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Post by neppi on Sept 15, 2017 4:40:38 GMT -8
There is one problem with your update. Somehow your Icari and Kryska rpy's are the exact same than in my mod with the Jaguar (not Claude though ironically). Problem is the variable "jaguar_in_team" is used which is not decleared if my mod is not installed. Moreover at the end of the misson there is " jump day2_jag" which is a label of my mod. So this doesn't work. Your original Icari and Kryska files should work fine so I assume this was an accident? If you need the original ones, message me. PS: In the next update I will make the necessary changes in your rpys by an extern rpy, so your original files are never updated by my mod
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Post by neppi on Sept 14, 2017 6:58:05 GMT -8
Updated to V1.04: - Fixed: Destroy command of Jaguar lead to instant lose if first mission with him is beaten too fast. This is fixed now. - Fixed: All issues regarding the last fight of the mod are now fixed - Fixed: The formation in the last battles were a mess. Now it feels more like a Sunrider battle. Lags are reduced too! - Fixed: A lot of typos - New: If the Sunrider has > 80 shields some enemys might now ignore the Sunrider - New: Fight with Cosette at first mission of Liberation Day is now harder if you have Reset_on_LD on False - New: Aoe Missiles are now optional (see Mod_Config_Jag.rpy). It is True by default - New: Increased chance of targeting a random player ship to 15 % (before 10 %) and reduced the minimum damage for that - Music is not changed anymore at the boss battle at Liberation Day. So you can sing along again when you demolish all the Arcadius ryders. emoticon_asaga2_small
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Post by neppi on Sept 11, 2017 22:20:16 GMT -8
Turns
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Post by neppi on Sept 11, 2017 7:10:26 GMT -8
Bur
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Post by neppi on Sept 11, 2017 7:07:08 GMT -8
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Post by neppi on Sept 10, 2017 1:02:18 GMT -8
My start in VN was Clannad 2008 during the air of CLANNAD ~After Story~. After playing some little VN's I somehow lost track. My first VN after this time was Kagawa Shoujo and damn - this was a great VN. Dragged me all the way back into VN's.
Normally I'm just a anime viewer but since Kagawa Shoujo I'm more spending time on VN's. I played a lot of shit I can't even remember now. The lasts ones were If my heart had wings, gaokao.love.100days (this was exhausting though) or fruit of grisaia and of course Sunrider. Sunrider really was so interesting for me as it is a great combination of gameplay and novel. I like the strategy part of the battles but also the nariative style. First time a space themed game was catching my interest that hard though.
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Post by neppi on Sept 9, 2017 14:20:38 GMT -8
This is where I lost it xDDD . Obviously this is the point where I lost the discussion, isn't it? But who says that the shooter of this bullet had NOT a device alowing it to shoot those bullets at this speed, or having his own little warp out of the weapon? I got your point mate. There are physical rules which cannot be broken, like material is always slower than speed, heavy things sink in liquid without help. Devices have the power to work around these rules, I get it Just sayin' that you almost always can find an explanation if you really want. Did you know that shooting a laser cannon, like the Legion one, would heat all material in the Legion up to melting temperature no matter what material (or it would need to be 1000 times bigger than the beam)? And instead of a big light fire cannon you would see just a fraction of a light puls (because continious wave lasers can never reach that power). Its even likely it would be light in UV (UV has more energy) so you wouldn't even see this Normally as a physics student I should have thrown this game right into my trash bin, because it is never explained how the hell the Legion and the Vanguard Cannon can produce this shit load of energy without having cooling problems.
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Post by neppi on Sept 9, 2017 13:23:01 GMT -8
Moving around in super speed, increasing the laser fire/missile/kinetic fire power of her ryder - thats not what I call abilitys of a chunk of meat even if its genetic modified.
The warp thing is still as magic as shooting bullets at light speed for me even with your explanation. I think we can always fantasy / make up / develop reasons to talk something up or down as soon as we are moving in science fiction territory. Everyone has its own point of view though. I'm not claiming that my view is the right one, so don't get me wrong, just discussing:) I've just never imagined that a statement like "faster than light" could be a bother to anyone in sci-fi. If you think long enough about it you can surely make up a reason why a bullet can fly this fast like people did with the warp in the 50s. Warping is something which is not possible and is likely to not being possible in the future as much as weapons shooting bullets faster than light speed won't be possible.
But I get your point. Its a point of view I can understand I hope you enjoyed the game nevertheless emoticon_asaga2_small
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Post by neppi on Sept 9, 2017 12:05:24 GMT -8
My mistake. But right after the action Sola already assumes that Asaga might be "another" one. So the deflection can be explained only by that. Who of us wants to judge if a Sharr of Ryuvia is able to do that. Obviously it has also effects on her ryder (more damage for example).
I know what you mean, but in Sci-fi the light speed is rarely the physical limit, so why is this statement a problem?
