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Messages - MajorTheRed

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226
Modding / Re: Adding new star system
« on: February 04, 2018, 02:11:58 PM »
Ok, I added the code line, and got the following error when launching a new game (when starting on the character panel, before the game stabilize economy) :

Spoiler
Quote
39611 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.combat.entities.terrain.Planet.<init>(Unknown Source)
   at com.fs.starfarer.combat.entities.terrain.Planet.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
   at com.fs.starfarer.campaign.CampaignPlanet.<init>(Unknown Source)
   at com.fs.starfarer.campaign.BaseLocation.addPlanet(Unknown Source)
   at data.scripts.world.systems.Byzas.generate(Byzas.java:35)
   at data.scripts.world.FilgapGen.generate(FilgapGen.java:12)
   at data.scripts.FilgapModPlugin.initFilgap(FilgapModPlugin.java:13)
   at data.scripts.FilgapModPlugin.onNewGame(FilgapModPlugin.java:17)
   at com.fs.starfarer.campaign.save.CampaignGameManager.o00000(Unknown Source)
   at com.fs.starfarer.title.TitleScreenState.dialogDismissed(Unknown Source)
   at com.fs.starfarer.ui.Oo0O.dismiss(Unknown Source)
   at com.fs.starfarer.ui.impl.J.dismiss(Unknown Source)
   at com.fs.starfarer.campaign.save.if.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.j.super(Unknown Source)
   at com.fs.starfarer.ui.I.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(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$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
[close]

Considering the log mention the Byzas system (the one I'm trying to add), I'm wondering if the error could come from the Byzas system file?

Also, let me know if you need help implementing markets... they can be tricky. Especially if you want a balanced economy.

My first run at it had ~8 food shortages- 3 severe.. in the first month.  :D

Yeah that's exactly why I want first to add the star systems then add the markets, seems pretty difficult to do the right way.

227
Modding / Adding new star system
« on: February 04, 2018, 12:14:46 PM »
Greetings,

I finally got some time to work on Stop Gap Measures.
I want to implement two star systems to add some new markets for Luddic and Neutral factions. I first want to add only uninhabited system before adding complication with market and tags.
So far there is two files which are ok:
-starmap.json
-the file describing orbital features located in data\scripts\world\systems
and there is no more error popping when starting the game. However the system does not appear when I create a new game. From what I understand, I need to add several other files to make the game generate the system, and this is were I've trouble:

The first file is "mod_info.json" which need to call for another file "FilgapModPlugin". So far so good...
Spoiler
Quote
{
   "id":"StopGapMeasures",
   "name":"Stop Gap Measures",
   "author":"MajorTheRed",
   "version":"v 0.1",
   "description":"Pack of ships to flesh in vanilla campaign",
   "gameVersion":"0.8.1a",
   "modPlugin":"data.scripts.FilgapModPlugin",

}
[close]

... but this file is more difficult. I don't know if the two last sentences are OK...
Spoiler
Quote
package data.scripts;

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;

import data.scripts.world.FilgapGen;


public class FilgapModPlugin extends BaseModPlugin
{
    private static void initFilgap()
        {
            new FilgapGen().generate(Global.getSector());
        }

}
[close]

and finally FilgapGen.java in data\scripts\world:
Spoiler
Quote
package data.scripts.world;


import com.fs.starfarer.api.campaign.SectorAPI;

import data.scripts.world.systems.Byzas;


public class FilgapGen {

   public void generate(SectorAPI sector) {
            (new Byzas()).generate(sector);
                                               
        }

}
[close]

I think I'm doing something wrong in the last two files, but I don't know what... Any ideas?

In any case, many thanks for the support from the community, this is really great to be able to ask for so much help on this forum.

228
Mods / Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
« on: January 09, 2018, 11:19:21 AM »
Interesting, at the start I was thinking about making a built-in mod but finally don't because it would feel too much powerfull. As it stand now, it has an insane potential when it has its missile loadout. But once exhausted, the ship become boring because it can defend itself but is not a threat anymore. With the current IA, it's just painfull.
Originaly it's supposed to sport 3 Medium Missile and 5 Ballistic. Now maybe it would feel better with some changes :
-2 Med Missiles Hardpoint
-1 Small missiles turret and 4 Ballistic OR keep the Med Missile and just 3 Ballistic.
-Expanded missiles hullmod
-Less OP
I will try it, thanks for the feedback.

