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Post by bigfoot on Dec 13, 2016 12:48:25 GMT -8
Ah-ha! Feedback!
The first half of FA was already harder in the LD port, I probably will need to do something about that in the future.
I was wondering how much the evasion changes would make the Phoenix overpowered, right now you loose 25% of evasion stacks on every turn so a quick ship looses more than a slow ship and it should ideally reach a point that every attack means you move less and evasion shrinks until it reaches an equilibrium.
I am considering instead of a base percentage, adjusting it by the move cost of ships although that is much less satisfying as it would become a flat decrease rather than reactive to how much the ship is moving.
The max evasion penalty right now is -14 by not moving for 4 turns, the highest buff is +40 by moving 20 hexes but given you would need to move 5 hexes every turn just to maintain that, it would hugely limit your attacking power
With the Phoenix then moving is going to be a huge buff but how are you finding it with ships where you can either move or fire two shots?
With the capital ships, they struggle to fire and move at the same time, so I'm not surprised they are suddenly much more vulnerable, there is an option turned on at default that clears negative evasion when hiding behind cover, and I am thinking the wreckage mod (that makes cover when a non-Ryder is destroyed) might help even the scales a little bit. Otherwise perhaps I should tweak their movement costs a bit, try and get them more mobile.
You said kinetics are more powerful atm which is one of the goals, I know lasers don't have the same raw power as kinetics, but I was wondering if the decrease in evasion is enough to push them into critical territory, the crits could take out shields/armor or do high damage even if they would only do 1-2 dmg through shields which is not something we really want.
Have you been using the gravity gun to move ships backwards and gain bonus damage, given it still counts as moving for evasion stacks? with kinetics then that would be a -17% chance to hit for a potential 36% damage increase (-9% vs +26%)
The same thing applies with player ships, I am concerned moving forward to increase evasion actually gives you +13% chance to be hit by enemy kinetics, and there are a lot more of them than most players field. Have you had any issues with this? One possibility I see is reducing kinetic accuracy but also reduce accuracy degeneration. I am worried about kinetics stepping into lasers role and doing it better.
The final thing is difficulty, Ideally I want the mod to raise the skill ceiling but still be usable for either newcomers or space whale masochists. I will probably link it to difficulty settings but when playing on captain is there any thing that clearly stands out as too game warping?
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Post by bigfoot on Dec 12, 2016 14:02:17 GMT -8
Okay, I’m finally back after doing some testing. Also: Tested this mods compatibility with MoA to Libday port+Character side missions mod. Errors: Cosette uses melee to attack Asaga: imgur.com/a/8A9oRLegion battle crashes at start: imgur.com/a/EqBvySola side mission crash: imgur.com/a/aUITROther errors: Cancel movement sometimes messes around with the direction your unit is facing. Example: You start a battle with a unit facing west, you misclick and move it backwards. It’s now facing west. After pressing the cancel movement button it's back at its original grid position but still facing west. Critical hits need to be reworked. Before you made the changes there were way too many crits, but now neither me nor the enemy did hit a single one. And I started from the beginning of FA and played till the Legion battle. So either the hit chance is way too low or something else isn’t working properly. Overall impression was very good though, quite an improvement compared to the original. Especially dynamic evasion stats are something I’d consider an absolute must for a next Sunrider. Thanks supertester as always its very helpful (especially including the crash screens) and glad you like it! Will work on the bugs tomorrowWill boost the crit chance although it was intended as an occasional thing that mostly happened above 100 chance to hit (when there was too many that was me setting it to 50% base chance rather than 0.5% base chance because I'm awful at maths) If you wanted to fiddle with it yourself then the probability options are at the stop of the evasion file. As you apparently tested a number of missions, how did you find the balance? Edit:
Ok fixed the three crashing bugs, and critical hit chance is now 5% + 1% for every point of chance to hit over 100 (so at 120% chance to hit, would be 25% chance of a crit) The legion bug was from MoA in LD. I'm not sure why its suddenly starting up now but its fixed and the MoA.rpy file also needs to be re-downloaded. Will work on the cancel movement tomorrow, I haven't had a reason to play with that yet. Edit:
Was a simple fix, cancel movement now resets the ship direction as well
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Post by bigfoot on Nov 24, 2016 10:48:44 GMT -8
Some additional suggestions, smoother gameplay in battles please (which might be not possible at the moment but I hope they can came up with a solution ;; ). I am pretty sure some of the players are annoyed by the lag or fps drops making them to dislike battles imo. Vaendryl made a post a month or so back about a significant rewrite of the engine that made it lag much less even when using moving images and more ships, hopefully that has already been sorted. That said I didn't really notice much lag apart from the apex of very large fights. I hope, given we probably won't start the game with everyone back together and almost certainly no liberty, there will be more fluid tactical play rather than turtle up and grind them down.
