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Post by neppi on Sept 3, 2017 10:11:22 GMT -8
Sorry for being a bit late to the party. Thanks a lot for looking into this problem with my mod, I will certainly update it once you are both satisfied with a solution. Is only the MoA in LD version affected or is it also a problem for the original MoA mod? Well updating the .rpy of Sola would be the easiest way to fix it The lines where the weapons of the Sunrider, Blackjack and Paladin are defined (enemy ones of course) just need to declare directly which weapons these enemys have instead of linking them to the original vessels. There are two more 'bugs' in your MoA in LD version of the mod: -In some missions the game cannot find beep1.ogg and beep2.ogg in the Agamemnon folder because the game looks in the main game folder for it. The fix would be to copy the Agamemnon folder in the game folder so you don't have to change everything related to that. -In Claudes mission the SAMFREE.ogg is not found because the game looks at the Main Folder "Music/SAMFREE.ogg" (Line 592). However in the music folder of Liberation day there is no SAMFREE.ogg. Changing it to "MoA/Music/SAMFREE.ogg" would fix it I made the fix for you and uploaded it here: I changed 3 lines in Sola_Mission and 1 line in Claude_Mission. I wrote '# Neppi' behind them so just search for 'Neppi' in the rpy to find it. Also I added the Agamemnon voice folder to the main folder (same folder where mod is located). I already tested the Sola Mission and this time I could upgrade my Paladin/Black Jack So this works. My sidestory mod changes the Claude, Kryska and Icari mod a bit (adding a ryder to the fight and giving MINIMAL dialog). In my Claude.rpy the samfree.ogg thing is already fixed so no problem there. If you update your sidemissions at any point it won't game break my mod. It would just cause the ryder not to appear and a few not important dialogue lines would disappear until I'd update my mod after yours so no worries there. For the audio problem, maybe you can get away with modifying the audio definitions in the attack animations.rpy to a partial playback (https://www.renpy.org/doc/html/audio.html). For example, maybe play asavoice "<from 2>sound/Voice/Asaga/Asaga Kinetic 1.ogg"
instead of play asavoice "sound/Voice/Asaga/Asaga Kinetic 1.ogg"
works already. Also I am certainly looking forward to your sidemission mod, more story is always welcome. Well the voice speaks at the first 2-3 seconds so I have to stop the voice after 3 seconds. Well I'll see how much work this is... Yeah thanks, I'll upload the mod this night. Just doin' a last beta test through liberation day to find after effect problems.
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Post by neppi on Sept 2, 2017 14:37:08 GMT -8
I found a little bug: image claude nurse fingeronlip kittysmile: "MoA/Character/Claude/claude_nurse_fingeronlip_kittysmile.png" yanchor 0.51 ypos 1.0 xanchor 0.5 zoom 0.6255 subpixel True image claude nurse fingeronlip kittysmile: "MoA/Character/Claude/claude_nurse_altneutral_bod.png" yanchor 0.51 ypos 1.0 xanchor 0.5 zoom 0.6255 subpixel True (Line 2815 - 2826 in Character Sprites.rpy) This causes Claude to look... strange in some situations: Creepy Claude Edit: Ah and another bug. As soon as I shield down/flak down the Legion it says "effect is half effective bla bla bla" but the Legion still get its shield/flak down by 100%.
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Post by neppi on Sept 1, 2017 14:43:26 GMT -8
It would be much easier if the autor fixes the weapons of the enemy ryders xD But yeah, at least an elegant workaround.
Edit: Ok, I know now. Asagas voice sounds are just delayed hard. The problem is that all the voice lines go about 2-3 seconds, but in Asagas voice files every file has a duration of 5 seconds no matter what she is saying. This is a problem which already appeared in the original game. Of course I could edit every file with audacity but that would be work for ages... 78 files.
