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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1638564 times)

Pushover

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3735 on: March 01, 2015, 06:48:03 PM »

I'm getting a CTD whenever I try to load a game (not using the Continue button, using the Load Game button on the menu). I click it and the game crashes.

Below is the last bit of the log file, (I think this is everything for loading the load game menu)

Spoiler
Quote
17893 [Thread-5] DEBUG com.fs.graphics.TextureLoader  - Loading [graphics/backgrounds/background4.jpg] as texture with id [graphics/backgrounds/background4.jpg]
19673 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_ISA_2860150983201958622\descriptor.xml]
19693 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_ISA_4280613728685656513\descriptor.xml]
19697 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Marauder_3796784851702082626\descriptor.xml]
19701 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Marauder_9052977166574747763\descriptor.xml]
19705 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pirate_5941511467710026007\descriptor.xml]
19708 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_2068349950204205850\descriptor.xml]
19710 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_3255637077103969081\descriptor.xml]
19715 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_3297244045037606027\descriptor.xml]
19719 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_Pushover_6577186991409177843\descriptor.xml]
19721 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_1174907327118915071\descriptor.xml]
19724 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_3581518363292742120\descriptor.xml]
19728 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_3774010816566530225\descriptor.xml]
19732 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_5080432996449776673\descriptor.xml]
19736 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_6210720955057940361\descriptor.xml]
19739 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_UIN_7435524200204287658\descriptor.xml]
19743 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6294411504117355374\descriptor.xml]
19747 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6389780564723588735\descriptor.xml]
19750 [Thread-5] INFO  com.fs.starfarer.campaign.save.CampaignGameManager  - Reading save data from [..\saves\save_XLE_6843993122467714097\descriptor.xml]
20264 [Thread-11] INFO  sound.O  - Creating streaming player for music with id [music-miscallenous_main_menu.ogg]
20264 [Thread-11] INFO  sound.OooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOO  - Playing music with id [music-miscallenous_main_menu.ogg]
20316 [Thread-5] ERROR com.fs.starfarer.combat.D  - java.lang.NullPointerException
java.lang.NullPointerException
   at com.fs.starfarer.campaign.save.LoadGameDialog.super(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog$1.o00000(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog$1.compare(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.mergeSort(Unknown Source)
   at java.util.Arrays.legacyMergeSort(Unknown Source)
   at java.util.Arrays.sort(Unknown Source)
   at java.util.Collections.sort(Unknown Source)
   at com.fs.starfarer.campaign.save.LoadGameDialog.<init>(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.??00(Unknown Source)
   at com.fs.starfarer.title.OoOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.super(Unknown Source)
   at com.fs.starfarer.title.D.actionPerformed(Unknown Source)
   at com.fs.starfarer.ui.thisnew.super(Unknown Source)
   at com.fs.starfarer.ui.H.processInput(Unknown Source)
   at com.fs.starfarer.ui.V.o00000(Unknown Source)
   at com.fs.starfarer.new.?o000(Unknown Source)
   at com.fs.oOOO.oOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.?0000(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(Unknown Source)
[close]

I had this problem, but not from the mod.  I think it was due to me having a ton of saves, some from older versions of the game.  I just deleted all of the save folders other than the ones I wanted from my computer, and it fixed it.
Looks like deleting all my saves fixed it.
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Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3736 on: March 04, 2015, 06:05:46 AM »

Progress update.

Nothing really to report except for ship ordering system introduction for RSF, ISA, UIN and XLE factions. You have money? You are in good terms with a faction? You need ships and don`t want to bother gathering guns for it in the whole sector? Then just go to that faction`s ship yard and browse a list of options. All are 1.5 times more expensive than basic hulls, but all come with guns (and most important - hull mods) already installed.

While testing this feature I found that combats are now completely different whenever ballistics are in play. The new ammo rehaul makes battles difficult. And this is from both perspectives - running out of ammo fast and not running out of ammo entirely. Makes picking guns a whole new experience now.

MindsEye

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3737 on: March 04, 2015, 07:29:42 AM »

You took ammo out?
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Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3738 on: March 04, 2015, 08:26:01 AM »

Nope. I switched to clip system with 4 almost different approaches (1 per faction) to capacity, reload amounts and reload times.

Shoat

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3739 on: March 04, 2015, 09:54:34 AM »

Yeah, your implementation of clips is pretty neat (though it sadly makes all the big 408mm guns very difficult to use on non-rsf ships who don't get free ammo upgrades).


