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Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

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Author Topic: [0.95a] Shadowyards Reconstruction Authority 0.9.5-rc4(4/12/21)  (Read 1115459 times)

Sabaton

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Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0a
« Reply #315 on: September 11, 2013, 04:35:39 PM »

 I get it, looks like you tried too much too early...
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MShadowy

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Re: (0.54.1a) Shadowyards Heavy Industries v0.4.0a
« Reply #316 on: September 13, 2013, 05:44:58 PM »

Alright, 0.4.1 is ready.  This is pretty much just a compatibility release, though bear in mind that this requires a bit more than just a few file updates due to the addition of hyperspace.

0.4.1
Updated Shadowyards to be compatible with Starsector 0.6a
  • Adjusted all craft to have appropriate (if hypothetical) CR deployment costs.
  • Added CR draining to frigates... and the Elysium.
  • Adjusted frigate speeds to be in line with vanila frigates.
Added Anar system.

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Gotcha!

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Re: (0.6a) Shadowyards Heavy Industries v0.4.1
« Reply #317 on: September 13, 2013, 05:50:08 PM »

You added a system already? O_o You sure don't waste time. /awe
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MShadowy

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Re: (0.6a) Shadowyards Heavy Industries v0.4.1
« Reply #318 on: September 13, 2013, 06:27:50 PM »

I had it ready to go even before 0.6 released, and most of the work today was just getting it compatible with hyperspace and making sure everything was in order, so not quite that impressive, eheh.
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SainnQ

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Re: (0.6a) Shadowyards Heavy Industries v0.4.1
« Reply #319 on: September 13, 2013, 07:24:34 PM »

So I just updated to the new release.

I'm trying to run Shadowyard HI & Blackrock simultaneously.

But Shadowyard on it's own keeps throwing this my way.


Fatal: Erorr compiling [data.scripts.plugins.ArmorPiercePlugin]
Cause: Parsing compilation unit "com.fs.starfarer.loading.A$1@110b640"

Spoiler
17271 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Error compiling [data.scripts.plugins.ArmorPiercePlugin]
java.lang.RuntimeException: Error compiling [data.scripts.plugins.ArmorPiercePlugin]
   at com.fs.starfarer.loading.scripts.ScriptStore$1.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
Caused by: java.lang.ClassNotFoundException: Parsing compilation unit "com.fs.starfarer.loading.A$1@110b640"
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:180)
   at org.codehaus.janino.IClassLoader.loadIClass(IClassLoader.java:158)
   at org.codehaus.janino.JavaSourceClassLoader.generateBytecodes(JavaSourceClassLoader.java:199)
   at org.codehaus.janino.JavaSourceClassLoader.findClass(JavaSourceClassLoader.java:164)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:307)
   at java.lang.ClassLoader.loadClass(ClassLoader.java:248)
   ... 2 more
Caused by: org.codehaus.commons.compiler.CompileException: File data/scripts/plugins/ArmorPiercePlugin.java, Line 16, Column 7: Imported class "org.lazywizard.lazylib.CollisionUtils" could not be loaded
   at org.codehaus.janino.UnitCompiler.compileError(UnitCompiler.java:9403)
   at org.codehaus.janino.UnitCompiler.import2(UnitCompiler.java:256)
   at org.codehaus.janino.UnitCompiler.access$0(UnitCompiler.java:240)
   at org.codehaus.janino.UnitCompiler$1.visitSingleTypeImportDeclaration(UnitCompiler.java:230)
   at org.codehaus.janino.Java$CompilationUnit$SingleTypeImportDeclaration.accept(Java.java:170)
   at org.codehaus.janino.UnitCompiler.<init>(UnitCompiler.java:228)
   at org.codehaus.janino.JavaSourceIClassLoader.findIClass(JavaSourceIClassLoader.java:154)
   ... 7 more

[close]


The I believe relevant sector in my Starsector.log file is spoilered.
Again this is just shadowyard, I've tried running it alone, and the same error pops up just after starsector loads up
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MShadowy

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Re: (0.6a) Shadowyards Heavy Industries v0.4.1
« Reply #320 on: September 13, 2013, 07:54:34 PM »

Do you have the latest version of LazyLib installed?  If not, this mod is not going to work (and the error message is indicating it can't find the LazyLib Collision Utilities, which tells me you're missing the dependency).
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SainnQ

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Re: (0.6a) Shadowyards Heavy Industries v0.4.1
« Reply #321 on: September 13, 2013, 08:05:34 PM »

Do you have the latest version of LazyLib installed?  If not, this mod is not going to work (and the error message is indicating it can't find the LazyLib Collision Utilities, which tells me you're missing the dependency).

