Combined Arms Massive Mod

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fizban1978
Posts: 5
Joined: Sat Sep 09, 2017 11:10 pm

Combined Arms Massive Mod

Post by fizban1978 » Sat Sep 09, 2017 11:30 pm

Hello all,
Since we like SD1 very much, we have spent a lot of time creating a massive mod for this game. It is designed to work with Blackbox versions of the game. Blackbox is a major refactoring of Stardrive 1 code , created to resolve performance issues and bugs left in the game.

You can find all the info required to install, and run the mod (including pictures) in http://www.moddb.com/mods/combined-arms

A short summary of the new content:
  • 110 New ships 3D models and hulls. Every role (besides Titan) has 2 more 3d ship designs to research, along with dedicated slot maps. This is of course, per faction. So with the new Bomber and Drone ships, each faction will have a total of 19 hulls to design ships for. The new Titan per faction is truly big. Draylok Titan, for instance is 4.8k slots
  • New drone role - a 4-6 slot (based on faction) small, automated fighter which is launched from drone bays
  • New ship hull (classified as Fighter Role) per faction - Bomber, which contains internal slots to unleash Anti capital bombs
  • New weapons, such as Rapid Blue lasers, new versions of mass drivers (extended, compact)
  • New Reactors. You can take a path of lower output, but non exploding reactors such as the Cold Fusion or Quantum Fusion reactors, or go crazy with very high output, but highly unstable Anti-Matter or Dark Energy reactors
  • 19 new types of armor, including shields combined with armor, self repair armor and more. These were present in Combomod but got new textures and massive balance
  • New, hi-res textures for all the lower texture modules in the game
  • Tech tree is 2.5 times the vanilla one
Some pics (see more in the Moddb page):

Opteris Titan (3.2k slots):
Image


Ship Construction Tech Tree:
Image

AdamD
Posts: 10
Joined: Sat Jun 17, 2017 1:05 pm

Re: Combined Arms Massive Mod

Post by AdamD » Sun Sep 10, 2017 6:17 am

Nice to see the modding scene still exists for SD1!

Going to give this a try today!

fizban1978
Posts: 5
Joined: Sat Sep 09, 2017 11:10 pm

Re: Combined Arms Massive Mod

Post by fizban1978 » Sun Sep 10, 2017 7:50 pm

Cool,
just remember to check the instructions in the moddb page, since you need the blackbox patch as well.

AdamD
Posts: 10
Joined: Sat Jun 17, 2017 1:05 pm

Re: Combined Arms Massive Mod

Post by AdamD » Mon Sep 11, 2017 12:58 am

Haven't been able to play for more than 10-15 minutes due to two crashes, not sure what they're related to though.


AdamD
Posts: 10
Joined: Sat Jun 17, 2017 1:05 pm

Re: Combined Arms Massive Mod

Post by AdamD » Mon Sep 11, 2017 12:59 am


AdamD
Posts: 10
Joined: Sat Jun 17, 2017 1:05 pm

Re: Combined Arms Massive Mod

Post by AdamD » Mon Sep 11, 2017 1:30 am

think these are all blackbox related, not sure

Crashed when i used the huge galaxy, so I toned it down to the large one, but still crashes after 20 minutes.
Version: (BlackBox Radical_Elements_Release : 16_3934 ):
Extra Data Recorded :
Date = 11/09/2017 02:28:38
StarDate = 1019.7
ShipCount = 1774
Planet Count = 511
Mod = Combined Arms
Mod Version = 1.9C
Memory = 222361
Memory Limit = 300000
Ship Limit = 3000