That aside, here are some suggestions for what I've noticed as slightly bothersome recently:
- Ship systems:
XLE ship system seems very weaksauce (in a world where missiles are not very abundant and where normal PD is very competent on it's own anyway) and there are still too many otherwise-decent ships (the entire FFS-faction as well as the WDW pirates) with no system. I'd imagine that, ultimately, only the really crappy ships should have no system at all, right?
- The Great Dragon's main weapon (constant-fire beam) seems very unfitting for a hardpoint-fixed main gun of a big and slow ship (and it's also REALLY WEAK compared to moscow's 6x408 siege gun, 'murica's plasma burst gun or the  EU-flagship's super massdrivers). Maybe make it a burst beam of some sort?
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frogbones

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3740 on: March 04, 2015, 10:05:58 AM »

AWesome  :-X
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Blaze

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3741 on: March 04, 2015, 10:59:56 AM »

Any chance the economy can get a second look? I see a lot of issues:

1. I've yet to see any planet that creates firearms.
2. Ore creating worlds are stuffed with ore; every planet I've visited that produces ore has stock exceeding demand by 300+%
3. Every planet I've visited also seems to be stuffed with metal.
4. Harvested Organs/Recreational Drugs are always created in excess (130+%) and have no market.
5. Psy Clones/Rock Blasts are practically nonexistent in market.
6. Medicaments, Luxury Goods, Domestic Goods, Volatiles, and Food markets aren't worth trading at all; practically no profit margin exists.
7. Places that produce actually profitable goods such as electronics and weapon/ship parts usually only have a single unit in stock.

Is this intentional? Trading is pretty much limited to dealing with single units or hoarding ore and then praying for a ore shortage on some planet every 5-6 in-game months.
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Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3742 on: March 04, 2015, 11:50:10 PM »

Quote
I've yet to see any planet that creates firearms.

Firearms are created by heavy industrial conditions and are quickly delivered from free market to military bases and low-stability worlds as well as being smuggled to pirates. Not seeing them in surplus means that there are too many low-stability worlds in the local area. I`ll tweak the numbers though.

Quote
Ore creating worlds are stuffed with ore; every planet I've visited that produces ore has stock exceeding demand by 300+%
Every planet I've visited also seems to be stuffed with metal.

This is a difficult thing to balance as there only two ore-demanding conditions in the game - refinery and rock fly farms. Increasing ore demand for refinery increases it`s metal output which in turn creates exceeding stockpiles of metals (which is another balancing problem as metals are eaten by a very large number of conditions). I`ll try to tweak some numbers here, but it virtually is impossible to make this line perfect.

Quote
Harvested Organs/Recreational Drugs are always created in excess (130+%) and have no market.
Psy Clones/Rock Blasts are practically nonexistent in market.

The only distributors of organs are pirates. Drugs are made at medical facilities and pirate bases. The first are at high demand on high stability worlds while the last are demanded by worlds with less/equal to 3 stability levels. Excess of both is odd, but excess of one of them is normal.

Blasts are produced at specific locations at very limited amounts, so these never will be available for sale at any world except for those that have met their drug demands (psy clones/recreational/blasts) and the FFS rock fly farm.

Clones are exclusively UIN-produced drug replacements that are universally accepted (illegal in RSF though). They are available at UIN electronic facilities.

Quote
Medicaments, Luxury Goods, Domestic Goods, Volatiles, and Food markets aren't worth trading at all; practically no profit margin exists.


Meds, luxury, organs and domestics are demanded mostly by well developed and/or high stability worlds. Try selling these to markets with stability >= 5.
Drugs, hand weapons, food and supplies are demanded by low stability worlds.

Dropping stability of a large-size world below 4 will increase demands of the second group of commodities while almost entirely dropping demands of the first one. Increasing stability to higher than/equal to 5 will switch demands in the opposite way. Actual stability plays a role in demand formula in both cases, so a world with 1 stability is the best place for a smuggler while the other one is for merchants.

Quote
Places that produce actually profitable goods such as electronics and weapon/ship parts usually only have a single unit in stock.

I`ll try to tweak these, but usually finding a proper balance here (as well as everywhere) is difficult due to each game eventually being different from any other.

---

Things will change when player-based production rolls out in Ironclads.
« Last Edit: March 04, 2015, 11:53:53 PM by Okim »
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Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3743 on: March 05, 2015, 12:44:46 AM »

Cool mod, but why does every planet's "Description" for me just say something about an indexoutofboundsexception?

Is it just a missing description or is it actually something important?

Fixed. I guess so at least.

The pirate base in the Nexus system doesn't seem to spawn any pirate fleets. It spawns a trade fleet every few years, but doesn't spawn any hostile fleets. Is this intended?

