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1096
Modding / Re: [WIP] Hiigaran Descendants - Help needed (Solved)
« on: June 24, 2013, 12:13:40 PM »
A guy named Kalthaniell created them. (See the credits file for a link.)
I asked permission, got it, just had to polish them up, add shadows and stuff, kitbashed some frigates together and here we are. I am glad you like them!

In other news: I successfully added my faction to the world, thanks to LazyWizard's guide. Thanks again for the referral, silentstormpt.
(I can't believe I was smart enough to do it. x))

Will probably release it soon, as soon as I figure out how to move the planet I created.

Although I took a good look at vanilla ships, these ships might be over/underbalanced. Unfortunately the Codex program doesn't work on my pc and I don't own MS Excell.

1097
Modding / Re: [WIP] Hiigaran Descendants - Help needed
« on: June 24, 2013, 09:56:39 AM »
That looks interesting indeed. And explained well enough for spoons like me to understand. Downloading JDK as we speak. Thanks!

1098
Modding / Re: [WIP] Hiigaran Descendants - Help needed
« on: June 24, 2013, 03:09:24 AM »
To be honest, my mind is quite chaotic. I copied some files from other mods and started editing them to the best of my abilities.
I believe you for 100% that you're surprised it loaded. x)

Thank you for looking into it. :D

1099
Modding / [WIP] Hiigaran Descendants - Help needed (solved)
« on: June 24, 2013, 02:27:09 AM »
Hello people,

I am working on a little mod and it's progressing nicely. Up to now.
I tried my hand at implementing my faction into the campaign. The problem is that Starsector crashes after loading, giving this error:
Spoiler
java.lang.RuntimeException: Error compiling [data.scripts.world.Hiigaran_Descendants_Gen]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO$1@1d27069"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: Source file "data/scripts/world/Hiigaran_Descendants_Gen.java" does not declare class "data.scripts.world.Hiigaran_Descendants_Gen"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:165)
   ... 7 more
[close]

I have no problem admitting that I am a complete nincompoop. This error leaves me stuck. Could anyone help me out here? ???
The mod in progress: http://avatar.home.xs4all.nl/crap/Hiigaran_Descendants.rar

I'd really appreciate any help given. :)

1100
Mods / Re: The Thule Legacy UPDATE DEV 0.1.6
« on: June 23, 2013, 05:13:13 AM »
Basically, yeah. I usually dislike it when a mod removes vanilla aspects of a game. It kind of takes over instead of adding to a game.

It'd be even more awesome if you could implement somehow that your nebulas and combat music would only appear when in combat with your faction. I have no idea if this'd be possible though. :)

1101
Modding / Re: Spriters judgement thread [non-sprite art allowed]
« on: June 22, 2013, 05:57:48 AM »
Gratuitous Space Battles ships look pretty good in Starsector imho. :D

Spoiler
[close]

1102
Modding / Re: Bomber refuses to launch missiles/fire gun
« on: June 22, 2013, 05:09:06 AM »
Not even frigates? That explains something. Thanks. ;)

1103
Modding / Re: Bomber refuses to launch missiles/fire gun
« on: June 21, 2013, 07:03:43 PM »
@sirboomalot: I leave them on their own. :)

@Pelhamds: Strange, vanilla bombers have a firing angle of 5 degrees, so I kept it the same.
But increasing it seems to help a little. You have my thanks. :)

Oh, and the laser didn't fire because it was include in the .ship file but not the .variant. x| My bad.


Edit: They're still quite hestitant to fire, even having their weapons at 30 degrees. I am thinking it's because they're unshielded so they won't fire a torpedo due to the risk of blowing themselves up. Does that make sense?
I'm giving them smaller missiles and maybe change their AI to interceptor. :S

1104
Modding / Bomber refuses to launch missiles/fire gun (solved)
« on: June 21, 2013, 06:08:11 PM »
Hello,

I hope people can help me out.
I've created a bunch of fighter wings and I never have any issues with them, but this bomber wing I made refuses to drop its atropos torpedoes and reaper torpedoes. They also don't fire their IR Pulse laser.
I've set flux to 1000, so that should enough to fire.
Their role is set to BOMBER in the wing_data.csv file.

Am I missing something here? ???

1105
Mods / Re: The Thule Legacy UPDATE DEV 0.1.6
« on: June 21, 2013, 09:05:21 AM »
I really love the ships. It's a shame this mod changes so much, like loading screens, music etc.
Any chance for a 'light' version?

1106
Modding / Game replaces vanilla ships with mine? (solved)
« on: June 21, 2013, 08:18:10 AM »
Hello peoples,

I have a question. I've got the feeling it must have been asked/noted before, but any searches of mine led to nothing. Please don't stake me.

Anyway, the ship_data.csv file has a column with name and a column with id. I figured that as long as I keep the id unique any existing vanilla ship (or another person's mod's ship) would never conflict with my ships if the display names would happen to be the same.
Apparently that is not the case. It seems the game looks at the 'name' of a ship in order to spawn it and upon starting a new game any ingame Tempest ships were replaced with mine.

Am I missing something here or is this a dev oversight? :S (No offense, devs!)

Edit: Might have been my own mistake, dunno. Gonna call this solved.

1107
Modding Resources / Re: Codex 16
« on: June 06, 2013, 12:37:48 PM »
I would, but all the log says is:
> --  starting Codex

That's it. :)

1108
Modding / Re: the ABOMINATION
« on: June 04, 2013, 03:49:06 PM »
Now here's some exquisite spriting. Well done. :)

1109
Mods / Re: The Thule Legacy UPDATE DEV 0.1.6
« on: June 03, 2013, 03:39:14 PM »
Hello,

Is there anything required to play this mod?
It crashes my game right after the loading screen.

Fatal: Error compiling [data.scripts.world.TLGen]
Cause: Compiling unit "data/scripts/world/TLGen.java"

Edit: Apparently it needed LazyLib. You should mention that somewhere.

1110
Mods / Re: The Nomads (0.8.1)
« on: June 02, 2013, 04:37:17 PM »
I love how truly alien these ships look. Very impressive artwork. /envy

I'd only suggest one thing, and that's replacing the current portrait with some sort of alien lifeform. :D

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