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Post by bigfoot on Aug 16, 2017 4:54:19 GMT -8
I just want to throw out three things I would personally love to see in subsequent games and one thing I absolutely despise.
1: Let relationships fail, even part way through the story... eg:
Icari decides you arn't willing to do what's necessary halfway through the relationship, this puts strain on it and it falls apart (possibly have not doing Veresta mentioned feeding her worry) Asaga feels guilty about something less than heroic (deliberately getting civilians killed or just has high Prince morality) and breaks off the relationship as she is looseing faith in Shields
It's much more realistic than I just rammed a moon into a PACT planet and killed 20 billion innocents, but I have 20 asaga_affection. WE WILL LIVE HAPPILY EVER AFTER.
2: Following from point 1: Have a few places to jump into a relationship, this would make it feel much better than a yes/no choice and perhaps let you reconsider having one as events progress. Icari is not the same character she was at the start of the game, as characters evolve then you might reconsider entering a relationship
3: The storyline really should be compatible without choosing a romance. Point 1 could feed back into this, fail a relationship and you can continue on fighting PACT, it doesn't depend on that. You don't need to have a romantic relationship to be a Captain.
Having a strong underlying storyline that doesn't rely on a single relationship will improve narrative for ALL the relationship plots and for those who don't want to let a relationship interfere with saving the universe
Importantly:
Please don't add in Mr Producer / Mr Manager to sunrider.
This isn't an MMO, the character already has a defined personality and a name. I brought Academy to support LiS before there was patreon, and that one thing (more than the tedious gameplay) annoyed the hell out of me. Even when the character has no defined name, let alone a defined personality like in a MMO and the character basically is defined by its job/title it's a barely passable crutch for writing, especially when managers or producers are numerous.
When the character has a defined name, past and personality all it does when used repeatedly is rob the character of its own definition, makes it feel generic and breaks immersion leaving you little more than a cardboard cuttout.
And really, how many people would use Mr. Manager to someone so frequently?
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Post by bigfoot on Aug 7, 2017 9:18:07 GMT -8
I haven't got any experiance with the extensive mod given it modified a lot of core files and conflicts with just about everything, from the traceback it looks like the weapon wasn't modified to work with the mod's function. You could try opening AI.rpy in a text editor and on line 633 removing ,custom_range=1 because it doesn't look like get_acc() uses it. That said I haven't trawled through the code to see what else he's modified and its very hard to tell when their in the core game files so it might not help.
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Post by bigfoot on Aug 1, 2017 15:16:05 GMT -8
You are an awful person, just to make you feel better
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Post by bigfoot on Aug 1, 2017 8:22:33 GMT -8
That's very interesting, I was thinking of something like that but never got round to making it
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Post by bigfoot on Jul 31, 2017 9:16:43 GMT -8
/facepalm It haddn't synced, should be now... but yes there is 1 per person
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Post by bigfoot on Jul 31, 2017 3:29:01 GMT -8
Redownload the ModFramework and try it now, Hopefully it will be fixed but I'm doing this on my phone so I cant really test it myself
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Post by bigfoot on Jul 30, 2017 15:52:19 GMT -8
Can you send me the traceback?
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Post by bigfoot on Jul 30, 2017 14:38:38 GMT -8
That looks pretty damn cool
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Post by bigfoot on Jul 29, 2017 15:39:32 GMT -8
NP happy to help!
Do you mean the phoenix restoration mod? That works fine for MoA but I haven't updated it for LD
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Post by bigfoot on Jul 29, 2017 14:52:51 GMT -8
Right, will run through the steps: Firstly, lets clear any extra files we don't need and delete the Game folder, then reinstall / check game integrity to replace them with stock files. You could go through trying to pick out rpy and rpyc files but its just so much easier to nuke the whole thing. In LibDay: Download the MoA in LD mod [here] and extract the MoA folder into the Liberation Day/game folder Copy from your MoA installation the following folders: Background cg Character gameplay Map Menu Music sound Space Transitions Battle UI into the MoA folder Download [Sidemissions] and copy the Mods folder into the Liberation/game folder For MoA: Download all but the last file from [sidemissions] and the ModFramework.rpy from [here] (only that one file, nothing else is relevant here) Put them all into the game folder. Errors: gyazo.com/bca1dc3b13555dd72ee50c922eb68340 is what happens if you have a duplicate of the file imgur.com/2azL8zm is what happens if you put the LibDay version into MoA If it still isn't working, let me know and ping me with a traceback.