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Post by bigfoot on Nov 16, 2016 11:50:06 GMT -8
Hmmm. I'm not seeing anything about Mod_SL_Character_Sidemissions_LD_MoA in any of the links. Your's bigfoot's or anything. Am I missing something? Thats the zip file containing Saibotlieh's files There is a link on the first post, but if you arn't registered on the hyperspace forum it won't show up for you. Saibotlieh did make a link to the actual file in a post, this is it for convenience
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Post by bigfoot on Nov 2, 2016 11:56:52 GMT -8
Fixed and updated the mod for when you get a chance (but there really isn't any rush), bugs that I could find are fixed and the crit chance has been correctly limited to weapon types listed in the settings. Crit chance has been tweaked (at 150% chance to hit, there is a ~33% chance to crit) Crits now tell you what the crit effect was on the screen. (although occasionally it doesn't) I have the feeling it may completely break chase missions, if your getting hit for ~+20% damage, you won't last long... might need to summon mathmancer Drath from Mundania to have a look at that.
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Post by bigfoot on Oct 22, 2016 1:07:11 GMT -8
Thats alright, I specialize in breaking things and buggy code. Haven't yet managed to get a traceback though
Edit: looking for it, found an error with TrueAcc (accuracy when over 100% chance to hit) and fixed that not being set correctly
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Post by bigfoot on Oct 19, 2016 15:52:09 GMT -8
Well now I hate maths forever! Mapping angles to a circle made out of hexes while correcting for every other line being offset on the x axis is awful! If someone mentions angles to me be prepared to have a protractor to the brain! Nonetheless in addition to the Evasion part of the mod above, the other two ideas have been implemented! Location Aware Damage
Now there is a damage bonus/penalty depending on where the ship is attacked from. As you can tell from the excellent diagram below, there is a 180* arc going right to left or left to right, depending on the ship's direction. This is reduced by the Offset (modifiable) that is -45 by default. The angle is then multiplied by a value to give a damage adjustment (by default 0.2) 180* (-45 = 135) (135*0.2 = 27%) <Sunrider ~~> 0* (-45 = -45) (-45*0.2 = -9%) 0* (-45 = -45) (-45*0.2 = -9%) <~~Sunrider> 180* (-45 = 135) (135*0.2 = 27%) Basically if you attack/are attacked head-on there is a penalty, if you attack from the behind/top/bottom whatever there is a damage boost. This applies both to enemies and you. If using the Movemod it auto-corrects for ships changing their direction and it is highly recommended for use here. it is included in the Rar. Critical Hits
Ships now have a basic 5% chance to critically hit For every 1% above 100 accuracy they gain an additional 0.2% chance (so at 105% to hit, a 6% crit chance) If they critically hit, then there are 8 effects that might happen (but you won't deal armor damage to an unarmored ship for example, they are all relevant) Damage Shields ( reduce shield gen by 50% ) Damage Engines (Stop movement) Damage Armor (Armor reduced by 30% for entire battle) Damage Targeting (Reduce accuracy by 50%) Damage Evasion (Reduce evasion by flat 30) Detonate Missile (Destroys a missile and deals 200 damage) Detonate Rockets (Destroys a rocket and deals 500 damage) Critical Damage (Deals 150 damage) Crit effects cannot be double applied and if no other options are viable, it will deal critical damage. ---Modifiable Values---
As before, as many of the variables are modifiable as possible and all of them are toggleable Location aware damage:TL_offset (This gives the -45* angle at the front of ships. You could change this to -20 for example to give a smaller protected area TL_percentage ( This is the percentage of the angle that gives the damage modifier. If it is changed to 1, the damage modifier would be the same as the angle.) Critical Hits:
CM_Chance (This is the basic crit chance) CM_Inc (This is the % of acc above 100 added to the crit chance) CM_Weapons (This is the list of weapon types that can crit. Adding or removing will let it trigger on other types) CM_Boss (If False, stops crits affecting bosses) Crit effects: All crit effects can be toggled on or off at whim by changing their variable to False CM_Shields_Mag: % of shields lost on crit effect CM_Missiles_Mag: Bonus damage dealt CM_Rockets_Mag: Bonus damage dealt CM_Sunder_Mag: Percentage of armor lost CM_Targeting_Mag: % of accuracy damage CM_Evasion_Mag: Bonus damage dealt If its used as supplied, you will benefit from moving, getting close to the enemy and playing very reactively by getting evasion buffs and damage bonuses by outflanking the enemy and damage reduction with correct positioning, whilst if you huddle, you will take extra hits, have evasion penalties and such. As always, please let me know how it goes, I would greatly appreciate feedback. If there's no problems, I will upload it to the mods area in a few days/weeks. Download
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Post by bigfoot on Oct 18, 2016 1:51:04 GMT -8
Sure, no problem 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-MoA and if you get any problems let me know and I will try to help
To install Saibotlieh's mods:
- Open the Rar file and drop the Mod folder into the "Sunrider Liberation Day\game" folder
If you have any problems, then let me know and if you could post the traceback report that should open if the game crashes, then that would be very helpful
It might be useful if they have been installed wrong, to delete the MoA and Mod folder in the Lday install so they don't cause conflicts.
Let me know how it goes!
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Post by bigfoot on Oct 4, 2016 13:00:05 GMT -8
Has anyone tried this out yet? Haven't yet, if anyone wants a game would enjoy testing it.
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Post by bigfoot on Oct 2, 2016 10:24:22 GMT -8
Hrm, that's strange. I just reinstalled LibDay on a separate drive and deleted my persistent, on startup it makes an empty RenPy/persistent folder and on mp.save() it makes the file. Not sure why it didn't for you given we sound to have the same setup.
That said, cinnamon rolls make everything good.
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Post by bigfoot on Oct 1, 2016 8:53:25 GMT -8
Mm it is in users, if you dont have the folder its because renpy hasn't needed to save a multipersistant yet.
If you have access to the dev console in renpy then you can do Shift+O to open it and type mp.save()
That will make a blank multipersistant sunrider file in the right folder that you can then replace it with your actual file and on your next load up, it should use it.
To enable the dev console, open one of the .rpy files with a text editor and put:
init python: config.developer = True either at the top or bottom
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Post by bigfoot on Sept 29, 2016 9:08:25 GMT -8
Just tried it and it works perfectly for me, no tweaking needed. Of course now I know what an awful despicable person you are from your choices .
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Post by bigfoot on Sept 28, 2016 13:26:10 GMT -8
That's interesting, I'v been looking at the renpy .py files used with Sunrider and it just looks like a simple load. I don't see why the persistent isn't usable on another machine, would anyone be able to send me a copy from another machine for me to play around with? If I can get it loading manually then it would be simple to patch in. Incidentally the variables that are copied are: Affection for all girls (inc cossette)
Captain_moralist
Captain_prince
wishall
Savediplomats
OngessTruth
legion_destroyed
The individual choices aren't actually recorded, as the impact they had on the game was mostly limited to adding affection points and I think the most variables that changed depending on a choice were when talking to Chigara for the first 2-3 times depending on what Asaga told you. Always wished the game did more of that.
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Post by bigfoot on Sept 25, 2016 1:10:15 GMT -8
Almost, you put Saibotlieh's mod folder into the game folder, the same place you put the MoA folder.
It should look like:
SteamLibrary\steamapps\common\Sunrider Liberation Day\game\MoA\(other folders)
SteamLibrary\steamapps\common\Sunrider Liberation Day\game\Mod\(other folders)
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Post by bigfoot on Sept 24, 2016 9:03:50 GMT -8
Just to add, if it was called ModFramework.rpy that is the Mask of Arcadius version so it is entirely incompatible with LibDay and will break the game until it is removed. Whilst there is a Framework for LD, it has been largely incorporated into the game and is not needed.
