Fractal Softworks Forum

Starsector => Mods => Modding Resources => Topic started by: Apophis on May 13, 2012, 07:03:03 AM

Title: Codex 20
Post by: Apophis on May 13, 2012, 07:03:03 AM
I'm developing a "Codex" application whose main purpose is balance ships.

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.

download: Codex (http://www.mediafire.com/download/l83kwtxaaf9yxjl/Codex_20.zip)

(http://img580.imageshack.us/img580/1189/3o95.png)
Spoiler
(http://img7.imageshack.us/img7/3549/codexships.png)
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Spoiler
(http://img11.imageshack.us/img11/7471/codexweapons.png)
[close]
Spoiler
(http://img801.imageshack.us/img801/9650/codexcompare.png)
[close]
Spoiler
(http://img41.imageshack.us/img41/1336/codexmods.png)
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Title: Re: Codex
Post by: CrashToDesktop on May 13, 2012, 07:04:16 AM
Is this similar to the BalanceSuite?  I'm juast asking, no worries I'll still try it out. ;D
Title: Re: Codex
Post by: Apophis on May 13, 2012, 07:11:56 AM
Is this similar to the BalanceSuite?  I'm juast asking, no worries I'll still try it out. ;D
This is completely different. Is a program that load all the data automatically.
Title: Re: Codex
Post by: CrashToDesktop on May 13, 2012, 07:13:10 AM
EDIT:
OH WOW!  This...IS...EPIC!  It's really nice!
Now, the great problem of figuring out how to properly install it...xD
Title: Re: Codex
Post by: Apophis on May 13, 2012, 07:18:45 AM
EDIT:
OH WOW!  This...IS...EPIC!  It's really nice!
Now, the great problem of figuring out how to properly install it...xD
You only have to unzip it in the main starfarer directory (not mods directory), unless I have not forgot some dlls
Title: Re: Codex
Post by: CrashToDesktop on May 13, 2012, 07:22:29 AM
EDIT:
OH WOW!  This...IS...EPIC!  It's really nice!
Now, the great problem of figuring out how to properly install it...xD
You only have to unzip it in the main starfarer directory (not mods directory), unless I have not forgot some dlls
Thanks!
...IT WORKS...
Really nice!  Though it takes a while on loading the first time, it'w worth the wait.  Just about everything that makes a modder happy. ;)
Title: Re: Codex
Post by: Upgradecap on May 13, 2012, 07:23:49 AM
Yes! Yes! Yes!


THE DARK SIDE IS STRONG IN THIS ONE! MWHAHAHAHAHA >:D

EDIT:  This will greatly help Project CAELUS out.   Thanks!


EDIT 2:  using this codex, i can actually put my Watson scale to use. Thanks again! :D

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.
Title: Re: Codex
Post by: keptin on May 13, 2012, 07:27:45 AM
Very cool tool, thanks Apophis!
Title: Re: Codex
Post by: CrashToDesktop on May 13, 2012, 07:35:44 AM
What I'd really like to see is the kind of scrolling that Starfarer has, where you hold right click and drag.
Is that possible?
Title: Re: Codex
Post by: Apophis on May 13, 2012, 07:55:21 AM
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
Title: Re: Codex
Post by: Apophis on May 13, 2012, 07:57:41 AM
What I'd really like to see is the kind of scrolling that Starfarer has, where you hold right click and drag.
Is that possible?
I'll see if i can add that
Title: Re: Codex
Post by: Upgradecap on May 13, 2012, 08:00:36 AM
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

The Fight for universe mod seems to crash the Codex.  I suspect that it's because of the TC tag it has.

Also, the TimCORP mod dosen't have two ship_data.csv files. Atleast, i can't see two.
Title: Re: Codex
Post by: Apophis on May 13, 2012, 08:11:37 AM
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
Title: Re: Codex
Post by: Upgradecap on May 13, 2012, 08:14:16 AM
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

Oh, that one.  I use the one in the data folder as a backup incase of bad events.
Title: Re: Codex
Post by: Apophis on May 13, 2012, 08:25:19 AM
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
Title: Re: Codex
Post by: Apophis on May 13, 2012, 08:54:48 AM
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 universe
Title: Re: Codex
Post by: Archduke Astro on May 13, 2012, 12:24:48 PM
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.

