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News:

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

Poll

Increase OP on some frigates (counterparts of vanilla frigates)

Yes, please up the OP
- 85 (75.2%)
No, leave it as it is now
- 23 (20.4%)
No, other...
- 5 (4.4%)

Total Members Voted: 113


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Author Topic: [0.8.1a] Tore Up Plenty - Vanilla Friendly Mod - Campaign+Nexerelin  (Read 396568 times)

Toxcity

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Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
« Reply #420 on: December 16, 2013, 01:15:26 PM »

That's because BRDY uses a character creation plugin. Go to:
Blackrock Drive Yards > data > scripts > plugins

And remove the CharacterCreationPluginIml.JAVA

You can either move it somewhere out of the folder, or delete it.

Thanks. The Void looks nice.
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HELMUT

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Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
« Reply #421 on: December 18, 2013, 09:09:40 AM »

I also post this error here:

Code
28011 [Thread-6] ERROR com.fs.starfarer.combat.String  - java.lang.RuntimeException: Ship hull [zephyr] variant [zephyr_Basic]: slot id [WS0004] not found for weapon [lightmg]
java.lang.RuntimeException: Ship hull [zephyr] variant [zephyr_Basic]: slot id [WS0004] not found for weapon [lightmg]
at com.fs.starfarer.loading.specs.oo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.title.Object.for.Ò00000(Unknown Source)
at com.fs.starfarer.title.Object.for.super(Unknown Source)
at com.fs.starfarer.coreui.W.o00000(Unknown Source)
at com.fs.starfarer.ui.privatesuper.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.D.oooOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.float.renderImpl(Unknown Source)
at com.fs.starfarer.ui.impl.I.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.ui.oOo0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.renderImpl(Unknown Source)
at com.fs.starfarer.ui.O.render(Unknown Source)
at com.fs.starfarer.title.OoOO.ôØ0000(Unknown Source)
at com.fs.starfarer.OoOO.øÒÒ000(Unknown Source)
at com.fs.super.oOOO.Ò00000(Unknown Source)
at com.fs.starfarer.combat.String.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Thread.java:619)

The Zehpyr's name apparently conflict with the Zephyr from IFed mod.
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Erick Doe

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Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
« Reply #422 on: December 18, 2013, 09:14:40 AM »

You already posted that in the IF thread. TuP hulls never got a prefix as TuP isn't a true 'faction mod'.
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HELMUT

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Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
« Reply #423 on: December 18, 2013, 09:23:47 AM »

Oh for god's sake one of you two do something about it! There are dudes who want to play with mods without being bothered by that kind of stuff! So please pm to each other and fix this!
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Garmine

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Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
« Reply #424 on: December 18, 2013, 11:59:18 AM »

You already posted that in the IF thread. TuP hulls never got a prefix as TuP isn't a true 'faction mod'.

(You could still put something like tup_ as a prefix just to be a good neighbour (just as IFed should use a prefix of their own :D))
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Erick Doe

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Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
« Reply #425 on: December 18, 2013, 02:20:26 PM »

It is something that I've planned for the next version.
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Erick Doe

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Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
« Reply #426 on: December 23, 2013, 04:21:59 PM »



Better? (meh, actually I'll work on it some more)

I'm pretty sure i saw a similar ship somewhere on the forum. Can't find it though.

Same as the others for the fuel tank. It really look copy/pasted on the ship, that's very weird. That's not so much about the color but more about it being a complete separate part of this rest of the ship. Maybe you should add some pipes and wires that goes from the tank to the rest of the ship.

By the way, are you planning some stuffs for this ship? I think it was a quite nice idea.


That's the Owen / Buckler. Forgot all about that ship. A bit too blurry for TuP. But I do have a few older versions that might work. Still, a bit too kitbashed looking for my tastes.

I also still have the Vulture:
« Last Edit: December 23, 2013, 05:11:16 PM by Erick Doe »
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MesoTroniK

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Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
« Reply #427 on: December 23, 2013, 05:44:36 PM »

Oh ballz that thing is called the Vulture? I have a ship called that too for the upcoming Infernal Machine pack :(

ValkyriaL

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Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
« Reply #428 on: December 23, 2013, 06:00:18 PM »

"steals sprite"
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Erick Doe

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Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
« Reply #429 on: December 24, 2013, 09:42:51 AM »

Oh ballz that thing is called the Vulture? I have a ship called that too for the upcoming Infernal Machine pack :(



Don't worry. Next release of TuP will have a "tup_" prefix for all the ship ids.
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Erick Doe

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Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
« Reply #430 on: December 27, 2013, 07:04:43 AM »

Done so far for the coming update:
1.)-Re-balanced some hull stats
2.)-Added hull prefix "tup_" to prevent incompatibility (updated a whole load of files to include the prefix, like variants and strings)
3.)-Added the Void-class destroyer
4.)-Fixed supply consumption of fighter wings
5.)-Removed all individual ship missions and added a single mission containing all ships in the mod
6.)-Added a nice little icon for TuP missions, setting them apart from vanilla and other mods
7.)-Reworked all ship descriptions into a better format and expanded upon content
8.)-Added a station that sells all the TuP ships in Corvus
9.)-Added player portraits

Player portraits preview:
Spoiler





[close]
« Last Edit: December 27, 2013, 12:30:07 PM by Erick Doe »
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Erick Doe

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Re: [0.6.1a] Tore Up Plenty - Alternate Starting Ships - New release!
« Reply #431 on: December 28, 2013, 07:06:45 AM »

The scrapyards and debris fields that move in orbit of the Corvus Scavengers' station.
Spoiler
[close]

This station is the early campaign integration of TuP. It is operated by the Corvus Scavengers faction, who spawn in the Corvus system and use TuP ships. The station sells all the TuP ships, but lacks supply convoys atm.
« Last Edit: December 28, 2013, 07:10:26 AM by Erick Doe »
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Erick Doe

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Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - New release!
« Reply #432 on: December 28, 2013, 07:41:26 AM »

V3 Update - featuring campaign integration!

Current version: V3

Changes:
1.)-Re-balanced some hull stats
2.)-Added hull prefix "tup_" to prevent incompatibility (updated a whole load of files to include the prefix, like variants and strings)
3.)-Added the Void-class destroyer
4.)-Fixed supply consumption of fighter wings
5.)-Removed all individual ship missions and added a single mission containing ALL ships in the mod
6.)-Added a nice little icon for TuP missions, setting them apart from vanilla and other mods
7.)-Reworked all ship descriptions into a better format and expanded upon content
8.)-Added a ‘Scrapyard’ station that sells all the TuP ships in Corvus
9.)-Added player portraits
10.)-Added station illustration
11.)-Added the ‘Corvus Scavengers’ faction that uses TuP ships
12.)-Added debris fields around the ‘Scrapyard’ station
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Garmine

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Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
« Reply #433 on: December 28, 2013, 01:34:11 PM »

Oh wow, debris field! I love those things.

Looks great, gonna try it with vanilla :D
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ciago92

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Re: [0.6.1a] Tore Up Plenty V3 - Alternate Starting Ships - Campaign Integration!
« Reply #434 on: December 28, 2013, 09:05:05 PM »

any chance you can use the token system from UsC way back when? I loved buying the tokens and upgrading ships into higher ships
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