Personal Star Wars Mod
posted on March 11th, 2013, 8:40 pm
I'm actually glade that they changed the St v SW Mod to the plain old Star Wars Fleet Command Mod, I really think the two series shouldn't be mixed into a mod for two reasons:
1. Different forms of space travel, and engines, the same goes with weapons and shielding.
2. Mixing the two would never show anything accurately because of the major differences if the two universes, a Jedi or Sith for example could just use the force to prevent any ship in Star Trek from doing serious damage, or just "will" their weapons not to work. Ground/Inside (boarding) combat the force could be used to crush a phaser or phaser rifle in the Starfleet Officers hand, yet no one in Star Trek has a defense to the force, or even a light saber.
It's nice that fans have the concept and ideas, but in my opinion one side will always be biased of the other, trying to over power one side over the other. Like those who prefer Star Wars would most likely make their ships and stations seem better in weaponry and shields than of their Star Trek counterparts or vice versa. Don't know if it is why the St v SW Mod became the Star Wars Fleet Command Mod but that is my opinion why it did. Of course I know others might disagree or agree with me, I really doesn't matter.
1. Different forms of space travel, and engines, the same goes with weapons and shielding.
2. Mixing the two would never show anything accurately because of the major differences if the two universes, a Jedi or Sith for example could just use the force to prevent any ship in Star Trek from doing serious damage, or just "will" their weapons not to work. Ground/Inside (boarding) combat the force could be used to crush a phaser or phaser rifle in the Starfleet Officers hand, yet no one in Star Trek has a defense to the force, or even a light saber.
It's nice that fans have the concept and ideas, but in my opinion one side will always be biased of the other, trying to over power one side over the other. Like those who prefer Star Wars would most likely make their ships and stations seem better in weaponry and shields than of their Star Trek counterparts or vice versa. Don't know if it is why the St v SW Mod became the Star Wars Fleet Command Mod but that is my opinion why it did. Of course I know others might disagree or agree with me, I really doesn't matter.
posted on March 12th, 2013, 8:34 am
I like to think of them as relatively equal in terms of firepower and shielding, Star Trek does have an advantage as it's weapons are far more versatile than star wars as is the shielding. I tend to think of turbolasers and similar weapons like Klingon disruptors or Romulan plasma weapons, and star trek also has an edge in maneuverability.
Anyway I have a plan for a research pod I'm going to call 'Commercial upgrade kit' it unlocks upgrades to the modified Corellian corvette and the Assault-frigate for the Rebellion. I'm just looking for a good picture to go with it. I'm not sure what to use.
Anyway I have a plan for a research pod I'm going to call 'Commercial upgrade kit' it unlocks upgrades to the modified Corellian corvette and the Assault-frigate for the Rebellion. I'm just looking for a good picture to go with it. I'm not sure what to use.
posted on March 13th, 2013, 7:49 pm
I have a rather odd crash going on right now. From what I can tell in the error report it has something to do with screenheight? Here is the actual crash report. I just ported over the Third Research Center from the Star Wars Fleet Command Mod. I'm thinking it might be too big, and that's causing the issue. But I really don't know. It starts as I load the game. The map doesn't even load right.
Attachments
exceptArmada2.txt
- (25.39 KiB) Downloaded 318 times
posted on March 13th, 2013, 9:43 pm
I see the text "Out if Memory" on the line "Exception Message", I've never seen that before, I also checked the stackdump section for an ODF file name since seeing that (only time I've ever seen such an error was in a box saying: "Out of memory. Increase swap file size"). It met an ODF was missing a " or had an extra one.
I did see this in the stackdump section though: "s.scre", I think that's why your thinking it has to do with the screenheight. Maybe you could decrease the size of your Third Research Center?
***Sorry I can't be very much help when it comes to bug reports, I don't know much about them, (Dominius_Noctis) usually knows a lot about them. Figured I should at least give you a suggestion because I've posted bug reports for weeks now and haven't gotten any answers on them yet they've been viewed, didn't want you to get the same treatment after all when someone posts bug reports they are desperately seeking help and sometimes without any answer, their mods get stalled (possibly endefently) like mine is right now due to no answers to bug reports and questions.***
Good luck with your mod. Try to resize the station and let me know what happens.
I did see this in the stackdump section though: "s.scre", I think that's why your thinking it has to do with the screenheight. Maybe you could decrease the size of your Third Research Center?