Step by step:
Download the Lib in MoA mod and put the MoA folder in the game folder in Libday's instalation folder
Copy over the needed MoA folders into the MoA folder in LibDay
Put the Mod folder from Saibotlieh's file into the game folder in LibDay's installation folder
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Post by bigfoot on Sept 18, 2016 13:24:26 GMT -8
Drum roll please! (if your lazy Drum Roll!) Right, I've done the movement/evasion part of the mod. Rest to follow at some vaguely defined future. This mod has two modes, you can only use one: - EM_T: You gain a stack of evasion if you move at least once a turn, or loose two if you don't
- EM_H: You gain a stack of evasion for every hex you move, and loose a specified percentage every turn. If you don't move you also loose X stacks.
Both of these modes have the same special rule that can be toggled: - EM_A: If you end turn in cover, any negative move buffs are removed
Stacks are added and decreased on movement, so it is possible to build a deficit of stacks on slow ships/stations.
And additionally there is an Evasion Group Penalty which gives you a penalty for every adjacent ship
Settings: All of these settings can be edited and toggled as needed.
Turn Mode:- EVMag: The Evasion buff Per Stacks
- EVCap: The number of stacks that can be built up
- EVPen: The number of stacks you loose per turn for not moving (Penalty cap is (EVCap*EVPen)*-1)
Hex Mode:- EMHB: The Magnitude of evasion per hex moved
- EMHB_Pen: Number of stacks lost by not moving
- EMHB_Cap: Max Number of stacks that can be built up
- EMHB_End: Stack count modifier per turn end (0.75 looses you 25% stacks)
- EMHB Penalty cap: derived by half Cap * EMHB_End (so a stack cap of 20 and a 0.75 End would give you a max negative stack of -7 (Not Modifiable atm)
Group Evasion:- EVG: Magnitude of penalty per ship
Settings can be changed using a text editor, and modifying them from the top of the rpy file. If you want to change modes, doing a dev-restart won't work but closing and reloading should to it. Enemy AI has not been adjusted but all changes affect them. At default settings the lowest evasion penalty you can get for sitting still is -14 on hex mode and -24 on turn mode, along with a -16 penalty for being surrounded by 6 other ships. The upper cap on evasion is 12 on Turn mode and a theoretical 40 on hex mode (but due to the turn by turn stack reduction there is a much lower practical cap dependent on ship speed, it is more likely to be +6 for cap ships and + 12-16 for Ryders) You can make hex mode more reactive by increasing EMHB and decreasing EMHB_Cap. Increasing EMHB_End will reduce the penalty for firing. You cannot gain negative stacks through hex mode if you have moved at least 1 hex per turn. I would appreciate feedback/crash reports/ideas. It has been tested on three battles and works with spawning ships, destroyed ships, new battles and all that but its worth a few more eyes. Link is: Here
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Post by bigfoot on Sept 18, 2016 0:03:26 GMT -8
You also need to be logged in to see the downloads
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Post by bigfoot on Sept 17, 2016 9:35:02 GMT -8
The wreckage mod was actually the first part of a salvage mod, where you can deploy expensive vulnerable salvage ships to collect ship parts used to upgrade your own ships to have special effects on the weapons like shield-piercing or missile EMPs that disrupted systems, salvaging Ryuvian cruisers would let you upgrade the Seraphim with an auto-repair system. This was all back in the MoA version but I never got around to finishing it.
It is something I would like to get back to but i like it purely as an environmental mod and it would be very annoying to balance without necessarily adding that much to gameplay.
