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Starsector 0.95.1a is out! (12/10/21); Blog post: The Pilgrim's Path (07/19/22)

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Messages - TimeDiver

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181
Modding Resources / Re: LazyLib v1.6b (.6a, released 2013-09-28)
« on: September 28, 2013, 10:44:42 PM »
LazyWizard, using v1.6b, my 'starsector.log' file is being spammed with thousands of instances of the recurring line:

Code
147289 [Thread-5] WARN  org.lazywizard.lazylib.combat.CombatUtils  - Using deprecated method getCombatEngie()

According to your changelog, this kind of output should only be logged if 'devMode=true', and a quick check of my 'starsector-core\data\config\settings.json' file confirms that devMode is set to false.

It's more than a tad annoying, and the .log file is nearly well into the double-megabytes file size range after a good half-hour of gameplay.

182
Mods / Re: [0.6a] Hiigaran Descendants v1.1.0
« on: September 27, 2013, 09:22:12 PM »
Gotcha!, I believe that I can explain why Exerelin compatibility is broken for v1.1.0; for that matter, it applies to the Bushi v1.1.0 update as well.

In Exerelin v0.6's 'ExerelinData.java', there are the following lines:

Code
		// Test for Bushi
if(isFactionInstalled("bushi", "data.scripts.world.BushiGen"))
possibleFactionList.add("bushi");

// Test for Hiigaran Descendents
if(isFactionInstalled("hiigaran_descendants", "data.scripts.world.HiigaraGen"))
possibleFactionList.add("hiigaran_descendants");

When you updated both of these mods, Exerelin's built-in check for other mod(s) installation no longer detected those files, as you renamed them ('HiigaraGen.java' became 'HiiPolarisGen.java', and 'BushiGen.java' became 'BushiSeiikiGen.java'), thus the factions are no longer selectable.

A simple pair of text edit(s) to 'ExerelinData.java' took care of that, but sadly more than a few end-users are just a tad clueless on how to do just that, or so it seems.

Addendum: I'd recommend re-naming the Hiigaran Descendants' versions of the Pulsar Beam and Flak Cannon; the former name is  taken up in FlashFrozen's Neutrino Corp. mod as well, and the latter is part of vanilla StarSector.

I just added a (Hiigaaran) suffix onto each entry in the 'Name' field of this mod's 'weapon_data.csv', but hey, that's just me.

Since you updated Hiigaran, did you Comment out the mod_Json again?

If you did not it will not work.

Plasmatic, that particular step is no longer necessary, as Vayra was the first to demonstrate an alternate edit to <ModName>ModPlugin.java that bypasses that issue (followed shortly after by MShadowy, and now Gotcha!)

183
You'll need to do some light editing of Exerelin at the moment to fully integrate it. Specifically, put the following code into Exerelin/data/scripts/world/exerelin/ExerelinData.java where the other faction detection lines are:

*snip code*

And if you want to start with a Kadur ship, the following code into Exerelin/data/scripts/plugins/CharacterCreationPluginImpl.java where the other starting ship options are:

*snip code*
Just to confirm; do end-users still have to comment out (using the '#' sign as a prefix) the 'modPlugin' line in this mod's mod_info.json to have it play nice with Exerelin, or did your changes to VayraModPlugin.java take care of that by itself?

184
Mods / Re: [0.6a] Kadur Theocracy v1.1.1 (new version 9/20/2013)
« on: September 21, 2013, 04:42:48 AM »
Delete the closing brace on line 124 of SHIConvoySpawnPoint.java. It completely throws off the rest of the file.

I should also note that said mistake is also present in the source file from MShadowy's own mod, on line 130.
Nope. Those brackets ain't extra. I checked and sure enough, if you take them off it fails to compile them.

Edit: It looks like SHI 0.4.2 broke save compatibility, so its not you! Good news/Bad news.
...yep, time for me to sleep now, as I apparently forget to verify, then post.

*headdesk*

185
Mods / Re: [0.6a] Kadur Theocracy v1.1.1 (new version 9/20/2013)
« on: September 21, 2013, 04:25:40 AM »
P.S. It won't load with the latest SHI 0.4.2
P.P.S. Or the 0.4.1b that worked before.

com.thoughtworks.xstream.converters.ConversionException: data.scripts.world.anar.SHIConvoySpawnPoint$1 : data.scripts.world.anar.SHIConvoySpawnPoint$1
---- Debugging information ----
message             : data.scripts.world.anar.SHIConvoySpawnPoint$1
<etc.>
version             : null
-------------------------------

I've never seen that log type before, is that from the starsector.log or something else that I don't know about?
Also, did you try deleting the folder entirely and re-downloading?
Delete the closing brace on line 124 of SHIConvoySpawnPoint.java. It completely throws off the rest of the file.

I should also note that said mistake is also present in the source file from MShadowy's own mod, on line 130.


Disregard due to epic derp-ing on my part.

186
Announcements / Re: Starsector 0.6.1a (In Development) Patch Notes
« on: September 19, 2013, 08:05:06 PM »
One more 'holy ***!' for the echo chamber, but now for a slight c-c-c-combo breaker!

This is likely the wrong forum to post this, but based on the following response of yours to a now-months-old topic:

No, that doesn't work. There's no concept of "admiral" in the mission fleets. ... maybe there should be. I'll see if I can make some time to take a look at that at some point :)

So, as of now, any skill with "fleetwide" effects won't work like this, either, since those only work for the admiral. Only "piloted ship" effects will apply.

This is directly related to my own question in the 'Misc modding questions...' topic; didn't realize it at the time, though. *facepalm*

All that said, has any further thought/coding gone into that, Alex?

187
Thanks for that info, Alex! Can't imagine how busy you must be, ironing out the numerous kinks for v0.6.1a...

188
Modding / Any method of implementing aptitudes/skills in missions?
« on: September 17, 2013, 10:55:33 PM »
A general search of the forums hasn't provided much info on the following, so I ask in detail: Is implementing aptitudes/skills in missions possible via scripting?

I've seen one mod (Verrius' Fleet Control Mod) that can directly affect the aptitude/skill level(s) of other fleets (in a campaign), but only by calling MutableCharacterStatsAPI via CampaignFleetAPI.

Since playing missions from within the campaign isn't possible from what I've gathered, is there a way to implement the above, much in the same way that running a combat simulation within the campaign factors in the player's aptitudes/skills, unlike when loading said simulation from the Missions menu?

Granted, I'm not expecting to be able to force the 'Character' UI tab to display, but more along the lines of defining friendly/enemy fleet aptitude/skill levels for a single mission in the .java file.

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