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Post by neppi on Sept 1, 2017 1:14:22 GMT -8
You'll see later on I have to overwrite a lot of data in my sidestory mod anyway as I cannot add everything out of a seperate .rpy. Of course you can help me to minimize it a bit. I don't think LD will be updated anyway before a new game will be announced. I will highlight that my mods are just working with LD V3.01 and Mod_SL_Character_Sidemissions_LD_MoA.zip (v1.0?). Luckily none of the files needed for the MoA in LD are edited so at least there is no problem. The things which I edited in the mod of saibotlieh are needed so if he updates anything I need to update my mod as well. So it would be good if at least he decleares updates with a version number. But its easier to talk about this if you see the mod yourself Your suggestion with init 4 python: ... is not working. I get the error that Blackjack_Ruyvian is not defined. I tried to change the number of the init but same result. I think autoplace should be a feature which should be available for all. I can do this by editing line 1704 in screens custom.rpy. In my next mod I have to edit this file anyway but would there be a way to do this from outside? I will also edit the autoplace function again so the autoplace checks the player_ships list before setting locations of ships which are not even there x) So it shouldn't cause any problems if autoplace is used in not_developer mode. Edit: There is one problem I cannot solve: Asaga is always talking twice when she does any action. This is really annoying as she sometimes talk through the whole battle if you use her ryder a lot. Any idee how I can solve this?
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Post by neppi on Sept 1, 2017 0:33:19 GMT -8
I had a quick look at the sola mission, I haven't had a chance to test it yet but if you look at the clone ships, their defined off the existing ships. With the Paladin, Blackjack and Sunrider, the weapons are imported directly, so they are using the actual item but on the other ships, the weapons are defined explicitly in a list. Because of the way Python handles variables when pointing to objects, the weapons on the clones *are* the weapons on the ships rather than other instances of them. I suspect that means they are checking the last ship that used them for the reference to upgrades which are stored on the ship that's updated. You could test-fix it by changing the default_weapon_list to call the weapons base class rather than = shipname_weapons I don't know why the full forward command is malfunctioning, do you know what mission it starts on? In my case the full forward command works all the time. It is just that the weapons which cannot be upgraded are also not buffed by the command. So after fixing the sola mission in terms of the weapons of the Blackjack and Paladin, this problem should solve itself
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Post by neppi on Aug 31, 2017 12:52:11 GMT -8
In this thread I'll upload my mods apart of the Jaguar Side Story Mod. All my mods only work on Liberation Day V3.01 with First Arrival and Mask of Arcadius Port, Tweakpack and Character Side Mission installed! You can find these mods here: forum.loveinspace.moe/thread/241/libday-first-arrival-mask-arcadius forum.loveinspace.moe/thread/327/character-side-missions-moa-portforum.loveinspace.moe/thread/193/ld-01-mod-tweakpack-beta
[MoA in LD] Arrival of a new pilot: Side story
Works on: MoA in LD Works not on: LD, MoA
This mod has its own thread: Click here
[MoA in LD] Aoe Missiles for certain ships
Download Aoe Missiles Install: Copy the game folder of this zip into the game folder of Sunrider Liberation Day. Works on: MoA in LD Not tested: LD, MoA
This mod adds area damage to missiles of some ships. This is to increase the difficulty a bit and to work against the usual grouping tactic in Sunrider. Following ships got area damage in their missiles now:
[LibDay V3.01/MoA/MoA in LD] Ryuvian Nightmare Recolor
Download Ryuvian Nightmare Recolor Install: Copy the game folder of this zip into the game folder of Sunrider Liberation Day. Works on: LD, MoA, MoA in LD This mod is based on the recolor of the nightmare from Spart117MC from this forum. He never puplished a mod about his work which is a pity. Has it always bothered you, that Ryuvian's ryders were painted in red even though Ryuvians tend to paint their units in silver/blue? Worry no more, just download this mod. It will change the color of all Ryuvian Nightmares to silver.