Exception : Insufficient memory to continue the execution of the program.
ExceptionClass : System.OutOfMemoryException
Stacktrace:
at Microsoft.Xna.Framework.Helpers.GetExceptionFromResult(UInt32 result)
at Microsoft.Xna.Framework.Graphics.Effect..ctor(GraphicsDevice graphicsDevice, Effect cloneSource)
at SynapseGaming.LightingSystem.Effects.BaseRenderableEffect..ctor(GraphicsDevice , String )
at SynapseGaming.LightingSystem.Effects.BaseSkinnedEffect..ctor(GraphicsDevice , String )
at SynapseGaming.LightingSystem.Effects.BaseMaterialEffect..ctor(GraphicsDevice graphicsdevice, String effectname)
at SynapseGaming.LightingSystem.Processors.Forward.LightingMaterialReader_Pro.Read(ContentReader input, LightingEffect instance)
at Microsoft.Xna.Framework.Content.ContentTypeReader`1.Read(ContentReader input, Object existingInstance)
at Microsoft.Xna.Framework.Content.ContentReader.InvokeReader[T](ContentTypeReader reader, Object existingInstance)
at Microsoft.Xna.Framework.Content.ContentReader.ReadObjectInternal[T](Object existingInstance)
at Microsoft.Xna.Framework.Content.ContentReader.ReadSharedResources(Int32 sharedResourceCount)
at Microsoft.Xna.Framework.Content.ContentReader.ReadAsset[T]()
at Microsoft.Xna.Framework.Content.ContentManager.ReadAsset[T](String assetName, Action`1 recordDisposableObject)
at Microsoft.Xna.Framework.Content.ContentManager.Load[T](String assetName)
at Ship_Game.ResourceManager.GetSkinnedModel(String path) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\ResourceManager.cs:line 1767
at Ship_Game.ResourceManager.CreateShipAt(String key, Empire Owner, Planet p, Boolean DoOrbit) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\ResourceManager.cs:line 442
at Ship_Game.Planet.ApplyProductiontoQueue(Single howMuch, Int32 whichItem) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\Planet.cs:line 5684
at Ship_Game.Planet.ApplyProductionTowardsConstruction() in C:\Users\danny\Documents\sd-blackbox\Ship_Game\Planet.cs:line 5519
at Ship_Game.Planet.UpdateOwnedPlanet() in C:\Users\danny\Documents\sd-blackbox\Ship_Game\Planet.cs:line 3244
at Ship_Game.Empire.DoMoney() in C:\Users\danny\Documents\sd-blackbox\Ship_Game\Empire.cs:line 2153
at Ship_Game.Empire.Update(Single elapsedTime) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\Empire.cs:line 1999
at Ship_Game.UniverseScreen.DoWork(Single elapsedTime) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\UniverseScreen.cs:line 1813
at Ship_Game.UniverseScreen.Worker() in C:\Users\danny\Documents\sd-blackbox\Ship_Game\UniverseScreen.cs:line 1427
at System.Threading.ThreadHelper.ThreadStart_Context(Object state)
at System.Threading.ExecutionContext.RunInternal(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state, Boolean preserveSyncCtx)
at System.Threading.ExecutionContext.Run(ExecutionContext executionContext, ContextCallback callback, Object state)
at System.Threading.ThreadHelper.ThreadStart()
Version: (BlackBox Radical_Elements_Release : 16_3934 ):
Extra Data Recorded :
Date = 11/09/2017 02:10:07
StarDate = 1000.0
ShipCount = 24
Planet Count = 0
Mod = Combined Arms
Mod Version = 1.9C
Memory = 157982
Memory Limit = 300000
Ship Limit = 3000

Exception : Insufficient memory to continue the execution of the program.
ExceptionClass : System.OutOfMemoryException
Stacktrace:
at Microsoft.Xna.Framework.Helpers.GetExceptionFromResult(UInt32 result)
at Microsoft.Xna.Framework.Graphics.Effect..ctor(GraphicsDevice graphicsDevice, Effect cloneSource)
at Microsoft.Xna.Framework.Graphics.Effect.Clone(GraphicsDevice device)
at Particle3DSample.ParticleSystem.LoadParticleEffect() in C:\Users\danny\Documents\sd-blackbox\Particle3DSample\ParticleSystem.cs:line 212
at Particle3DSample.ParticleSystem.LoadContent() in C:\Users\danny\Documents\sd-blackbox\Particle3DSample\ParticleSystem.cs:line 202
at Ship_Game.UniverseScreen.DoParticleLoad() in C:\Users\danny\Documents\sd-blackbox\Ship_Game\UniverseScreen.cs:line 1162
at Ship_Game.UniverseScreen.LoadContent() in C:\Users\danny\Documents\sd-blackbox\Ship_Game\UniverseScreen.cs:line 877
at Ship_Game.ScreenManager.AddScreen(GameScreen screen) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\ScreenManager.cs:line 143
at Ship_Game.CreatingNewGameScreen.Go() in C:\Users\danny\Documents\sd-blackbox\Ship_Game\CreatingNewGameScreen.cs:line 1071
at Ship_Game.CreatingNewGameScreen.HandleInput(InputState input) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\CreatingNewGameScreen.cs:line 1057
at Ship_Game.ScreenManager.Update(GameTime gameTime) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\ScreenManager.cs:line 303
at Ship_Game.Game1.Update(GameTime gameTime) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\Game1.cs:line 318
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at Ship_Game.Program.Main(String[] args) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\Program.cs:line 63

