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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: [0.8a] Starsector+ 3.7.0  (Read 1325119 times)

Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.1
« Reply #75 on: March 14, 2014, 10:44:45 PM »

Turns out there was a game-breaking problem in the process of changing hundreds of files around: Hornets were broken.  You need to download 0.7.2 if you downloaded 0.7.1.
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Nanao-kun

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.2
« Reply #76 on: March 14, 2014, 10:59:52 PM »

The Redeemer seems like a weapon fit only for an AI. I can't even see the end of a 2000 range weapon. :P
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.2
« Reply #77 on: March 14, 2014, 11:16:41 PM »

0.7.2 is also broken in various ways.  Use 0.7.3.
« Last Edit: March 14, 2014, 11:19:14 PM by Dark.Revenant »
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Nanao-kun

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.3
« Reply #78 on: March 15, 2014, 12:40:31 AM »

So I'd just bought and fitted a pair of Lightning Guns, as was on my way back to the Hegemony Station when I got this error.

Code
4555296 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Weapon spec [lightninggun] not found!
java.lang.RuntimeException: Weapon spec [lightninggun] not found!
at com.fs.starfarer.loading.if.String(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.readResolve(Unknown Source)
at com.fs.starfarer.campaign.ui.trade.CargoItemStack.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addItems(Unknown Source)
at com.fs.starfarer.campaign.fleet.CargoData.addWeapons(Unknown Source)
at data.scripts.world.corvus.TriTachyonSupplyFleetSpawnPoint.spawnFleet(TriTachyonSupplyFleetSpawnPoint.java:55)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.???000(Unknown Source)
at com.fs.oOOO.A.?00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.4
« Reply #79 on: March 15, 2014, 12:51:19 AM »

Updated.


P.S. I am extremely *** off.

You should know that I have very little free time to be doing my modding so adequate testing is a literal impossibility.  Yet these constant updates are causing me to lose every hour of sleep I would normally have, so I'm screwed either way.

Fun fact: I have not played a video game, aside from occasionally testing my mods, in five weeks.  I have had absolutely no time for it.
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TimeDiver

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.4
« Reply #80 on: March 15, 2014, 03:37:06 AM »

Suggestion for a future update (for when free time becomes available):

Relocate the Omega Serpentis system from (4000, -6000) to (3000, -5000); the current coordinates overlap with those of the Gneiss system, from Cycerin's Blackrock Driveyards (4200, -6200).

Also, caught a few errors in descriptions.csv (cases where the mass text replacing added several 'ssp-' prefixes to the flavor/descriptive text; specifically, the Hornet, Tornado, Inferno, and Achilles entries).

Pasting a fixed-up version in a code box, for the extremely few interested/impatient:

Code
id,type,text1,text2,text3,notes
tachyonlance,WEAPON,"Uncanny range and damage capability make this burst operated beam deliver a devastating amount of cascading electronics damage at extreme ranges.

A weapon so rare and powerful that it has achieved mythical status in the Sector, the Tachyon Lance uses the same core technology as all FTL communication systems, but with a twist. Instead of using the hyperdimensional properties of the tachyon particle for communication, n-brane manipulation and anti-plasma generators create a charged tachyon stream that travels in hyperspace. Minimum energy requirements are set at 35 terawatts. This amount of power can only be generated for a few seconds by the largest power capacitors, which are housed within the weapon system.

Unlike the beams fired from normal beam weapons, the tachyon stream is not lensed or altered in any way - in fact once the initial tachyon marker is actuated the reaction takes on a life of its own, rapidly consuming the power stored in the capacitors and unleashing destruction. When normal space is exposed to such high levels of anti-plasma, a combined electro-magnetic, gravitic and thermal cavitation effect shreds anything that stands in its way, while also severely damaging nearby electronics equipment.

Normal tachyon streams used for communication have infinite range. It is not entirely clear why this weapon has limited range, and it is suspected that it is a limit somehow hardcoded into the baryonic emitter assembly by thoughtful and practical Domain weapon designers.