Should this Mac user get his hopes up, or is this solely a Windows-only utility?
Title: Re: Codex
Post by: Apophis on May 13, 2012, 03:32:38 PM
To run on linux i have to recompiles all the libraries, it would require many hours. For now the priority is to improve the windows version.
Title: Re: Codex
Post by: Apophis on May 15, 2012, 09:53:54 AM
new version
changelog
added "combat score", don't use launch bay, fuel, cargo, crew, hangar. Still needs tweaking
added mod details to mod tab
added fleet points column to ship list
added right click scrolling (don't work very well)
download (http://www.mediafire.com/?k1q0c5qkg6040yv)
Title: Re: Codex
Post by: Apophis on May 16, 2012, 03:27:50 PM
new version
changelog
added estimation of score from fleet points
added coloring based on balance
download (http://www.mediafire.com/?de8pilnnlictbal)
Title: Re: Codex
Post by: CrashToDesktop on May 16, 2012, 03:36:58 PM
Sounds good!  And it works good as well.  Good job!
Title: Re: Codex
Post by: FlashFrozen on May 17, 2012, 11:11:31 AM
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.
I just kinda want to be able to see the balance value at a glance, but don't mind me, just a little issue.
Title: Re: Codex
Post by: Apophis on May 17, 2012, 01:11:09 PM
To change the window size you can edit ogre.cfg or alt-tab and drag the border of the window, but the balance column will not appear. Anyway the color of the name hints the balance values
Title: Re: Codex
Post by: Apophis on May 17, 2012, 01:26:09 PM
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.
I just kinda want to be able to see the balance value at a glance, but don't mind me, just a little issue.
In the next version i have increased the window size to completely show the balance column
Title: Re: Codex
Post by: Apophis on May 17, 2012, 02:32:17 PM
new version
changelog
increased window size
added weapons tab
download (http://www.mediafire.com/?gfkw4wmmczx9zd7)
Title: Re: Codex
Post by: FlashFrozen on May 17, 2012, 03:40:05 PM
Ahhh! the pretty rainbows make it so hard to balance :D

lol. Anyways, it's starting to look real good now, and I finally figured out that you linked op cost to the predicted score as I had no idea how it was generated xD
Title: Re: Codex
Post by: Uomoz on May 17, 2012, 06:26:53 PM
I'm starting to like this program a lot.
Title: Re: Codex
Post by: CrashToDesktop on May 17, 2012, 06:35:31 PM
Added Right click scrolling and it's not very good?  I use it all the time now. ;D
It's getting along nicely.  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.
Title: Re: Codex
Post by: Apophis on May 18, 2012, 01:25:20 AM
Added Right click scrolling and it's not very good?  I use it all the time now. ;D
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.
Never said that, but both features are planned. The wings tab is currently a placeholder
Title: Re: Codex
Post by: Apophis on May 21, 2012, 03:18:05 PM
new version uploaded
added useful stats for weapons (see image on the first page)
download (http://www.mediafire.com/?2mfco3ibsc1yxqp)
Title: Re: Codex
Post by: Apophis on May 24, 2012, 12:57:25 PM
new version
added more stats for weapons
added filters to weapons list
download (http://www.mediafire.com/?u83p1hqklspy9hg)
Title: Re: Codex
Post by: CrashToDesktop on June 09, 2012, 05:55:25 AM
Ah, all excellent!  I look forward to the day when you can balance out fighter wings. ;D
Anyway, this has helped me alot in balancing out the weapons for the Caelus mod, thanks!
Title: Re: Codex
Post by: FlashFrozen on June 09, 2012, 05:45:22 PM
Is there any way to make it so the cursor won't be locked inside the application?
Title: Re: Codex
Post by: Spiketail118 on June 10, 2012, 08:06:04 AM
its not loading my modded ships
Title: Re: Codex
Post by: CrashToDesktop on June 10, 2012, 08:07:02 AM
its not loading my modded ships
Did you double-click the appropriate mod?
Title: Re: Codex
Post by: Spiketail118 on June 10, 2012, 08:11:42 AM
wow i feel like a scrub now lol
Title: Re: Codex
Post by: Apophis on June 12, 2012, 04:11:31 AM
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
Title: Re: Codex
Post by: Thule on July 29, 2012, 03:06:11 PM
This Tool is awesome, can't thank you enough.
Title: Re: Codex
Post by: Thule on August 05, 2012, 03:00:18 AM
As of for the newest version of the game the codex wont work anymore.

Is there any chance this awesome tool is getting an update anytime soon?

Would be much appriciated.
Title: Re: Codex
Post by: Apophis on August 05, 2012, 04:51:06 AM
I am not at home but the next week i will update both codex and weapons pack
Title: Re: Codex 9
Post by: Apophis on August 08, 2012, 02:27:15 AM
uploaded version 9
compatible with 0.53
download (http://www.mediafire.com/?42olffvm4ny3a9x)
Title: Re: Codex 9
Post by: Thule on August 08, 2012, 04:37:16 AM
thx for the update
Title: Re: Codex 9
Post by: Kilvanya on August 08, 2012, 07:08:43 AM
Not mac accesible?
Title: Re: Codex 9
Post by: Sproginator on August 08, 2012, 09:33:50 AM
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 another
Title: Re: Codex 9
Post by: Apophis on August 08, 2012, 09:44:51 AM
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.
Title: Re: Codex 9
Post by: Apophis on August 08, 2012, 09:45:26 AM
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 another
That feature is planned.
Title: Re: Codex 9
Post by: Sproginator on August 08, 2012, 10:11:58 AM
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 another
That feature is planned.
Sweet, If this was implemented, It'd be the ultimate tool to use for balancing!
Title: Re: Codex 9
Post by: Okim on August 08, 2012, 11:12:52 AM
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?
Title: Re: Codex 9
Post by: Thule on August 08, 2012, 11:59:25 AM
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?

double click on the desired faction, and hit "reload"
Title: Re: Codex 10
Post by: Apophis on August 08, 2012, 01:12:00 PM
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?
fixed in version 10
download Codex 10 (http://www.mediafire.com/?bebzgpd15dgc24g)
Title: Re: Codex 10
Post by: Verrius on August 08, 2012, 02:47:39 PM
Nice tool! I'll have to give it a go, I see that a few of my little Scrappers might be a tad over the top.