For me this statement contradicts. Warp for example is obviously vanishing a lot physical rules. If warp would be slower than light speed the Sunrider would have needed years to get from one system to another. Light needs 4 years from the sun system to get to the nearest next star. So warp obviously lets a ship travel faster than light. So I wouldn't be upset that much just because they obviously did that statement to express that speed of light is not the limit in this sci fi universe (like in >50%) and to increase the "wtf"-feeling that Asaga managed to intercept the bullet.
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Post by neppi on Sept 9, 2017 11:29:31 GMT -8
Toe
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Post by neppi on Sept 9, 2017 7:32:21 GMT -8
>They made plenty of references to the time everything actually took if you paid attention. I stopped giving any fucks after that episode with "OMG THAT BULLET WAS MOVING AT 150% SPEED OF LIGHT AND ASAGA DEFLECTED IT WITH A SWORD!!!!". All numbers in the game are pure asspullium with no consistency or relevancy. I should have mentioned that in the OP. >The final battle of Liberation Day was basically 2 days long. It took Fontana 14 hours just to get the PACT fleet operational after Alice intervened with her little virus. If i remember correectly, it was two hours. Anime engineering, blyat. Anyhow, my point stands - they've made a terrible job portraying space. Good game otherwise, will wait for a sequel. Every game has its logic problems but the scene with Asaga was not that bad. I mean they cannot show two screens at the same time. Asaga might have anticipated that the shot was coming. Yeah of course laser light is extreme fast but hey, what is a laser weapon? I'm studying laser technology and even I wasn't mad of it. Laser weapons in this form are physically impossible. I mean we even hear the sound of exploding ryders in the game. There wouldn't be any sound at all in space. Moreover there is not any kind of energy laser no material shield which prevents laser light of going through. So where do we want to draw the line? I think they did quite a good job at explaining things reasonable, as much as a game like Sunrider needs to. I mean hey, its sci-fi emoticon_asaga2_small about a captian having just female pilots on his ships and surviving every damn thing.
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Post by neppi on Sept 9, 2017 7:21:04 GMT -8
For my part, I wanted to say thanks too. This game really offered me so much fun. Game time on steam: 311 hours (yeah I'm modding thats why). I really was soaked into the story - the music, the tension, the narrative style and of course these super hard battles (at least at the first run) were good balanced to give an excellent game experience. It was even better after I installed the MoA in LD port because the first game was too laggy for me. The fight with the Legion took ages. You might consider to offer a DLC containing the MoA in LD port Mod. This could bring some extra costumers REALLY Never the less, I'm as well one of these persons not liking Chigara as much but I think: Its her part of the story to be like she was: Kayto fell in "love" with Chigara right after Ava was rejecting him. I mean Chigara was always the girl who gave him comfort after a hard fight Ava wasn't able to give , so its clear why he fell for Chigara. However I think the main canon girl is still Ava, even though Asaga could also be the 'final'-girl. But I don't think Kayto has any romantic feelings for her so I bet on Ava. (Personally Asaga emoticon_asaga2_small or Icari would be my favorite (Icari clearly if she was a bit less Tsundere emoticon_icari2_small )) I'll try Starnova for sure, I mean you need money to go for a final arc of Sunrider, don't you? And I'm sure the novel will be interesting. I still haven't played the Academy of Sunrider so still some money to get from me
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Post by neppi on Sept 9, 2017 2:19:54 GMT -8
Bugs fix'd and Title fixed (Title is still in beta, mistakes may still be apparant) Like the 2 in [3.0 2 LibDay?] Thanks for all the bug fixs! Now I need to adjust my mod a bit to prevent double defining of functions. Sent you a PM regarding some new (little) bugs to not spam the forum xD.
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Post by neppi on Sept 7, 2017 11:05:11 GMT -8
Cheers, Gravity gun isn't actually derived from Weapon, it's its own item class, BigGravityGun does however inherit from GravityGun the same way curse inherits from support, I've fixed that for now and will work late today so I have some free time to try and fix everything else tomorrow evening, if you could send me a list I'll try and sort it all out at once. ... Now I need to find some way to harmlessly knock you out for 24h so you don't find about 20 more bugs before then In all seriousness, the more the better! I'll send you the list tomorrow. Hehe, well I just like it if mods are improving the gameplay and so its important bugs are sorted out so people can enjoy the mods to the fullest and more than half of my notes are suggestions rather than bugs I have to say that the Battle Tactics Mod is really fun to play. And I even had not the Wreckage activated (added a line to skip creation of these due to my problems with them) so there is still potential. No really that Battle Tactics Mod was so much fun yesterday, good job there Giving the ship crit effects is opening so much doors for better gameplay, special items(improving crit, adjusting crit dmg), special enemys (with extra crit or supporter improving the crits), or new skills(Improving crit rate, guarantee crit, disable crit, adjusting crit dmg). My brain was floating with ideas yesterday emoticon_asaga2_small I might insert them into my continuation of the Jaguar Side Story Mod. But first things first. I won't continue until I have some feedback about the current progress of my mod and until the Battle Tactics, MoA in LD and Tweakpack mod are working without bugs and having all nice gameplay. I think after you tested my mod you might find several points in my scripts (escpecially the script handling the extern classes and definition overwriting) which can be improved. So don't worry you can get me back for it Edit: I've sent you the list per PN.
