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Starsector 0.98a is out! (03/27/25)

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Author Topic: [0.98a] Amazigh's Ship Foundry v1.5.1  (Read 399799 times)

MMEEXX

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Re: [0.98a] Amazigh's Ship Foundry v1.4.1
« Reply #180 on: April 08, 2025, 05:38:02 AM »

Are the ships more vanilla balanced now?
Last time I tried the mod, the ships were quite OP in my opinion. And I mean the regular ships, not the special ones. Also, the [redacted] look very cool, but they absolutely destroyed me. The ships/weapons look very interesting to me. But I try to only use mods that don't make the vanilla ships obsolete. 
Could someone tell me, pls? Do you think the ships are OP? Or was I just imagining things?
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Mr5by5

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Re: [0.98a] Amazigh's Ship Foundry v1.4.1
« Reply #181 on: April 08, 2025, 07:44:21 AM »

I think the ships are different from vanilla, not necessarily OP, and is really nice to see them around the sector.  As usual the AI uses some better than others and maybe that makes them seem OP, especially the new Remnant ships.  My approach is this: just like in real life, there are Fiats, Fords, and Ferraris - all can be driven poorly or skillfully, it just depends on the driver in the end.  I am of course a poor driver at best, but damn it's fun getting my ass handed to me!  All the pretty explosions.....
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scav342

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Re: [0.98a] Amazigh's Ship Foundry v1.4.1
« Reply #182 on: April 13, 2025, 09:54:55 PM »

tahnkyou for upgrade
could i translate to chinese?
although there already have translate done https://www.fossic.org/thread-7484-1-1.html
but he is bot onlline for two years
so that i ask you to get permissions
the translate version only shared on www.fossic.org :)
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IntoCombat

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Re: [0.98a] Amazigh's Ship Foundry v1.4.1
« Reply #183 on: April 19, 2025, 04:28:00 PM »

That just made me realize this mod is 3 years old
wow
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Porkpurveyor

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Re: [0.98a] Amazigh's Ship Foundry v1.4.1
« Reply #184 on: May 01, 2025, 12:59:24 PM »

I've run into a set of crashes around one of the custom bounties, specifically the Chompiron.  I've had it happen 3 times, 2 different error messages.


2278127 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.BeamAPI.getWeapon()" because "b" is null
177085     java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.BeamAPI.getWeapon()" because "b" is null
177086            at DE.combat.weapons.DE_GravitonOnFireEffect.modifyDamageDealt(DE_GravitonOnFireEffect.java:33)
177087            at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageDealt(CombatListenerUtil.java:38)
177088            at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageDealt(CombatListenerUtil.java:30)
177089            at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
177090            at com.fs.starfarer.combat.class.A.C.o00000(Unknown Source)
177091            at com.fs.starfarer.combat.class.A.C.o00000(Unknown Source)
177092            at com.fs.starfarer.combat.class.A.o00000(Unknown Source)
177093            at com.fs.starfarer.combat.class.A.o00000(Unknown Source)
177094            at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
177095            at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
177096            at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
177097            at com.fs.state.AppDriver.begin(Unknown Source)
177098            at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
177099            at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
177100            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
177101            at java.base/java.lang.Thread.run(Unknown Source)

And

52906     18102627 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.ClassCastException: class com.fs.starfarer.combat.entities.DamagingExplosion cannot be cast to class com.fs.starfarer.api.combat.BeamAPI (com.fs.starfarer.combat.entities.DamagingExplosion and com.fs.starfarer.api.combat.BeamAPI are in unnamed module of loader 'app')
52907     java.lang.ClassCastException: class com.fs.starfarer.combat.entities.DamagingExplosion cannot be cast to class com.fs.starfarer.api.combat.BeamAPI (com.fs.starfarer.combat.entities.DamagingExplosion and com.fs.starfarer.api.combat.BeamAPI are in unnamed module of loader 'app')
52908            at DE.combat.weapons.DE_GravitonOnFireEffect.modifyDamageDealt(DE_GravitonOnFireEffect.java:32)
52909            at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageDealt(CombatListenerUtil.java:38)
52910            at com.fs.starfarer.api.combat.listeners.CombatListenerUtil.modifyDamageDealt(CombatListenerUtil.java:30)
52911            at com.fs.starfarer.combat.entities.Ship.applyDamage(Unknown Source)
52912            at com.fs.starfarer.combat.class.A.D.o00000(Unknown Source)
52913            at com.fs.starfarer.combat.class.A.o00000(Unknown Source)
52914            at com.fs.starfarer.combat.class.A.o00000(Unknown Source)
52915            at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
52916            at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
52917            at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
52918            at com.fs.state.AppDriver.begin(Unknown Source)
52919            at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
52920            at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
52921            at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
52922            at java.base/java.lang.Thread.run(Unknown Source)