...The Turtle is worthless though, despite it's "ridiculously OP" status. I have an idea of how to make the bloody thing even MORE worthless though.
Title: Re: Codex 10
Post by: K-64 on August 08, 2012, 03:11:42 PM
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 below

(https://dl.dropbox.com/u/15428102/error.png)

Any help would be gratefully recieved as this does look like an immensely useful and powerful tool for modders
Title: Re: Codex 10
Post by: medikohl on August 08, 2012, 06:00:32 PM
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 below
Any help would be gratefully recieved as this does look like an immensely useful and powerful tool for modders
is it sad that the first thing i noticed is that you had a message on skype?
Title: Re: Codex 10
Post by: Apophis on August 09, 2012, 01:04:48 AM
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 below
Any help would be gratefully recieved as this does look like an immensely useful and powerful tool for modders
Which other mods do you have loaded?  They load without errors on my computer
Title: Re: Codex 10
Post by: K-64 on August 09, 2012, 06:30:02 AM
That's the thing, it's only the Trade Scavengers I'm loading up. I even unchecked the vanilla stuff to see if it was interfering in any way, but no luck there.
Title: Re: Codex 10
Post by: Darloth on August 09, 2012, 11:51:45 AM
I don't suppose this edits as well as views?  I couldn't find out how to make it do that, so I'm assuming that you can't just edit the numbers directly, but that would be even MORE kinds of awesome if it did.

Even without that though, it's a great viewer!
Title: Re: Codex 11
Post by: Apophis on August 13, 2012, 05:25:33 AM
version 11
now it will use all the ships values: launch bays, crew, cargo, hangar, fuel
download (http://www.mediafire.com/?h9fs4495q4vrmy3)
Title: Re: Codex 11
Post by: Darloth on August 18, 2012, 07:51:45 AM
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.
Title: Re: Codex 11
Post by: Apophis on August 18, 2012, 07:59:45 AM
Are you sure you are using version 11? I'm using it and i have no problem.
Title: Re: Codex 11
Post by: Darloth on August 18, 2012, 09:46:42 AM
I am quite certain, I redownloaded and reinstalled it to make sure.

Anything I can provide that might help you track it down?
Title: Re: Codex 11
Post by: Apophis on August 18, 2012, 12:02:35 PM
Did you modified the starfarer-core ship_data.csv?
Title: Re: Codex 11
Post by: FlashFrozen on August 18, 2012, 12:20:36 PM
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 welcome the additional values being counted in but some of them don't pertain to combat, also, I've noticed ship's shield score doesn't seem to be properly calculated now, most ships just have a 1 multiplier while phase ships get sorta regular multiplier

fuel score is negative for almost all ships even the fuel tankers, dragging down the values

I personally want to keep the utility balance in, but is it possible to be able to select which balance is being view in the tabs?
  Currently like this:

Name | FP | Mod | ( not-combat) Balance )

  Into either:

Name | FP | Mod | Combat Balance | Utility Balance | Overall Balance

Or just make it selectable which one you want to look at.

Title: Re: Codex 11
Post by: Apophis on August 18, 2012, 02:45:41 PM
The old balance value became "combat balance" but has not been changed. "balance" is is the sum of the combat and utility score.
The shield and fuel values are not correct, maybe you have the same problem as Darloth
Title: Re: Codex 11
Post by: Apophis on August 18, 2012, 02:55:26 PM
The values should be the same as this, else there is a problem
(http://img7.imageshack.us/img7/3549/codexships.png)
Title: Re: Codex 11
Post by: Apophis on August 18, 2012, 03:10:50 PM
Try the new version
Codex 12 (http://www.mediafire.com/?txra9djfvca6lth)

Added a tab to compare ships
(http://img801.imageshack.us/img801/9650/codexcompare.png)
Title: Re: Codex 12
Post by: CrashToDesktop on August 18, 2012, 03:17:56 PM
Uh-ra!
THANKS!
:D
Title: Re: Codex 12
Post by: Apophis on August 18, 2012, 03:32:54 PM
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 i have found the problem, 0.53.1 added the column "defense id" in ship_data.csv and codex 11 was not compatible.
Title: Re: Codex 12
Post by: EnderNerdcore on August 19, 2012, 12:06:13 AM
This is wicked cool.

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.
Title: Re: Codex 12
Post by: Apophis on August 19, 2012, 01:10:50 AM
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)
Title: Re: Codex 12
Post by: Darloth on August 19, 2012, 06:09:43 AM
Even without many guns, you could just use the thing as mobile cover!
Title: Re: Codex 12
Post by: EnderNerdcore on August 19, 2012, 09:21:51 AM
Any estimate on when the Wings functionality will be working?

