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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: [0.97a] Tri-Tac Special Circumstances - V 0.9 03/30/24  (Read 136948 times)

Dazs

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Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
« Reply #75 on: October 26, 2023, 02:58:17 PM »

Hi, cool mod :)
Why thank you, it is a bit of a work in progress still so stay tuned for more :)
Today I bought a Bora Light Carrier and noticed it doesn't need a crew. In the lore I didn't find anything about specialization for automatic ships or something else. So I think it's mistake?
Ah um speaking of a work in progress, looks like Dazs made yet another oopsie. I am working on an update for TTSC in concurrent with Hiver so not ETA but I will have a fix for that in the next patch.

Thank you for taking the time to let me know

Solus_Dantelion

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Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
« Reply #76 on: November 03, 2023, 04:47:38 PM »

So this is a suggestion for a possible future update and i preface this with the note that i have zero coding experience and have no idea how hard it would be to implement. Tri-Tac and Tri-Tac SC generally form alliance but i've seen No Such Organisation form it instead and they generally give it a odd name. I'd make sense to me if they had what Iron Shell has with the Hegemony, starting in an alliance with each other since Tri-tac SC is basically supposed to be a Tri-tac subfaction like Iron Shell is to the Hegemony.

Feel free to ignore this at your leisure and thank you for making this. :)
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Dazs

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Re: [0.96a] Tri-Tac Special Circumstances - V0.4.7 10/17/23
« Reply #77 on: November 03, 2023, 06:55:11 PM »

So this is a suggestion for a possible future update and i preface this with the note that i have zero coding experience and have no idea how hard it would be to implement. Tri-Tac and Tri-Tac SC generally form alliance but i've seen No Such Organisation form it instead and they generally give it a odd name.
Well hello there! TTSC and Tri-Tac are closely related. I have the mod coded to start 100% rep with Tri-Tac and have the same political traits so they *should* ally and stay that way unless the player tosses a wrench in it like attacking Tri-Tac. Now there is a potential wrench if Nex decided to toss some random event like a wedding between TTSC and Hegemony or some such random nonsense you have no control of.
I'd make sense to me if they had what Iron Shell has with the Hegemony, starting in an alliance with each other since Tri-tac SC is basically supposed to be a Tri-tac subfaction like Iron Shell is to the Hegemony.
I do play with Iron Shell enabled and in my games Iron Shell and Hegemony ally but they are two different factions. That being said, I am not sure exactly your point so if you could provide more clarity I would be appreciative.
Feel free to ignore this at your leisure and thank you for making this. :)
Oh noes I would never ignore someone who cares enough to take the time to leave me commentary. I just finished updates for Hiver & CJHM and TTSC is next on my to-do list (assuming someone doesn't report a crash on one of my poorly coded mods). I will do my best to look into your suggestion, I just would like to make sure I understand it before I dive deep.

Thank you and I look forward to your (or anyone's) suggestions that would help make this mod better.

Dazs

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Re: [0.96a] Tri-Tac Special Circumstances - V0.5 11/07/23
« Reply #78 on: November 07, 2023, 06:11:01 AM »

v0.5 released today - Save Compatible with v0.4.7
Some adjustments to the mod based on player feedback - Changelog:
   -Increased the damage of TTSC Medium Range Laser from 75 to 85 - With the same OP as the TTSC Tactical laser it needed more DPS to make sense
   -Lowered the tier of the TTSC Medium and Long range lasers from 2 to 1 - Should allow them to show more frequently in TTSC markets
   -Increased the tier of the TTSC Tachyon Lance from 2 to 3 - As a high value weapon, tier 2 made it too available
   -Removed all TTSC weapons from the blueprint package
   -Made a new BP for weapons that will not be in the player's starting cargo but discoverable - Received complaints that their "OP" weapons are too readily available
   -Increased the value of the weapon BP based on the value of the weapons
   -Added missing crew to the Bora - TY Zoro89 for letting me know
   -Replaced the built-in high resolution scanners on the Revisionist with insulated engine assembly to match the tech on the Ingenui - TY Lathyr for the idea!

