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Messages - celestis

Pages: 1 ... 17 18 [19]
271
Ok, got it! Thanks

272
This is a really dumb question, but how can I add a mod to the forum?) The Mods seems to be locked for adding a new topic.

273
@Alex
Quote
@celestis: Hmm, this is weird. The ship system related error went away when you set "totalConversion":true? Looking at the code, that seems... unlikely. Did update the mod_info documentation, btw.
Yep, I'm surprised too. But looking through the callstack was of no help. I only added "totalConversion" and that's all. Thanks for updating docs!

274
Alright, found the reason myself.
Code
	"totalConversion":"true",
The documentation says that
Quote
totalConversion  - If set to "true", then no other mods can be loaded alongside it.
But it seems to be a bit more, since it helped. I guess it prevented something from vanilla jar to be loaded, though I'm not sure.
It would be great if the corresponding description is updated.

275
Another question:
I try to make a total conversion mod by overriding several files in mod info.
Here's what I have:
Code
	"replace":[
"data/campaign/sim_opponents.csv",
"data/config/title_screen_variants.csv",
#"data/shipsystems/ship_systems.csv",
"data/missions/mission_list.csv",
"data/hulls/ship_data.csv",
"data/hulls/wing_data.csv",
"data/weapons/weapon_data.csv",
"data/world/factions/factions.csv",
],
If ship_systems is commented as above, I get an error:
Spoiler
Code
5355 [Thread-5] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [phaseteleporter] not found in ship_systems.csv
5355 [Thread-5] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [traveldrive] not found in ship_systems.csv
5392 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
at com.fs.starfarer.loading.SpecStore.class(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Where the hell is that onslaught? It is not mentioned in any of my files.
Well, I tried to override the systems file too. Even more mysterious:
Spoiler
Code
5483 [Thread-5] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [phaseteleporter] not found in ship_systems.csv
5483 [Thread-5] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [traveldrive] not found in ship_systems.csv
5518 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
at com.fs.starfarer.loading.SpecStore.class(Unknown Source)
at com.fs.starfarer.loading.SpecStore.new(Unknown Source)
at com.fs.starfarer.loading.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
[close]
Of course, my file is not empty, so it should contain systems)
All works if I do not override files, but I really need a total conversion. Any ideas?
Thanks

276
Quite clear explanation! Thanks for welcome too)

277
Thanks a lot! I guessed something like that) But what will happen if "minimum" fleet exceeds the maxFleetPoints limit?

278
In faction JSON files fleets are composed of records with 2 numbers:
Code
	"fleetCompositions":{
"scout":{
"displayName":"Scout",
"maxFleetPoints":11,
"daysWorthOfSupplies":[30, 50],
"lyWorthOfFuel":[40, 60],
"extraCrewPercent":[80, 80],
"marinesPercent":[20, 20],
"ships":{
"tempest_Attack":[1, 1],
"wasp_wing":[1, 1],
},
},
So, I wonder, what does each number stand for?
Code
"tempest_Attack":[1, 1],

279
Bug Reports & Support / Re: Beam-armed ship always held in reserve
« on: May 13, 2014, 10:17:18 AM »
Yes, you were right - this was because the weapons were less than 30% ship OPs. I just never saw this rule. Anyway, I suppose for missions this mechanism should be disabled, since nobody will add a ship to a mission in order for it to stay in reserve. Thanks!

280
Modding / Re: Is there any way to make beams generate hard flux?
« on: May 13, 2014, 03:10:43 AM »
Thanks for answer, I will try! Though I don't need your code, as I find coding somewhat fun and challenging)

281
Modding / Is there any way to make beams generate hard flux?
« on: May 13, 2014, 02:26:53 AM »
Hello!
This is quite a duplicate of http://fractalsoftworks.com/forum/index.php?topic=3345.0, but I was warned about necro-posting, so decided to create another thread.
The question is: is it possible to make some beam weapons generate hard flux on target ship? I don't mean changing vanilla game, but just a possibility for modding.

In the referenced thread, Alex said:
Quote
I'll see about adding the ability to do hard flux damage to beam weapons via mods.
But it was in 2012 :) So I just wanted to raise the question again.
Thanks

282
Bug Reports & Support / Beam-armed ship always held in reserve
« on: May 12, 2014, 09:23:34 PM »
If an enemy ship has only beam weapons installed, it is always held in reserve in missions. Adding a single non-beam weapon makes it behave correctly.
Possible workaround described here: http://fractalsoftworks.com/forum/index.php?topic=7975.0

283
Modding / Re: Beam-armed ship always in reserve
« on: May 12, 2014, 11:53:58 AM »
If anyone is looking for other workaround, I found possibly easier way:
a HIDDEN mount SYSTEM slot can be added to the hull with some non-beam weapon assigned to it in variant. Since it is SYSTEM, the weapon is never used, but this somehow releases the ship into combat.

284
Modding / Re: Beam-armed ship always in reserve
« on: May 12, 2014, 11:16:13 AM »
Thanks a lot for really quick answer! I'll try to write it.

285
Modding / Beam-armed ship always in reserve
« on: May 12, 2014, 11:10:28 AM »
Hello! I'm making a mod and have a custom beam-only armed ship variant. The problem is that in the mission with this ship on enemy side it is always held in reserve. No matter if they are 10 vs one player vessel, they just don't appear.
If I change the single slot into something 'projectile', everything becomes okay and it is used properly.
What's the reason, am I doing something wrong? Or maybe it's a known issue?
Thank you

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