My mod has a LOT of various fighter and bomber wings, and though I've done a bunch of playtesting balancing, it'd be interesting to see where they fall stats-wise.
Title: Re: Codex 12
Post by: Apophis on August 19, 2012, 03:36:35 PM
fighter wings are problematic because i have to weigh in also the weapons mounted on fighters
Title: Re: Codex 12
Post by: Sproginator on August 19, 2012, 03:54:48 PM
Apophis, Amazing mod, works well, i use it extensively to balance ships, can you perhaps add a key as to what each color means? kinda like a gradient bar on the side
Title: Re: Codex 12
Post by: Apophis on August 20, 2012, 09:41:52 AM
color are simple:
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
Title: Re: Codex 13
Post by: Apophis on August 22, 2012, 03:32:04 PM
version 13
added images for weapons
added "combat balance" column to ships list
download version 13 (http://www.mediafire.com/?od2c5e8e974jlri)

(http://img11.imageshack.us/img11/7471/codexweapons.png)
Title: Re: Codex 12
Post by: Sproginator on August 22, 2012, 03:32:47 PM
color are simple:
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

Thanks man :D
Title: Re: Codex 13
Post by: FlashFrozen on August 22, 2012, 06:02:51 PM
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..
Title: Re: Codex 13
Post by: Avan on August 22, 2012, 06:33:45 PM
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).)
Title: Re: Codex 13
Post by: FlashFrozen on August 22, 2012, 06:59:34 PM
The combat balance value is calculated from the op cost of the ship, and the effectiveness, beforehand, the hyperion was pretty high up on the codex, but after the the change to cost 15 fp it's underrated as UP even though it's teleporter is still a wildcard we all say it's still a fairly op frigate.

The fact that it's 15 fp makes it rank in the cruiser slots, and cruisers tend to have alot more slots and armor and etc, so imo it's correct that for it's cost, it isn't a terribly good deal ( balance). But shipsystems do to tend to sway our opinion :P

Check the Combat Score for how much the codex actually rates your ship in worthiness, check Combat Balance to determine if you should add or subtract FP cost.
Title: Re: Codex 13
Post by: Avan on August 22, 2012, 07:12:59 PM
... 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?]

[edit again - anyways, aside from those few issues, it seems to be a rather neat and useful tool; can't wait for wings to be implemented!]
Title: Re: Codex 13
Post by: Apophis on August 23, 2012, 12:37:51 AM
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.
I have fixed it in the next version
Title: Re: Codex 13
Post by: Apophis on August 23, 2012, 01:07:14 AM
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.

Ship systems are not taken into account when calculating the score, It is not possible to assign a score to systems automatically.
It considers each attribute separately, it ignores good or bad combination of attributes. The combat values is a "duel" value, doesn't considers that a fleet may be more effective than the sum of its parts.

[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
Title: Re: Codex 13
Post by: zeg on December 01, 2012, 02:14:13 AM
er.......program crash on launch

win8x64 and XPsp3

have installed the Redistributable Package
Title: Re: Codex 13
Post by: Apophis on December 01, 2012, 03:15:08 AM
There is a error message?
Title: Re: Codex 13
Post by: zeg on December 09, 2012, 06:38:48 AM
Faulting application name: Codex.exe, version: 0.0.0.0, time stamp: 0x50355b28
Faulting module name: MSVCR100.dll, version: 10.0.40219.325, time stamp: 0x4df2be1e
Exception code: 0x40000015
Fault offset: 0x0008d6fd
Faulting process id: 0x754c
Faulting application start time: 0x01cdd60afb9d7fde
Faulting application path: C:\data\Games\Starfarer\Codex\Codex.exe
Faulting module path: C:\Windows\SYSTEM32\MSVCR100.dll
Report Id: 39b0218c-41fe-11e2-be75-a50bad0df00d
Faulting package full name:
Faulting package-relative application ID:


error from win8x64 event log

the crash mini dump file is too big to attach
Title: Re: Codex 13
Post by: silentstormpt on February 09, 2013, 08:43:41 AM
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\
Title: Re: Codex 14
Post by: Apophis on February 23, 2013, 08:57:35 AM
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

download Codex 14 (http://www.mediafire.com/?llzwm6z0ld8v3mr)
Title: Re: Codex 14
Post by: ValkyriaL on February 23, 2013, 09:19:34 AM
I can't even start it, "trying to find a solution to the error" then it closes again, nothing more.
Title: Re: Codex 14
Post by: Apophis on February 23, 2013, 09:21:01 AM
The previous version worked on 0.54?
Title: Re: Codex 14
Post by: Apophis on February 24, 2013, 06:47:02 AM
Someone else tested this?
Title: Re: Codex 14
Post by: Sandremo on February 24, 2013, 08:25:21 AM
Just downloaded and tested it... starts up just fine for me provided that i wont use the latest uomoz corvus combined with freespace 2

Yep. Latest uomoz corvus crashes the bloody thing. Besides that it works fine.

Edit: Here's the error: weapon with id neutrino_herp1 of mod Uomoz's Corvus redefined.