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Post by bigfoot on Jul 29, 2017 14:01:09 GMT -8
The imgur link isn't working, are you trying to use it in MoA or LD?
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Post by bigfoot on Jul 29, 2017 9:03:39 GMT -8
Right, a bit of a muddle there, the first problem is you were trying to use the LD mods in MoA, the second is you tried to put the MoA Framework in LD
For playing in MoA:
download and add the files for the MoA versions to the MoA/game folder (They have their own rpy files), then download the latest Mod framework file (forget the previous ones in the folder, that's only for if I needed to rollback for some reason)
If you still have trouble, let me know.
For playing in LD
Download the MoA in LD mod and put it in the libday/game folder, then copy the needed files over from MoA to the MoA mod folder.
Extract the Side missions rpy and put in the game folder
You don't need the framework files because they are already integrated into the base game by Vaendryl
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Post by bigfoot on Jul 20, 2017 9:42:07 GMT -8
I do see what you mean, the player wasn't able to decide to go into it, but I still wouldn't take such a hard line on it. Denying it was a relationship after seeing his own thoughts from LibDay that run directly counter to that would be very jarring as it's shown he does care for her. My feelings are it would serve the story much better if Kayto claims what it was based on was a lie or a sham, giving him a way out rather than make every player who wasn't interested in chigara feel like their kayto was so callous to someone supposed to be a friend by denying he had any feelings the second after it all goes south, not to mention if he does it to one crew member, whats to stop him pulling the same on everyone else? it would massively undermine trust between the crew and him.
If you claim instead, he was in a relationship *but* it was based on lies and misdirection and fell apart that way...
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Post by bigfoot on Jul 19, 2017 17:27:00 GMT -8
I really hope that any further games don't feature a lengthy portion that is effectively an elegy to the Chigara relationship. I honestly want such a thing to be optional, it's only fair to allow some element of choice in the matter after having it forced on the player. The very fact that choosing whether or not to pursue a relationship with Chigara is now defined as "reuniting" or "rejecting" is what bugs me. There should be an option for Kayto to stubbornly refuse to see what had happened between him and Chigara as a relationship at all. Other characters should of course address this but it should be a position that the player should be allowed to take. You should have the choice of whether or not Kayto sees Chigara as a Tragic First Love or as an inconsequential mistake. And the player shouldn't be demonized for thinking it was a mistake, either. I see why you would want this, but to me at least it's now a very important part of the story (there is a distinction between approving and thinking it important) and I think considering it an 'inconsequential mistake' is a reversal so extreme it would weaken the narrative, a bit like over steering to correct a car and just crashing in the other direction. To my mind, the expanded epilogue is guilty of this a bit, I would much prefer reflection on it and a more subtle approach personally.
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Post by bigfoot on Jul 16, 2017 16:40:57 GMT -8
If your comfortable writing the story, then write the story and one of us can code it in. All you would need to do is wright it as a play script, even as simply as:
Ava "Say this" Icari "Say that"
We can program that up and give it back to you for editing.
As for if you should put it in this thread or another, I would say wright it as a script and PM it, the thread is already quite bloated with "the story should do this" and I'm not sure more of that would add much to it
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Post by bigfoot on Jul 16, 2017 7:28:30 GMT -8
Whilst I like the title "Wise Guru of Modding", if you have any questions about graphics then Saibotlieh would be the best person to ask, no question about it. $dshow works with two different commands, the text version Saibotlieh showed or if you look into REturn code there is a numerical version. It's better shorthand but can throw up errors if you add your own chars and it's much less readable when your trying to work out what you just wrote down!
If you are using the MoA mod in LD, you copy the images over so you can still use them in the old way. It would also be possible to make your own combos based on the init_characters.rpy. Look at line 206 if you want to see what they do
As a side, I personally recommend using notepad++, I briefly tried the Renpy software and it felt very cumbersome when with ++ you can throw screens around and have different docs open everywhere, you do want to set tabs to be set to 4 spaces though otherwise it will throw up errors when you try and launch the game.