Haven't done much on the gameplay ideas mod but did some planning on the walk back from work:
Evasion mod:
2 Modes
Turn based: If you move, you gain a stack, if you don't you loose two stacks. Buffs by x amount. Can only gain the buff once per turn and can set a cap This is the original idea but I thought its not realistic, ryders should get more
Hex based: Whenever you move you gain a stack of evasion for every hex (small amounts, 2-3% or something). This is reduced at the start of the next turn to an adjustable amount. Again there are penaltyies for not moveing. This is more realistic because a ryder would be able to move more and would get a higher reward for doing so, cap ships would move less and obviously this would mean they arn't dodgeing fire as much
Special rules: Cover: If you end turn on cover, it removes any negative stacks as you are less targitable) Renewal: If you move, it doesn't remove the penalty for not moving the previous turn entirely but alleviates it a bit (basically you don't go from sitting still to zipping around the battlefield)
Target Positioning mod:
2 Modes:
Basic: Attacking from above/below or rear gives bonus to accuracy and damage
Advanced: Attacking from outside a 45* angle deals prepositionally more damage per angle than attacking from the front (so a very smooth scale depending on where you attack from)
Special Rules:
Critical Hit mod:
1 Mode:
Criticals: Ships below 100% accuracy have X chance to crit, that is increased by Y for every 5% above 100
Options:
Shields: Reduces Shields (any direction) Engines: Reduces movement (only when attacked from behind) Missiles: Deals x bonus damage and destroys a missile (only front damage) Rockets: Deals xx bonus damage and destroys a rocket (only front damage) Sunder: Damages armour (any direction) Targeting: Reduces Accuracy Maneuvering thrusters: Reduces Evasion Reactor: Reduces energy generation
Special rules: Boss Immunity: Bosses are immune
All of these would be disableable at will and the magnitude of the effects adjustable. Only triggers on ships that are valid for them (out of rockets wont let you crit rockets on a battleship)
A few nice things: You can set buffs as buffs and use negative magnitude to apply curses that cannot be removed by restore. (ok probably only I am excited about that) Special rules can be toggled at will All values will be modifiable from the top of the file, so can be tweaked/disabled at whim such as enabling/disabling crit effects and adjusting chance for each to happen. All mods will be designed to work together but can be individually toggled off or on. You can use the gravity guns on your own ships to grant them extra stacks of evasion. Making a ship run away makes them harder to hit by moving, good for escort/damage control
Most importantly: THE SAME RULES APPLY TO THE ENEMY SHIPS
Is anyone prepared to balance test this or does anyone have extra ideas to add to it?
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Post by bigfoot on Sept 15, 2016 4:40:40 GMT -8
I don't think I'll need the evasion mod cause space is huge and there is a lot of space in-between ships already. I mean if Legion takes up 1 hex then how big is 1 hex anyway? So I don't think Evasion should be messed with too much. Although if you move it might be great to give an evasion buff instead since, in real time, they are moving so makes it difficult to hit. Also while positioning does matter, Ryders should be nimble enough to rotate to face the enemy if the enemy is at least 3 tiles away. However this could bait them to focus on the closest enemy Ryder while it's weapon's are reloading (their turn is over), then you could shoot it in the back for extra damage from your side of the map if you managed to get the Ryder to focus on the enemy behind them exposing their backs to your squad/fleet. Ships probably can't spin fast enough so if you can get behind them then great, you get extra damage. This might make my game difficult but if you could separate armor into sections like front, sides, and back then you can focus down on 1 section of the ship from the direction you are facing or cover your damaged sides by re-orientating your ship. This also gives a reason to flank since they have less armor in the sides and rear. In universe it could be explained as using cheap ammo so it's less effective and have to be even tactical in battle to make the most of your reduced damage. Maybe have modules like engines if damaged the ship is immobilized for 2 turns as the engineers on board fixes it or something might add an extra layer for gameplay. You could get a Hail Mary and cause a Torpedo tube to explode because Sola got a lucky shot at the ship's front which causes the ship to receive 1000-ish extra damage because a torpedo exploded inside it. I'm not a programmer but I know from binary that there is a way for it to be possible. Like after the rol to see if the attack would hit hhe target, you could add additional script to determine the direction of the shot and let the game then rng the chance of the shot hitting a module assigned on that side like main cannon in-front, missile silo's at the sides or engines at the back based on percentages. Sola could have an ability to be able to snipe modules that is facing her direction or increase here chance of critting if the system is implemented. I'm not sure how the MoA mod works but I'l assume it's similar to XCOM's move and attack method. The systems thing actually trivial to do, I had a MoA joke story mod that had a weapon that inflicted random status effects until it was caught (it was a rocket propelled animal that was used like boarding drones) that was a lot more complex than this. Now my framework is included in the base game, it would only actually take a few lines to do and apply it to any/all weapons in the game. If I get an hour spare I might make a bare-bones version of it for you. perhaps just a 5% crit chance and 5-6 options that apply and vary from where the ship is attacked. Will keep it separate/toggle-able from the main combat mod because it wouldn't actually affect combat that much as you cant plan from it. (although if the crit chance increases at over 100% acc...) (and giving Sola a called shot where she can target a specified system at a 50% accuracy 50% damage penalty...) The fun thing will be with the gravity cannons, using the move mod it will also turn the ships (left/right only) which exposes the more vulnerable back armor, now we can move cap ships it is a lot more relevant. The movement mod was unreleased but basically it changes all ships so weapons cost say 50% less but consumed x of a shared pool between weapon types based on upgrades to energy cost. Meaning you had much more mobility. The problem I never fixed was getting the AI to take full advantage of it on the enemy side.