PS. I'm just testing it! I dont know anything about modding anyway. XD

-Sandremo
Title: Re: Codex 14
Post by: Apophis on February 24, 2013, 09:08:47 AM
thanks for the feedback
Title: Re: Codex 14
Post by: silentstormpt on February 24, 2013, 03:31:01 PM
Im getting errors from not finding certain images like bulletSprites, could you write a log file into your program when ever you have a try(){}catch(){} so i could give you a more detailed error im getting, im almost sure its incorrect pathing tho.

Thanks for your hardwork btw
Title: Re: Codex 15
Post by: Apophis on February 27, 2013, 08:42:24 AM
version 15 changelog
mouse is no longer trapped inside the window
added log file
fixed loading problems with valkyrians mod (and maybe others)

download Codex 15 (http://www.mediafire.com/?75ektu4o3i2agbb)
Title: Re: Codex 15
Post by: ValkyriaL on February 27, 2013, 09:21:00 AM
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.
Title: Re: Codex 15
Post by: Apophis on February 27, 2013, 09:26:44 AM
It was a codex bug that appeared while loading your mod. I dont know if it is related to you previous problems with codex
Title: Re: Codex 15
Post by: FlashFrozen on February 27, 2013, 03:52:54 PM
Pretty sure my mod is causing an error in starting up the codex,


...

weapon with id neutrino_herp1 of mod Uomoz's Corvus redefined.

...

I don't know why it would though it works fine ingame, but as refuses to start in codex
Title: Re: Codex 15
Post by: Apophis on February 28, 2013, 01:12:10 PM
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
Title: Re: Codex 15
Post by: Sandremo on February 28, 2013, 03:43:48 PM
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.

Downloaded the latest version of codex. Runs just fine on my computer + no problems activating your mod on it either... have you tried a clean install of it? If that doesnt work maybe the codex needs an error log of sorts to find thease hidden problems :s

Edit: What error does the codex give you anyway?

-Sandremo
Title: Re: Codex 15
Post by: FlashFrozen on February 28, 2013, 04:27:32 PM
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

Ahhhhh I see, fixed that up,
Title: Re: Codex 15
Post by: ValkyriaL on February 28, 2013, 05:08:14 PM
It does not give me any specific error, it's simply  "This program has ceased to function" the moment i start it and then i have to close it again.
Title: Re: Codex 15
Post by: Apophis on March 01, 2013, 10:43:08 AM
I have no idea what causes that error. Do you use windows 7 and have installed the visual studio redistributable?
Title: Re: Codex 15
Post by: ValkyriaL on March 01, 2013, 04:43:23 PM
very likely i haven't, i haven't really installed much since i got this computer, so i'm probably still missing some of the minor things that you only used occasionally.
Title: Re: Codex 15
Post by: Apophis on March 02, 2013, 11:14:25 AM
The link to redistributable is on the first page
Title: Re: Codex 16
Post by: Apophis on March 20, 2013, 10:44:50 AM
version 16 changelog
improved logging
added list of wings

download Codex 16 (http://www.mediafire.com/?azpnac8l7rgldjl)
Title: Re: Codex 16
Post by: phyrex on March 20, 2013, 04:40:58 PM
this is cool. i wished it worked with weapons

edit :
i should clarify, with codex you can compare ship and get general ratings for each of them. i wish it did too with guns.
its also bugging with some weapons, writing error number sin weird green colors instead of the normal stats other gun display. its doing that with vanilla gun too, not just the ones from my mod
Title: Re: Codex 16
Post by: Apophis on March 20, 2013, 04:59:52 PM
Which vanilla weapons have errors? I didn't found any with errors
Title: Re: Codex 16
Post by: phyrex on March 20, 2013, 05:45:25 PM
Which vanilla weapons have errors? I didn't found any with errors

i cant name them all. but i estimate that a good third of them bug out.
there's no consistency either, ive seen ballistic ones okay, ballistic ones glitched and so on for every sort of gun.

what i mean by "glitched out" is that where theire "calculated stats" such as dps and the like are, it always show something like "-1.4(4040)" in fluo green. and its that same thing for every one that is "glitched out"


(on an unrelated note. you should add weapons to your balance rating system :P)

edit : ill try re-installing i guess ?
edit 2 : didint worked...
edit 3 : took samples. both are small, energy slot projectile based weapons.

not bugged
Spoiler
(http://i.imgur.com/YF6NfPG.png)
[close]

bugged
Spoiler
(http://i.imgur.com/68svStL.png)
[close]
Title: Re: Codex 16
Post by: Apophis on March 22, 2013, 09:25:20 AM
I don't have that bug. Can you send me your weapon_data.csv?
Title: Re: Codex 16
Post by: phyrex on March 22, 2013, 10:08:32 AM
I don't have that bug. Can you send me your weapon_data.csv?

well its doing it with weapons from both vanilla, my mod and uumoz corvus mod.
do you need all 3 csv ?

http://www.mediafire.com/?3u7pm7pr1dolrq8#!