***Sorry I can't be very much help when it comes to bug reports, I don't know much about them, (Dominius_Noctis) usually knows a lot about them. Figured I should at least give you a suggestion because I've posted bug reports for weeks now and haven't gotten any answers on them yet they've been viewed, didn't want you to get the same treatment after all when someone posts bug reports they are desperately seeking help and sometimes without any answer, their mods get stalled (possibly endefently) like mine is right now due to no answers to bug reports and questions.***
Good luck with your mod. Try to resize the station and let me know what happens.
posted on March 14th, 2013, 9:06 am
Well I tried re-sizing the station but it still didn't work. I played with the techtree a little bit though and got it to load up to the point where you choose the avatar. I've been working out the ships and stations and stuff by adding the construction ship to the Mayson avatar's outpost. Now when I click on Mayson it crashes and this is the error report I get. Now it's talking about all kinds of stuff: gameobject, producer class, shipyard class, research station class. I don't exactly know what it means. It might be an odf problem with the new station or the pods. I copied one federation pod and basically did a bunch of renaming to make it what I wanted.
Attachments
exceptArmada2.txt
- (28.46 KiB) Downloaded 302 times
posted on March 14th, 2013, 9:20 am
I think it might have been one of my research pods. I took the station out of the techtree and the construction ship build list and the avatar worked again. So I added the station back in and actually it was kind of small but it worked. Then I added the first pod and it worked. One of my pod's odfs might be missing a " somewhere or theres a typo. I go back through it later.
posted on March 14th, 2013, 3:33 pm
The ships from the Star Trek Universe are more advanced than the ships from the Star Wars Universe. Take for example the Federation ships. The experimental starship Enterprise NX-01 can achieve warp speed of 5.
Warp speed 1 is equal to the speed of light. The speed of light = 299 792 458 m / s
The ships from the Star Wars Universe can travel only at the speed of light. The fastest ship was only the Millennium Falcon that made the Kessel Run in "less than twelve parsecs". ( 1 parsec it is equal to 3.26 light-years)
There are always two sides who will fight against each other, Star Wars Vs Star Trek., or Battlestar Galactica Vs StarGate.
If the human survivors from the BSG series (Battlestar Galactica) would have the battleships ordered by the StarGate Command - SG-1, surely the Cylons would suffer a decisive defeat.
There will always be wars between two parties. Of course both sides are right in their own way.
Warp speed 1 is equal to the speed of light. The speed of light = 299 792 458 m / s
The ships from the Star Wars Universe can travel only at the speed of light. The fastest ship was only the Millennium Falcon that made the Kessel Run in "less than twelve parsecs". ( 1 parsec it is equal to 3.26 light-years)
There are always two sides who will fight against each other, Star Wars Vs Star Trek., or Battlestar Galactica Vs StarGate.
If the human survivors from the BSG series (Battlestar Galactica) would have the battleships ordered by the StarGate Command - SG-1, surely the Cylons would suffer a decisive defeat.
There will always be wars between two parties. Of course both sides are right in their own way.
posted on March 14th, 2013, 6:36 pm
Je_mezu24. You cant go argueing symantics concerning scifi styles. Modders make mods the way THEY want to. They dont have to subscribe to a certain set of values. Therefore if a modder states that a particular ship is as strong as another from a different scifi style then you need to just accept it and move on. End of arguement.
Also theres no such thing as "accuracy" when you introduce elements from science fiction as such things are either not possible to do in real science or not currently feasible. Thats the difference between fantasy and reality. Oh and also until you know the real reasons behind a change of a mod style/type then it would be better to keep those kinds of opinions out of the subject matter at hand.
Also theres no such thing as "accuracy" when you introduce elements from science fiction as such things are either not possible to do in real science or not currently feasible. Thats the difference between fantasy and reality. Oh and also until you know the real reasons behind a change of a mod style/type then it would be better to keep those kinds of opinions out of the subject matter at hand.
posted on March 15th, 2013, 11:41 am
As much as I enjoy a good st vs sw debate i'm gonna post another problem I'm having.
My advanced Research center can only research 4 items. The fifth always crashes for some reason. Here is the research station odf
basename = "Reb_resear2"
verbosetooltip = "The New Republic Pilot Training Center trains pilots to fly the everything it has to offer. From the earliest fighters of the Alliance to the pinnacle of New Republic Fighter Designs."
builditem0 = "RebR_basictraining1"
builditem1 = "RebR_basictraining2"
builditem2 = "RebR_standardtraining"
builditem3 = "RebR_interceptortraining"
builditem4 = "RebR_bombertraining"
classlabel = "research"
unitname = "New Republic Pilot Training Center"
tooltip = "New Republic Pilot Training Center - Trains Rebel and New Republic pilots."
