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Author Topic: Star Wars: Revisited (Project: LaserSpam)  (Read 88636 times)

Silver Silence

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Re: Star Wars MOD Revisited (v3.0)
« Reply #45 on: May 01, 2013, 09:07:12 AM »

I'm still getting the "ship systems is missing systems" error...

Code
12390 [Thread-6] ERROR com.fs.starfarer.loading.SpecStore  - Ship system [assault_frigate_fighter] not found in ship_systems.csv
12407 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.BattleObjectivesFogOfWarPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12427 [Thread-9] INFO  com.fs.starfarer.loading.scripts.ScriptStore  - Class [data.scripts.plugins.CharacterCreationPluginImpl] already loaded (perhaps from jar file, or due to a reference from another class), skipping compilation.
12469 [Thread-6] ERROR com.fs.starfarer.combat.D  - java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
java.lang.RuntimeException: Fatal: ship_systems.csv is missing systems
at com.fs.starfarer.loading.SpecStore.Ö00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.Ò00000(Unknown Source)
at com.fs.starfarer.loading.H.super(Unknown Source)
at com.fs.A.A.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)
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ShadowFox

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Re: Star Wars MOD Revisited (v3.0)
« Reply #46 on: May 01, 2013, 10:21:28 AM »

Problem fixed for missing systems. Please delete all existing copies of the mod then re-download from OP
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Silver Silence

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Re: Star Wars MOD Revisited (v3.0)
« Reply #47 on: May 01, 2013, 12:03:56 PM »

It was a fresh copy. First ever download.

Downloaded using the big ol' "DOWNLOAD" button.
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ShadowFox

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Re: Star Wars MOD Revisited (v3.0)
« Reply #48 on: May 01, 2013, 12:28:02 PM »

1.6 HAS been fixed FINALLY. Sorry about that peeps. I kept modifying the wrong folder and uploading the same zip with the error.
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ShadowFox

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Re: Star Wars MOD Revisited (v3.0)
« Reply #49 on: May 01, 2013, 11:12:39 PM »

2.0 has been delayed due to intensive rework of the ship balancing and overall immersion. Sorry folks, It will be worth it!

Sneak Peak at the change log for version 2.0.  ;)

Spoiler
=========
 General
=========

 - NEW SHIPS!!!
 - Fixed some java errors
 - Added some new effects plugins
 - Shield Mechanic now works. Overloaded shields cannot be raised again for a set amount of time. Varies by hull.
 - Hull mods representing different tech and ship designs will be used instead of some hard stat values. Adds some flavor
       

=========
 Weapons
=========

 - All weapons reworked, stats completely redone
 - Some weapons have new names.
 - Colors fixed for all weapons
 - Sounds changed for all weapons, new sounds added
 - Fixed stats for rebel "Mod" weapons dealing incorrect damage
 - Rebel weapons will eventually be the same base stats as Imperial weapons. Hullmods will create the difference between improvised Rebel Tech and the Empire.

==============
 Ship Systems
==============

 - Under Developement
 
 - Gravity Well Generators added
   * removes the zero-flux bonus within 5000su, reuces shield strength while active. 30 sec chargeup, 60 second recycle time.

========
 Ships:
========

 Carrack-class Light Cruiser
 - New ship added
 
 Home One
 - Fixed crew requirements
 
 Nebulon-B
 - Now split into an Imperial and Rebel Version, with two weapon layouts

 - All ships reworked, stats completely redone
 - Cargo and Fuel values are not the same for all ships anymore
 - Armor, hit points, and relative shield strengths rebalanced to suit each ship more accurately.
 
