Is this similar to the BalanceSuite? I'm juast asking, no worries I'll still try it out. ;DThis is completely different. Is a program that load all the data automatically.
EDIT:You only have to unzip it in the main starfarer directory (not mods directory), unless I have not forgot some dlls
OH WOW! This...IS...EPIC! It's really nice!
Now, the great problem of figuring out how to properly install it...xD
Thanks!EDIT:You only have to unzip it in the main starfarer directory (not mods directory), unless I have not forgot some dlls
OH WOW! This...IS...EPIC! It's really nice!
Now, the great problem of figuring out how to properly install it...xD
EDIT 3: It dosen't seem to be able to parse some of the mod_info.json files, and crashes therefor. Don't know if the Total Conversion tag has any meaning in this case.which one?
What I'd really like to see is the kind of scrolling that Starfarer has, where you hold right click and drag.I'll see if i can add that
Is that possible?
EDIT 3: It dosen't seem to be able to parse some of the mod_info.json files, and crashes therefor. Don't know if the Total Conversion tag has any meaning in this case.which one?
there is also a problem with timcorp mod, it has 2 ship_data.csv files
Also, the TimCORP mod dosen't have two ship_data.csv files. Atleast, i can't see two.it has one in the data directory and another one in the hulls directory
Also, the TimCORP mod dosen't have two ship_data.csv files. Atleast, i can't see two.it has one in the data directory and another one in the hulls directory
The Fight for universe mod seems to crash the Codex. I suspect that it's because of the TC tag it has.I've found a problem, it has a '\' character in the description
uploaded new version with fixes for Fight for universeThe Fight for universe mod seems to crash the Codex. I suspect that it's because of the TC tag it has.I've found a problem, it has a '\' character in the description
I'm developing a "Codex" application whose main purpose will be to balance ships. For now it only display ship stat.
To install unzip it in the main starfarer directory and start codex.exe
Microsoft Visual C++ 2010 Redistributable Package (x86) (http://www.microsoft.com/en-us/download/details.aspx?id=5555) may be needed.
Just a little nitpick, is there any way that you can adjust the window size , I mean as in like so i can see the balance tab in the ship section? because atm it's just cut off except for the letter B.In the next version i have increased the window size to completely show the balance column
I just kinda want to be able to see the balance value at a glance, but don't mind me, just a little issue.
Added Right click scrolling and it's not very good? I use it all the time now. ;DNever said that, but both features are planned. The wings tab is currently a placeholder
You said you would be able to compare ships side by side and see the "wings?" I'm not sure if you said any of that, but both aren't working, unless I've got something terribly wrong. I can click the panels for ships, but I don't know that to do next. I can click the Wings tab, but nothing shows up.
its not loading my modded shipsDid you double-click the appropriate mod?
Is there any way to make it so the cursor won't be locked inside the application?Until now i haven't found a way
Not mac accesible?no because i don't have a mac. If there is a programmer with a mac i can give him the source code to compile for mac.
What would be really cool and useful to do, is to bring up 2 ships you select side by side, and show us how balanced they are against each other, and what the stats are in comparison to one anotherThat feature is planned.
Sweet, If this was implemented, It'd be the ultimate tool to use for balancing!What would be really cool and useful to do, is to bring up 2 ships you select side by side, and show us how balanced they are against each other, and what the stats are in comparison to one anotherThat feature is planned.
Tried it out. Doesn`t work for me for some reason. Ironclads are greyed out. Codex sees them, but now ships, weapons etc are available.
Any suggestions?
Tried it out. Doesn`t work for me for some reason. Ironclads are greyed out. Codex sees them, but now ships, weapons etc are available.fixed in version 10
Any suggestions?
I don't suppose anyone is able to offer a helping hand as to why I'm getting an error trying to load my mod into the Codex. I hope that it's my own stupid fault rather than an issue that's been unearthed in the program itself, but whenever I try to load up the ships of Trade Scavengers, the utility shuts down hard, as can be seen in the image belowis it sad that the first thing i noticed is that you had a message on skype?
Any help would be gratefully recieved as this does look like an immensely useful and powerful tool for modders
I don't suppose anyone is able to offer a helping hand as to why I'm getting an error trying to load my mod into the Codex. I hope that it's my own stupid fault rather than an issue that's been unearthed in the program itself, but whenever I try to load up the ships of Trade Scavengers, the utility shuts down hard, as can be seen in the image belowWhich other mods do you have loaded? They load without errors on my computer
Any help would be gratefully recieved as this does look like an immensely useful and powerful tool for modders
Something weird is happening with Codex 11 and the Stock ships - I think possibly now there's an extra column in the CSV that it isn't coping with.
Most of the values are shifted up one row, and this causes it to evaluate all stock ships as negatively balanced, meaning they show up in dark blue and are really hard to read the names of.
I'm not sure, but did you change up the balance algorithms? Because most ships now end up with negative balance values ( not the combat balance )
I think though that it might be weighting some things a bit too much--for example, if you plug in Uomoz' Corvus mod into it, supposedly the most overpowered ship is a capital-size freighter.I have looked at the stats of the nausicaa and i agree with the codex. It has 20 fp like the onslaught but has nearly double the hitpoints, 2500 armor (onslaught 1750) , a shield efficiency of 0.2, is faster and has 3200 cargo (atlas 2000)
color are simple:Thanks man :D
for ship balance
blue=underpowered
cyan
green=balanced
yellow
red=overpowered
purple=very overpowered
for weapons attribute
blue=very good
cyan
green=average
yellow
red=bad
purple=very bad
Woo, it's getting good, but it me, or the ship sprites don't show up in the ship tab, but show up in the comparison and variant tabs..It happens only sometimes, restart the codex.