After all, if the weapon had infinite range, how would you know you are not hitting an unintended target thousands of light years away?",Fire Support,,
mjolnir,WEAPON,"A medium range cannon whose EMP shells have a proximity-triggered blast. Extremely powerful, but suffers from prohibitive power requirements.

A very advanced design, the Mjolnir is technically a magneto-gravitic shell projector, not a standard cannon. The micro capacitors within each shell are able to deliver enough energy to create a localized singularity with a Schwarzschild radius of 1.8 millimeters. The built-in gravitic lens devastates all nearby matter, and creates the dreaded electromagnetic pulse (EMP) effect, disabling the target's weapons and systems. This effect also creates a remarkably powerful blast, ripping matter apart in an area around the weapon. The shell's instability causes it to be particularly sensitive to nearby electronics, a property that has been exploited to give it a proximity fuse effect, detonating prematurely near missiles and fighters.",Assault,,
ssp_trebuchet,WEAPON,"A siege-class guided missile that excels at long-range support. Uses an unconventional gamma-pulse warhead dealing EMP damage in a large area.

Developed during the Mastery Epoch, the Trebuchet LRM is the natural answer to dealing with groups of fighters or frigates and other fast targets. With much of the missile's bulk taken up by its powerful vectored thrusters, the Trebuchet's tracking capabilities come second  to none. The price to pay is an exceptionally expensive missile and an enormous target profile, making the launching and housing system suitable only for the largest possible slots.

Despite its advantages, the Trebuchet is weak against massed point defenses and specialized EMP burst systems.  Furthermore, the missile's detonation is dangerous to the launching ship and its allies due to its large blast radius.",Fire Support,,
ssp_hornet,WEAPON,"A rack of average-yield swarming missiles that often avoid point-defense systems and directional shields.

Hornet MRMs are amongst the most maneuverable missiles ever developed, homing in on even the most agile targets with astounding ease. Their drunken flight path often wastes ammo and time for other ships' point defense systems, allowing more powerful attacks to be made in the gaps that the Hornets open up.

The relatively long range that Hornet MRMs are capable of operating under led to a compromised warhead yield, as most of the space is taken up by its large fuel capacity. As a result, the below-average damage and poorly-scaling corkscrew flight method combine to make this missile system highly effective against smaller craft but nearly useless against larger, more powerful ships.",Assault,,
ssp_tornado,WEAPON,"A launching system that fires volleys of four maneuverable swarming missiles that often avoid point-defense systems and directional shields.

Tornado Hornet Launchers fire the most maneuverable missiles ever developed, homing in on even the most agile targets with astounding ease. Their drunken flight path often wastes ammo and time for other ships' point defense systems, allowing more powerful attacks to be made in the gaps that the Hornets open up.

The relatively long range that Hornets are capable of operating under led to a compromised warhead yield, as most of the space is taken up by its large fuel capacity. As a result, the below-average damage and poorly-scaling corkscrew flight method combine to make this missile system highly effective against smaller craft but less dangerous to larger, more powerful ships. Massed swarms of Hornets, however, are quite capable of overloading the defense systems of larger ships, making combined missile strikes an effective option if the Hornets are fired first.",Assault,,
ssp_inferno,WEAPON,"These MIRVs each containin a number of swarming missiles that surround and annihilate enemy fighters. Generally ineffective against heavier ships.

The Inferno MIRV is essentially an armored delivery system for the cluster of 127mm ""Swarmer"" missiles held within, extending their range and durability. What it lacks in finesse it makes up for in effectiveness due to the overwhelming torrent of missiles it focuses onto each fighter. Very few fighter craft can survive the onslaught generated by even a single Inferno.",Anti-Fighter,,
ssp_lightninggun,WEAPON,"Featuring long range, competitive damage, and EMP capabilities, this tactical weapon has the properties of both a beam and a projectile.