I thank the players who have given me advice and ideas and look forward to more. I am a bear of very little brain and can always use some help :)

Nick9

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Re: [0.96a] Tri-Tac Special Circumstances - V 0.5 11/07/23
« Reply #79 on: November 07, 2023, 06:47:14 AM »

I've seen your mod today for the first time, I love it. These designs look F IMPRESSIVE. You did exactly what I wanted to see in the game. My greatest gratitude.
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Dazs

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Re: [0.96a] Tri-Tac Special Circumstances - V 0.5 11/07/23
« Reply #80 on: November 07, 2023, 08:07:01 AM »

I've seen your mod today for the first time, I love it. These designs look F IMPRESSIVE. You did exactly what I wanted to see in the game. My greatest gratitude.
Wow what a nice ringing endorsement! - It really cheers me up when I receive such a kind reply thank you!

LeoSCfan

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Re: [0.96a] Tri-Tac Special Circumstances - V 0.5 11/07/23
« Reply #81 on: November 16, 2023, 08:17:03 PM »

hi i keep having problems loading this mod i get:
Fatal Error loading [data.scripts.TTSC_modPlugin]
Cause:1 error while compiling unit
from log:
722906 [Thread-3] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.TTSC_modPlugin]
java.lang.RuntimeException: Error loading [data.scripts.TTSC_modPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: 1 error(s) while compiling unit "data/scripts/TTSC_modPlugin.java"
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: 1 error(s) while compiling unit "data/scripts/TTSC_modPlugin.java"
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:326)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224)
   ... 5 more
and  data.scripts.ttsc_modPlugin is:
package data.scripts;

import com.fs.starfarer.api.BaseModPlugin;
import com.fs.starfarer.api.Global;
import com.fs.starfarer.api.PluginPick;
import com.fs.starfarer.api.campaign.CampaignPlugin;
import com.fs.starfarer.api.campaign.econ.MarketAPI;
import com.fs.starfarer.api.campaign.StarSystemAPI;
import com.fs.starfarer.api.characters.PersonAPI;
import com.fs.starfarer.api.impl.campaign.ids.Skills;
import data.scripts.world.TTSCGen;
import exerelin.campaign.SectorManager;



public class TTSC_modPlugin extends BaseModPlugin {
   

   public void onApplicationLoad() {
        {
            boolean hasLazyLib = Global.getSettings().getModManager().isModEnabled("lw_lazylib");
            if (!hasLazyLib) {
                throw new RuntimeException("Tri-Tac Special Circumstances LazyLib!"
                        + "\nGet it at http://fractalsoftworks.com/forum/index.php?topic=5444");
            }

            boolean hasMagicLib = Global.getSettings().getModManager().isModEnabled("MagicLib");
            if (!hasMagicLib) {
                throw new RuntimeException("Tri-Tac Special Circumstances requires MagicLib!" + "\nGet it at http://fractalsoftworks.com/forum/index.php?topic=13718");
            }
        }
    }
   
}
i assume either public class TTSC_modPlugin extends BaseModPlugin {
or
import exerelin.campaign.SectorManager;
is the problem, does work with nexerelin , this is a problem a bunch of mods had and this mod also had an solved i think
so you could revert partly to an earlier version or try to use a solution from forums https://fractalsoftworks.com/forum/index.php?topic=5061.4890 has it
maybe just add nex to the requirements? along with lazylib and magiclib, i mean it does in fact just not work wihout nex, maybe ask for help in the discord? i assume making your mod work wihout nex is common knowledge between modders since there are a bunch of mentions but no clear fix
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I have no idea what am I doing

Dazs

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Re: [0.96a] Tri-Tac Special Circumstances - V 0.5 11/07/23
« Reply #82 on: November 17, 2023, 01:40:14 AM »

is the problem, does work with nexerelin , this is a problem a bunch of mods had and this mod also had an solved i think
so you could revert partly to an earlier version or try to use a solution from forums https://fractalsoftworks.com/forum/index.php?topic=5061.4890 has it
maybe just add nex to the requirements? along with lazylib and magiclib, i mean it does in fact just not work wihout nex, maybe ask for help in the discord? i assume making your mod work wihout nex is common knowledge between modders since there are a bunch of mentions but no clear fix
I did have a version that did not use Nexerelin in v4.6 when Nexerelin was not compatible with the 0.96a update but it lacked some features so I reverted back to the initial format that uses Nexerelin . I guess I forgot to add it back to the forum OP as a dependency and I apologize, an oversight on my part that I just rectified.