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Post by bigfoot on Jul 15, 2017 15:33:28 GMT -8
I had absolutely no experience coding when I started, I just poked through the files. A while ago I wrote what I learned here, it's for MoA rather than LD but it covers the basics. The major change is choices no longer work as they did, this is covered in the framework post on the mod section and copied here for helpfulness. Because the standard menu: syntax of renpy dosen't work in LibDay, choices need to be handled with screens. There is a new menu screen available which lets you pick from 6 options and adjusts its spacing to make it convenient to read.
Syntax:
Rather than setting two variables for each choice, there is now only one, a list containing lists of choice text and the jump_location. Lists can be split over more than one line for readability and each choice-list should have a comma behind it.
label ice_cream: cla "What ice cream do you want?" $ menu_choices = [["Strawberry","chosestrawberry"], ["Blueberry","choseblueberry"], ["Lemon","choselemon"], ["Cherry","chosecherry"],]
show screen decision pause
After the decision is picked (first string) the player is jumped to the label named in the second string. The brackets denote a list and the choices are lists nested inside a single choices list called menu_choices
I will at some point wright an updated tutorial for LD because a lot of things have been improved, but the only real change as far as it matters for scripts is the way menus are displayed. When I do the tutorial I'll include a small tweak to choices that allow options to be shown/hidden. If you want anything clarified/coded feel free to ask.
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Post by bigfoot on Jul 6, 2017 10:54:04 GMT -8
From what I see on the traceback, its trying to remove the blackjack when it's not there. Hopefully it can be worked around pretty easily, but I'm not sure why it's happening. Copy this into a text file and save it as whatyouwant.py
init python: config.developer = True
This will enable the dev console.
Just before you hit the crash point, press shift + O and type player_ships.append(blackjack)
This will move the blackjack into the player list so it can be removed by the code and hopefully avoid the crash.
If you want to disable dev mode, just delete the rpy and the rpyc file.
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Post by bigfoot on Jul 3, 2017 10:55:28 GMT -8
Thanks Bigfoot for the Mod List... 😊 And Btw, Did you know how to replacing the Cera Gunboat EMP's into the Missiles??? I was trying to tweak this Weaponaries but always failed. Am I wrong to placed on the Right Code in library.py??? Hah it's quite outdated but will try and update it tonight. You want to look at the CeraGunboat class and change self.default_weapon_list, to change it, you take out SuppressiveFire() and replace it with the weapon you want. BlackJack missiles would be pretty relatable and not too overpowered I think, which would be BlackjackMissile() You also want to change self.max_missiles from 0 to whatever you want for ammo. There are a few other ways to do it that don't involve modding base files but that's by far the easiest. If you want something you can put in a file and share around... I have a modded create_ship function that lets you adjust ships on spawn so you can just overwright the weapons and to revert it all you need to do is remove the file and any new ships won't be affected. init 20 python: for ship in storeships[:]: if not hasattr(ship,'ship_load_variables'): ship.ship_load_variables = [] if not hasattr(ship,'create_funcs'): ship.create_funcs = []
def create_ship(ship,location=None,weapons=[]):
#find the location if location != None: location = get_free_spot_near(location) if BM.grid[location[0]-1][location[1]-1]: return else: #indicate that the cell on the grid is occupied BM.grid[location[0]-1][location[1]-1]= True
#set the location ship.location = location
#confirm the weapon list if weapons == None or weapons == []: weapons = ship.default_weapon_list
#register the weapons for weapon in weapons: ship.register_weapon(weapon)
#register the ship if ship.faction == 'Player': store.player_ships.append(ship) else: store.enemy_ships.append(ship) store.BM.ships.append(ship) #set variables if ship.ship_load_variables != []: for variable in ship.ship_load_variables[:]: setattr(ship, variable, getattr(ship.__class__, variable))
#retun the a player ship for easy aliasing if ship.faction == 'Player': for function in ship.create_funcs: function(ship) return ship else:
#add newly encountered enemy ships to the list of enemies in skirmish. in_all_enemies = False for eship in store.all_enemies: if ship.__class__ == eship.__class__: in_all_enemies = True if not in_all_enemies: store.all_enemies.append( ship.__class__() ) store.all_enemies[-1].location = None for function in ship.create_funcs: function(ship) return ship
CeraGunboat.weapons = [CeraGunboatAssault(),SuppressiveFire()] CeraGunboat.missiles = 3 CeraGunboat.ship_load_variables.append("weapons","missiles")
Copy this into a text file and save it as a .rpy, then throw it in the game folder. The important lines are the last three, anything in ship_load_variables are automatically applied to ships on creation.