race = "unitedfederation"
buildtime = 15
crewcost = 300
dilithiumcost = 600
latinumcost = 300
worthxp = 112
recycledilithium = 180
recyclelatinum = 90
recyclebiomatter = 0
recycletime = 50
maxhealth = 600
curhealth = 600
healthrate = 6
maxshields = 3000
curshields = 3000
shieldrate = 2.5
shieldgeneratorhitpoints = 700
engineshitpoints = 0
weaponshitpoints = 700
lifesupporthitpoints = 468
sensorshitpoints = 539
attackpower = 0.000
intrinsicvalue = 0.000
eventselect = "FederationScienceSelect"
research = 1
footprintbuffer = 120.0f
overlaysod = "fed_s_shuttlesM"
podhardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"
possiblecraftnames = "Rebellion Pilot Training Center" "New Republic Pilot Training Center"
weapon1 "SWW_light"
weaponhardpoints1 = "hp11"
weapon2 "SWW_light"
weaponhardpoints2 = "hp12"
weapon3 "SWW_light"
weaponhardpoints3 = "hp13"
weapon4 "SWW_light"
weaponhardpoints4 = "hp14"
weapon5 "SWW_light"
weaponhardpoints5 = "hp15"
weapon6 "SWW_light"
weaponhardpoints6 = "hp16"
weapon7 "SWW_pointdefense"
weaponhardpoints7 = "hp15"
enginesTargetHardpoints = "hp11" "hp12" "hp13"
lifeSupportTargetHardpoints = "hp14" "hp15" "hp16"
weaponsTargetHardpoints = "hp11" "hp12" "hp13"
shieldGeneratorTargetHardpoints = "hp14" "hp15" "hp16"
sensorsTargetHardpoints = "hp11" "hp12" "hp13"
hullTargetHardpoints = "hp14" "hp15" "hp16"
criticalTargetHardpoints = "hp11" "hp12" "hp13"
is_starbase = 1
ainame = "StarbaseProcess"
officercost = 0
shielddelay = 2
damagedscan = 50.0f
avoidanceclass = 9
weldingradius = 1.0
fireball = "x_building_explosion"
repairyellow = 2.0f
repairred = 4.0f
enginesrepairtime = 0.25
lifesupportrepairtime = 0.0625
weaponsrepairtime = 0.25
shieldgeneratorrepairtime = 0.25
sensorsrepairtime = 0.25
enginescrewloss = 5.0f
lifesupportcrewloss = 5.0f
weaponscrewloss = 8.0f
shieldgeneratorcrewloss = 8.0f
sensorscrewloss = 5.0f
lifesupportloss = 0.5
engineshitpercent = 0.0f
lifesupporthitpercent = 7.0f
weaponshitpercent = 7.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 7.0f
hullhitpercent = 78.0f
facility = 1
has_crew = 1
transporter = 0
has_hitpoints = 1
checkvalidresourceinterval = 10.0f
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
combat = 1
can_sandd = 0
eventacknowledge = "StarbaseAcknowledge"
eventattack = "StarbaseAttack"
eventdecommission = "StarbaseDecommission"
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 600
shieldhit = "shield_fed_hitXL"
shieldhitcritical = "shield_fed_hitcritXL"
shielddown = "shield_fed_down"
scalesod = 3.0
For the research pod all I did was copy a Federation pod and change the unit name, tooltip, verbosetooltip and build time. I did not change any other lines.
unitname = "Advanced Fighter Training"
tooltip = "Train Pilots to fly the E-wing fighter"
verbosetooltip = "The E-wing was designed to replace the aging T-65 X-wing, but continuous upgrades kept it in service."
race = "unitedfederation"
buildtime = 3
dilithiumcost = 207
latinumcost = 518
classlabel = "pod"
maxhealth = 4000
curhealth = 4000
healthrate = 4000.0
maxshields = 4000
curshields = 4000
shieldrate = 4000.0
footprintbuffer = 0f
shieldgeneratorhitpoints = 300
engineshitpoints = 0
weaponshitpoints = 300
lifesupporthitpoints = 0
sensorshitpoints = 0
weldingradius = 0.25
has_crew = 0
hidden = 1
avoidme = 0
canrepairshiprepair = 0
fireball = "x_no_explosion"
destroymewithresearchstation = 0
iamgametothedeathcondition = 0
fleetcapfile = "all_cap_research.odf"
mapicon = "mapicon_empty"
is_starbase = 1
ainame = "StarbaseProcess"
attackpower = 0
intrinsicvalue = 0
officercost = 0
shielddelay = 2
damagedscan = 50.0f
avoidanceclass = 9
repairyellow = 2.0f
repairred = 4.0f
enginesrepairtime = 0.25
lifesupportrepairtime = 0.0625
weaponsrepairtime = 0.25
shieldgeneratorrepairtime = 0.25
sensorsrepairtime = 0.25
enginescrewloss = 5.0f
lifesupportcrewloss = 5.0f
weaponscrewloss = 8.0f
shieldgeneratorcrewloss = 8.0f
sensorscrewloss = 5.0f
lifesupportloss = 0.5
engineshitpercent = 0.0f
lifesupporthitpercent = 7.0f
weaponshitpercent = 7.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 7.0f
hullhitpercent = 78.0f
facility = 1
transporter = 1
has_hitpoints = 1
checkvalidresourceinterval = 10.0f
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
combat = 1
can_sandd = 0
eventselect = "StarbaseSelect"
eventacknowledge = "StarbaseAcknowledge"
eventattack = "StarbaseAttack"
eventdecommission = "StarbaseDecommission"
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
invincible = 1
invalidastarget = 1
clearsfog = 0
perceivedneutral = 1
All the other pods are copied Federation pods as well. So I don't understand what the problem is.
