSC\data\hulls\BSC_Polis.ship(4): "hullSize": "DESTROYER",
E:\Games\Starsector\mods\BSC\data\hulls\BSC_Venator.ship(4): "hullSize": "CAPITAL_SHIP",
E:\Games\Starsector\mods\DIABLEAVIONICS\data\hulls\diableavionics_haze.ship(194): "hullSize": "CRUISER",
E:\Games\Starsector\mods\DIABLEAVIONICS\data\hulls\diableavionics_versant.ship(113): "hullSize": "FRIGATE",
E:\Games\Starsector\mods\Legacy of Arkgneisis\data\hulls\loamt_burke.ship(111): "hullSize": "DESTROYER",
E:\Games\Starsector\mods\Legacy of Arkgneisis\data\hulls\loamtp_burke.ship(4): "hullSize": "DESTROYER",
E:\Games\Starsector\starsector-core\data\hulls\enforcer.ship(143): "hullSize": "DESTROYER",
E:\Games\Starsector\starsector-core\data\hulls\legion.ship(189): "hullSize": "CAPITAL_SHIP",
[close]

The only major lead I have is the fact I picked up a Diable Avionics Ship Blueprint Package, which includes the Haze and possibly the Versant. I may also have the Enforcer and some of the BSC ships, but it's hard to check for obvious reasons. I can't see where the save stores my known ships list, but I'm fairly sure I don't have any Legacy ship blueprints. I am 99% sure I don't have blueprints for the Legion, and I'm also fairly sure I don't have the Venator either? I have to assume this isn't a vanilla problem or it would've popped up sooner.

97
Blog Posts / Re: Combat Readiness
« on: February 19, 2013, 02:43:30 PM »
And don't even get me started on the different types of HE ammo or the logistics involved in safeguarding antimatter rounds.

"Dammit Jones, I wanted HEAP ammo! This is HEAT!"
"Sorrysirwon'thappenagainsir!"


 ::)

This sounds like a pretty neat mechanic. This makes me wonder if CR could also be used to model crew fatigue... or more accurately, swapping a 'fresh' crew in could restore some CR. You could have reserve crew transports along to keep fresh crew in the fight; the ship would take a CR hit during the changeover, but then recover to a more acceptable level once the new crew were settled in.

By the sounds of things, CR probably won't be a big issue for fast-moving, hard-hitting raiders and pirate fleets (who ultimately don't give a rat's ass about notions of 'combat readiness', and are more concerned with raiding civilian ships than slugging it out with local security forces) but any wannabe-warlords or pirate kings will have to have their act together lest their warfleets suddenly start having issues in the middle of battle.

98
Modding Resources / Re: New Ship Art
« on: August 27, 2012, 01:13:14 PM »
Worst case scenario... if all the assets are made (including turrets, although those could be an absolute pain!) then I imagine someone else might be able to handle the coding and scripting work.

I'd look into adding specularity and bumpmaps, though. Even from top down, a little lighting and shininess can go a long way. Alpha maps would also be incredibly important for the Minmatar ships that have semitransparent 'sail' parts.

An old Rokh I rendered in DAZ, for instance;
Spoiler
[close]

99
Mods / Re: Blackrock Drive Yards
« on: August 26, 2012, 07:04:58 PM »
God dammit Cyc stop showing off. :P

Good ol' BRDY!

100
Modding Resources / Re: New Ship Art
« on: August 25, 2012, 07:09:57 PM »
Looks like they're renders using extracted art assets, judging by the lack of running lights, window lights, and general shininess.

If you're going to add EvE ships to Starfarer, best make it a Total Conversion mod.

101
Mods / Re: [0.53a] Interstellar Federation v1.23
« on: August 06, 2012, 12:50:23 AM »
More fun toys! I do wish there was a version of the MLRS' that had homing, though (MLMS? MMLS?), just because mass barrages arcing out and around from the Auria's angled launchers to slam into a target would look beautiful.

Any hints at what roles future ship additions might be filling?

102
Mods / Re: Sprog's Mod's
« on: July 27, 2012, 09:53:05 AM »
Thanks, Judging from that first comment:
Dont suppose you are interested in working with me on making a full-fledged mod?
Haha not even slightly.

I assume you have a problem with me? I'd appreciate it if you told me, If you don't wish for me to use your sprites, you can say and i will happily remove them from you, I do not wish to offend anyone

Don't take it personally, SWS hates everybody equally. :P

That aside, you probably should've asked first.

103
Modding / Re: Weapon Modding Tutorial?
« on: June 24, 2012, 01:24:24 AM »
Why not post it openly? Then it can be linked in the Tools & Resources thread too. Everyone wins!

104
Mods / Re: Interstellar Federation v1.21
« on: June 21, 2012, 03:42:57 PM »
First of all, remember that basically all of your ships have at least some flight deck capacity.

Also, teamwork. For example, a pair of Ares operating together, one fitted with Heavy Maulers and the other fitted with Hypervelocity Drivers - one breaks shields so the other can break armour/hull. Throw in a bunch of interceptors to keep bombers off them and they're quite the combo as long as you stick together.

My present flagship is a Titan with three alternating Cains, two of whatever launcher I feel like using at the time, and every medium/small slot filled with Thunderchiefs/LMGs respectively. At battle start, I turn to bring the starboard side around so the Cains can all hit the same target, drift towards the middle of the battlefield, then methodically chew through enemy shields, armour, then hull, usually from around 2km away. Between all that and my fighter wings (a mix of IFed and TriTach fighter/interceptor wings, with some Neutrino bombers for testing), I can rip through fleets that think I'm an easy target.

105
Modding / Re: Submissions for project CAELUS
« on: June 18, 2012, 01:28:12 PM »
@TheHappyFace
Ah, Happy I can make all of those, except the Fluxinator, for obvious reasons, unless you want it doing some significant damage to armor in addition to shields.  I might be able to do the cloud of little bomblets (smoker) with some "hacking" (my own little out of the ordinary code ;D).  And suicide planes, I'll need the sprite for the planes of course.

Surely you could combine Kinetic/Fragmentation and EMP damage -- Kinetic is 200% v Shields and 50% v Armour, while Fragmentation is 25%/25% v Shields/Armour - and once the target's shields are down, the EMP damage will cause considerable flux buildup whilst the kinetic/fragmentation damage will do basically nothing. Look at the stock Ion Cannon?

Also, regarding the 'suicide planes'; unmanned, guided explosives... um, we call those missiles. Or cruise missiles or torpedoes. Might as well call them what they are or you run the risk of confusing people.

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