I am going to go attempt some of the other bounties now, and see if I run into similar issues.

I love the new Remnant fighters, the Glitter/Cusp combo does a great job of punishing you for over-extending.
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Amazigh

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Re: [0.98a] Amazigh's Ship Foundry v1.4.1
« Reply #185 on: May 01, 2025, 01:15:08 PM »

tahnkyou for upgrade
could i translate to chinese?
although there already have translate done https://www.fossic.org/thread-7484-1-1.html
but he is bot onlline for two years
so that i ask you to get permissions
the translate version only shared on www.fossic.org :)
Yes, you have my permission to translate this mod to Chinese.


I've run into a set of crashes around one of the custom bounties, specifically the Chompiron.  I've had it happen 3 times, 2 different error messages.


2278127 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.BeamAPI.getWeapon()" because "b" is null
177085     java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.BeamAPI.getWeapon()" because "b" is null
177086            at DE.combat.weapons.DE_GravitonOnFireEffect.modifyDamageDealt(DE_GravitonOnFireEffect.java:33)

52906     18102627 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.ClassCastException: class com.fs.starfarer.combat.entities.DamagingExplosion cannot be cast to class com.fs.starfarer.api.combat.BeamAPI (com.fs.starfarer.combat.entities.DamagingExplosion and com.fs.starfarer.api.combat.BeamAPI are in unnamed module of loader 'app')
52907     java.lang.ClassCastException: class com.fs.starfarer.combat.entities.DamagingExplosion cannot be cast to class com.fs.starfarer.api.combat.BeamAPI (com.fs.starfarer.combat.entities.DamagingExplosion and com.fs.starfarer.api.combat.BeamAPI are in unnamed module of loader 'app')
52908            at DE.combat.weapons.DE_GravitonOnFireEffect.modifyDamageDealt(DE_GravitonOnFireEffect.java:32)
This looks to be an issue with a script from Diktat Enhancement to me?
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Porkpurveyor

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Re: [0.98a] Amazigh's Ship Foundry v1.4.1
« Reply #186 on: May 01, 2025, 01:31:05 PM »


I've run into a set of crashes around one of the custom bounties, specifically the Chompiron.  I've had it happen 3 times, 2 different error messages.


2278127 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.BeamAPI.getWeapon()" because "b" is null
177085     java.lang.NullPointerException: Cannot invoke "com.fs.starfarer.api.combat.BeamAPI.getWeapon()" because "b" is null
177086            at DE.combat.weapons.DE_GravitonOnFireEffect.modifyDamageDealt(DE_GravitonOnFireEffect.java:33)

52906     18102627 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain java.lang.ClassCastException: class com.fs.starfarer.combat.entities.DamagingExplosion cannot be cast to class com.fs.starfarer.api.combat.BeamAPI (com.fs.starfarer.combat.entities.DamagingExplosion and com.fs.starfarer.api.combat.BeamAPI are in unnamed module of loader 'app')
52907     java.lang.ClassCastException: class com.fs.starfarer.combat.entities.DamagingExplosion cannot be cast to class com.fs.starfarer.api.combat.BeamAPI (com.fs.starfarer.combat.entities.DamagingExplosion and com.fs.starfarer.api.combat.BeamAPI are in unnamed module of loader 'app')
52908            at DE.combat.weapons.DE_GravitonOnFireEffect.modifyDamageDealt(DE_GravitonOnFireEffect.java:32)
This looks to be an issue with a script from Diktat Enhancement to me?