My advanced Research center can only research 4 items. The fifth always crashes for some reason. Here is the research station odf
basename = "Reb_resear2"
verbosetooltip = "The New Republic Pilot Training Center trains pilots to fly the everything it has to offer. From the earliest fighters of the Alliance to the pinnacle of New Republic Fighter Designs."
builditem0 = "RebR_basictraining1"
builditem1 = "RebR_basictraining2"
builditem2 = "RebR_standardtraining"
builditem3 = "RebR_interceptortraining"
builditem4 = "RebR_bombertraining"
classlabel = "research"
unitname = "New Republic Pilot Training Center"
tooltip = "New Republic Pilot Training Center - Trains Rebel and New Republic pilots."
race = "unitedfederation"
buildtime = 15
crewcost = 300
dilithiumcost = 600
latinumcost = 300
worthxp = 112
recycledilithium = 180
recyclelatinum = 90
recyclebiomatter = 0
recycletime = 50
maxhealth = 600
curhealth = 600
healthrate = 6
maxshields = 3000
curshields = 3000
shieldrate = 2.5
shieldgeneratorhitpoints = 700
engineshitpoints = 0
weaponshitpoints = 700
lifesupporthitpoints = 468
sensorshitpoints = 539
attackpower = 0.000
intrinsicvalue = 0.000
eventselect = "FederationScienceSelect"
research = 1
footprintbuffer = 120.0f
overlaysod = "fed_s_shuttlesM"
podhardpoints = "hp01" "hp02" "hp03" "hp04" "hp05" "hp06" "hp07" "hp08" "hp09" "hp10"
possiblecraftnames = "Rebellion Pilot Training Center" "New Republic Pilot Training Center"
weapon1 "SWW_light"
weaponhardpoints1 = "hp11"
weapon2 "SWW_light"
weaponhardpoints2 = "hp12"
weapon3 "SWW_light"
weaponhardpoints3 = "hp13"
weapon4 "SWW_light"
weaponhardpoints4 = "hp14"
weapon5 "SWW_light"
weaponhardpoints5 = "hp15"
weapon6 "SWW_light"
weaponhardpoints6 = "hp16"
weapon7 "SWW_pointdefense"
weaponhardpoints7 = "hp15"
enginesTargetHardpoints = "hp11" "hp12" "hp13"
lifeSupportTargetHardpoints = "hp14" "hp15" "hp16"
weaponsTargetHardpoints = "hp11" "hp12" "hp13"
shieldGeneratorTargetHardpoints = "hp14" "hp15" "hp16"
sensorsTargetHardpoints = "hp11" "hp12" "hp13"
hullTargetHardpoints = "hp14" "hp15" "hp16"
criticalTargetHardpoints = "hp11" "hp12" "hp13"
is_starbase = 1
ainame = "StarbaseProcess"
officercost = 0
shielddelay = 2
damagedscan = 50.0f
avoidanceclass = 9
weldingradius = 1.0
fireball = "x_building_explosion"
repairyellow = 2.0f
repairred = 4.0f
enginesrepairtime = 0.25
lifesupportrepairtime = 0.0625
weaponsrepairtime = 0.25
shieldgeneratorrepairtime = 0.25
sensorsrepairtime = 0.25
enginescrewloss = 5.0f
lifesupportcrewloss = 5.0f
weaponscrewloss = 8.0f
shieldgeneratorcrewloss = 8.0f
sensorscrewloss = 5.0f
lifesupportloss = 0.5
engineshitpercent = 0.0f
lifesupporthitpercent = 7.0f
weaponshitpercent = 7.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 7.0f
hullhitpercent = 78.0f
facility = 1
has_crew = 1
transporter = 0
has_hitpoints = 1
checkvalidresourceinterval = 10.0f
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
combat = 1
can_sandd = 0
eventacknowledge = "StarbaseAcknowledge"
eventattack = "StarbaseAttack"
eventdecommission = "StarbaseDecommission"
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
rangescan = 600
shieldhit = "shield_fed_hitXL"
shieldhitcritical = "shield_fed_hitcritXL"
shielddown = "shield_fed_down"
scalesod = 3.0
For the research pod all I did was copy a Federation pod and change the unit name, tooltip, verbosetooltip and build time. I did not change any other lines.