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Post by neppi on Sept 7, 2017 7:49:37 GMT -8
At my current run the GravityGun() was not added in the wep and so it had no "works_on" attribute. I mean class GravityGun() is added at init -2, so why the hack it is not added? It seems so random I rly cant figure out what is wrong. Problem is, this makes it problematic to play my mod now. Edit: Its so funny. It seems that this problem was in the original game as well: Code at init.rpy:
Your code at Tweakpack.rpy:
You just forgot to add the lines which I marked bold. So yeah, another point on the list. I'm writing everything I find on a paper. If you lose the overview, I can send you this paper
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Post by neppi on Sept 7, 2017 1:10:06 GMT -8
Yeah I corrected it to CM_Inc = 0.002 and had 40% crit on Seraphim with research and Awakened against a Pirate Destroyer. That sounds more right Ha... ok? Then the problem is at my stage. I will do soem testing after releasing the V1.03. You might disable the wreck spawning for the run through my mod because some missions get too hard with it. Paperwork, yeah. I had a friend having a card shop and he meant that paperwork is more than 50% of the work at a business. I can imagine this is stressful for you now. Good luck there mate, in such situation I always just put my head down and charge, like close my eyes and go for it. Take your time, no need to have everything fixed by tomorrow I'll upload the V1.03 today evening (around 8 - 10 pm) as I have some outside activity today until 4 pm. I worked in a fix for the max_stack problem for the enemys having 50% buff effectiveess in my mod. Should I take it out so you can see when this is happening? (the fix is just enemy.buffs = [] at turn 1 xD). I can confirm taht the problem just occurs at battle begin. If I spawn another Legion for example the problem does NOT occur. Stacks are normal then. btw: In your title there is V2.01, but its V3.01
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Post by neppi on Sept 6, 2017 14:12:51 GMT -8
Which damage estimation? Yeah an additional bar would be great. Adding the Crit Chance for example would be good (By the way: This really needs a cap. Seraphim always has 100% crit chance she is already OP without crits). You added a crit_bonus for every ship. So I can make a definition for the Seraphim that her kinetics cannot have more than 5% crit, right? Buttons are uploaded here: Buttons Direction ChanceIronhogs always bring me three clones. Problem is every turn there is a 50% chance that the ironhog spawns. And everytime it spawns and being destroyed it leaves 3 covers. After 6 turns you cannot beat the spawning Ironhogs anymore because so much Covers are protecting it. xD Piratebases bring me exactly 2 covers. The number of covers are not varying with a certain enemy. Just happening with ships having these messages like "buff is half effective/immune" (ironically the legion in MoA in LD is bugged that shield down/flak down/etc is not half even though the appearing text says so) and it seems to just happen at the battle start. If I add the Legion in the middle of the battle everything is fine. (need more testing though) I remember to had bugs with covers already in the original game so well, you might update the whole cover classes from extern to let it work with custom and the original ones always have in mind that I am playing with the MoA in LD port. I don't know if this causes problems. I don't think so as all problems are not related with any code from there. What kind of business are you running if I may ask? Sounds like hard work. Well a lot of graphics are for some cutscenes. I do them myself but most of the time its more just editing graphics together than creating ones. I recommend not to look through them before finishing playing my mod If you're not playing today wait for V1.03. I still have found some little bugs and V1.03 will be 100% compatible with the Evasionmod + Tweakpack (though its 99% compatible right now so jsut minor things ) Now back to bugs : g) Your crit effect of evasion has two times '-' so its actually giving the target 30 evasion instead of taking it away. return v - CM_Evasion_Mag (which is -30 default), so its v - (-30) h) I always get double crits. This is not wanted is it? They came even as I hadn't pushed the skip button. And quite often this message pops: " BM.attacker.name scored a critical hit and " so the critmessage is sometimes empty, especially when rocketcrits should be displayed. I still have the very strong feeling that this is the cause of double crits and double angle damage:
self.weapon and BM.attacker.weapon are the same most of the time so if item[0] == 1/2: total_damage += item[1](total_damage, store.hit_count, damage_id) will called twice. But I might be wrong and the problem is elsewhere.