i putted all 3

i hope it wont take too long to anwser, its an awesome thing you got there. personally while i wait. imma try reinstalling and other stuff like that. ill edit my post as i find new things

edit : did a 100% clean install, the problem is solved for vanilla weapons. however, for reasons that escape me, its still there for some of my own weapons. i dont get why
edit2 : ok so the problem is only with the 2 energy gun and the missile one that goes in small slot. the others are ok. this is weird (its the fusion bolter, fusion cycler and micro drones. theyre the last ones still bugging  ??? )
edit3 : i keep checking my weapon_csv, .wpn and .proj file and i dont see anything anormal. the bug is also limited to the calculation of dps and flux per second

edit4 : problem fixed. it was due to an error in coding that i didint see because of my way of doing things, (i use openoffice to edit the csv but the problems was with "" when opened in notepad)
Title: Re: Codex 16
Post by: Apophis on March 22, 2013, 10:59:08 AM
In your weapon_data there are extra " " around some value.

[attachment deleted by admin]
Title: Re: Codex 16
Post by: phyrex on March 22, 2013, 11:47:12 AM
one last bit of help.
in the weapon tabs, im having trouble understanding what the colored numbers on the dps line means.

like the plasma cannon it says "dps : 563" with a (0.62) in red beside it. what do these color coded numbers mean ?
Title: Re: Codex 16
Post by: Apophis on March 22, 2013, 12:04:10 PM
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
Title: Re: Codex 16
Post by: phyrex on March 22, 2013, 12:25:02 PM
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

ooooooh ok. neat.
i wish guns had a rating like the ships :P it would make things easier ;D
Title: Re: Codex 16
Post by: phyrex on March 22, 2013, 04:30:57 PM
/sigh
i really want this thing to work, but its giving me a hell of a time.
now some ship data dosent load and its skewing the balance rating (especially the shield data, its just saying "0") which result in stupidly high ratings.
and how do you fix that ?

edit : ok sorry, im in over my head right now. need to calm down and remember how i fixed the weapon problem before
edit2 : my apologies. also, i can go [****] myself. it was the comma thing again. i never think about it because i open my csv's in openoffice, so i dont see that detail :/
Title: Re: Codex 16
Post by: zeg on March 24, 2013, 10:36:18 AM
still not work

Faulting application name: Codex.exe, version: 0.0.0.0, time stamp: 0x50355b28
Faulting module name: MSVCR100.dll, version: 10.0.40219.325, time stamp: 0x4df2be1e

I have try  MSVCR100.dll 10.0.20327.1 and msvcp100.dll 10.00.205.06.1 (oldest i can found) and give me another error "the procedure entry point_invalid_parameter_noinfo_noreturn could not be located in ... msvcp100.dll"
Title: Re: Codex 16
Post by: Vinya on April 07, 2013, 05:05:44 PM
Yeah, seems really awesome, it says I'm missing dlls though 0_0
Title: Re: Codex 16
Post by: Gotcha! on June 02, 2013, 10:22:14 AM
Hello,

This seems like a lovely tool. Unfortunately it crashes right when I start it.
I am using Windows 7 x64.
I can't install the redistributable's version mentioned in your first post, because my system tells me I already have a newer version.

I do not receive any error messages. Just a "Codex.exe has stopped working" right after starting it.

I hope it can be solved! :)

Regards,

Gotcha!
Title: Re: Codex 16
Post by: ValkyriaL on June 02, 2013, 12:27:53 PM
Same problem as me then.
Title: Re: Codex 16
Post by: Apophis on June 06, 2013, 12:31:38 PM
Send me the file log.txt
Title: Re: Codex 16
Post by: Gotcha! on June 06, 2013, 12:37:48 PM
I would, but all the log says is:
> --  starting Codex

That's it. :)
Title: Re: Codex 16
Post by: Blade Skydancer on July 05, 2013, 12:01:22 PM
I'm trying to get the Codex running so I can check out my weapons and make sure they're balanced alright. However, I'm getting a strange error that I have no idea what it means.

Code
> --  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
Title: Re: Codex 16
Post by: Apophis on July 07, 2013, 12:28:17 PM
The projectile antiproton_seeker is already defined in your mod or in another loaded mod
Title: Re: Codex 16
Post by: Blade Skydancer on July 07, 2013, 11:41:25 PM
Ahhh. So, multiple weapons cannot use the same projectile ID in Codex, even though they can in game. Okay, thank you for the clarification.
Title: Re: Codex 16
Post by: Apophis on July 08, 2013, 01:55:20 AM
They can. but there can't be 2 projectile with the same ID
Title: Re: Codex 16
Post by: Silver Silence on July 10, 2013, 05:26:37 AM
Can't seem to start the Codex.