unitname = "Advanced Fighter Training"
tooltip = "Train Pilots to fly the E-wing fighter"
verbosetooltip = "The E-wing was designed to replace the aging T-65 X-wing, but continuous upgrades kept it in service."
race = "unitedfederation"
buildtime = 3
dilithiumcost = 207
latinumcost = 518
classlabel = "pod"
maxhealth = 4000
curhealth = 4000
healthrate = 4000.0
maxshields = 4000
curshields = 4000
shieldrate = 4000.0
footprintbuffer = 0f
shieldgeneratorhitpoints = 300
engineshitpoints = 0
weaponshitpoints = 300
lifesupporthitpoints = 0
sensorshitpoints = 0
weldingradius = 0.25
has_crew = 0
hidden = 1
avoidme = 0
canrepairshiprepair = 0
fireball = "x_no_explosion"
destroymewithresearchstation = 0
iamgametothedeathcondition = 0
fleetcapfile = "all_cap_research.odf"
mapicon = "mapicon_empty"
is_starbase = 1
ainame = "StarbaseProcess"
attackpower = 0
intrinsicvalue = 0
officercost = 0
shielddelay = 2
damagedscan = 50.0f
avoidanceclass = 9
repairyellow = 2.0f
repairred = 4.0f
enginesrepairtime = 0.25
lifesupportrepairtime = 0.0625
weaponsrepairtime = 0.25
shieldgeneratorrepairtime = 0.25
sensorsrepairtime = 0.25
enginescrewloss = 5.0f
lifesupportcrewloss = 5.0f
weaponscrewloss = 8.0f
shieldgeneratorcrewloss = 8.0f
sensorscrewloss = 5.0f
lifesupportloss = 0.5
engineshitpercent = 0.0f
lifesupporthitpercent = 7.0f
weaponshitpercent = 7.0f
shieldgeneratorhitpercent = 1.0f
sensorshitpercent = 0
crewhitpercent = 7.0f
hullhitpercent = 78.0f
facility = 1
transporter = 1
has_hitpoints = 1
checkvalidresourceinterval = 10.0f
alert = 1
show_sw_autonomy = 1
show_movement_autonomy = 1
combat = 1
can_sandd = 0
eventselect = "StarbaseSelect"
eventacknowledge = "StarbaseAcknowledge"
eventattack = "StarbaseAttack"
eventdecommission = "StarbaseDecommission"
buildablebyownerraceonly = 1
specialenergydisplaymode = 1
extraweaponhardpoints = "root"
maxextraweapons = 10
invincible = 1
invalidastarget = 1
clearsfog = 0
perceivedneutral = 1
All the other pods are copied Federation pods as well. So I don't understand what the problem is.
posted on March 16th, 2013, 9:24 am
Now I've gone and remade the fifth research pod but it still won't work. I either get an exception error. Or a 'Fleet ops has stopped working' error. Here is the exception txt file.