The T-100 Electron Discharge Cannon, or the ""Lightning Gun"" as it is more widely known, is one of the more unusual weapons found in the sector. This weapon functions in multiple stages. First, it fires a clump of highly-charged exotic ions at immense speed toward its target. If these ions make contact with an object within the Lightning Gun's effective range, then the second stage activates, transferring a devastating torrent of electrons to the target through the ion paint. The precise mechanics by which these stages are achieved are not properly understood, but the results are certainly worthwhile.

Regardless, this weapon's different stages occur so quickly as to appear instantaneous to the untrained eye. Inexperienced captains write off the Lightning Gun as a hokey toy on the level of a Tesla coil, but those who understand its complexities and dangers can use it to great effect in battle.",Close Support,,
ssp_redeemer,WEAPON,"This powerful and immense siege cannon delivers heavy damage at extreme ranges.  Due to its size, it is only mounted by the Cathedral.

Like the Cathedral that mounts it, the Mark II Plasma Accelerator Cannon was renamed simply ""Redeemer"" by the Church of Galactic Redemption, which holds a monopoly over the remaining examples of this weapon. Capable of providing ""redemption"" at relativistic velocities over an unprecedented distance, the Redeemer is integral to the Cathedral's design, allowing the ponderous ship to remain a presence in battle despite its extreme size. It is a rare occasion indeed that a research firm gets their hands on a working Redeemer, so the specifics of its functionality are poorly understood. It is popularly believed that the Redeemer was once a prototype for the Plasma Cannon, utilizing plasma-filled shells and a massive launching system to prove that the concept works as a weapon.

The Redeemer, for all its mystery and sophistication, is employed primarily by the Church of Galactic Redemption, a major faction of the Cult of Ludd. Experts believe that the controversy around the Redeemer and its corresponding Cathedral was a major contributor to the schism that created the Luddic Path.",Fire Support,,
ssp_revenant,SHIP,"An unusually large ship for its classification, this ship is built around a single powerful turret module and a capital-class teleportation system. The Revenant-class destroyer is a staggeringly expensive ship, but enterprising fleet admirals value its versatility and potency.

The Revenant-class can be fitted for most combat roles thanks to its central large universal turret, giving it many possible roles from mobile point defense with a Guardian Point Defense System, long-range bombardment with a Gauss Cannon, or even lightning-fast strike capabilities with a Cyclone Reaper Launcher. The Mark II Advanced Teleporter allows this ship to traverse space and reorient itself quickly despite its size, but its far greater size and mass capacity comes at the price of greater flux generation, shorter range, and a longer recharge period. In addition to this, the super-efficient Mark IV Phase Cloak actuator allows this ship to remain cloaked for an unprecedented length of time.

These advantages come at a steep price, as the cost and logistical strain will make this ship unfieldable in many fleets. It is also highly dependent on the skills of the captain and engineer; a bog-standard or poorly piloted Revenant-class is merely a waste of money. Furthermore, this ship's unusual design results in an awkward and underwhelming secondary weapons layout, and its non-standard power distribution causes it to have a costly Phase Cloak activation; a captain relying on rapid cloaking or teleporting will quickly overload his ship.",,,
ssp_achilles,SHIP,"The Achilles-class missile cruiser offers an unparallelled array of missile slots, allowing it to project a large amount of ordinance at extreme ranges. Its layout is highly configurable for use in other combat roles, as long as ammunition remains. This ship performs poorly outside of its configured role.

The missile-dependent military strategy dictated by the Achilles-class defined Mastery Epoch warfare, as evidenced by the powerful point defense setups seen on most Mastery Epoch ship designs. Its legacy continued on past the hull's lifespan into the Core Epoch when ships fielded more efficient shield generators to counteract the missile swarms seen in mastery epoch combat. Even now, past the Collapse, the venerable Achilles remains a powerful presence in any fleet, capable of inflicting terrible damage upon ships that are occupied with skirmishes elsewhere.

Due to its high degree of possible configuration, the Achilles-class missile cruiser can be adapted to support almost any fleet. However, it cannot satisfy more than one niche at a time; for example, an enterprising captain can slip past the missile screen and unleash a devastating counterattack to an undefended fire support Achilles, damaging or disabling it with little risk involved.",,,
ssp_rook,SHIP,"This unsophisticated support ship forms the backbone for many large fleets, allowing them to last through longer campaigns than would otherwise be possible. The Rook-class can also provide an auxiliary role in combat, due to its assault drones and internal flight deck.