As to using a compiler as you suggest, I have tried several times to use both IntellliJ and Netbeans but I just cannot wrap my head around making it work correctly. I wrote my mods manually in notepad++ and trying to import them then compile failed every time I tried. OH so many hours it took me to realize I am a bear of very little brain.

Thank you for your post and I appreciate you taking the time to not only let me know but also adding some ideas for a fix.

Dazs

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Re: [0.96a] Tri-Tac Special Circumstances - V 0.6 12/16/23
« Reply #83 on: December 16, 2023, 09:12:14 AM »

v0.6 released today - Save Compatible with v0.5

Changelog:
   -Added a NEX requirement to the forum OP - TY LeoSCfan for letting me know
   -Increased the damage of the TTSC short range laser from 40 to 45 and removed the chargeup time - Makes it more competitive for such a short range laser
   -Added a new weapon, the TTSC Twin Mining laser - TTSC lacked both a PD laser as well as a mining weapon and it fills a gap in being 2 OP which is rare for a PD laser weapon
   -Added a new frigate sized mining/salvage freighter, the Idiran - TTSC lacked some ships for their mining fleets so I added this as well as the next two to their lineup
   -Added a new destroyer sized mining/salvage freighter, the Gillan
   -Added a new cruiser sized mining/salvage freighter, the Azad - Decent cargo with strong mining stats and several small turrets which makes for a good deployable PD platform
   -Added a new mining drone wing, the Rascal - Similar stats to the vanilla mining drone but 1 OP, 2 wing, equipped with 1 Twin Mining Laser with less armor and an omni shield
   -Added missing "tags" to the TTSC fighters - Adds them to the TTSC BP and helps when autofitting - noticed it when I added the new drone
   -Added TTSC to the SCY Amity faction whitelist
   -Added TTSC to the Persean Chronicles Faction ids to it's whitelist   
   -Added mining strengths to the three new ships and drone
   -Added the ability for TTSC to form mining fleets in Nexerelin - I initially had it disabled as JYD was so mining focused but Tri-Tac has them so why not TTSC
   -Added the three new ships to the list of ships randomly picked to add to a mining fleet under Nexerelin
   -Updated the "All Ships Image" on the Forum OP with the new ships and drone - The are on the bottom of the image, take a peek if you are interested :)

I tired yet again to add some more TTSC specific quest style missions but I just cannot seem to wrap my head around the code structure. I'll keep at it in my downtime but I hope you enjoy the additions/changes as they are all things I thought the game was lacking (E.G. High tech mining ships and a 2 OP PD laser weapon).

cake

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Re: [0.96a] Tri-Tac Special Circumstances - V 0.6 12/16/23
« Reply #84 on: January 03, 2024, 11:36:33 AM »

Oh no- there's no escape from SC, not even in the sector
special circumstances required me to take a look, and I'm actually quite interested
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Dazs

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Re: [0.96a] Tri-Tac Special Circumstances - V 0.6 12/16/23
« Reply #85 on: January 03, 2024, 01:52:02 PM »

Hello there thanks for stopping by.
Oh no- there's no escape from SC, not even in the sector
They are quite unfriendly to pirates, Luddic and Hegemony so expect some grief if you play as those factions with TTSC installed. Conversely if you play as them you can effect their relations based on how you play. A good challenge is to play as them in a balanced way. Nex Prevents you allied to both Tri-Tac and Hegemony but it can be quite a feat to keep all the vanilla factions all on a friendly basis and play as a peacemaker. 
special circumstances required me to take a look, and I'm actually quite interested
I'd be curious on your thoughts after you give them a run through either as a commissioned agent or vs them.

Dazs

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Re: [0.97a] Tri-Tac Special Circumstances - V 0.7 02/03/24
« Reply #86 on: February 03, 2024, 09:51:31 AM »

v0.7 Released Today- Save Compatible with v0.6
   -Doubled the chargedown and increased the flux use by 10% of the TTSC Rift weapons - Received many complaints that being Omega clones they were too powerful and made getting Omega not worthwhile
   -Updated to 0.97a

The number one complaint regarding TTSC was the easy availability of OMEGA level weapons which in retrospect I agree. I added them to this mod because the Remnant are Tri-Tac drones gone awry thus their weapons were initially made by Tri-Tac. TTSC is the cutting edge clandestine branch of Tri-Tac so giving them these weapons made sense to me lore wise as they would be the ones tinkering with any captured Remnant weapons. Essentially the TTSC versions of OMEGA Rift weapons will fire slower and need more energy per shot making them still powerful but allowing captured OMEGA versions to be an upgrade.

