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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 bigfoot on Aug 31, 2017 16:01:42 GMT -8
Thanks for doing this, I haven't had as much time as I would have hoped to look at the mods and I'll make sure to update the bugs in the MoA port, I think I've tracked down the weapons problem in the Sola side mission mod but I can't test it atm as I'm away from my computer for a few days, I posted that on the sidemissions thread in the hope Saibotlieh sees it but you might be interested as well.
There is one thing I'll mention though, by overwriting the game files, if the game is ever updated the updates would be lost and only one mod of each file can be used at the same time.
In most of the files you altered it wouldn't make much difference but with Saibotlieh's mod if it's updated someone could then download the bugfix and actually rollback the mod which makes it hard to curate.
It would make a lot of sense if you created a separate bug fix rpy and overrode parts of other files by redoing them at a higher init, or pointed out the bugs and the fix to someone who could add it to the mod themselves.
In this case you could do:
init 4 python: Sunrider_Enemy.default_weapon_list = [weapon1(),weapon2()] Blackjack_Ryuvian.default_weapon_list = [whathaveyou] Paladin_Ryuvian.default_weapon_list = [weapon1(),weapon2()
Rather than overwright the entire mod.
The Autoplace is only enabled when developer mode is enabled (Though I do quite like the fix to that, even if it shouldn't really be seen by most people)
I'm really looking forward to seeing what you make in your mod and will try and get some work done on the tutorial I'm writing, there are a few enhancements to base code that will be useful in modding that I'll publish at the same time (Printout of ship locations for planning battles and such)
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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 bigfoot on Sept 1, 2017 14:20:21 GMT -8
/facepalm, I misspelled the blackjack copy
The fix works but... That's not enough, we can do better!
init 4 python: Sunrider_Enemy.default_weapon_list = [] BlackJack_Ryuvian.default_weapon_list = [] Paladin_Ryuvian.default_weapon_list = [] Seraphim_Ryuvian.default_weapon_list = [] Phoenix_Ryuvian.default_weapon_list = [] Bianca_Ryuvian.default_weapon_list = [] Liberty_Ryuvian.default_weapon_list = [] def sidemissionfix(): for x in [Sunrider_Enemy, BlackJack_Ryuvian, Paladin_Ryuvian, Seraphim_Ryuvian, Phoenix_Ryuvian, Bianca_Ryuvian, Liberty_Ryuvian]: try: x.weapons = [] for ship in [sunrider, blackjack, liberty, seraphim, phoenix, paladin]: if ship != None: if ship.name == x().name: for weapon in ship.weapons: x.weapons.append(weapon.__class__()) except: pass return False talk_buttons.append(["sidemissionfix()",'','',''])
This checks the ship variables, looks at the weapons and if it's name matches then it updates the blueprint with the current ship's weapons, so if the blackjack gets the AP rounds then the enemy blackjack gets it as well. You could do the same thing with upgrades so they tech up research as well, but given the number of clones that are made that might be suicidal.
Thinking about it, the Sola mod actually uses it's own weapons for the ships but this was just too cool not to do.
The ships are updated every time you go to the ship map, the talk_button uses an eval string. As the function always returns False it never causes a button to appear. so it's basically invisible.
About asaga speaking, I think its to do with the length of the voice clips... There are some with long pauses and it could be causing them to chain? I've tried moving her around and I don't think she's repeating, if you go back and forth then she changes what she says
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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 saibotlieh on Sept 3, 2017 1:15:44 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? 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.
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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 Mar 11, 2018 5:11:02 GMT -8
Added recolor of Ryuvian Nightmares and Aoe missiles.
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Post by neppi on May 23, 2018 20:32:30 GMT -8
[LibDay V3.01/MoA] Support AI Buff is now online 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)
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Post by neppi on Feb 9, 2019 15:39:08 GMT -8
Updated the Aoe Missiles to work with sayonaras missiles flight graphics mod.
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