The Rook-class is the most widespread fleet logistics ship in the sector.  With its rapid fleet maintenance capabilities, it can keep a fleet operating at peak capacity even during consecutive battles.  By exploiting its capabilities, this ship can even increase the supply efficiency of a fleet.  However, an individual Rook-class cannot support large fleets; a typical Rook is completely depleted after deploying two capital ships, or five cruisers, or a dozen destroyers.  For large fleets, a single Rook cannot sustain even one full-sized engagement, so multiple Rook-classes must be maintained to support that load.  While they are efficient, they are logistically taxing from an administrative point of view, often causing sacrifices to be made in terms of the number of warships that are employed.",,,
ssp_castle,SHIP,"An integral part of many traditional fleets, the Castle-class command cruiser provides invaluable logistical and strategic support to any flotilla it is a part of.  This cruiser fields mediocre offensive firepower, but is an effective fire support platform due to its high-powered sensors and integrated flight deck.

The Castle-class is capable of performing heavy maintnenace duties for a fleet.  When backed up by Rook-class support ships, it can keep even the largest fleets operating at peak capacity during a long campaign.  A Castle is typically capable of supporting four or more capital ship deployments before requiring resupply, and can otherwise support a full fleet of cruisers and destroyers through one or two heated engagements.",,,
ssp_cathedral,SHIP,"The Cathedral-class capital ship defies classification, acting as the ideal flagship for the largest fleets in the Sector. Combining a massive ordinance package, major carrier capabilities, and invaluable logistical support, this ship is tremendously useful for those who can support its massive operating costs.

The Cathedral-class was once called the Explorer-class by the Domain of Man many cycles ago when it was used during the Expansion epoch as a heavily-armed colonization spearhead, capable of commanding and defending massive fleets of freighters and transports. During the Collapse, the Explorers were decommissioned, most of them scrapped for supplies.

However, the Church of Galactic Redemption came upon a number of decommissioned Explorers, going through great expense to restore them before rechristening their new flagship class ""Cathedral"". The greater Cult of Ludd are apprehensive about these vessels due to the high level of technology and industry that they represent, but the Church defends its actions by citing the many successful Crusades that these ships have led and the humanitarian efforts that are possible with their use.

No matter the rationale, the Cathedral-class is instrumental for the organization of Church Crusade fleets thanks to its awesome powers of logistical oversight.",,,
trident,SHIP,"An advanced, ultra-heavy bomber designed to be able to carry dual Atropos-class torpedoes, two auxillary missiles, and fitted with a top-notch shield generator.",,,
piranha,SHIP,"Deploying conventional and fragmentation bombs en masse, the Piranha also features a short range missile system to fend off interceptor wings. A tough and dangerous strike bomber.",,,
ssp_sentinel,SHIP,"The Sentinel sheds the Piranha's armor strength and secondary weapons to gain numerous modified proximity charges. Dangerous against smaller craft, especially in a support or interception role, but is defenseless against larger craft.",,,
ssp_claw,SHIP,A dependable pulse laser-equipped assault fighter capable of both pressuring larger craft and holding off other fighters. The Claw has a weaker shield generator than most advanced fighters due to its full encapsulation.,,,
ssp_claymore,SHIP,"A slow, heavily-armored assault bomber capable of unloading a withering hail of rockets upon its target. The Claymore is deadly against targets with weaker shields or point defenses, but is slow and expensive to replace.",,,
ssp_halberd,SHIP,"The Halberd is a redesign of the Claymore, exchanging armor strength for a devastating support weapons package. This escort fighter provides excellent defensive capabilities for the commander willing to pay its steep price.",,,
ssp_superhyperion,SHIP,"A one-of-a-kind ship of legendary status. Extremely agile, supports capital-class weaponry, protected with a nearly indestructible shield system, and features the most advanced power core ever constructed.