[LibDay V3.01/MoA in LD] Support AI Buff
Download Support AI Buff Install: Copy the Mod folder of this zip into the game folder of Sunrider Liberation Day. Works on: MoA in LD, LD Not tested: MoA
This mod improves the decision making of PACT's supporter units. It now considers, how much rocket/missile damage and laser damage is present in their team. Also it focuses heavy flak/shield first now. In other words, those supporters are now doing their job better than before. Makes the game a bit more challenging but improves the experience in my opinion. I hate dumb AI's (Poor Bianca). This mod also has the option to allow the supports to act on the turn they were spawned. Makes it even harder. Just change the False on second line in the .rpy to True (supports_can_act_when_just_spawned = True)
Here's a detailed description how the AI works now:
1.) It calculates how much rocket/missile damage and how much laser damage is present in it's team
2.) Only on the first turn, the supporters try to reduce flag first, when rockets are present in the game, as the AI tends to shot their rockets early. Possible targets are player ships with Flak > 20, 100% Chance
3.) Next priority is to disable hazards for them. 80% Chance to disable Bianca. If Bianca is already disabled, 20% chance to disable the Liberty or the Seraphim (when present)
4.) Restore units which were disabled by the Liberty, 100% Chance
5.) If rockets are present and rocket/missile damage > laser damage: 50% Chance to flak down player ships with Flak > 20 or Flakrange > 0
6.) If missiles are present and rocket/missile damage > laser damage: 50% Chance to flak down player ships with Flak > 20 and Flakrange > 0; 10% Chance to flak down player ships with Flak > 40
7.) Next priority is to heal the boss, when present. Chance is "% of HP left" minus "50 %", thus between 0% and 50%
8.) Heal PACT Assault Carrier. Chance is "% of HP left"/10, thus between 0% and 10%
9.) Shut down player ship's shields. Possible targets are player ships with Shield Generation > 50 and 0 range or Shield Generation > 20 and > 0 range, 100% Chance
10.) If the Supporter unit still has not done anything, it will proceed according to the old AI
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Post by neppi on Aug 31, 2017 11:53:10 GMT -8
Alright. The problem crops up as soon as you do the Sola side character mission. Unfortunatelly I cannot find out why this problem occurs. I cannot find anything in the script. The problem is: After doing Sola Mission you cannot upgrade the Black Jack and the Paladin anymore in terms of kinetics and missiles. Everything else is working. I assume that it's something about these clones Edit: How can I upload or attach savegames here in the forum? Edit2: I went into the Research window during the mission. The point where the problem occurs is as soon as the battle starts. So the reason is loacted at the battle start. This may help. I still haven't found a solution. Edit3: I have a bugfix which solves at least the symptoms by refreshing the specific weapons. As I've found some other bugs as well I will upload a bugfix soon. Edit4: forum.loveinspace.moe/thread/465/neppis-modding-thread-liberation-day <- here is the bugfix. If you just want to fix the bug with Sola you can ignore all files and just replace the Mod_SL_SM_SolaMission.rpy in the fame/mod folder. This will not fix the bug if the mission is already over though.
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Post by neppi on Aug 31, 2017 9:48:03 GMT -8
I can buy this for 500. However I cannot find any reference in the script data so I really don't know why it appears in the store and how I can benefit from this item. Can somebody help? Edit: Nevermind, found out by myself. Its part of the CharacterSideMission-mod for Chigara.
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Post by neppi on Aug 31, 2017 9:28:26 GMT -8
Think I found a bug, also posted this on the thread for the MoA into LD port in-case its from that. After completing about half of the side missions (unfortunately I don't have a save after each one) I noticed that the paladin is no longer receiving the benefits of the full forward command although the buff is listed (in particular there are no changes to accuracy shown, projected damage of the weapon or actual damage done by the weapon - damage done tested with kinetic so that there was only 1 shot and I didn't need to worry about only some of the shots hitting). I only noticed it when I went back to regular side missions (as in not those from mods) after finishing Sola's side mission but it may have also been an issue during Icari's (but there is no way to say as commands aren't available during that one). I believe that the mission I did before Icari's was Ava's and that those are the only side missions I have completed. That is certainly strange, but I would not know at the moment how the side mission mod could create this effect, especially since I do not mess around with the Paladin settings at all. For now I hope that bigfoot will find something, he is pretty good at spotting those things. I encountered the same problem. At the research window the damage of the Paladin Kinetics and Missiles are not updating and are also not affected by buffs. The same with the Missiles of the Black Jack. My solution was to register the weapons again with the developer cheat console. I'll try to find out at which point of the game this is happening. Its really game breaking if you cannot increase the kinetic damage and accuracy of the Paladin.
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