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Post by bigfoot on Sept 14, 2016 23:45:32 GMT -8
We had a similar Thread, where we talked about mission and unit designs before. This time however I want to focus on improving the general game mechanics. The main issue is still the same: The gameplay is too static. It’s simply not viable to change up your basic formation or move your units to a different position. That’s also one reason why escort missions where such a pain in the ass for many players. Every turn you move, you waste energy and thus damage potential. On top of that you also lose all your passive advantages by breaking formation. (flak, shield,…) There is just not a single adventage for move comand. If you move forward you might get a higher chance at hitting the enemy, but that effect is negated in the following turn when your enemy doesn't even have to spend energy to get an equally good shot at you. 1. Overhauling Evasion: Every ship and Ryder should still keep a base evasion value. Your total evasion value however, should incorporate additional factors. Negative panalties for staying at the same spot and at close proximity to allied units and positive evasion buffs for moving your unit. This would obviously also make a lot sense from a In-universe perspective. Evasion of unit that stays at the same spot for the whole fight and is restricted in manoeuvrability due to tight formation vs unit which actually changes position freely. I’d suggest something like this for initial testing: Negatives: -8 evasion per turn for unit not moving. Max: -20 (-8/-16/-20) -3 for every allied unit in direct proximity. Positives: +4 evasion boost for moving 1 hex in recent turn. Max boost: +20 2. Positioning must matter!: This is a really important one. We can only get more dynamic gameplay when it actually matters where your units are positioned in relation to your enemies. As long as you do the same amount of damage whether you’re in front or behind your enemy, there won’t be much reason to switch things up and move out. (losing your passive buffs in the progress.) What we need is a system that differentiates between hitting the front, side, or rear of a ship/ryder and calculates damage accordingly. You could even add something to calculate critical hits for hitting from multiple angles. Otherwise there is no pay off for setting up different flanks or playing more aggressively. Of course we’d need an ingame action to change the direction our units are facing for this to make sense. I don’t think that I’ve to post any specific stats for this suggestion, it’s really the concept itself that is important. Do you want me to make a quick mod for this? my directional movement mod would be easy to tweak to do this and I could make the variables global so you can fine tune them easily yourself. It already changes ship directions and optionally provides a damage boost, although I haven't incorporated it into enemy AI (that said the AI is limited in energy so would struggle to move behind and shoot anyway) The one issue that was raised, is it makes missions you are fleeing from the enemy change difficulty significantly. About cooldowns for ability's, also easy to do, I made a testing mod in MoA which made all weapons bar missiles draw from the same number of 'attack points' which reduced energy cost letting you move more but limit the amount of firepower you could use still. That could be adapted for MoA or even incorporated in the movement overhaul to make the game very different. Basically though, for the player side all this would be very easy to implement, especially with the increased efficiency of the LD battles but hopefully still keep the feel of LD
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Post by bigfoot on Sept 4, 2016 0:17:03 GMT -8
longsword01 Ok! the missions were working fine, but the Pacemus nebula wasen't showing because the visibility hadden't been toggled for some reason. if you download the mod again then go into the galaxy map and return to the ship map, it should auto-fix itself. Also Saveddiplomats is set to False?! You monster!
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Post by bigfoot on Sept 1, 2016 15:17:08 GMT -8
longsword01 could you post your save so I can check the planet states? Also are you useing the latest version? If you go on the ship map it should set it automatically
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Post by bigfoot on Aug 29, 2016 11:13:17 GMT -8
skerbgsBug is fixed, thanks for the report! Return uses a different function to display sprites and the super awesome shorthand function was also checking the MoA file which threw its numbers out. The MoA mod is updated to now block that and [RE]turn should work fine. (Pst Sola is actually the traitor, she made fix it to throw you off the track) enkephalin07I don't know how out of balance it is, but that mission is tough. I just played it through again and it's doable on captain, I haven't had time to go through it in FA as well but will do so later. I would be interested in how hard other people found that mission and what could be done to even it out? I am considering adding a few repair drones from when the Sunrider is rearmed by Chigara and possibly reducing the cost of the order in the first part of the game.