I'll take this their way then.  Thank you for the quick reply!
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ElmerGlue

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Re: [0.98a] Amazigh's Ship Foundry v1.4.1
« Reply #187 on: May 01, 2025, 02:12:46 PM »

The secondary flux bank for the Initone does not appear to work correctly, it only starts to dissipate once the ship primary flux bank is fully dissipated, IE: at 0 flux.
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Amazigh

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Re: [0.98a] Amazigh's Ship Foundry v1.4.1
« Reply #188 on: May 01, 2025, 05:05:48 PM »

The secondary flux bank for the Initone does not appear to work correctly, it only starts to dissipate once the ship primary flux bank is fully dissipated, IE: at 0 flux.
Just tested it myself and it's working as intended.
Note that it might appear to not be working as it can drain up to 800 flux per second from the main pool but only dissipates 100 a second, so if you have any soft flux in the main pool it will "appear" to not be dissipating, while instead any flux dissipated by the secondary pool is instantly replaced by flux drained from the main one.
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Pixelzul

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Re: [0.98a] Amazigh's Ship Foundry v1.4.1
« Reply #189 on: May 02, 2025, 12:03:31 AM »

Ty for the update
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Amazigh

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Re: [0.98a] Amazigh's Ship Foundry v1.5.1
« Reply #190 on: May 09, 2025, 03:43:41 PM »

Update 1.5.1

New Ship
- Glentoran

Spellbind Saturation Array
- Script altered, vfx tweaked, consistency tweaked

Rangda/Niteo/Lafiel
- Vector Thruster visual scaling clamped to a maximum of 2x

Adjusted weapon/hullmod availability in stores

----

v1.5.1
Integrated Rangefinders
- Fixed incorrect range bonus
« Last Edit: May 09, 2025, 06:16:01 PM by Amazigh »
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Brainwright

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Re: [0.98a] Amazigh's Ship Foundry v1.5.1
« Reply #191 on: May 09, 2025, 10:39:51 PM »

The missile launchers on the Gendorum get assigned separate weapon groups upon auto assigning groups.  In combat, it only shoots one.  Assigning groups manually fixes this problem.
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doministo

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Re: [0.98a] Amazigh's Ship Foundry v1.5.1
« Reply #192 on: May 20, 2025, 11:12:30 AM »

Hi, for some reason the game crashes right after I turn it on (even while using just this mod and its dependencies). I have both dependencies and everything is updated. Didn't know if I should tell someone or no so I just post it here.

Here is part of the log from starsector.log that show the crash (included +1 up&down line of code):

Code
14904 [Thread-5] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [org.amazigh.foundry.scripts.arktech.ASF_sumakeOnFireEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
14904 [Thread-2] ERROR com.fs.starfarer.combat.CombatMain  - 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.new.super(Unknown Source)
at com.fs.starfarer.loading.SpecStore.ÓO0000(Unknown Source)
at com.fs.starfarer.loading.ResourceLoaderState.init(Unknown Source)
at com.fs.state.AppDriver.begin(Unknown Source)
at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
at com.fs.starfarer.StarfarerLauncher.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
at java.base/java.lang.Thread.run(Unknown Source)
14904 [Thread-5] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [org.amazigh.foundry.scripts.ASF_TereshkovOnHitEffect] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
The error popup just says:
"Fatal: Fatal: ship_systems.csv is missing systems
Chech starsector.log for more info."

Anyway don't know whose at fault, me or the mod so I wil appreciate any feedback.
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Amazigh

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Re: [0.98a] Amazigh's Ship Foundry v1.5.1
« Reply #193 on: May 20, 2025, 04:50:25 PM »

The missile launchers on the Gendorum get assigned separate weapon groups upon auto assigning groups.
I think this is just because the game sees that the weapons are hardpoints facing in different directions, and assumes they shouldn't be in the same group.

Hi, for some reason the game crashes right after I turn it on (even while using just this mod and its dependencies). I have both dependencies and everything is updated. Didn't know if I should tell someone or no so I just post it here.
This looks to me like you might have improperly updated the mod, try deleting the mod files and then extracting from scratch.
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603bill

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Re: [0.98a] Amazigh's Ship Foundry v1.5.1
« Reply #194 on: June 07, 2025, 10:17:30 AM »

Could the Zalak Jamming Array get a little bit of projectile tracking?  The disparity between aiming a beam weapon and a projectile weapon means it's next to impossible to hit anything with it unless both the firing ship and its target are stationary.
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