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Starsector 0.97a is out! (02/02/24); New blog post: Planet Search Overhaul (07/13/24)

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Author Topic: [0.97a] Bird's Collection v1.5.3  (Read 66320 times)

Madcat

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Re: [0.96a] Bird's Collection v1.5.1
« Reply #15 on: March 04, 2024, 02:23:39 PM »

When starting the game I get this error



and this is what it says in the log

268970 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [birdwanderer.birdscollection.data.scripts.bc_modPlugin]
java.lang.RuntimeException: Error loading [birdwanderer.birdscollection.data.scripts.bc_modPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: birdwanderer.birdscollection.data.scripts.bc_modPlugin
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:179)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
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BirdWanderer

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Re: [0.96a] Bird's Collection v1.5.2
« Reply #16 on: March 04, 2024, 06:14:06 PM »

Released a new update. The ship spawning issues should be fixed. And the crash seems to be caused by a missing dependency, as I am not sure what else would cause that.
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Madcat

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Re: [0.96a] Bird's Collection v1.5.2
« Reply #17 on: March 05, 2024, 05:00:36 AM »

Released a new update. The ship spawning issues should be fixed. And the crash seems to be caused by a missing dependency, as I am not sure what else would cause that.

Do you have any idea what it could be, because I have Lazylib, Lunalib and magiclib all the latest versions and this is the only mod that I am having a problem with, every other mod I have that uses thos libraries works fine.
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BirdWanderer

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Re: [0.97a] Bird's Collection v1.5.2
« Reply #18 on: March 05, 2024, 06:52:45 AM »

Have you downloaded the new update? I'm not sure what is causing this.
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Alluvian

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Re: [0.97a] Bird's Collection v1.5.2
« Reply #19 on: March 22, 2024, 07:23:09 PM »

To get the Fays Phase ships to spawn (in the market, and more regularly in fleets) some minor changes need to be made to: default_ship_roles.json

Specifically, adding sections for phaseSmall through phaseCapital would be needed.

Example:
Spoiler
"phaseSmall":{
      "bc_phasefrigate1_Overdriven": 10,
      "bc_phasefrigate2_Attack": 10,
      "bc_phasefrigate2_Strike": 10,
      "bc_phasefrigate3_Overdriven": 5,
      "bc_phasefrigate3_Strike": 10,
      "bc_phasefrigate4_Overdriven": 4,
      "bc_phasefrigate4_Assault": 10,
   },
   "phaseMedium":{
      "bc_phasedestroyer1_Overdriven": 8,
      "bc_phasedestroyer2_Strike": 8,
      "bc_phasedestroyer3_Overdriven": 6,
      "bc_phasedestroyer3_Standard": 6,
   },
   "phaseLarge":{
      "bc_phasecruiser1_Standard": 10,
      "bc_phasecruiser1_Overdriven": 10,
      "bc_phasecruiser2_Beam": 10,
      "bc_phasecruiser2_Overdriven": 10,
      "bc_phasecruiser3_Strike": 10,
      "bc_phasecruiser3_Overdriven": 10,
   },
   "phaseCapital":{
      "bc_phaseparagon_Standard":8,      
   },
[close]
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SpaceshipCaptainYukari

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Re: [0.97a] Bird's Collection v1.5.2
« Reply #20 on: April 02, 2024, 03:47:38 AM »

Hello there!

I absolutely adore the ship designs and the way they play in this mod. I also like the inclusion of mechs in the fighters and some of the smaller ships.
However, The mechs lack that little *oomph* and polish that ARMA and Diable mechs have. Perhaps you could look into those mods when you want to work more on your mechs.

Other than that, amazing mod!
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Zalpha

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Re: [0.97a] Bird's Collection v1.5.2
« Reply #21 on: June 09, 2024, 08:15:57 PM »

Opening up the ships folder, some .png files fail to load up. You have corrupted graphic art files, this is most likely due to a bad zip or upload. I used 7zip to extract it so that might be causing an issue. The files I could identify being corrupted are bc_heavyfrigate, bc_bigvigilance, bc_gallize
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BirdWanderer

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Re: [0.97a] Bird's Collection v1.5.3
« Reply #22 on: July 04, 2024, 11:11:13 AM »

New update is out!

Enjoy new sprites and rebalanced Recovered ships, as well as some bug fixes.
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BigBeans

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Re: [0.97a] Bird's Collection v1.5.3
« Reply #23 on: July 05, 2024, 10:15:19 AM »

Where's the Bird ship?
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Takion Kasukedo

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Re: [0.97a] Bird's Collection v1.5.3
« Reply #24 on: July 06, 2024, 04:12:59 AM »

I've noted a few things related to the Antique section of ships & weapons from this mod that I've currently found during my most recent playthrough.

1 -  The Sacciform Area Denial cannons don't reach their indicated range, and dissipate at 500m, instead of the 1000m indicated within it's stats card. Is this intended as to their function of split-shot AD weapons? Do they also benefit from ECCM (and other missile modifiers to speed/etc), thanks to their slightly guided nature?