Vestung

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Re: [0.97a] Tri-Tac Special Circumstances - V 0.7 02/03/24
« Reply #87 on: February 03, 2024, 07:29:37 PM »

Hi Dasz, when I ran TTSC today with the new update, I get this error

31629 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.RuntimeException: Error loading [data.scripts.TTSC_modPlugin]
java.lang.RuntimeException: Error loading [data.scripts.TTSC_modPlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$3.run(Unknown Source) ~[starfarer_obf.jar:?]
   at java.lang.Thread.run(Thread.java:750) [?:1.8.0_402]
Caused by: java.lang.ClassNotFoundException: File 'data/scripts/world/TTSCGen.java', Line 11, Column 7: A class 'exerelin.campaign.SectorManager' could not be found
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:226) ~[janino.jar:2.7.8]
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178) ~[janino.jar:2.7.8]
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_402]
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_402]
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File 'data/scripts/world/TTSCGen.java', Line 11, Column 7: A class 'exerelin.campaign.SectorManager' could not be found
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:10174) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.getSingleTypeImport(UnitCompiler.java:8644) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.compile2(UnitCompiler.java:365) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.access$400(UnitCompiler.java:185) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler$2.visitPackageMemberClassDeclaration(UnitCompiler.java:347) ~[janino.jar:2.7.8]
   at org.codehaus.janino.Java$PackageMemberClassDeclaration.accept(Java.java:1139) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.compile(UnitCompiler.java:354) ~[janino.jar:2.7.8]
   at org.codehaus.janino.UnitCompiler.compileUnit(UnitCompiler.java:322) ~[janino.jar:2.7.8]
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:224) ~[janino.jar:2.7.8]
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:178) ~[janino.jar:2.7.8]
   at java.lang.ClassLoader.loadClass(ClassLoader.java:418) ~[?:1.8.0_402]
   at java.lang.ClassLoader.loadClass(ClassLoader.java:351) ~[?:1.8.0_402]
   ... 2 more

I think that there is a dependency on Nexerelin, which is currently not updated for 0.97. Maybe you can but Nexerelin as a dependency so that we know we need Nex to run TTSC
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Dazs

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Re: [0.96a] Tri-Tac Special Circumstances - V 0.5 11/07/23
« Reply #88 on: February 03, 2024, 08:48:42 PM »

hi i keep having problems loading this mod i get:

is the problem, does work with nexerelin , this is a problem a bunch of mods had and this mod also had an solved i think
so you could revert partly to an earlier version or try to use a solution from forums https://fractalsoftworks.com/forum/index.php?topic=5061.4890 has it
maybe just add nex to the requirements? along with lazylib and magiclib, i mean it does in fact just not work wihout nex, maybe ask for help in the discord? i assume making your mod work wihout nex is common knowledge between modders since there are a bunch of mentions but no clear fix
Hello there, yes Nex is a posted requirement for the mod and I held off on releasing an update until Histidine posted a .97a update. If you go to the nex forum on the last page there is a link https://fractalsoftworks.com/forum/index.php?topic=9175.5790

caekdaemon

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Re: [0.97a] Tri-Tac Special Circumstances - V 0.7 02/03/24
« Reply #89 on: February 06, 2024, 05:12:44 PM »

Wrapped up another playthrough with this mod (and this time, corporate "restructuring" did not occur - TriTach and SC stayed BFFs the whole game!) right in time for the conquest of Chicomoztoc for TriTach to happen on the same day the game version updated. Perfect time for a new game, and it gave me a thought (sorry if it's already in the .97a release).

Iron Shell seems to have come up with a way to create a permanent alliance between factions, which is used to make sure that the Iron Shell faction, intended to be a component of the Hegemony, never ends up at war with the Hegemony proper. It seems to me that this system could probably be used with TTSC, to make sure that the two stay allied together. Lorewise, it'd make sense as the TTSC being part of the main Tri-Tachyon holding corporation, related but separate from the regular TT faction and markets as a result.

Also, a shout out - this mod works amazingly well with No Such Org, which is a Tri-Tach subfaction like this, but based entirely on phase ships. The Troubadour from this works very well with their phase ships, and the two are a match made in heaven for the Tri-Tach player :D
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