No blueprints exist for the Helios-class Frigate, an advanced over-engineered prototype of the Hyperion-class Frigate. This ship features an irreplaceable reactor core and the greatest technology the Domain ever offered. Ultimately, the design was scrapped due to the horrifying cost of production adding up to the sum cost of multiple fully-outfitted armadas. However, several of its components and design philosophies were kept along for the Hyperion-class Frigate, which - despite its exhorbitant price - cost manufacturers a pittance in comparison to the Helios-class Frigate.

Despite changing hands countless times, the one and only Helios-class still survives to this day as an Artifact Frigate. Its current owner is the peerless captain and pilot, Hector Lancelot.",,,
advteleporter,SHIP_SYSTEM,"The ship instantly teleports to any desired nearby location. This system has shorter range, longer cooldown, and more flux generated than the Phase Teleporter.",Movement,"The ship instantly teleports to any desired nearby location. Shorter range, longer cooldown, and more flux than the Phase Teleporter.",
fastmissileloader,SHIP_SYSTEM,An integrated central ordinance loading system allow the ship to quickly reload missile weapons. Activating the system generates significant flux and cuts non-weapon power for 5 seconds.,Offensive,Reloads all missile weapons quickly. Generates significant flux when used. Cuts non-weapon power for 5 seconds. Long cooldown.,
drone_assault,SHIP_SYSTEM,Deploys several attack drones armed with IR pulse lasers. The drones can be ordered to closely guard the ship or roam freely around it.,Drones (low tech),Deploys several attack drones armed with IR pulse lasers.,
sensorarray,SHIP_SYSTEM,A high-powered sensors package can be activated to greatly increase sensor and weapon range. Generates constant flux when in use.,Special,Greatly increases sensor and weapon range. Generates constant flux.,
fluxdisturber,SHIP_SYSTEM,"This novelty system disturbs shipboard electronics and forces capacitors to fill with energy, raising the flux levels of all ships in a wide area. Generates massive flux.",Special,Raises the flux levels of all ships in a wide area. Generates massive flux.,
,,,,,
planet_abel,CUSTOM,"Abel is tidally-locked to Cain, forming an unusual binary planetoid system orbiting Omega Serpentis. Space traffic is unsafe around this pair of gas giants due to the intense gravitational shearing.",,,
planet_cain,CUSTOM,"Cain is tidally-locked to Abel, forming an unusual binary planetoid system orbiting Omega Serpentis. Space traffic is unsafe around this pair of gas giants due to the intense gravitational shearing.",,,
planet_hades,CUSTOM,"The closes planet to Omega Serpentis, Hades is appropriately-named for its unlivable surface temperature. Traitors and heretics are sometimes marooned on Hades, ensuring a swift death to those so punished.",,,
planet_eden,CUSTOM,"Eden is the pride and joy of the Church of Galactic Redemption due to it being their greatest ever terraforming success. Hundreds of millions of people now live on Eden, subsisting on its naturalized wildlife and crop fields in an idyllic lifestyle. Ignorant of the conflicts happening above, many of the residents of Eden live in simple bliss. Propagandists often use Eden as an example for their rhetoric, though some factions do not praise the lush planet, considering it to be a waste of resources and a cesspool of backwards thinking.",,,
star_serpentis,PLANET,"A G8III type yellow giant star, a rarity in the galaxy.",,,
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.7.4
« Reply #81 on: March 15, 2014, 04:05:11 AM »

What the ***.  I specifically went in there and fixed those before uploading 0.7.1 and yet they're still wrong.

I am not fixing this anytime soon, and by that I mean like three or more weeks.  You're on your own because I simply don't have the time to constantly upload frivolous updates.  Unless something really gamebreaking pops up I can't do a thing because I'm too busy.

(A lesser man would have just given up on the idea of adding prefixes to the ships and weapons; I was faced with literally thousands of occurrences of those IDs across hundreds of files.  The fact that I got it working in a day is miraculous.)
« Last Edit: March 15, 2014, 04:18:06 AM by Dark.Revenant »
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
« Reply #82 on: March 22, 2014, 06:53:43 AM »

At long last, I found a small window of free time to complete an update.  I fixed, tweaked, and rebalanced a bunch of stuff.