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Post by bigfoot on Jun 8, 2017 11:39:27 GMT -8
Incidentally the cap for Chigara is 10... so yes you were mean to her I made a list for use with the story mod I was/am building of max/min affections. If you use the History screen it won't give you the same results (not that their actually used in the story except for Cossette and a store item). You can't get all of these maxed obviously because some choices conflict. This might be slightly off because it was done over a year ago now.
| First Arrival
| Mask of Arcadius
| Liberation Day History
| Liberation day
| Total Max/Min
| Ava
| 7 / -2
| 10 / -2
| 8 / -1
| 1(+6) / -1
| 17 / -3
| Asaga
| 10 / -2
| 14 / -2
| 11 / -2
| 3 (+4) / (-1)
| 21 / -3
| Chigara
| 4 / 0
| 4 / 0
| 4 / 0
| 1 (+5) / 0
| 10 / 0
| Icari
| 6 / 0
| 6 / 0
| 6 / 0
| 2 (+2) / (+1)
| 10 / 1
| Claude
| 2 / 0
| 2 / 0
| 2 / 0
| 0 / 0
| 2 / 0
| Sola
| 1 / 0
| 4 / 0
| 3 / 0
| 1 (+4) / 0
| 9 / 0
| Kryska
| 5 / 0
| 8 / 0
| 8 / 0
| 3(+2) / -1
| 13 / -1
| Cossette
| 0 / 0
| 3 / 0
| 2 / 0
| 2 / -2
| 5/-2
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The Mask section is Mask + FA, the LibDay is stand alone and doesn't include the beach scene In imported games, the beach scene can add +2 to a person rather than +1 because there is no loop protection The () numbers are added in the epilogue and have a total of 23 points gained vs 13 in the main story, partly due to the huge boost Ava gets from them Looking at it, you did decently well with Ava and actually maxed Sola and Cosette! For laughs: You can end LD with Ava at -3 affection, and still have her confession scene blaming herself when she doesn't really like you Icari has a minimum of +1 affection no matter what you do because of the epilogue, She likes it when you tie people up and when you let a very bad walk around free Asagas affection loss isn't when you tell her she was wrong all along, its when you don't tie said bad person up Cosette can have over double the affection for you than Claude Claude must be a fantastic actor because the most she will like you is less than the most anybody else can Chigara gains more affection with you when she isn't actually there than when she is around you... us unlikable people
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Post by bigfoot on Apr 6, 2017 12:28:45 GMT -8
...Damn you all, I need to find time to mod again, this would be hilarious
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Post by bigfoot on Mar 11, 2017 16:14:34 GMT -8
Its missing the image, try re-downloading the censor patch and make sure its in the right place
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Post by bigfoot on Feb 8, 2017 10:02:58 GMT -8
If I remember Samu said he intended to make them publicly available at the time he made the ships/areas available but it was highly disorganized
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Post by bigfoot on Jan 18, 2017 15:21:53 GMT -8
A few bugs: Sometimes the game fails to start and the following traceback log is generated: ' I'm sorry, but an uncaught exception occurred. While running game code: File "game/MoA/Character Sprites.rpy", line 510, in script image ava hs handonhip angry: Exception: Possible infinite loop. -- Full Traceback ------------------------------------------------------------ Full traceback: File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\bootstrap.py", line 281, in bootstrap renpy.main.main() File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\main.py", line 401, in main game.context().run(node) File "game/MoA/Character Sprites.rpy", line 510, in script image ava hs handonhip angry: File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\execution.py", line 52, in check_infinite_loop raise Exception("Possible infinite loop.") Exception: Possible infinite loop. Windows-7-6.1.7601-SP1 Ren'Py 6.99.8.959 Release 3.01 ' Bug potentially from this mod but likely from another one dependent upon this instead: Preface: This may be from this mod or from another mod which requires this one and adds extra character side missions (link follows): innomenpro.com/forums/index.php?topic=1307.0 Upon a little more testing its seeming more and more likely that its actually the other mod, since the error only started after finishing some of the extra missions that were added. Including a mission that didn't have the sunrider (and I think possibly after that one in particular). Issue: The full forward command isn't affecting the paladin. To be more specific the paladin receives the buff (as in it appears on their list of buffs) but does not have any indicated change to its accuracy or damage (including when damage is dealt to targets, it matches expected damage for no buffs - tested with kinetic to avoid possibility of only some shots hitting). When (in terms of missions cleared): After shore leave but before completing any other original (as in not from a mod) mission in MoA. About the sprite/inf loop, I don't have any idea why that's happening, is it constant or occasional? I just checked the image definition file and its no different than any other image definitions. About the Paladin bug, it should apply to any ships in player_ships so as long as you can actually control/move a ship, it should apply. Could you send me a save where the bug has happened?