Not a bug, but rather a random effect. Pirate have at least 4 bases to spawn from which is picked at random.

XLE ship system seems very weaksauce (in a world where missiles are not very abundant and where normal PD is very competent on it's own anyway) and there are still too many otherwise-decent ships (the entire FFS-faction as well as the WDW pirates) with no system. I'd imagine that, ultimately, only the really crappy ships should have no system at all, right?

Try playing against ISA and you`ll see the difference between having advanced flares and having just flaks. Missiles, btw, have received ammo clips too in the current dev version.

Quote
- The Great Dragon's main weapon (constant-fire beam) seems very unfitting for a hardpoint-fixed main gun of a big and slow ship (and it's also REALLY WEAK compared to moscow's 6x408 siege gun, 'murica's plasma burst gun or the  EU-flagship's super massdrivers). Maybe make it a burst beam of some sort?

Read the descriptions of the Great Dragon and XLE factions. Lore-wise the ship`s weapon (as well as the ship itself) was designed to deal only with slow moving Rock Flies at which it excels. Eventually the beam turned out to be pretty good at killing AI phasing ships as well as any other unshielded target.

Quote
Yeah, your implementation of clips is pretty neat (though it sadly makes all the big 408mm guns very difficult to use on non-rsf ships who don't get free ammo upgrades).

That`s why you now have to unlock the ammo capacity hull mod via skills.

Pushover

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3744 on: March 05, 2015, 12:55:04 AM »

Quote
I've yet to see any planet that creates firearms.

Firearms are created by heavy industrial conditions and are quickly delivered from free market to military bases and low-stability worlds as well as being smuggled to pirates. Not seeing them in surplus means that there are too many low-stability worlds in the local area. I`ll tweak the numbers though.

I've seen basically a billion weapons created by the Marauders Scavengers upon finishing their scavenging operation. I feel like their cargo should be limited to metals, rare metals, ship parts, weapon parts, electronics, and heavy machinery, rather than hand weapons, luxury goods, and recreational drugs. They are scavengers, and it doesn't make sense that they are the largest producers of firearms/luxury goods in the sector with their salvage operations.

There's usually a fair number of weapons owned by each military base that you can pick up if you have enough rep. But they don't replenish quickly.

Psy Clones/Rock Blasts are practically nonexistent in market.

Blasts are produced at specific locations at very limited amounts, so these never will be available for sale at any world except for those that have met their drug demands (psy clones/recreational/blasts) and the FFS rock fly farm.

Clones are exclusively UIN-produced drug replacements that are universally accepted (illegal in RSF though). They are available at UIN electronic facilities. [/quote]
I don't think I've ever seen a good way to make a profit on Psy Clones, the cheapest ones are as far as I know, located on Freya in Centronom, and still the cost is ~450-550, selling for at most 600. After tariffs, the profit is close to 0, if any exists.

Blast drugs are always worth picking up at the Rock Farm if you don't care about your rep with a faction, or if you want to move it to a pirate base/marauders/black widows.

Quote
Medicaments, Luxury Goods, Domestic Goods, Volatiles, and Food markets aren't worth trading at all; practically no profit margin exists.


Meds, luxury, organs and domestics are demanded mostly by well developed and/or high stability worlds. Try selling these to markets with stability >= 5.
Drugs, hand weapons, food and supplies are demanded by low stability worlds.

Dropping stability of a large-size world below 4 will increase demands of the second group of commodities while almost entirely dropping demands of the first one. Increasing stability to higher than/equal to 5 will switch demands in the opposite way. Actual stability plays a role in demand formula in both cases, so a world with 1 stability is the best place for a smuggler while the other one is for merchants.

The profit margin after tariffs on most of these is quite low, if any, with the exception of Luxury Goods. You can usually pick them up on places like the FFS for ~900-1000 per unit, and sell them to a high stability world for ~1600. Volatiles can be used to make a profit, but without abusing the save bug where saves do not remember how flooded the market was to adjust prices, markets get flooded on Volatiles when you have ~3000 units you are trying to sell for a profit. If you do want to abuse the save bug, there are better goods for it.

Food can be sold to the Marauder Hideout for a profit.

I never find enough domestic goods to make any decent volume of trading happen.