Nice tool, with definite potential. However I've noticed that it has issues with certain ships/ship types, though its good for the more normal ships.
It seems to be failing to account correctly for ship systems and ships that excel in a specific task (esp. specific combat tasks)? (For example, the Hyperion is rated squarely as underpowered, and a lot of specific ships tend to be skewed either high or low; ie, it rates my Vulture as being one of the suckiest (if not the suckiest) ships in existence all around, while its actually not that bad in practice (though it was never really meant to operate solo in the first place), and on the opposite side it rates the Desperation as being balanced (ok, maybe thats because it is dirt cheap and uses only 2FP to field and looks good on paper due to lots of slots; however, in reality can't use them all maximally due to extremely low OP) when a solo Desperation is the most complete and total pushover to everything except unshielded hounds (but only if it has a bunch of harpoons) and freighters, and in comparison to all the other frigates, it is the worst by a significant margin in nearly every single stat except for max crew count (fairly bad), turn rate (mediocre), turn rate accel (mediocre), min crew count (good), price (best), and Fleet Points (best).)
... I checked the combat score... It clocked in at 3rd worst, beating ONLY the plain Buffalo and the plain Atlas. Yet with the right loadout, and proper support (or just a slow enough opponent and good piloting) it can be quite powerful, as I have confirmed through playtesting.
[edit - also, I noticed that it glitches up on the mod display for any mod that doesn't add any ships or weapons or such; maybe it should just mark them in light grey or something?]fixed in the next version
Needs to be updated with the new file path (game changed name from starfarer to starsector), second problem, it crashes if i got other folders on the mods folder if it doesnt find a mod_info.json, this is particularly bad when you have your netbeans workspace folders on the mods\fixed both
...
weapon with id neutrino_herp1 of mod Uomoz's Corvus redefined.
...
Was the error in my mod or codex? :I
Edit: i still cant start Codex.exe, instant error and it closes itself, no menu, nothing.
the problem with neutrino is that there are 2 weapons with id neutrino_herp1:
/mods/Neutrino corp/data/shipsystems/wpn/neutrino_herp1.wpn
/mods/Neutrino corp/data/weapons/neutrino_herp1.wpn
Which vanilla weapons have errors? I didn't found any with errors
I don't have that bug. Can you send me your weapon_data.csv?
for ship balance
blue=underpowered
cyan
green=balanced
yellow
red=overpowered
purple=very overpowered
for weapons attribute
blue=very good
cyan
green=average
yellow
red=bad
purple=very bad
0.62 is flux efficiency 563 "dps" / 900 "flux/sec" = 0.62 efficiency. It is in red because is bad.for ship balance
blue=underpowered
cyan
green=balanced
yellow
red=overpowered
purple=very overpowered
for weapons attribute
blue=very good
cyan
green=average
yellow
red=bad
purple=very bad
> -- starting Codex
> -- loading OGRE
> -- loading GUI
> -- starting
WARNING -- the ship with id mining_drone has a different name in ../starsector-core/data/hulls/ship_data.csv and ../starsector-core/data/hulls/mining_drone.ship
WARNING -- variant with variantId enforcer_CS of mod Stock redefined in mod Stock
-file1: ../starsector-core/data/variants/enforcer_CS.variant
-file2: ../starsector-core/data/variants/enforcer_Support.variant
-ignoring file2
WARNING -- variant with variantId tempest_Attack of mod Stock redefined in mod Stock
-file1: ../starsector-core/data/variants/tempest_Attack.variant
-file2: ../starsector-core/data/variants/tempest_Balanced.variant
-ignoring file2
ERROR -- projectile with id antiproton_seeker of mod Extra Weaponry 2 redefined
> -- starting Codex
> -- configuration loaded
http://scr.hu/0zoz/zwhqy
There's also this that occured. This happened the first time, too. Things just seemed to fail to extract. At first it was an error like "Can not output file", now it can't replace the files that it couldn't output. My solution last time was to open it with Windows' built-in winzip and just drag the folder into place, so I'll try that. It also ended up last time with files being hidden and even deleting the folder to rewrite it like you would do with a mod actually required admin access.
NEXT issue, mods aren't loading properly (http://scr.hu/0zoz/vftro).
Same problem I'm afraid, although now there are two lines in log.txt:Is a bit helpful. It tells me that the problem is before the loading of Ogre (the graphic engine), in the function that loads the mods descriptor.Code> -- starting Codex
> -- configuration loaded
I can imagine that that isn't too helpful. :-\
Also, it didn't create an ogre.log.
an absolute of Deployment points where you only get this amount.In a battle there are 250 deployments point for each side and even if you have more than 250 points in the fleet the battle is still big and other ships can enter as reinforcements
Because you could just bring a freighter and then supplies/logistics become almost irrelevant"logistic capability" start at 20 and can be maxed to 100 using 10 aptitude points and 10 skill points. Also crew "maintenance", repairs, extra cargo/fuel use logistic.
BISO uses respawning MIRV missiles, this probably causes infinite loop, you need to write some kind of cutoff for this kind of thing, or tell it to ignore MIRV if they referance self for warhead/emptyfixed
I found another problem: you need to remove the prefix ' / ' in file paths
"turretSprite":"/graphics/biso/weapons/SMHv1-4.png",