main thread ($19d8):
005342e8 +0a8 Armada2.exe ParameterDB.mProcessFile
5a9b2a70 +088 FleetOpsHook.dll FileSystemHooks 1159 +15 ParameterDB_mProcessFile_Callback
005346c2 +0e2 Armada2.exe ParameterDB.mLoad
0053414c +02c Armada2.exe ParameterDB.ParameterDB
004cd26b +07b Armada2.exe GameObjectClass.Find
004aa41a +07a Armada2.exe ProducerClass.ProducerClass
004aac4a +02a Armada2.exe ResearchStationClass.ResearchStationClass
75859d43 +055 msvcrt.dll malloc
5a9be557 +047 FleetOpsHook.dll ResearchStationClassEnhancement 78 +12 ResearchStationClass_ResearchStationClass2_Callback
004aae1e +03e Armada2.exe ResearchStationClass.BuildClass
004cd331 +141 Armada2.exe GameObjectClass.Find
004aa41a +07a Armada2.exe ProducerClass.ProducerClass
004a815b +02b Armada2.exe ConstructionRigClass.ConstructionRigClass
004a83fe +03e Armada2.exe ConstructionRigClass.BuildClass
004cd331 +141 Armada2.exe GameObjectClass.Find
004aa41a +07a Armada2.exe ProducerClass.ProducerClass
004ab298 +028 Armada2.exe ShipyardClass.ShipyardClass
5a934c7d +015 FleetOpsHook.dll ShipyardClassEnhancement 65 +4 ShipyardClass_ShipyardClass2_Callback
004ab750 +040 Armada2.exe StarbaseClass.BuildClass
004cd331 +141 Armada2.exe GameObjectClass.Find
5a9b9da9 +0e1 FleetOpsHook.dll ArmadaFunctionsHelper 1229 +37 GetUnitCostModifier
5a943846 +6aa FleetOpsHook.dll ReplaceWeapon 985 +214 ReplaceWeapon_Simulate
5a93cc4c +058 FleetOpsHook.dll CannonImp 242 +12 CannonImp_UpdateTimer
5a93d09f +03b FleetOpsHook.dll CannonImp 427 +5 CannonImp_Simulate
0066e59b +01b Armada2.exe ToggleWeapon.Simulate
0066eb47 +047 Armada2.exe Weapon.SimulateAll
004835aa +15a Armada2.exe Program.GameProcess
00559b7a +0fa Armada2.exe TransportLocal.GameExecute
00487293 +1b3 Armada2.exe Program.GameDoOne
00486b44 +544 Armada2.exe Program.MainLoop
0047608d +11d Armada2.exe _WinMain@16
5a9adab5 +029 FleetOpsHook.dll FleetOpsFunctionsHook 4977 +3 DebugException_Execute_New
5a9adf13 +26b FleetOpsHook.dll FleetOpsFunctionsHook 5097 +75 A2_WinMain
006734ef +12f Armada2.exe _WinMainCRTStartup
75e233a8 +010 kernel32.dll BaseThreadInitThunk
The 'main thread' section lists a few different things that I have no idea what they mean. I would really appreciate some help here. This is a brick wall to the progress of my mod.
main thread ($19d8):
005342e8 +0a8 Armada2.exe ParameterDB.mProcessFile
5a9b2a70 +088 FleetOpsHook.dll FileSystemHooks 1159 +15 ParameterDB_mProcessFile_Callback
005346c2 +0e2 Armada2.exe ParameterDB.mLoad
0053414c +02c Armada2.exe ParameterDB.ParameterDB
004cd26b +07b Armada2.exe GameObjectClass.Find
004aa41a +07a Armada2.exe ProducerClass.ProducerClass
004aac4a +02a Armada2.exe ResearchStationClass.ResearchStationClass
75859d43 +055 msvcrt.dll malloc
5a9be557 +047 FleetOpsHook.dll ResearchStationClassEnhancement 78 +12 ResearchStationClass_ResearchStationClass2_Callback
004aae1e +03e Armada2.exe ResearchStationClass.BuildClass
004cd331 +141 Armada2.exe GameObjectClass.Find
004aa41a +07a Armada2.exe ProducerClass.ProducerClass
004a815b +02b Armada2.exe ConstructionRigClass.ConstructionRigClass
004a83fe +03e Armada2.exe ConstructionRigClass.BuildClass
004cd331 +141 Armada2.exe GameObjectClass.Find
004aa41a +07a Armada2.exe ProducerClass.ProducerClass
004ab298 +028 Armada2.exe ShipyardClass.ShipyardClass
5a934c7d +015 FleetOpsHook.dll ShipyardClassEnhancement 65 +4 ShipyardClass_ShipyardClass2_Callback
004ab750 +040 Armada2.exe StarbaseClass.BuildClass
004cd331 +141 Armada2.exe GameObjectClass.Find
5a9b9da9 +0e1 FleetOpsHook.dll ArmadaFunctionsHelper 1229 +37 GetUnitCostModifier
5a943846 +6aa FleetOpsHook.dll ReplaceWeapon 985 +214 ReplaceWeapon_Simulate
5a93cc4c +058 FleetOpsHook.dll CannonImp 242 +12 CannonImp_UpdateTimer
5a93d09f +03b FleetOpsHook.dll CannonImp 427 +5 CannonImp_Simulate
0066e59b +01b Armada2.exe ToggleWeapon.Simulate
0066eb47 +047 Armada2.exe Weapon.SimulateAll
004835aa +15a Armada2.exe Program.GameProcess
00559b7a +0fa Armada2.exe TransportLocal.GameExecute
00487293 +1b3 Armada2.exe Program.GameDoOne
00486b44 +544 Armada2.exe Program.MainLoop
0047608d +11d Armada2.exe _WinMain@16
5a9adab5 +029 FleetOpsHook.dll FleetOpsFunctionsHook 4977 +3 DebugException_Execute_New
5a9adf13 +26b FleetOpsHook.dll FleetOpsFunctionsHook 5097 +75 A2_WinMain
006734ef +12f Armada2.exe _WinMainCRTStartup
75e233a8 +010 kernel32.dll BaseThreadInitThunk
The 'main thread' section lists a few different things that I have no idea what they mean. I would really appreciate some help here. This is a brick wall to the progress of my mod.