229
Mods / Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
« on: January 09, 2018, 07:17:58 AM »
Thanks for reporting the error. It's probably the same error that with the Tantive i.e. in Trylobot mount can be placed in "mirror", which means 2 mounts are placed on the ship at exactly the same location.

Do you have any feeedback about the Ballista? I think it could use some nerf somewhere as I feel it's a little bit too powerfull.

230
As a geologist, I need to ask "why archean?"  ;D

By the way, this mod has some really nice sprite, really like them. And its seems to have take a lot of work!

231
Suggestions / Re: Dedicated vs improvised salvage and survey hull mods.
« on: December 30, 2017, 09:23:50 PM »
I agree with that.

I think it was discussed in another topic. Another thing which coulb be add is that this mod add a small value for slavage skill, allowing a player to salvage -let's say- a probe, without having the relevant skill.

232
Mods / Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
« on: December 29, 2017, 09:44:53 AM »
Thanks for noticing, probably an error problem in Trylobot. Will fix it

233
Mods / Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
« on: December 19, 2017, 09:28:49 AM »
OK so I know how this variable work about the base value for skin.

On my list for next update, probably there will be other thing like this with other skins (Opportunity clean, Carcajou (P), Copernic (P)...)

Thanks!

234
General Discussion / Re: I hope we get a development post tomorrow!
« on: December 18, 2017, 07:21:42 AM »
And the fact is all this posts are related to another ground breaking version!
A dev post for christmas please  ;D?

235
From a gameplay experience point of view, I understand your point. Alex has put in place 3 instance of scaling :
-Bounties
-Factions patrol
-Derelicts
However, all of them are solely scaledto the player which is silly and atmosphère breaking (probe talking with each other to reinforce them? Ragnar Complex reinforcing its patrol against a little warmonger (the player) but unable to do it against Tri-Tachyon raid?). Still, I understand the need to integrate this kind of mechanic.

I think you are too much far within end game which is not supported by the current game. But I really like the design philosophy you explain in your post.

In the end, I think this post, and the many so we have saw in the last weeks (months), highlight the fact there is many players with many still of play. Probably Alex should at a certain moment integrate more crunchy starting options to help mitigate that (something more like MOO, Endless Space or other 4X games). Options would include scaling factors, size, starting conditions for the players, and even weird options like armor multiplicator, 0-OP missiles and IA alternatives...

236
Mods / Re: [0.8.1a] Stop Gap Measure - Ships for Vanilla
« on: December 15, 2017, 07:23:22 PM »
Another update !

Here is v0.32 :
http://www.mediafire.com/file/juwwbpp1zjpeag2/Stop%20Gap%20Measure%20v0.32.rar

-Include 2 new ships and a skin for a Luddic Hammerhead
-New samll mount for the Lotop Ion LRM
-Hull mod for Luddic ships which upgrade hull, lower supply consomption but lower speed.
-The Wagner get a new ship system, a Fire COntrol which increase its range by 20% for a short period.
-5 new ship descriptions

Thanks to mendoca for moving the thread.

Next upgrade, I want to try creating 2 new systems to increase available military market for Tri-Tachyion, Luddic Church and Neutral.
I also want to include 3 missions to allow people to discover the new ships.

237
Modding / Re: Need help on some weapon effects
« on: December 13, 2017, 11:10:21 AM »
Yeah, considering how I struggled on ship system and hull mod, I put it aside for the moment. The Ion torpedo has been converted in some kind of ion + energy LRM/Cruise missile. Not really a great weapon but really fun to use.

I will maybe try to create a AoE torpedo using the MIRV system like passwalker suggested, and forget about the AoE EMP.

238
General Discussion / Re: Where are Front/Omni Shield Emmiters ?
« on: December 07, 2017, 06:25:36 AM »
Its relevant to point out two others potential sources for hull mods : fighting ennemies who sometimes drop hull mod (related to what there is on their ships) and exploration can give you some nices surprises sometimes.
Depending of your Commission, some Hull Mods can be difficult to obtain from market. (Integrated Targeting Core for example)

239
Mods / Re: [0.8.1a] Shadowyards Reconstruction Authority 0.6.1.2c
« on: December 06, 2017, 02:24:48 PM »
So far I use WordPad for modding and get no problem.

240
Lore, Fan Media & Fiction / Re: Near Citadel Arcadia
« on: December 06, 2017, 05:40:41 AM »
Great reading! It really set the mood of the sector!

(also, you're quite courageous to play in iron mode, the early game with Pirate fleet spawning in your face is not really my cup of tea to start with)

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