2 - The Verisimilitude usually runs out of PPT (Peak Performance Time) thanks to it's system's nature and high spamability, thanks to the AI's usage of it. Is it plausible the PPT hit on use of the system only happens during engagement of the opposing forces, or generally gets nerfed so the Veris' can get some kills in and not run out of PPT so fast?

3 - The Serendipity I've found tends to crumble under any reasonable amount of fire, thanks to the lacklustre speed, lack of good armour for a brawler and the nature of it's phase cloak/skimmer combo.

Extra - On the other end of the spectrum, the FaysCo ships are somewhat reasonable, with the Alcott being one of the most, if not the most enjoyable phase ship I've had the pleasure of using, outside of the Interstellar Imperium and Holy Covenant of Kemet. It has insane speed capability, ensuring almost nothing will escape it's ire, and in capable hands, the previously lacklustre looking loadout has sheer capabilities of crushing even light battlecruisers. This can mainly be attributed to the Shift Jets system (which for clarity I'll call Thundershift Jets, to not confuse with GMDA and some other mod having Shift Jets) giving it insane speed (except backwards), therefore allowing it the freedom to get in and out of trouble when the ship's captain and crew desire so. There's maybe one other ship capable of such manoeuvres, and it's the Verisimilitude. However, unlike it's destroyer cousin, the Alcott doesn't eat it's own PPT like it depends on it, and is also a phase ship.

Overall, this mod is quite solid, with some interesting ships that cater to fast, brutal playstyles, and definitely one I'll continue playing with. Good job!
« Last Edit: July 06, 2024, 04:45:03 AM by Takion Kasukedo »
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Killsode

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Re: [0.97a] Bird's Collection v1.5.3
« Reply #25 on: July 06, 2024, 06:02:42 AM »

Do i spy a GIANT LASHER!? oh my, i may need to nab this mod!
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Takion Kasukedo

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Re: [0.97a] Bird's Collection v1.5.3
« Reply #26 on: September 25, 2024, 02:34:54 AM »

Noted something of an oddity, but how come the Phase Paragon has a Fortress Shield, when it's got Phase Cloak?
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If it ever seems like I'm not doing something you've asked/I said I'll get around to doing, it's because my time is occupied by other things that interest me in that current moment in time. Kindly be patient, or don't ask at all. Thank you.

BirdWanderer

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Re: [0.97a] Bird's Collection v1.5.3
« Reply #27 on: October 19, 2024, 03:12:55 PM »

I've noted a few things related to the Antique section of ships & weapons from this mod that I've currently found during my most recent playthrough.

1 -  The Sacciform Area Denial cannons don't reach their indicated range, and dissipate at 500m, instead of the 1000m indicated within it's stats card. Is this intended as to their function of split-shot AD weapons? Do they also benefit from ECCM (and other missile modifiers to speed/etc), thanks to their slightly guided nature?

2 - The Verisimilitude usually runs out of PPT (Peak Performance Time) thanks to it's system's nature and high spamability, thanks to the AI's usage of it. Is it plausible the PPT hit on use of the system only happens during engagement of the opposing forces, or generally gets nerfed so the Veris' can get some kills in and not run out of PPT so fast?

3 - The Serendipity I've found tends to crumble under any reasonable amount of fire, thanks to the lacklustre speed, lack of good armour for a brawler and the nature of it's phase cloak/skimmer combo.

Extra - On the other end of the spectrum, the FaysCo ships are somewhat reasonable, with the Alcott being one of the most, if not the most enjoyable phase ship I've had the pleasure of using, outside of the Interstellar Imperium and Holy Covenant of Kemet. It has insane speed capability, ensuring almost nothing will escape it's ire, and in capable hands, the previously lacklustre looking loadout has sheer capabilities of crushing even light battlecruisers. This can mainly be attributed to the Shift Jets system (which for clarity I'll call Thundershift Jets, to not confuse with GMDA and some other mod having Shift Jets) giving it insane speed (except backwards), therefore allowing it the freedom to get in and out of trouble when the ship's captain and crew desire so. There's maybe one other ship capable of such manoeuvres, and it's the Verisimilitude. However, unlike it's destroyer cousin, the Alcott doesn't eat it's own PPT like it depends on it, and is also a phase ship.

Overall, this mod is quite solid, with some interesting ships that cater to fast, brutal playstyles, and definitely one I'll continue playing with. Good job!
Thanks for the feedback!

The Antique ships are some of the oldest things in the mod; I'm not very happy with them anymore and they'll probably be removed/reworked in the future. Both their sprites (from a public sprite dump) and their stats (made by a first-time modder) are far worse in quality than the rest of the mod.


Noted something of an oddity, but how come the Phase Paragon has a Fortress Shield, when it's got Phase Cloak?
About this: assuming you mean the Paragon (FYS), there may be a misunderstanding---it has Maneuvering Jets, not Fortress Shield.
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