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Post by neppi on Sept 6, 2017 3:15:41 GMT -8
I implemented it this way: -5 EN if ryder and TL == True, -10 EN if not ryder and TL == True, else 0 EN. If TL has no attr. (mod not installed) -> no button
I did it this way: Problem for me is, that it looks like the -x% right next to the accuracy is connected with the accuracy instaead of damage. You might have an idea how to improve that So a) and b) check if TL has attribute. This way you can add this to tweakpack without problems. If the mod is not installed TL is not definded and buttons/angle hover won't be shown. Just a suggestion of course. Pictures are at the end of the post. If you want the buttons I can upload them. The no_en button is the same in black-white I wouldn't change the union equivalent as it really gives a nice tweak in this few fights. But the gravity gun would be a bit overpowered because you always have this weapon with you. But its just my personal opinion. Making it a config choice would be a really good idea At least the movement stacks due to the gravity should be switched off if this is possible. It's not logical that the evasion increases if Bianca is attracting an enemy with her gravity. Edit: My code for it:
With this code the gravity gun won't change directon and won't stack movementbuffs the green code is a possible config condition . Of course you can add the other union gravity gun if you want. Just a suggestion, like always Around 10 stacks with Icari in the average. But I need to play more, right now Im just coding Picture Time: f) And my Crits really are not working for me even if the mod is on True and crit base chance is 50%. Please test it in game. If it works for you it must be me at this point. Not quite sure how the 'e' in gets a value or number though. Perhaps this e is the reason. If I type e in the chat console: renpy.character.ADVcharacter object at XXX. edit1:Hehe, one of the boss ships in my Jaguar Mod is getting 20 Movementstacks at the beginning of the fight. I really don't know why. I will watch out for the start stacks of the enemy. If its just this one boss in my mod the error must be in my .rpy for that fight. Alright its a bug. The Legion also has 15 Movement stack right at the beginning of the battle I think it has something to do with that 'buff is half effective' thingy. My boss has the same code like the legion. edit2:I was shooting an enemy which was in a cover from a destroyed ship. I think my weapon should have destroyed that cover, but I get this error:
Fastest solution was to edit if self.hp <=0: self.destroy() to if self.hp <=0: coverdestroy(self) in the cover classes at classes.rpy. There might be a better solution. Edit3:-The enemies all turn for their attack but turn back after the attack. So all enemys always look to West all the time after their attacks. edit: Just found out, the Direction changes. It is just that the lbl is not updated!-The Phoenix turns to the wrong side if she is at a %2 row and her enemy which she attacked with her melee was one row above or under. -At every battle start, the game is laggy as fuck. It needs a lot of time to create all the ships. At first I thought the game crashed but it just needed 30 seconds to load the battle. -Somehow three wreckes/covers are spawning if an Ironhog is destroyed. xD Is this wanted? I hope not otherwise I need to rework spawn points in my mod... Right now I don't have a solution for this. Edit4:Cancel Movement need to be redone. He changes direction when moving back in comparison of the original direction and you can cheat with it. Movement stacks are not taken back if you cancel movement.
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Post by neppi on Sept 5, 2017 11:45:46 GMT -8
About how she would get roflstomped on every second/third turn, because for her to do any damage she needs to get right into the enemy midst, and people would just gun her down point-blank? She is basically an overglorified missile on any difficulty past Visual Novel, imho. yea icari does close to 0 damage with her AR unless you get close by which then you might as well go for the melee kill, then watch her die after the enemy turn, cause shes pretty useless otherwise If you get her to 120 EN and reduced assault/melee to < 31, you shouldnt watch her die. With her Assault she is an excellent finisher even at medium range. Going for the melee kill is alright as well. Just don't do it in the first turn because after turn 1 all the other vessels have much more hate (if you use stealth of course). Just don't send her into 3 Nightmares in Turn 1 emoticon_icari2_small she will thank you for that :3 I don't understand the Icari hate, she is such a great ryder to play. Much more interesting than ryders like Seraphim. And if played correctly, Icari might even have more impact than Sola
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Post by neppi on Sept 5, 2017 11:40:27 GMT -8
Brooo I just made my mod compatible with the Tweakpack and now there is more work Just joking I'm appreciating your work a lot! You may update the mod list soon with all the mods for LD which are compatible with each other Are there more mods to come? I will test your tactics mod soon, so be ready Does your tactic mod influence the AI? Will they get bonus/penalty dmg/crit etc. as well? If yes, will they consider the angle to their target? I really had to laugh there xD! But its true: The escort missions are on the same level as the final end boss. emoticon_ava2_small Edit: I just saw you didn't overwrite any classes/definition from the original game except the get_acc and the Mfire etc. so my mod should be compatible (will test this tomorrow) SuperRocket() has its own fire class. Can this cause problems? I'm not sure what you changed in the fire options so I cannot check myself. Edit2: I don't like that gravity gun is giving the enemy evasion xD Edit3: (My last edit for today I hope) I tested it a bit. The angles are quite nice. My suggestions until now:a) Being able to turn your ships without moving a hex (with energy use of course) would be quite nice. I hate games where changing direction can just be done by acutally moving Don't know hwo to code this though (perhaps with key from the tastatur? Press 'J' -> Directionchange of BM.selected) b) If you hover over a weapon, on the enemy there should be a little +/-X% for the damage modify due to the angle (like accuracy % just smaller). This would