fizban1978
Posts: 5
Joined: Sat Sep 09, 2017 11:10 pm

Re: Combined Arms Massive Mod

Post by fizban1978 » Mon Sep 11, 2017 1:59 am

1600 ships is a respectable number for Radical Elements. I would suggest trying a smaller galaxy if you are going with Radical elements.
Also, some of the testers who started testing and firing the game after a long time reported crashes which were resolved after doing a clean installation from Steam and then installing black box with the mod.
Also I recommend deleting all your saved ships if you havent done so yet (though the crash above is not because of old ships).

As for the second crash (dictionary one), it is mod related I think. Do you remember what did you do when it crashed? Maybe selecting a specific module in ship yard?

AdamD
Posts: 10
Joined: Sat Jun 17, 2017 1:05 pm

Re: Combined Arms Massive Mod

Post by AdamD » Mon Sep 11, 2017 7:53 am

I can't remember what I was doing for the second crash, I "think" I was landing troops on Pluto as there was an anomaly there

I got two popups about the revenant craft entering orbit, they attacked my troop transports, I tried to board and that's when it crashed.

Just tried a new game with the default settings, another crash about 15 minutes in, right when one of the diplomacy screens was about to popup
Version: (BlackBox Radical_Elements_Release : 16_3934 ):
Extra Data Recorded :
Date = 11/09/2017 07:46:22
StarDate = 1019.8
ShipCount = 378
Planet Count = 172
Mod = Combined Arms
Mod Version = 1.9C
Memory = 149416
Memory Limit = 300000
Ship Limit = 3000

Exception : Object reference not set to an instance of an object.
ExceptionClass : System.NullReferenceException
Stacktrace:
at Ship_Game.DiplomacyScreen.Update(GameTime gameTime, Boolean otherScreenHasFocus, Boolean coveredByOtherScreen) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\DiplomacyScreen.cs:line 2164
at Ship_Game.ScreenManager.Update(GameTime gameTime) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\ScreenManager.cs:line 296
at Ship_Game.Game1.Update(GameTime gameTime) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\Game1.cs:line 318
at Microsoft.Xna.Framework.Game.Tick()
at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
at Microsoft.Xna.Framework.GameHost.OnIdle()
at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
at System.Windows.Forms.Application.Run(Form mainForm)
at Microsoft.Xna.Framework.WindowsGameHost.Run()
at Microsoft.Xna.Framework.Game.Run()
at Ship_Game.Program.Main(String[] args) in C:\Users\danny\Documents\sd-blackbox\Ship_Game\Program.cs:line 63

fizban1978
Posts: 5
Joined: Sat Sep 09, 2017 11:10 pm

Re: Combined Arms Massive Mod

Post by fizban1978 » Mon Sep 11, 2017 9:44 am

Well, i think i will add full re-install to the instructions. Radical Elements is very stable so these crashes are very strange, happening after 15 minutes.
Please try again after re-installing the game from Steam when you have time. Hopefully these will go away like the case with the testers.
Also, if you installed SD1 in a non default directory, you need to specify the folder when installing blackbox (i guess you did that, just want to make sure).

fizban1978
Posts: 5
Joined: Sat Sep 09, 2017 11:10 pm

Re: Combined Arms Massive Mod

Post by fizban1978 » Fri Sep 15, 2017 9:45 pm

Ok, I've been playing with RE and combined arms with Pollops, medium map and 7 races for 2.3k turns with no crash.
Im almost sure the crashes above are related to installation.

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