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Author Topic: [0.97a] More Combat Terrain Effects 1.3.2  (Read 49876 times)

MrNage

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Planning to do anything with coronas/solar flares/magnetic storms?
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NikoTheGuyDude

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Planning to do anything with coronas/solar flares/magnetic storms?

Magstorms are already affected, they're just a more intense magnetic field.

Coronae and solar flares though already have a very defined effect, though, which is just CR degradation. I guess the same argument could be applied to black holes and pulsars, but they're rare enough battles to the point that I decided a cooler effect was needed.
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DanteAyagawe

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Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.2
« Reply #17 on: December 20, 2022, 11:30:44 AM »

I got an error fighting Remnants in hyperspace after patching this mod

334742 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/sun/javafx/PlatformUtil
java.lang.NoClassDefFoundError: com/sun/javafx/PlatformUtil
   at niko.MCTE.utils.MCTE_debugUtils.isWindows(MCTE_debugUtils.kt:125)
   at niko.MCTE.scripts.everyFrames.combat.terrainEffects.terrainEffectScriptAdder.ad dHyperspaceTerrainScripts(terrainEffectScriptAdder.kt:262)
   at niko.MCTE.scripts.everyFrames.combat.terrainEffects.terrainEffectScriptAdder.ev aluateTerrainAndAddScripts(terrainEffectScriptAdder.kt:112)
   at niko.MCTE.scripts.everyFrames.combat.terrainEffects.terrainEffectScriptAdder.ad vance(terrainEffectScriptAdder.kt:79)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.sun.javafx.PlatformUtil
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 14 more
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DanteAyagawe

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Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.2
« Reply #18 on: December 20, 2022, 11:48:08 AM »

I got an error fighting Remnants in hyperspace after patching this mod

334742 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/sun/javafx/PlatformUtil
java.lang.NoClassDefFoundError: com/sun/javafx/PlatformUtil
   at niko.MCTE.utils.MCTE_debugUtils.isWindows(MCTE_debugUtils.kt:125)
   at niko.MCTE.scripts.everyFrames.combat.terrainEffects.terrainEffectScriptAdder.ad dHyperspaceTerrainScripts(terrainEffectScriptAdder.kt:262)
   at niko.MCTE.scripts.everyFrames.combat.terrainEffects.terrainEffectScriptAdder.ev aluateTerrainAndAddScripts(terrainEffectScriptAdder.kt:112)
   at niko.MCTE.scripts.everyFrames.combat.terrainEffects.terrainEffectScriptAdder.ad vance(terrainEffectScriptAdder.kt:79)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.sun.javafx.PlatformUtil
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 14 more

Nevermind it happens on any terrain/location
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.2
« Reply #19 on: December 20, 2022, 07:40:24 PM »

I got an error fighting Remnants in hyperspace after patching this mod

334742 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: com/sun/javafx/PlatformUtil
java.lang.NoClassDefFoundError: com/sun/javafx/PlatformUtil
   at niko.MCTE.utils.MCTE_debugUtils.isWindows(MCTE_debugUtils.kt:125)
   at niko.MCTE.scripts.everyFrames.combat.terrainEffects.terrainEffectScriptAdder.ad dHyperspaceTerrainScripts(terrainEffectScriptAdder.kt:262)
   at niko.MCTE.scripts.everyFrames.combat.terrainEffects.terrainEffectScriptAdder.ev aluateTerrainAndAddScripts(terrainEffectScriptAdder.kt:112)
   at niko.MCTE.scripts.everyFrames.combat.terrainEffects.terrainEffectScriptAdder.ad vance(terrainEffectScriptAdder.kt:79)
   at com.fs.starfarer.title.Object.L$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.A.new.o00000(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.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.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: com.sun.javafx.PlatformUtil
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 14 more

Nevermind it happens on any terrain/location

What's your OS?
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.2
« Reply #20 on: December 20, 2022, 07:44:59 PM »

Also, what JRE version?
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DanteAyagawe

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Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.2
« Reply #21 on: December 21, 2022, 09:27:42 AM »

JRE, I am not sure I think it is 1.8.0_333

OS is Windows 10
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.2
« Reply #22 on: December 21, 2022, 09:44:35 AM »

JRE, I am not sure I think it is 1.8.0_333

OS is Windows 10

Could you please try downgrading your JRE version to the JRE packaged with starsector and/or switching your JRE8 to the one provided on the discord?
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DanteAyagawe

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Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.2
« Reply #23 on: December 22, 2022, 05:26:53 PM »

Oh- the JRE used by the game is JDK 7 (1.7.79), should I update it?
Because I've read that Starsector uses its own JRE than what the system uses
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DanteAyagawe

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Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.2
« Reply #24 on: December 22, 2022, 06:11:57 PM »

Oh- the JRE used by the game is JDK 7 (1.7.79), should I update it?
Because I've read that Starsector uses its own JRE than what the system uses

All good, updated the JRE using the provided one in discord, many thanks for the mod
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renegade_sock

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Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.4
« Reply #25 on: January 13, 2023, 03:08:50 AM »

Hey so this mod looks amazing and these kinds of additions to the combat maps are desperately needed.

That being said, I'm concerned about to what extent (if any?) the AI will compensate for these hazards. I imagine any effects that just universally alter stats will be fine, but will AI ships actively try to avoid hazardous regions, and if so, will they do so in an intelligent manner?

Regardless thanks for making this mod, very keen to try on my next run :)
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Digganob

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Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.4
« Reply #26 on: January 13, 2023, 09:44:38 AM »

Hot damn, this is exactly one of the mods I've wanted for so long, and it turns out, it just wasn't in the index. The forums have a lot of hidden gems like this, don't they?

Also, you've added junk to debris fields! I myself was planning on implementing something of the sort once I got a handle on more basic modding, which you might already know if you remembered commenting a little while ago on my topic. I'll have to see how you've implemented the debris in this one, and see if I want them to be a bit different. Studying how you did it should help me do so, as well!

Though, I suppose there may be incompatibility. I'll have to be careful of that, I suppose.
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Digganob

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Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.4
« Reply #27 on: January 15, 2023, 04:46:25 PM »

Hm, I have not seen any junk in the debris fields I've fought in thus far. Looking at the mod settings for lunalib, it appears that it's not currently implemented at all. Are you intending to add them later?
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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.4
« Reply #28 on: January 19, 2023, 03:48:50 PM »

Hey so this mod looks amazing and these kinds of additions to the combat maps are desperately needed.

That being said, I'm concerned about to what extent (if any?) the AI will compensate for these hazards. I imagine any effects that just universally alter stats will be fine, but will AI ships actively try to avoid hazardous regions, and if so, will they do so in an intelligent manner?

Regardless thanks for making this mod, very keen to try on my next run :)

The AI is oblivious to nebulae but tries to protect itself from hyperstorms with defensive systems/evasion.

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NikoTheGuyDude

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Re: [0.95.1a-RC6] More Combat Terrain Effects 1.1.4
« Reply #29 on: January 19, 2023, 03:50:43 PM »

Hm, I have not seen any junk in the debris fields I've fought in thus far. Looking at the mod settings for lunalib, it appears that it's not currently implemented at all. Are you intending to add them later?

Yeah it's unimplemented, and no, not until I figure out a way to make it actually work well

The current implementation is weird on like 20 levels and barely even works. Youd be surprised to hear that the debris field is the most difficult one to get working out o fall of them
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