help quite a lot. If you like that idea, I could look if I can code this without adding too much lag I think I can. c) The angles just shout to the player to use Bianca just for turning around ryders to shot their back I think gravity shouldn't turn enemys and also not give them movement stacks. But thats just for me personally, I don't even know how to code this as gravity just moves the enemy like it would move itself. d) Just for information: Ryders like Icari just get so much evasion through movement xD I will cap mine at 15 stacks but changing End to 1.0 so the negativ cap stays at 7 Just wanted to share my modification. Still will need a lot of testing time to find my optimal setting but until now it is really good! -14% evasion is not too much but also not too little for ships like chigara or the paladin (though the paladin will be focused more, something I decreased in my mod.. xD). Edit4: Sorry, but I found a bug I think: I attacked with the Blackjacklaser with damage 1000 with and without angle mod. Crits were False. With default settings I would expect: Positioned in front of the enemy: 1000 * (100% - 9%) = 910 (without angle mod 1000) Positioned behind the enemy: 1000 * (100% + 27%) = 1270 (without angle mod 1000) But I got: Positioned in front of the enemy: ~820 (without angle mod ~1000) Positioned behind the enemy: ~1540 (without angle mod ~1000) The only thing I edit was the True/False at crit and angle mod. Nothin' else was changed at this stage. So it seems like he would add the +/-damage twice. I assume this code is the reason for it at Lfire: So it might be that the damage from TL__damagemodifier is added twice as the BM.attacker.weapon is the same as the self.weapon. The code is also used for accuracy adding so I assume the bug will appear there as well. (and for item[0] = 1 as well). My suggestion: Delete one of both. Or is there a situation where the BM.attacker is someone else than the self in the Lfire/Mfire/... definition? Edit 5: Aand found another mistake regarding the angle calculation. This time I use picture to explain why I think you should edit the code like I did in the following quote: If you want the real angle on the battlefield (not looking at hex) you have to subtract 0.5 instead of 1.0, as the hexs are moved by 0.5 width form each other at each column. Moreover you also have to subtract 0.5 from the attacker (tar[0]) because he can also be at the %2 line I tested it and had the following situation: Picture time: Ignore that the blackjack is standing east side. She turns as soon as she attacks anyway. Analyse shows that the angle has to be around 63.435°. Ingame I saved the calculated angle (variable c in your code) with a random variable name. With your old mod I got 45° because blackjacks location is (12,6) and you didnt subtract the tar[1]. If the Nightmare and blackjack are switched I got 90°. Both are wrong. Using my modification of the mod the angle is 64°, which is the right angle in this situation. I saw the problem as the blackjack were standing right in front of the Nightmare and still shooting > 1000 damage (90° instead of 180°/0°) (no problem if 2 hex away) so just looking for the targets_y_location ends in a mess for melee By the way: Crits are not working for me even if the mod is on True and crit base chance is 50%. Please test it in game. If it works for you it must be me at this point. Not quite sure how the 'e' in e <= crit_chance: # Roll 0-1, if in crit range, apply crit effect gets a value or number though. Perhaps this e is the reason. If I type e in the chat console: renpy.character.ADVcharacter object at XXX. This is my last edit i swear, I'm now going to sleep Awesome mod. Really like it so far!! I hope you have enough time/energy to answer my suggestions/bugreports
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Post by neppi on Sept 4, 2017 23:12:40 GMT -8
Please do bring up anything you run into, the best work is collaborative work! The storeships/storeweps is grandfathered in code from the old MoA framework and is bound to need a few tweaks, it was fine when building new weapons (5 init levels) but if your building new weapons on old weapons like that, I can see it getting pretty cramped. I've put in a storeships check at init 20 now, so anything defined earlier will be picked up. Of course any time you use the storeships list should now be after 20 rather than 5, or it could cause problems. I'll update my mods and I don't think saibotlieh has used it so should be pretty safe to go live. I don't know why, but now I get:
Edit: And I already found the problem:
The red marked code has to be removed, then everything works. Don't quite understand why it was there anyway because for me it looks like the game would delete every ship from the list just after you created it. A little suggestion: Wouldn't it be better to check the 'if not hasattr [ship_load_variables/works_on/not_works_on/create_funcs]' directly after creating the ship? So you don't have to bother with the storeships/storeweps and you make sure that every created ship has at least these attributes.
I already tested it: I deleted the init 20 code you added yesterday and edited the code like I wrote above -> no storeships/storeweps are used in your whole Tweakpack then and still every ship has the attribute And adding something is no problem as well. I just added self.works_on = 'Ryder' on some rocket weapons in the library and it worked like a charm! (just for testing ofc).
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Post by neppi on Sept 4, 2017 13:02:09 GMT -8
Bloody hell you work fast! Just started looking into the conflict and see you've already resolved it. I assume it was a conflict in our AI_estimate_damage changes? Is there anything I can do on the tweakpack to improve compatibility? As long as no library data exceeds init 4, everything works now. Luckily I found my error and now my mod library is at init 3. Any ship/weapon/buff/curse/... which is defined at init 5+ won't be in the storeships/storeweps so like i said in the other thread: You might consider to repeat the code from init.rpy regarding these both lists at a later init, so people won't step on this. My mod is now working and even professional packed in extern rpys. Thanks for your help. Studying your Tweakpack really helped a ton! I still have problems with overwritting battle labels and battle inits from extern so this is why the SL_SM_Sola/Kryska/... .rpy are still there.