Attachments
exceptArmada2.txt
- (27.67 KiB) Downloaded 341 times
posted on March 16th, 2013, 4:13 pm
If I had to take a guess, looks like you have some weapon dependent on this research pod that is causing the crash.
posted on March 16th, 2013, 6:16 pm
Well I've been trying to find a way to restrict the hanger weapons that i'm using as that's what my advanced research pods are all about. But it's always been the fifth pod that crashes. I've looked at my tech tree and I don't have anything dependent on the pod. Maybe it's the fact that it's a renamed pod or something. The other four pods work just fine but they don't restrict the fighters from actually launching. I've tried making the ships that are launched dependent on a pod and I've tried making the hanger weapon dependent on a pod. Here is my tech tree.
#include "tech1.tt"
Reb_const.odf 0
Reb_base.odf 0
Reb_earlyhanger1.odf 1 RebR_basictraining1.odf
Reb_earlyhanger2.odf 1 RebR_basictraining2.odf
Reb_normhang1.odf 1 RebR_standardtraining.odf
Reb_normhang2.odf 1 RebR_interceptortraining.odf
Reb_normhang3.odf 1 RebR_bombertraining.odf
Reb_T-wing.odf 1 Reb_earlyhanger1.odf
Reb_Z-95.odf 1 Reb_earlyhanger2.odf
Reb_E-wing.odf 0
Reb_B-wing.odf 0
Reb_YT-1300.odf 0
Reb_corv.odf 0
Reb_freight.odf 0
Reb_repair.odf 2 Reb_resear.odf Reb_resear2.odf
Reb_yard.odf 1 Reb_base.odf
Reb_modcorv.odf 0
Reb_Corvetteupgrade.odf 0
Reb_resear.odf 1 Reb_base.odf
RebU_chassis1.odf 0
RebU_chassis2.odf 1 RebU_chassis1.odf
RebU_chassis3.odf 1 RebU_chassis2.odf
RebU_sensors1.odf 0
RebU_sensors2.odf 1 RebU_sensors1.odf
RebU_shields1.odf 0
RebU_shields2.odf 1 RebU_shields1.odf
RebU_weapons1.odf 0
RebU_weapons2.odf 1 RebU_weapons1.odf
Reb_Nebfrig.odf 2 Reb_resear.odf RebU_chassis1.odf
Reb_NebulonBhangerupgrade.odf 1 RebR_standardtraining.odf
Reb_NebulonBhangup.odf 1 RebR_standardtraining.odf
Reb_strike.odf 1 RebU_chassis1.odf
Reb_bulk.odf 1 RebU_chassis2.odf
Reb_bulkcarrier.odf 0
Reb_bulkhangerup.odf 1 RebR_standardtraining.odf
Reb_dread.odf 1 RebU_chassis2.odf
Reb_dreadupgrade.odf 3 RebR_standardtraining.odf RebR_interceptortraining.odf RebR_bombertraining.odf
Reb_assaultfrig.odf 0
Reb_turret.odf 1 Reb_base.odf
Reb_gunship.odf 1 RebU_chassis1.odf
Reb_fighterbase.odf 1 Reb_resear2.odf
Reb_fighterbase_early.odf 2 RebR_basictraining1.odf RebR_basictraining2.odf
Reb_fighterbase_normal.odf 3 RebR_standardtraining.odf RebR_interceptortraining.odf RebR_bombertraining.odf
Reb_fighterbase_advanced.odf 0
Reb_earlyfighterbase.odf 1 Reb_fighterbase.odf
Reb_normalfighterbase.odf 1 Reb_fighterbase.odf
Reb_advancedfighterbase.odf 1 Reb_fighterbase.odf
Reb_resear2.odf 2 Reb_base.odf Reb_resear.odf
RebR_basictraining1.odf 1 Reb_yard.odf
RebR_basictraining2.odf 1 Reb_yard.odf
RebR_standardtraining.odf 1 Reb_yard.odf
RebR_interceptortraining.odf 1 Reb_yard.odf
RebR_bombertraining.odf 1 Reb_yard.odf
Reb_mc40a.odf 1 RebU_chassis3.odf
The pod that crashes is called RebR_advancedfightertraining. The only things that are acutally restricted right now are stations and upgrades. Is it even possible to restrict fighter weapons?