Hmm I kept having issue with the version of Shadowyards I was downloading.

Wasn't lazylib but I had the wrong version of SHI installed either way.

Problem solved.
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ciago92

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Re: (0.6a) Shadowyards Heavy Industries v0.4.1
« Reply #322 on: September 13, 2013, 09:04:24 PM »

crashed after harrying and then re-engaging a pirate ship in the SHI system. latest downloads of LazyLib and SHI

Spoiler
1195775 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fleet id [systemDefense] not found for faction [shadow_industry]
java.lang.RuntimeException: Fleet id [systemDefense] not found for faction [shadow_industry]
   at com.fs.starfarer.loading.oOoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.Ó00000(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.createFleet(Unknown Source)
   at data.scripts.world.anar.ShadowyardsSDFSpawnPoint.spawnFleet(ShadowyardsSDFSpawnPoint.java:29)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
   at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:45)
   at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
   at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
   at com.fs.starfarer.campaign.A.super(Unknown Source)
   at com.fs.starfarer.new.øÒÒ000(Unknown Source)
   at com.fs.oOOO.super.new(Unknown Source)
   at com.fs.starfarer.combat.D.o00000(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
   at java.lang.Thread.run(Thread.java:619)
[close]
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MShadowy

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Re: (0.6a) Shadowyards Heavy Industries v0.4.1
« Reply #323 on: September 13, 2013, 09:14:09 PM »

Hmmm... from the looks of it there's a fleet id mismatch.  But where... waitasec, that must be in the SDF spawn script.  Could have sworn I changed that, argh.

Alright, I'll fix that up in a hurry, sorry bout that.

E: Well, I was planning on making a new release soon anyway, as soon as I'd figured out how to get ships to travel to other systems; if I can figure that out I'll probably remove the Hegemony base from Anar and instead have the two forces launch fleets at each other from different systems.  Well, that really holds true regardless, the more interesting things there are to do in systems, the less we'll need to be bombarded with pirates and other targets.
« Last Edit: September 13, 2013, 09:30:26 PM by MShadowy »
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miro

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Re: (0.6a) Shadowyards Heavy Industries v0.4.1
« Reply #324 on: September 14, 2013, 01:26:52 AM »

Far out, you work fast. Good job!
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Hey brah.

miro

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Re: (0.6a) Shadowyards Heavy Industries v0.4.1
« Reply #325 on: September 14, 2013, 02:55:07 AM »

I'm having that same system defense fleet spawning issue as that guy above me, but I can't get you a log. None seem to show up in the "log" folder.

Probably for the best though, I have homework I should be doing. ;P
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Hey brah.

MShadowy

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Re: (0.6a) Shadowyards Heavy Industries v0.4.1
« Reply #326 on: September 14, 2013, 09:08:00 AM »

Alright fix up.  The Shadowyards SDF Fleet should no longer be erroneous.  Sorry, this took rather longer than expected because I did some cleaning up of the spawn points and (hopefully) got SHI to start raiding Corvus.

And somehow got the pirate plunder fleet spawn to start giving a null error despite it being identical (save for it's identifiers) to the vanilla one used in Corvus.  Highly irritating.  After boggling over the nondescriptive error for a while, I removed it, since the Pirates and Hegemony are temporary residents anyway.

I also made a few adjustments with the phase ships (the Shamash and Scylla) to bring their phase dissipation roughly in line with the improvements made to vanilla phase ships, and switched up the Shamash's cargo and fuel capacity a bit; 20 cargo is a bit sparse now, given the logistics changes, so she now has 20 more cargo (for a total of 40), and 20 less fuel (for 70).  I have to go now, so a proper changelog will have to wait a bit.

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miro

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Re: (0.6a) Shadowyards Heavy Industries v0.4.1a
« Reply #327 on: September 14, 2013, 08:12:17 PM »

You are a hero, thank you.  :)
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Hey brah.

FasterThanSleepyfish

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Re: (0.6a) Shadowyards Heavy Industries v0.4.1a
« Reply #328 on: September 14, 2013, 09:15:05 PM »

I hope if it's all right if I reverse engineer your system scripts, I have no idea what I'm doing.
Spoiler
[close]
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MShadowy

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Re: (0.6a) Shadowyards Heavy Industries v0.4.1a
« Reply #329 on: September 14, 2013, 10:10:42 PM »

Go ahead.  I mostly just copied how Alex set up Corvus anyway, so it's not like they're really mine anyway.
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