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Messages - TimeDiver

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151
Mods / Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
« on: January 24, 2014, 01:42:52 PM »
I didn't respond to this yet? Basically it is on the to-do list. The current structure is a relic of when TuP was composed of individual ship mods. As the missions were integrated into one, so shall the folders be. At my leisure.  ;)
So... should I assume then, that permission to upload said archive (if for no other reason than to lighten Uomoz' sanity load) is not granted?

152
Mods / Re: [0.6.2a] Tore Up Plenty V5a - Campaign + Exerelin Integration!
« on: January 23, 2014, 07:35:13 PM »
At the risk of offending the author of Torn Up Plenty, I recently re-arranged the structure of the 'graphics' folder so that all of the various ship .png files are now in a single 'graphics\tup\ships' sub-folder, and edited all thirty of the .ship files to reflect the new file path(s).

As for why I did so? Mainly because the current folder structure (as of v5.0a, which I used for this purpose) made for one hell of a headache, at least when integrating the new version with the latest Uomoz's Sector (for personal use only, rest assured).

Should Erick Doe approve, I could either upload (for general usage) a .rar archive with only the revised 'graphics\tup\ships' sub-folder and the thirty modded .ship files, or (perhaps more appropriately) PM/e-mail the author to do with the archive as he/she/it sees fit.

153
I have an odd issue when I start a new game I start with no fuel and have to wait until something kills me and I get a ship with fuel... I'm not really one for masochism so if anyone has an idea of what the problem could be or things I could try, please let me know.
Inside 'mods\UomozSector\data\scripts\plugins\CharacterCreationPluginImpl.java', paste the following directly before or after line #324:

Code
data.getStartingCargo().addFuel(20);
Change the value of '(20)' to whatever amount of fuel that you want to start off with.

154
Modding / Re: Fatal problems.
« on: January 20, 2014, 02:51:52 AM »
Just fired up StarSector v0.6.2a RC3 (the hotfix version), with only LazyLib v1.7 (latest, no config files altered) and the posted dev version enabled.

Worked just fine for me, on a Windows 7 32-bit machine.

No crashes or NULL error messages after starting a new campaign; granted, I only skulked around a bit, rather than going though an extended playing session.

155
General Discussion / Re: What is what?
« on: January 19, 2014, 03:32:27 PM »
What is love?
Obligatory:

"Definition: 'Love' is making a shot to the knees of a target 120 kilometers away using an Aratech sniper rifle with a tri-light scope... Love is knowing your target, putting them in your targeting reticule, and together, achieving a singular purpose against statistically long odds."

156
Red Tail:


And just 'cause of that, you are now obligated to produce a Swordfish II-counterpart.

Complete with overpowered (but with horrendous ROF and/or flux generating) particle beam cannon.

157
Modding / Re: Issue with fleet pursuit maximum thrust/burn?
« on: December 17, 2013, 11:16:15 PM »
Hmmm, good to know. I suspected that I was playing with fire by doing so, but now I know for sure.

Thanks for the quick reply, boss-man.

158
Modding / Issue with fleet pursuit maximum thrust/burn?
« on: December 17, 2013, 06:31:37 PM »
I came across the issue on a lark, after increasing "speedPerBurnLevel" to 100 in 'settings.json' and testing out several (modded) very-high thrust/burn hulls.

When selecting non-ship/fleet destinations (stations, planets, asteroids, etc.), my ship/fleet easily reached the thrust/burn hard cap of 20, but when selecting another ship/fleet to follow or intercept, the maximum burn they attained was only 12.

What's more, the maximum burn seemed to be rapidly fluctuating between 11 and 12, as if the pursuit algorithm couldn't properly calc the appropriate thrust/burn for whatever reason...

So, frak up on my end, or core/game engine issue/bug?

159
Query: Is it possible to override a hull's default-assigned ship system with another through scripting, say, by applying a hullmod?

E.g., replacing/upgrading a standard flare launcher system with the active flare type, or another ship system entirely?

Looking through the modding API didn't point out the obvious solution; unless of course, I completely missed it... which isn't all that unlikely.

160
Mods / Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« on: November 15, 2013, 04:13:56 PM »
Huh... for whatever reason, with v1.0 I'm not getting any blueprint drops (no notification/message), regardless of my character's level, aptitudes, skills, or (the defeated) enemy's fleet size.