The biggest abuse I can see involves the save bug. Simply purchase as much rare metal as possible at ~600 or less, have it in a high stability world that does not sell rare metals (Danbridge in Shington, or Vella in Gianopolis are perfect). Sell ~200 units of it at the planet, it sells for ~1400 per unit. Save and exit the game. Reload, sell another 200 at 1400, save and exit, reload, repeat. Rare metals are insanely good for trading at these planets anyways (600->1400 without any shortages, with planets that sell Rare Metals within the system for each. (Even without the bug, it can be used to quickly make ~100k from nothing). I need to test to see if the save bug is an Ironclads only thing, or whether it should be reported as an actual bug. It's less of an issue in the base game, since the base game has ~30% tariffs everywhere.

I'll need to experiment with crashing economies at a later date (flood black market with goods, crashing stability and the prices of all the goods on the market, buy those up, can it make a profit?)

The biggest profit I've made so far was from Jorgia to the trading hub, when the trading hub had a shortage and hit 110 on ores. Turned all of Jorgia's ore over to the hub, netting me ~7 million credits.
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Pushover

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3745 on: March 05, 2015, 01:02:53 AM »

The pirate base in the Nexus system doesn't seem to spawn any pirate fleets. It spawns a trade fleet every few years, but doesn't spawn any hostile fleets. Is this intended?

Not a bug, but rather a random effect. Pirate have at least 4 bases to spawn from which is picked at random.
I looked at the code, and it doesn't spawn in Shinadar.

Code
                rng = rnd.nextInt(4);

                if (rng <= 1)
                {
                    home_name = "pixie";
                    array_targets = isa_markets;
                }

                if (rng == 2)
                {
                    home_name = "particul";
                    array_targets = rsf_markets;
                }

                if (rng == 3)
                {
                    home_name = "rock";
                    array_targets = uin_markets;
                }

                if (rng >= 4)
                {
                    home_name = "shinadar";
                    array_targets = xle_markets;
                }
rnd.nextInt(4) returns a random number from 0 to 3. 0 or 1 spawns in pixie, 2 in particul, 3 in rock, and 4 is impossible.

EDIT: It looks like this is a bug with FleetSpawner.java in general. nextInt(int n) returns a number between 0 and n-1, rather than 1 and n.
« Last Edit: March 05, 2015, 01:07:40 AM by Pushover »
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Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3746 on: March 05, 2015, 01:28:14 AM »

EDIT: It looks like this is a bug with FleetSpawner.java in general. nextInt(int n) returns a number between 0 and n-1, rather than 1 and n.

Are you sure about this? I do recall reading that it randomizes between 0 and n.

Pushover

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3747 on: March 05, 2015, 01:33:37 AM »

http://docs.oracle.com/javase/7/docs/api/java/util/Random.html
Quote
nextInt(int n)
Returns a pseudorandom, uniformly distributed int value between 0 (inclusive) and the specified value (exclusive), drawn from this random number generator's sequence.
Plus, according to your code, you would be getting some arrayIndexOutOfBoundsException from Fleetspawner as you randomize some things around an array's size, such as the line:
Code
String target_name = array_targets[rnd.nextInt(array_targets.length)];

If it did randomize from 1 to n, you would have an out of bounds exception when it randomed n, since array_targets[array_targets.length] will always be out of bounds (or have a null pointer exception)
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Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3748 on: March 05, 2015, 01:36:05 AM »

http://docs.oracle.com/javase/7/docs/api/java/util/Random.html
Quote
nextInt(int n)
Returns a pseudorandom, uniformly distributed int value between 0 (inclusive) and the specified value (exclusive), drawn from this random number generator's sequence.
Plus, according to your code, you would be getting some arrayIndexOutOfBoundsException from Fleetspawner as you randomize some things around an array's size, such as the line:
Code
String target_name = array_targets[rnd.nextInt(array_targets.length)];

If it did randomize from 1 to n, you would have an out of bounds exception when it randomed n, since array_targets[array_targets.length] will always be out of bounds (or have a null pointer exception)

Thanks. Will apply necessary fixes now.

Okim

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Re: Project Ironclads TC 8.6 (3/2/2015) [0.65.1a] 0.65.2 compatible
« Reply #3749 on: March 05, 2015, 02:29:52 AM »

BTW, regarding missile ammo overhaul that I`ve mentioned. I think that these requires a few words to be said to clarify things.

Missiles/rockets/torpedoes are now divided into launching system types:

- single missiles/rockets/torpedoes and launchers have finite ammo without clips. Fire projectiles one by one and never replenish ammo.  
- pods and batteries use ammo clips. These fire projectiles in salvoes. Usually 1-4 quick salvoes before the need to reload the clips.
- systems. These have infinite ammo, fire in salvoes and have long reload times. Currently these are alien missiles and RSF rocket systems.
« Last Edit: March 05, 2015, 02:31:33 AM by Okim »
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