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Post by neppi on Sept 4, 2017 12:14:32 GMT -8
Alright Version 1.02 is now uploaded. V1.02: -Some bugs fixed -All changes on the game rpy files are now done with an extern.rpy. Only .rpy which are still not extern are the character rpy from the SL_SM_Mod, because I'm too bad with the battle inits... -Mod now includes Tweakpack and won't work without it anymore. Always look for actual versions. -Savegame works now This should be the last update for a while if no big bug is found. So have fun!
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Post by neppi on Sept 4, 2017 5:27:02 GMT -8
You have a typo in the last line of your tweakpack.rpy. 'return' needs to be 4 spaces more to the right. Otherwise game won't start :/ Edit: Another bug: In line 2118 of your Tweakpack.rpy you are transfering your new dmg estimation definition into the default one. However you put that transfer right into your definition. fix: And a last thing: Your mod makes it problematic to add an own library with an init higher than 5. storeships is running at init 5 (init.rpy). As your ship_load_variabel runs at init 20 and asks all ships in storeships to add it, the ships which were created in the mod library won't get this attribute (because storeship was init 5 and modlibrary init 5+). The only way to fix it is to run the storeship init again before init 20 and after init 7. You might want to add the following into your .rpy to prevent other people having problems with it: (I hope you understand what I mean
I already added it in my mod and it works Sry for bringing up that much: Im just betatesting everything and then I run into such things. And a little note: If you want to play my mod right now you have to take out the tweakpack.rpy for now, because otherwise the missiles won't work (Aoe missiles will look like rockets or normal missiles) and the damage prediction won't work for them. Ignore this if you already downloaded V1.02 which is compatible with your tweakpack.rpy and even needs it to work properly.
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Post by neppi on Sept 4, 2017 4:10:54 GMT -8
If its the sprite, try setting weapon.custom_fire = "sprite" for missiles, if the missiles are angled similarly in your sprite, they should just slot right in. init 21 python: for weapon in [weapon1, weapon2, weapon3]: weapon.custom_fire = "sprite"
should do it with the sprite, I haven't checked it as am at work atm though. Will add in autoplace for the next update if you don't mind me stealing your code Your right, it's so useful! From what I remember (its been a while) the entire classes.rpy is at -2 so we can use -1 and none of the default screens are actually in init blocks so they can be put in an init 2 block.
I've now just built in your weapon.custom choice in mine. Code now looks:
I had to do this because I cannot change the zoom from outside. Otherwise I could have used your code without coding an own one. For information: Missileweapons which have aoe use 'SuperRocket()' as weapon class instead of Missile(). Problem is SuperRocket() is a subclass of Missile() so it uses the def simulate from the Missile() which uses the MissileSprite() class. Is it possible to define an own simulate definition for the SuperRocket? This would solve this problem instantly as I don't need to edit the MissileSprite definition anymore. The only class left which is modded would be the class SuperRocket(Missile).Autoplace: Steal what ever you want mate. Thanks to your tweakpack I now have an idea how I can transfer all my modding into extern .rpys so no updates would destroy my mods. I've done this and uploaded it as mod V1.02
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Post by neppi on Sept 4, 2017 2:08:05 GMT -8
Hehe nice work there. Unfortunatelly this breaks my Aoe missile part of my mod (at least the sprite, rest I have to test). But I could overwrite that from outside with a higher init, is that right? My next update of my mod will consider this Mod Tweakpack. I just missed that thread before :/ I have a suggestion: You should insert that Autoplace is available for all and that all ships are autoplaced (not just Sunrider and her ryders). I uploaded my tweakpack suggestion: Just overwrites screen screen player_unit_pool in screens costum.rpy and class AutoPlace(Action) in classes.rpy The Autoplace even looks if the ship is in the player_list. All ships are placed around the seraphim (except the pilots and Sunrider of course). (Change init number pelase, 999 is too high ) linkAnother suggestion would be to mod new button locations at the ship map so that we don't have to edit the screen deck0/1/2 everytime. Or to trigger costum events/commands/actions when entering the shipmap (perhaps a list where modder can add actions which will be taken as soon as the player enters the shipmap. This would increase mod compatibilty). I had the problem that I couldn't remove a certain pro_event button without adding the remove command in the map_dispatch label in shipmap.rpy. I also had to insert the modification of the Vanguard there to make sure the player triggers it.
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Post by neppi on Sept 4, 2017 0:41:06 GMT -8
I have a question for our professional modders: Can I apply two buffs to a player when he activates a weapon? Like 'Cloak' would give 'Cloak' and 'Aim up' at the same time?