Got the issue with both the TriTachyon and Blackrock Drive Yards starts (haven't gotten around to trying the others yet), and only 3 mods are enabled: Uomoz's Sector, LazyLib, and Console Commands (also by LazyWizard).

Just tested it and it's working! Are you completely sure? What were you fighting?

In both cases, (vanilla) Pirate Raiders, [II] or [III] type-fleets.

Addendum: Pirate Armadas (and larger-sized fleets) occasionally drop a blueprint, but only if my flagship took hull damage; if only taken armor damage, nada.

Maybe the RNG just plain despises me, or something.


161
Mods / Re: [0.6.1a] Uomoz's Sector: Journey 1.0 (Mods Collection)
« on: November 15, 2013, 11:30:13 AM »
Huh... for whatever reason, with v1.0 I'm not getting any blueprint drops (no notification/message), regardless of my character's level, aptitudes, skills, or (the defeated) enemy's fleet size.

Got the issue with both the TriTachyon and Blackrock Drive Yards starts (haven't gotten around to trying the others yet), and only 3 mods are enabled: Uomoz's Sector, LazyLib, and Console Commands (also by LazyWizard).

162
Man, I'm the only (non-author) poster remotely willing to comment?

Just one bug report, and one semi-criticism (applicable to v0.5.1):

1. The bug: in 'data\scripts\world\citadel\DefendersConvoySpawnPoint.java', line 100: had a crash that pointed to this line, changed it to: "FoxMinelayer_Hull", and haven't gotten that particular crash afterwards.

2. The criticism: most of the 'Elite' ship variants are way, way too loaded with hullmods; just... far too many. Not seeing the rationale there, compared with just about every other Starsector mod available.

163
@TimeDiver: Looks like a problem with one of the hidden weapons, not slots. Probably a mismatch in the number of offsets and angleOffsets, or something along those lines. (I.E. if you have 4 values for offsets - two points from which the weapon fires - but only one value for angleOffset, instead of two.)
Turns out that was exactly the case; when I switched the 'hidden' mount(s) that had the faulty weapon equipped to 'turret', I mis-interpreted the results.

Thanks for clearing that one up, Alex.  :-[

164
Is there a fixed limit on how many 'hidden'-mount weapon slots that a single custom .ship file can have?

'cause I've been getting the following crash and error message repeatedly (.ship in question has 16 'hidden' type slots, doesn't occur when reduced to 10 or below):

Code
129829 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Saving to ..\saves/save_Testing_8759369790073092877...
130468 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Finished saving
195523 [Thread-5] INFO  com.fs.starfarer.combat.CombatEngine  - FP1: 0, FP2: 435, maxFP1: 120, maxFP2: 180
248951 [Thread-5] ERROR com.fs.starfarer.combat.String  - java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
java.lang.IndexOutOfBoundsException: Index: 1, Size: 1
at java.util.ArrayList.rangeCheck(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at com.fs.starfarer.loading.specs.Oo0oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.getHiddenAngleOffset(Unknown Source)
at com.fs.starfarer.combat.entities.ship.oOOO.B.Object(Unknown Source)
at com.fs.starfarer.combat.entities.ship.oOOO.J.fireProjectile(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.String.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.super(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.combat.entities.ship.trackers.B.String(Unknown Source)
at com.fs.starfarer.combat.entities.ship.oOOO.J.advance(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.systems.oOoO.advance(Unknown Source)
at com.fs.starfarer.combat.entities.Ship.advance(Unknown Source)
at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
at com.fs.starfarer.combat.F.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

165
Modding / Re: Ship Capture in Ironclads help
« on: October 26, 2013, 05:52:58 AM »
If I knew my java, and knew what I was doing I wouldn't be here!
I've already found the code in question , just stumped to actually do now. Im not familir with the software or how any of it meant to work, so im screwed
Darloth posted a brief tutorial on how to set up IntelliJ IDEA (for pre-compiling .java files into .class, among others) here:

http://fractalsoftworks.com/forum/index.php?topic=6809.0

Problem is, the initial setup process is fairly complicated, and not 100% tailored to your specific needs, but it's a starting point at least.

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