In addition: The Infernal Machine, vanilla-style ship pack by MesoTroniK, has been integrated!
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Nanao-kun

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
« Reply #83 on: March 22, 2014, 12:53:07 PM »

At long last, I found a small window of free time to complete an update.  I fixed, tweaked, and rebalanced a bunch of stuff.

In addition: The Infernal Machine, vanilla-style ship pack by MesoTroniK, has been integrated!
Awesome.
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TimeDiver

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
« Reply #84 on: March 22, 2014, 04:00:35 PM »

Hmmm.... This mod seems broken. How do you fix this?

Clarify. What other mods, if any, have you enabled alongside Starsector+?

If it's the likes of Uomoz' Sector or Exerelin those plain won't work with this.

Same applies for total conversions such as Ironclads or Vacuum.
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Jazwana

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
« Reply #85 on: March 26, 2014, 08:08:38 AM »

I had this crash (nothing enabled besides LazyLib alongside SS+).   Looks like the script needs to rename tick_Hull to ssp_tick_Hull.




Code
2905891 [Thread-5] ERROR com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO  - java.lang.RuntimeException: Ship hull variant [tick_Hull] not found!
java.lang.RuntimeException: Ship hull variant [tick_Hull] not found!
at com.fs.starfarer.loading.L.o00000(Unknown Source)
at com.fs.starfarer.loading.SpecStore.o00000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.õÖÖ000(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.fleet.FleetMember.<init>(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.createFleetMember(Unknown Source)
at data.scripts.world.corvus.TriTachyonSupplyFleetSpawnPoint.addRandomShips$(TriTachyonSupplyFleetSpawnPoint.java:125)
at data.scripts.world.corvus.TriTachyonSupplyFleetSpawnPoint.spawnFleet(TriTachyonSupplyFleetSpawnPoint.java:82)
at data.scripts.world.BaseSpawnPoint.advance(BaseSpawnPoint.java:61)
at com.fs.starfarer.campaign.BaseLocation.advance(Unknown Source)
at com.fs.starfarer.campaign.CampaignEngine.advance(Unknown Source)
at com.fs.starfarer.campaign.A.o00000(Unknown Source)
at com.fs.starfarer.B.ØÓÒ000(Unknown Source)
at com.fs.oOOO.A.Ò00000(Unknown Source)
at com.fs.starfarer.combat.O0OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.o00000(Unknown Source)
at com.fs.starfarer.StarfarerLauncher$2.run(Unknown Source)
at java.lang.Thread.run(Unknown Source)

« Last Edit: March 26, 2014, 08:13:09 AM by Jazwana »
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.8
« Reply #86 on: March 26, 2014, 12:33:14 PM »

I already found that a while ago.  I have midterms right now (and I mean almost literally right now) so you'll have to fix that yourself in Starsector Plus/data/scripts/world/corvus/TriTachyonSupplyFleetSpawnPoint.java

It, along with some other stuff, will be fixed in this weekend's 0.9 update.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9
« Reply #87 on: March 29, 2014, 10:03:56 PM »

And now we're updated.  Features improved vanilla fleets, some fixes, and three new ships: Vanguard-class Destroyer, Archer-class Destroyer, and Zenith-class Heavy Cruiser.

« Last Edit: March 30, 2014, 07:00:11 PM by Dark.Revenant »
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Uomoz

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9
« Reply #88 on: March 31, 2014, 03:15:55 PM »

Added a lot of SS+ stuff to UsS. Pretty great content, and the new ships are very, very cool.
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Dark.Revenant

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Re: [0.6.2a] Starsector+ Vanilla Enhancement Mod 0.9.1
« Reply #89 on: March 31, 2014, 04:59:06 PM »

Cool!  Anyway, 0.9.1 is released with a couple new features and a bunch of fixes of old problems.

Mainly, I added anamorphic flares to ship explosions.  Take a look:
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