Yes you can! I did it this way:
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Post by neppi on Sept 3, 2017 14:15:54 GMT -8
I go with option 2 if no final arc of Sunrider will be published. But yeah, they all lucked out like crazy. I interpreted the ending the same as magicdragon. Man a final arc of this game would have so much opportunities to give us a good story. So much potential
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Post by neppi on Sept 3, 2017 13:58:02 GMT -8
With two points in evasion she is some of the best tanks you can get. Use stealth AFTER you attack, if you can (against Nightmare/Arcadius for example). Then the hate you build up during the current turn is also reduced. Icari has flak so I always try to get her between strong enemy vessels and the Sunrider. Sure there are fights where she gets killed but normally she kills enemys worth more than 2000 CMD
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Post by neppi on Sept 3, 2017 12:55:53 GMT -8
Actual version: V1.06
This mod for Liberation Day adds 4 ~ 6 hours of gameplay by introducing a new pilot on the Sunrider after Ongess. Two main missions and three side missions are playable during the sidestory. At the same time the Character side missions of Claude, Kryska and Icari can be done. The story starts after the events of Ongess and after the escort mission. The Sunrider gets a mission regarding a pirate base at the Tucana Corridor which is located at the borderline of PACT and the Alliance. In this mission the crew encounters a new pilot which got in a situation with the pirates and needs help. Ryuvian Technology gets a bit of focus here. This mod just works on Liberation Day V3.01 with First Arrival and Mask of Arcadius Port, Tweakpack and Character Side Mission installed! They need to be installed BEFORE you install this mod.You can find these mods here: forum.loveinspace.moe/thread/241/libday-first-arrival-mask-arcadius
What comes with this mod?
- A side story around a new pilot acclimating at the Sunrider and a main side story. Even with a bit new music (by Mark Teichert of course ).
- Certain mod settings can be changed in game/mod/Mod_Config_Jag.rpy
The AI tends to focus the Sunrider all the time after some turns due to too much hate. I modded the AI so the enemy will have a chance to focus a random ship (10% Chance). If estimation shows too less damage enemy tries another time. If estimation is still too low the enemy will continue normally. Can be switched off in game/mod/Mod_Config.rpy
- I did some balancing in the library so the fight with the Legion and the fights after that won't become too easy:
Changed ships (I didn't change them dramatically, they mostly only have more HP) PactCarrier: Legion: Havoc: PirateDestroyer PactAssaultCarrier PactProtoCarrier PactBattleship
- 1 instead of 2 max Alliance Cruiser in Store - 2 instead of 3 max Union Frigate in Store
- In the fight with Cosette (mission 1 in Libration Day) there are now more vessels coming at turn 2 if Reset_on_LD is False - More enemys in the Legion battle
- This mod will adjust the hate system a bit. I don't like that after around three turns the Sunrider is the only ship being focused so for AI hate is 10% less important than before. Also hate cannot go higher than 10000 now. Moreover the hate of Sunrider and the Paladin will go down by 5% each turn (after turn 2). Using supporter skills is giving the user 100 hate. Healing now gives much more hate than before.
- This mod includes my mod "Aoe Missiles", which adds area damage to missiles of some ships. Delete the "Aoe_Missiles" folder in the Mod Folder to disable these Missiles.
- If enemy ships can use kinetics, ships with low hp are more focused.
- To not brake the balance you just get 50% money reward and 25% Intel during the side story. (Extra Intel can be gained by destroying some strong enemys)
- During the side story you've the possibilty to do additonal researches. They need two missions to finish. Maximum: 3 researches. You need the character side missions to get 3 researches done. You can research: Energy + Health, Kinetic, Laser, Missile and Melee (if the ship has this kind of weapon of course). You get quite the money and intel during the missions so it helps balancing.
In the following spoiler you can see how expensive the researches are and which stats they boost:
Sunrider: E+H: + 200 hp, + 20 en -3000 Intel, -3000 Money Kin: + 100 dmg, + 20 acc -3000 Intel, -3000 Money Las: +200 dmg, + 10 acc -3000 Intel, -3000 Money Mis: +1 storage, 5 flak, 15 missile_eccm (how much flak is ignored), +20% base damage -3000 Intel, -4000 Money
Black Jack: E+H: + 200 hp, + 20 en -3000 Intel, -3000 Money Las: + 150 dmg, + 15 acc -3000 Intel, -3000 Money Mis: + 1 storage, 5 flak, 15 missile_eccm (how much flak is ignored), +20% base damage -3000 Intel, -1000 Money
Phoenix: E+H: + 200 hp, + 20 en -3000 Intel, -3000 Money Melee: + 100 dmg per hit, 10 acc -3000 Intel, -4000 Money
Seraphim: E+H: + 200 hp, + 20 en -3000 Intel, -3500 Money Kin: + 120 dmg, + 15 acc -3000 Intel, -5000 Money
Paladin: E+H: + 300 hp, + 20 en -3000 Intel, -2500 Money Kin: + 100 dmg, + 20 acc -3000 Intel, -3000 Money Mis: +1 storage, 5 flak, 15 missile_eccm (how much flak is ignored), + 20% base damage -3000 Intel, -4000 Money
Bianca: E+H: + 250 hp, + 25 en -3000 Intel, -3000 Money
Liberty: E+H: + 250 hp, + 25 en -3000 Intel, -3000 Money
This mod doesn't change the main story! You can deny the whole story by refusing the mission after Ava told you about the mission. Then the game continues normally. So don't refuse the mission by accident However you are forced to do the escort mission, as the sidestory somewhat assumes you did this mission. Sorry! xD Just decrease the difficulty by one if its too hard for you. I did it on Admiral though so it IS possible!