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Post by bigfoot on Aug 29, 2016 10:50:38 GMT -8
Ok just to solve this: Now that dshow uses renpy.list_files and searches for Character, it finds folders in the entire game directory not just the archive.whatsit so any folder named Character will break it by throwing its numbering off in get_sprite_elements_name if shorthand is used. Its a really cool function, I wish I realized it had been updated! for now the MoA mod has an override and will no longer interfere with [Re]Turn: def get_sprite_elements_names(): x = [x for x in renpy.list_files() if 'Character' in x and '.png' in x and 'MoA' not in x] x = [x.replace("Character/","").replace(".png","") for x in x] x.sort() return With that fixed, I need to find and break some more code!
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Post by bigfoot on Aug 28, 2016 6:48:55 GMT -8
Renpy runs on 2.7 atm (or thereabouts) so until that changes, sunrider is pretty much stuck in it
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Post by bigfoot on Aug 27, 2016 16:22:55 GMT -8
So.... I just started playing [Re]turn with MoA in LD still installed and I ran into a few bugs. I know having the mod installed adds nothing to [Re]turn and it is as simply as moving the MoA folder out of the LD folder to fix, but I though it was worth mentioning none the less (particularly when the bug is this strange!). In the opening sequence of [Re]turn, Alice gets replaced with the Sola sprite! E.G., 1drv.ms/i/s!AtAc4HXMeYDLhLMm80A0iIlP1K8ENQ There are also several instances during that scene as well as scenes during Sola's arc where you get errors like this: Of all the bugs I've seen... this is definitely the weirdest... and given this was the first time I played through [Re]turn, I was really bloody confused when Sola was standing around talking to Alice. I was sitting there scratching my head until the first uncaught exception when I realised that something was bugged and I figured the wrong sprites were being called up! That is really strange, none of the functions are affected and it should have affected standard gameplay if it is affecting return. Will look at it Sunday night and see if I can replicate it. enkephalin07Do you mean in FA or in MoA? The stats are identical to the ones used, I had trouble at the start because libday stats were being used so I made MoA versions of the enemy ships. Mid FA is considered harder, particularly around the Icari part than MoA, the only difference is you generally struggle to buy store upgrades (although I found research upgrades came faster). The other thing, is when did you play the last version of MoA? It received an update a few months before LD that made the AI use rockets properly and that did make it much harder than the previous version where they were hobbled by a bug in the AI. The largest difference is in LD when you repair, you don't restore the reduced armor whilst in MoA you do.
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Post by bigfoot on Aug 6, 2016 9:40:22 GMT -8
Anyway, thanks bigfoot. Your mod was awesome, and I can't imagine playing Sunrider again without it! Thanks for the kind remarks, makes the hours of whack-a-bug worth it
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Post by bigfoot on Aug 1, 2016 4:56:11 GMT -8
Alright that save cleared a lot up! The Pacemus Nebula wasen't showing at all, I forgot its visibility is triggered off-screen by the LD initial setup and was expecting it to be explicitly set up when the mission was available. Thats been fixed and uploaded but it isen't retroactive so to fix it for that save you need to do...
warpto_pacemus = True in the console.
The versta mission isen't showing because somehow mission5_complete has been set to True, I cant find any code that would set it but I am wondering if you did that mission on the save when it was glitching before?
Either way you can fix it by doing:
mission5_complete = False again in the console but I dont know the root cause of it.
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Post by bigfoot on Jul 31, 2016 6:44:44 GMT -8
Will look into it tomorow when I get back, someone else had an error like that but I have never been able to replicate it and thought it had been fixed.
in the mean time, could you open the console and enter PACEMUS_NEBULA.missions, that will give us a readout of the missions attached to the planet and see if something has been set wrong
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Post by bigfoot on Jul 30, 2016 9:00:38 GMT -8
Yep, that works now. I knew enough that the main file (MoA in LD) was calling for the right scene but I have no clue what the rest of the files in the game are for! EDIT: Ok, on a slightly related note... Now that the Legion scene is working and I'm ready to start LD for the first time, should I carry forward my upgrades and let them be reset? i.e. will the challenge be thrown off for my first play-through of LD if the upgrades aren't reset? Awsome Power-ways you will almost certainly be stronger... but I dont know how much more given how research scales. It might be your a lot stronger at the start, but only slightly stronger when you reach the endgame.
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