http://scr.hu/0zoz/ubu69
That's as far as it gets, then "Codex.exe has stopped working"
Title: Re: Codex 16
Post by: Gotcha! on July 10, 2013, 05:29:34 AM
Let me guess, also using Windows 7 64bit?
Title: Re: Codex 16
Post by: Silver Silence on July 10, 2013, 05:54:30 AM
Nope, WinVista 32bit.  :P
Title: Re: Codex 16
Post by: Gotcha! on July 10, 2013, 06:23:17 AM
Interesting. My whole theory just went down in flames.
Title: Re: Codex 16
Post by: ValkyriaL on July 11, 2013, 08:04:49 PM
<-- Win7 Ultimate 64bit.. does that make me special? ;)
Title: Re: Codex 16
Post by: Apophis on July 12, 2013, 01:45:59 AM
I have Windows7 64.
Try deleting the line Plugin=RenderSystem_GL in the file plugins.cfg in codex directory
Title: Re: Codex 16
Post by: Apophis on July 12, 2013, 03:49:58 AM
There is something in Ogre.log?
Title: Re: Codex 16
Post by: Gotcha! on July 12, 2013, 03:59:15 AM
Dunno who you were talking to, but here's my Ogre.log. :)

Deleting the line Plugin=RenderSystem_GL didn't work.

[attachment deleted by admin]
Title: Re: Codex 16
Post by: Apophis on July 12, 2013, 04:16:31 AM
I was talking to everyone with that problem.
Looking at ogre.log it seems that there were no problems, but in log.txt there is only "> --  starting Codex" ?
I'll add more log message and upload a new version
Title: Re: Codex 16
Post by: Apophis on July 12, 2013, 06:58:59 AM
New version is uploaded
version 17 changelog
added some more logging

download Codex 17 (http://www.mediafire.com/download/qq21ti3ycqkn7l8/Codex_17.zip)
Title: Re: Codex 16
Post by: Silver Silence on July 12, 2013, 07:07:13 AM
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.


EDIT:
Strange... Using Windows' built-in winzip to extract the codex instead of 7Zip worked fine. Again it asked for admin access to write to the starsector folder which I found weird, but whatever. So, I can now use the Codex. NEXT issue, mods aren't loading properly (http://scr.hu/0zoz/vftro).
Title: Re: Codex 16
Post by: Gotcha! on July 12, 2013, 07:12:59 AM
Same problem I'm afraid, although now there are two lines in log.txt:
Code
> --  starting Codex
> --  configuration loaded

I can imagine that that isn't too helpful. :-\
Also, it didn't create an ogre.log.
Title: Re: Codex 16
Post by: FloW on July 12, 2013, 07:16:13 AM
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.

Probably a problem with the access rights then. Simple (and kinda safe) solution: change the owner of the "Codex" and "mods" folder to your user.
Title: Re: Codex 16
Post by: Apophis on July 12, 2013, 07:32:52 AM
NEXT issue, mods aren't loading properly (http://scr.hu/0zoz/vftro).

You have to double click on each mod name to enable it, and then press reload.
Title: Re: Codex 16
Post by: Apophis on July 12, 2013, 07:41:53 AM
Same problem I'm afraid, although now there are two lines in log.txt:
Code
> --  starting Codex
> --  configuration loaded

I can imagine that that isn't too helpful. :-\
Also, it didn't create an ogre.log.
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.
Title: Re: Codex 17
Post by: FasterThanSleepyfish on August 01, 2013, 09:06:59 AM
Actually, that error is an incorrect mod directory address. If you open up the config file, you will find that there is no "C:\Program Files (x86)\Fractal Softworks\Starsector" (or where ever your files are at).

I have a problem now too.

Spoiler
> --  starting Codex
> --  configuration loaded
> --  init OGRE
> --  OGRE root created
> --  OGRE resource loaded
> --  setup OGRE
> --  OGRE scene created
> --  loading GUI
> --  loading OIS
> --  starting
ERROR --  error while searching for files with extension .proj in C:/Program Files (x86)/Fractal Softworks/New folder (2)/Starsector/starsector-core/starsector-core

[close]
Title: Re: Codex 17
Post by: FasterThanSleepyfish on September 29, 2013, 11:56:04 PM
Is anyone there? I still have that problem! And, the 0.6 update is breaking it.
Title: Re: Codex 17
Post by: Apophis on October 03, 2013, 09:37:12 AM
I'm updating it for 0.6
Title: Re: Codex 18
Post by: Apophis on October 05, 2013, 04:41:01 AM
uploaded version 18
changelog:
compatible with Starsector 0.6.1, now the balancing value is supplies/day (previously was fleet-points)
more log messages

download Codex 18 (http://www.mediafire.com/download/27mn4d19d7urko2/Codex_18.zip)

Title: Re: Codex 18
Post by: Gotcha! on October 05, 2013, 05:30:16 AM
Whoah, thanks! This version works for me!
Now I reinstalled my OS since last time, so maybe that got something to do with it, but damn, I'm happy.

And Hiigaran Descendants shows up as green! Good times. :D (Even though 2 ships still need a heavy toning down.)
Title: Re: Codex 18
Post by: Apophis on October 05, 2013, 08:55:34 AM
glad to know that your problem has been resolved  :)
Title: Re: Codex 18
Post by: FlashFrozen on October 05, 2013, 10:28:37 AM
I kinda feel that Supply cost paints a slightly less accurate picture of the ships than using deployment costs, since deployment feels slightly more linear in relation to the ships power, but supply seems to vary a bit from just being either low tech vs high tech.

