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Starsector 0.97a is out! (02/02/24); New blog post: Anubis-class Cruiser (12/20/24)

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Author Topic: [0.97] Tahlan Shipworks  (Read 1304290 times)

SaltyPastry

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Re: [0.97] Tahlan Shipworks
« Reply #1755 on: October 11, 2024, 04:09:03 AM »

Any plans on making The Great Houses into a fully fletched faction as the Legio Infernalis? Could be a really cool faction to join.

Someone didn't read the FAQ...

Oh... I don't remember that text since last time I played a couple of years ago. Guess I should have expected an update.
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unlitoutsource

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Re: [0.97] Tahlan Shipworks
« Reply #1756 on: October 12, 2024, 06:32:46 AM »

The current release of the mod does not load on GNU/Linux systems.

This is due to the old known problem of GNU/Linux treating filenames case-sensitive, whereas windows does does not.
Mismatches of lower/upperase between the references in the csv files and the actual filenames will lead to errors on GNU/Linux systems, whereas the game will load the mod without errors on windows systems.
I have reported this before, and scalartech solutions has the same problem.

The current release zip does have so many case mismatches, it is very bothersome to correct.

I have to start the game, watch for the exception in the console, correct the file name, start the game again, check for the next mismatch, rinse, repeat.

Why don't you simply mass-rename all graphics files to all-lowercase and mass-rename all references to all-lowercase in the csv files? And why not keep it that way when you add new graphics files?

Now the release zip does not have fixes in already corrected in git, so that even more bothersome.

I suggest you simply add to the first post, that this mod does not run on GNU/Linux.

I seem to be the only one wanting to use this mod on GNU/Linux, anyway. I will resign myself to not using it. No hard feelings, plenty of other mods out there.

Update: I do not know why you do not allow pull requests or issue reports on your github. Don't you want other people to help you?
Anyway, I have done the cleanup on a fork on github, so you do not have to. Feel free to refer to https://github.com/wararjey/tahlan-shipworks
I made all filenames in the graphics directory all-lowercase.
Then I made all references to graphics files in all the files in the data directory all-lowercase.
I haven't looked outside the data directory, so if there are references in other of the mods directories, these will break if the filename has changed.
The main branch has the cleanup applied against your main branch.
The 1.3_filename_case_fixes branch has the cleanup applied against the 1.3 tag. Feel free to merge as necessary.
I haven't bothered testing this, as your build system is not documented and I simply cannot be bothered to spend even more time finding out how your build system works.

Regards,
« Last Edit: October 12, 2024, 08:16:11 AM by unlitoutsource »
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Nia Tahl

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Re: [0.97] Tahlan Shipworks
« Reply #1757 on: October 12, 2024, 08:15:48 AM »

Why don't you simply mass-rename all graphics files to all-lowercase and mass-rename all references to all-lowercase in the csv files? And why not keep it that way when you add new graphics files?

Why don't you do that yourself then? Sounds like it'll take no effort at all.
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

unlitoutsource

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Re: [0.97] Tahlan Shipworks
« Reply #1758 on: October 12, 2024, 08:17:33 AM »

See my edit of my earlier post.

Regards,
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Nia Tahl

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Re: [0.97] Tahlan Shipworks
« Reply #1759 on: October 12, 2024, 08:25:06 AM »

Update: I do not know why you do not allow pull requests or issue reports on your github. Don't you want other people to help you?

You are correct. I do not.
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My mods: Tahlan Shipworks - ScalarTech Solutions - Trailer Moments
It's all in the presentation

unlitoutsource

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Re: [0.97] Tahlan Shipworks
« Reply #1760 on: October 12, 2024, 08:27:24 AM »

Then I want to apologize for having bothered you.