 Immobilizer 418
 - New Ship added utilizing the new Gravity Well System
[close]
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ShadowFox

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Re: Star Wars MOD Revisited (v3.0)
« Reply #50 on: May 06, 2013, 02:53:30 PM »

Bump for a 1.6 hotfix.
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ShadowFox

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Re: Star Wars MOD Revisited (v3.0)
« Reply #51 on: May 07, 2013, 12:18:18 AM »

So many of you may have discovered that 1.6 has some rather serious issues, and crashes a lot. I apologize to the fans of this mod. This is my first very serious mod attempt, so my testing abilities are a little lacking. However, I now have someone who is helping with testing, and ironing out a lot of bugs that I didn't know existed. Hang in there, 2.0 is coming very soon, and, with any luck (and lots of work haha), it will a very stable, and functional release.

As a side note, please give me ideas and suggestions for independent ships not allied directly with either the Empire or the Rebel Alliance during that phase of the timeline. For some reason I'm having a hard time working that out
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silentstormpt

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Re: Star Wars MOD Revisited (v3.0)
« Reply #52 on: May 07, 2013, 04:29:08 AM »

On the topic.
Quote
MShadowy: Portraits forthcoming, thanks to his efforts
her*
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Upgradecap

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Re: Star Wars MOD Revisited (v3.0)
« Reply #53 on: May 07, 2013, 05:47:48 AM »

Quote
MShadowy: Portraits forthcoming, thanks to his efforts
her*

No, it's him. I'm fairly sure he's a guy, from what i gather in the SS Skype chat. :p
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silentstormpt

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Re: Star Wars MOD Revisited (v3.0)
« Reply #54 on: May 07, 2013, 06:13:48 AM »

Quote
MShadowy: Portraits forthcoming, thanks to his efforts
her*

No, it's him. I'm fairly sure he's a guy, from what i gather in the SS Skype chat. :p

I know 99.9% of the internet are guys, but until i hear a voice, its "innocent until proven otherwise"
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Chronosfear

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Re: Star Wars MOD Revisited (v3.0)
« Reply #55 on: May 07, 2013, 01:10:41 PM »

HI there,

here a personal list of spaceships for a "neutral" faction :
the category of the ships class is based on personal liking and might be wrong ( did that in less then 2mins )

Frigate and Destroyer
Corellian Corvette and the modified Corellian Corvette
Corellian Gunship
slave 1 (Firespray Attack Ship) and 2 ( Enforcement Ship )
Corellian YT-1300 , 2000 , 2400
GR-75 medium transport
? Modified Action Transport ?
Passenger Liner
Muurian Transport
Modular Conveyor
Freighter Type C , H & K
Mobquet Medium Transport

Cruiser and Battleship
Nebulon-B frigate and the modified Nebulon-B Frigate
Carrack Cruiser
Escort Carrier
Strike Cruiser
Dreadnaught

Fighter
Z-95 Headhunter
Cloakshape Fighter
Authority IRD
R-41 Starchaser
Razor Fighter
Supa Fighter
Skipray Blastboat

that is all I could find in a quick brainstorm ( many of them or all appeared in X-Wing Alliance ) with a little help of google ^^
hope it helps.

Chronosfear
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ShadowFox

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Re: Star Wars MOD Revisited (v3.0)
« Reply #56 on: May 07, 2013, 02:25:00 PM »

thanks Chrono, that actually helps me out a lot. if you could do me a favor, and find me some overhead images of some of those ships, and email them to me (email is on my profile) i would appreciate it
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Chronosfear

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Re: Star Wars MOD Revisited (v3.0)
« Reply #57 on: May 07, 2013, 09:24:33 PM »

i'll see what I can do after i get home today.
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ShadowFox

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Re: Star Wars MOD Revisited (v3.0)
« Reply #58 on: May 09, 2013, 08:09:46 AM »

Version 2.0 Countdown!!
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Vinya

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Re: Star Wars Mod Revisited Project
« Reply #59 on: May 09, 2013, 12:46:25 PM »

Sproginator: Resident Shenaniganator of the modding forum.

If y'all need help implementing ships and such I could help. Also weapon animations if you give me the weapon sprite.
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If by "good guys" you mean "elitist regime that suppresses colonial independence and thrives off of an overwhelmingly deep gap in wealth between social classes," then yes.
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