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Post by bigfoot on Jan 13, 2017 14:02:01 GMT -8
So to use the mods do I want that link on the first page to get more missions, or is there another link I want to use? The MoA link on the first post is the MoA rar and the Sidemissions are in Saibotliehs thread, they need the MoA mod because they are ports of his MoA missions The first thing, is the mod doesn't include the images, because they are absolutely massive and would take forever to upload/download and its easy enough to download MoA through steam and just copy the images across (and I feel LiS should get some recognition from people downloading MoA). - Download MoA through steam or the website, the MoA port rar and the Sidemission mod rar
- Extract the MoA folder into "Sunrider Liberation Day\game"
- Copy the image folders listed in the first post from "Mask of Arcadius\game" into "Sunrider Liberation Day\game\MoA", its on the main page but here is the list again:
- [Background, Battle Ui, Censored, cg, Character, gameplay, Map, Menu, Music, sound, space, Transitions]
Now MoA is installed, you can run LD, test MoA in LD and if you get any problems let me know and I will try to help
To install Saibotlieh's mods (they need MoA in LD as they are MoA ports):
- Open the Rar file and drop the Mod folder into the "Sunrider Liberation Day\game" folder
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Post by bigfoot on Jan 13, 2017 10:37:38 GMT -8
Hrmm It should have appeared either after talking to Chigara about icari or after the Agamemnon mission, in the base game Chigara did let you launch it but had no end of trouble with that... probably sabotage /shiftyface As a hot-fix in notepad enter: init 2 python: config.developer = True
then save it as an any type file by save as and rename it to whateveryouwant.rpy in the sunrider/game folder, that will enable the dev console Load up the save and press shift + O In the dev console enter: res_event = "allocatefunds" res_location = "lab and then exit to close the console That should manually set the research button to the labs in the Sunrider. If it dosen't for some reason then let me know. Could you also tell me if you were a heartless monster or softhearted and self sacrificial and if you spoke to Chigara about research? There is an outside chance the research button is skipped for some reason if you choose one branch. I'm really glad your enjoying it and (hopefully) not finding the difficulty too painful I saw your post on hyperspace, is that sorted now? I'm not sure which post was first. If not I'll have a look at it. I think that problem happened before and was fixed but if its happening again I will see what I can do.
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Post by bigfoot on Jan 8, 2017 15:09:21 GMT -8
Ava: 1021 Asaga: 1017 (+3) Chigara: 963 Cosette: 970 Icari: 998 (-5) Claude: 955 Kryska: 990 Sola: 1004
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Post by bigfoot on Dec 27, 2016 13:03:25 GMT -8
Ava: 1019 Asaga: 1014 (+3) Chigara: 968 (-2) Cosette: 973 Icari: 1011 (-3) Claude: 953 Kryska: 990 Sola: 1004
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Post by bigfoot on Dec 22, 2016 15:22:42 GMT -8
A Wrongulator to interfere with the bureaucratic nightmare of the Ava Conglomerate
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Post by bigfoot on Dec 13, 2016 12:59:25 GMT -8
Ava: 997 Asaga: 1006 (+2) Chigara: 992 (-2) Cosette: 997 (+2) Icari: 1013 Claude: 1000 Kryska: 994 (+1) Sola: 1000 (-3)
Well this is going to take a while, if we try hard enough it might last us until the next Sunrider game comes around
also /wavelikeamadman at Harm
Been a while
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