Regards,
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RoadTrain

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Re: [0.97] Tahlan Shipworks
« Reply #1761 on: October 16, 2024, 06:44:13 AM »

So uhhh apparently Legio turns hostile to you at a certain point in the game. Whilst understandable... it's a bit... odd for them to do this when you're commissioned to the pirates as the two should logically be on permanent good terms. Is this intentional, or an oversight? If intentional, why would Legio suddenly turn hostile on their fellow pirates?
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FOAMgiant

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Re: [0.97] Tahlan Shipworks
« Reply #1762 on: October 18, 2024, 06:47:39 PM »

Should the legio demons be almost invincible? My capital can drop another capitals shields in a few seconds, but my entire fleet can slam a single demon and it won't go down. I've captured a few and slapped alpha cores in em and they suck. Either way my fleets get pounded no matter overwhelming my firepower, I physically can't drop the shields while each ship is doing thousands of damage per second to the shields. If anyone has any tips for dealing with the demons I would appreciate it. I can't figure out how to damage them.
« Last Edit: October 18, 2024, 07:03:18 PM by FOAMgiant »
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Phenir

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Re: [0.97] Tahlan Shipworks
« Reply #1763 on: October 18, 2024, 07:07:34 PM »

Should the legio demons be almost invincible? My capital can drop another capitals shields in a few seconds, but my entire fleet can slam a single demon and it won't go down. I've captured a few and slapped alpha cores in em and they suck. Either way my fleets get pounded no matter overwhelming my firepower, I physically can't drop the shields while each ship is doing thousands of damage per second to the shields. If anyone has any tips for dealing with the demons I would appreciate it. I can't figure out how to damage them.
They have some scaling based on how strong your fleet is so if you barcode extensively, the demons can get really strong.
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FOAMgiant

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Re: [0.97] Tahlan Shipworks
« Reply #1764 on: October 19, 2024, 07:29:56 AM »

They have some scaling based on how strong your fleet is so if you barcode extensively, the demons can get really strong.
[/quote]

I see I see. So my hubris has harmed me. Guess I'll just have to rely on slews of multimillion credit fleets to take out demons then. Also what is barcoding? Smods?
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Phenir

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Re: [0.97] Tahlan Shipworks
« Reply #1765 on: October 19, 2024, 09:23:45 AM »


I see I see. So my hubris has harmed me. Guess I'll just have to rely on slews of multimillion credit fleets to take out demons then. Also what is barcoding? Smods?
Yes, it's slang for when you have a bunch of smods on a ship so it looks like a barcode.
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FOAMgiant

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Re: [0.97] Tahlan Shipworks
« Reply #1766 on: October 19, 2024, 10:08:36 AM »


I see I see. So my hubris has harmed me. Guess I'll just have to rely on slews of multimillion credit fleets to take out demons then. Also what is barcoding? Smods?
Yes, it's slang for when you have a bunch of smods on a ship so it looks like a barcode.

Alright. Thank you, yeah their ships are totally invincible for me so I am going to have to field normal fleets it seems instead of my spec ops fleet.
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ArcBlaze

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Re: [0.97] Tahlan Shipworks
« Reply #1767 on: October 20, 2024, 09:11:17 PM »

Whenever you have a chance, I recently found a bug with the mod tied to a base game event. I will look on my end to see fixes but I wanted to run it by you.

The bug in question is that a certain quest giver npc who belongs to one faction, when the location they were at changed ownership they became the faction that now owns the location, prevent access to the original faction in that save
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Killsode

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Re: [0.97] Tahlan Shipworks
« Reply #1768 on: October 20, 2024, 09:23:53 PM »

Whenever you have a chance, I recently found a bug with the mod tied to a base game event. I will look on my end to see fixes but I wanted to run it by you.

The bug in question is that a certain quest giver npc who belongs to one faction, when the location they were at changed ownership they became the faction that now owns the location, prevent access to the original faction in that save

I think you might need to be more specific about the factions and market transfers involved?
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RoadTrain

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Re: [0.97] Tahlan Shipworks
« Reply #1769 on: October 21, 2024, 01:12:32 AM »

Whenever you have a chance, I recently found a bug with the mod tied to a base game event. I will look on my end to see fixes but I wanted to run it by you.

The bug in question is that a certain quest giver npc who belongs to one faction, when the location they were at changed ownership they became the faction that now owns the location, prevent access to the original faction in that save

I think you might need to be more specific about the factions and market transfers involved?

I have a hunch they're talking about the blackwatch NPC that's at Kanta's Den.
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