Savegame:
I added a savegame (at position 91) where I ignored all dialogbuttons as soon as the escort mission was available. I did the escort mission for you and even left some intel/$ for you to spend From this point just do the dialogues and then you'll jump right into the sidestory.
Tips for researching (Just look if you think the fights are too hard):
-Upgrade 'Energy Reactor' from the Liberty to 140 EN (for double heal) -Update the hp from the Paladin to around 1400 (for damage tanking) -Update Flak at least one level -Update 'Energy Reactor' from the Phoenix to 140 EN (for more mobility)
-Update Melee Energy Cost from the Phoenix to 29 EN (for more hits per turn)
-Rockets are a nice way to vanish the big enemys fast so you might level Missile damage and flak resistance
With these updates the fights should be more easy Install:
The [LibDay:3.01] First Arrival and Mask of Arcadius Port and the Character Side Missions have to be installed before! You may backup your game folder before installing any mods! Delete the old Jaguar folder, if you've already installed this mod and only want to update.
Integrate the game folder from the zip into the game folder of liberation day
by copying the files in game folder into the game folder of your Sunrider: Liberation Day folder Choose "yes to all" if you're asked to overwrite.
Done!
Compatibility with other mods:
-Battle Tactic Mod by bigfoot: - Sometimes double crits and double angle damage modifications occur
- Cover/wreckes are not disappearing properly. Wreckage.rpy must be deleted or the game will crash after the Wreckage disappears after 3 turns.
- 'cancel movement' doesn't reset properly if you've turned without moving a hex (cheating possible)
- Crit messages have often missing parts
-Missle Flight Graphics by sayonara:
- This mod will disable the visuals of the Legion missiles which were added with the Aoe Missiles
Changelog:
V1.01: -Fixed savegame
V1.02: -Some bugs fixed -All changes on the game rpy files are now done with an extern.rpy. Only .rpy which are still not extern are the character rpy from the SL_SM_Mod-Mod now includes Tweakpack and won't work without it anymore. Always look for actual versions.
V1.03: - Fixed: The game crashes if the Paladin dies at second fight in the first mission. - Fixed: No CMD point gains when destroying ships in the same mission - Fixed: Pirate Base shoots Rockets instead of Missiles - Fixed: Typos and a bit balancing, made two fights a bit easier V1.04: - Fixed: Destroy command of Jaguar lead to instant lose if first mission with him is beaten too fast. This is fixed now. - Fixed: All issues regarding the last fight of the mod are now fixed - Fixed: The formation in the last battles were a mess. Now it feels more like a Sunrider battle. Lags are reduced too! - Fixed: A lot of typos - New: If the Sunrider has > 80 shields some enemys might now ignore the Sunrider - New: Fight with Cosette at first mission of Liberation Day is now harder if you have Reset_on_LD on False
- New: Aoe Missiles are now optional (see Mod_Config_Jag.rpy). It is True by default - New: Increased chance of targeting a random player ship to 15 % (before 10 %) and reduced the minimum damage for that - Music is not changed anymore at the boss battle at Liberation Day. So you can sing along again when you demolish all the Arcadius ryders. V1.05 -Improved dialog. Thank you saibotlieh for revising and enhancing the dialogs of the first half of the mod! Based on your suggestions I revised the other half of the mod. Now the dialogs should be a bit more natural. -Improved AI for the Ryuvian Destroyer -Aoe Missiles for the original ships of the Sunrider game are now outsourced in an extra mod which is already included in this Side Story mod. Just delete the "Aoe_Missiles" folder in the Mod Folder to disable these Missiles. -The upgrades from the additional research during the side story now work properly for the Paladin. -All effects of store items from mods you purchased during MoA are now taken over to LD, even if you've Reset_on_LD on True.
V1.06 -Balancing the last fight of the mod.
-Adapting the new ships to the tweakpack changes to the upgrade window -Some tiny bugfixes
Known bugs (will be fixed in V1.07):
- In the next update, I will reorganize the folders by using .rpa files
Screenshots:
Have fun with this mod. I hope my written english in the dialogs is not too bad. Please give me feedback if I wrote something illogical. I beta tested the mod a lot but if you find something, please give me feedback so I can update my mod!
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