#include "tech1.tt"
Reb_const.odf 0
Reb_base.odf 0
Reb_earlyhanger1.odf 1 RebR_basictraining1.odf
Reb_earlyhanger2.odf 1 RebR_basictraining2.odf
Reb_normhang1.odf 1 RebR_standardtraining.odf
Reb_normhang2.odf 1 RebR_interceptortraining.odf
Reb_normhang3.odf 1 RebR_bombertraining.odf
Reb_T-wing.odf 1 Reb_earlyhanger1.odf
Reb_Z-95.odf 1 Reb_earlyhanger2.odf
Reb_E-wing.odf 0
Reb_B-wing.odf 0
Reb_YT-1300.odf 0
Reb_corv.odf 0
Reb_freight.odf 0
Reb_repair.odf 2 Reb_resear.odf Reb_resear2.odf
Reb_yard.odf 1 Reb_base.odf
Reb_modcorv.odf 0
Reb_Corvetteupgrade.odf 0
Reb_resear.odf 1 Reb_base.odf
RebU_chassis1.odf 0
RebU_chassis2.odf 1 RebU_chassis1.odf
RebU_chassis3.odf 1 RebU_chassis2.odf
RebU_sensors1.odf 0
RebU_sensors2.odf 1 RebU_sensors1.odf
RebU_shields1.odf 0
RebU_shields2.odf 1 RebU_shields1.odf
RebU_weapons1.odf 0
RebU_weapons2.odf 1 RebU_weapons1.odf
Reb_Nebfrig.odf 2 Reb_resear.odf RebU_chassis1.odf
Reb_NebulonBhangerupgrade.odf 1 RebR_standardtraining.odf
Reb_NebulonBhangup.odf 1 RebR_standardtraining.odf
Reb_strike.odf 1 RebU_chassis1.odf
Reb_bulk.odf 1 RebU_chassis2.odf
Reb_bulkcarrier.odf 0
Reb_bulkhangerup.odf 1 RebR_standardtraining.odf
Reb_dread.odf 1 RebU_chassis2.odf
Reb_dreadupgrade.odf 3 RebR_standardtraining.odf RebR_interceptortraining.odf RebR_bombertraining.odf
Reb_assaultfrig.odf 0
Reb_turret.odf 1 Reb_base.odf
Reb_gunship.odf 1 RebU_chassis1.odf
Reb_fighterbase.odf 1 Reb_resear2.odf
Reb_fighterbase_early.odf 2 RebR_basictraining1.odf RebR_basictraining2.odf
Reb_fighterbase_normal.odf 3 RebR_standardtraining.odf RebR_interceptortraining.odf RebR_bombertraining.odf
Reb_fighterbase_advanced.odf 0
Reb_earlyfighterbase.odf 1 Reb_fighterbase.odf
Reb_normalfighterbase.odf 1 Reb_fighterbase.odf
Reb_advancedfighterbase.odf 1 Reb_fighterbase.odf
Reb_resear2.odf 2 Reb_base.odf Reb_resear.odf
RebR_basictraining1.odf 1 Reb_yard.odf
RebR_basictraining2.odf 1 Reb_yard.odf
RebR_standardtraining.odf 1 Reb_yard.odf
RebR_interceptortraining.odf 1 Reb_yard.odf
RebR_bombertraining.odf 1 Reb_yard.odf
Reb_mc40a.odf 1 RebU_chassis3.odf
The pod that crashes is called RebR_advancedfightertraining. The only things that are acutally restricted right now are stations and upgrades. Is it even possible to restrict fighter weapons?
posted on March 16th, 2013, 7:03 pm
Silly thought perhaps, but is the filename too long? I remember reading in the old Big Book of Modding that filenames that are too long will cause crashes regardless to the code in them. Try giving it a shorter name (RebAdvFigTrn perhaps) and then see if it works. Worth a shot 

posted on March 16th, 2013, 7:11 pm
Afair we removed that limitation for Fleet Ops.
However, your techtree doesn't list this particular file at all.
However, your techtree doesn't list this particular file at all.
posted on March 16th, 2013, 7:33 pm
I know. It crashes whenever I put the filename in. I'll try the short version though and see if that works anyway. I usually put it in the techtree as 'RebR_advancedfightertraining.odf 1 Reb_yard' The first four pods work just fine I'll try converting the station over again and see if I do something different.
Who is online
Users browsing this forum: No registered users and 2 guests