As an example, the conquest and onslaught both use the same amount of supply, but the conquest costs less to deploy, but we all kinda know the onslaught is better in ways but it feels like that just undermines the conquest,

Though with the new codex, my factions is the most op ever because of low day to day supply usage :D

Title: Re: Codex 18
Post by: FasterThanSleepyfish on October 05, 2013, 11:11:37 AM
For some reason, my carrier was a balance of 4.07 O_o
Anyways, thanks for the new update! I spent this morning improving my stuff, and if felt really good to see them fight vanilla ships and sometimes lose!
Title: Re: Codex 18
Post by: Apophis on October 05, 2013, 01:31:05 PM
Deployment cost are mostly useless now, they are never a problem.
Instead supplies/day are the limiting attribute because of the low values of logistic.
Title: Re: Codex 18
Post by: FlashFrozen on October 05, 2013, 01:51:30 PM
Then it feels like aren't you balancing ships via the reliance of your own character? (high skill high logistics vs new character)
It's like this ship is more powerful for how much it costs to run it/my character can handle vs an absolute of Deployment points where you only get this amount.

Not saying it's wrong, but I feel like supplies/logistics just don't scale the same because it changes xP
Because you could just bring a freighter and then supplies/logistics become almost irrelevant

Though high supply usage does hurt the wallet.
Title: Re: Codex 18
Post by: Apophis on October 06, 2013, 07:43:27 AM
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.
"logistic capability" can't be increased with freighters.
Title: Re: Codex 18
Post by: etherealblade on October 10, 2013, 04:41:08 AM
Thank you sir for help me make my path a bit easier to walk!
Title: Re: Codex 18
Post by: dmaiski on October 15, 2013, 12:40:42 AM
this dose not work with my BISO mod, it crashes out without giving error log...

you can try it with the curent published version of the mod, same result...

worked out the problem
Spoiler
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/empty
[close]
Title: Re: Codex 18
Post by: Apophis on October 15, 2013, 03:33:34 AM
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/empty
fixed

I found another problem: you need to remove the prefix ' / ' in file paths
"turretSprite":"/graphics/biso/weapons/SMHv1-4.png",
Title: Re: Codex 18
Post by: Apophis on October 15, 2013, 03:43:42 AM
download Codex 19 (http://www.mediafire.com/download/cdliyubt8tva09c/Codex_19.zip)
Title: Re: Codex 18
Post by: Uomoz on October 15, 2013, 04:15:14 AM
Loading nomads give this error:

data/weapons/proj/nom_doom_cannon_shot.proj
* Line 5, Column 19
  Syntax error: value, object or array expected.
Title: Re: Codex 18
Post by: Apophis on October 15, 2013, 04:27:33 AM
Yes, it must be something in the newest version of nomad. I'll look into it
Title: Re: Codex 18
Post by: dmaiski on October 15, 2013, 05:48:55 AM
I found another problem: you need to remove the prefix ' / ' in file paths
"turretSprite":"/graphics/biso/weapons/SMHv1-4.png",

k nice catch, it dosent really seem to cause problems atm, but probably a good idea to fix this early
Title: Re: Codex 18
Post by: Apophis on October 15, 2013, 12:30:18 PM
fixed nomads bug

download Codex 20 (http://www.mediafire.com/download/l83kwtxaaf9yxjl/Codex_20.zip)
Title: Re: Codex 20
Post by: Xalendi on November 04, 2013, 12:36:38 PM
How does this work? I don't mean how to install and run. I mean, what do all the numbers mean? How is the balance calculated? And is there a way to edit the ship stats from within Codex?
Title: Re: Codex 20
Post by: Apophis on November 04, 2013, 12:57:00 PM
In the "Ships" tab the value "Balance" is the real balance, the "Combat" balance use only combat stats.
1 mean balanced, more than 1 overpowered and less than 1 underpowered.
At the bottom of the ships details on the right there are the intermediate scores (dark gray text) used to calculate the balance.

In the mod tab the balance is the average of all the ships in the mod.

The codex is read-only.

To calculate the balance i have made a big formula that take all the ship stat and output a score(1). Another formula take the "supplies/day" and output the score(2) that the ship should have. balance is score1/score2.
Title: Re: Codex 20
Post by: Xalendi on November 04, 2013, 04:02:09 PM
Ah, that makes sense now. Thanks for the help!
Title: Re: Codex 20
Post by: Magician on November 10, 2013, 05:47:21 AM
I tried to use Codex, but half of installed mods stays grey in mod list. And ships from grey mods don't show up in Codex list.
Title: Re: Codex 20
Post by: ValkyriaL on November 10, 2013, 06:09:44 AM
double click on the grey mods (that YOU have) and codex will load them.
Title: Re: Codex 20
Post by: Magician on November 10, 2013, 06:32:59 AM
Ohh. Thanks. I had to doubleclick several times to load it, first time I clicked on different mods and didn't spam clicks, and when nothing happened I got confused.

On the side note drones don't have any balancing numbers. So my ship with main firepower packed to drone by pure numbers is rather balanced. Maybe as a trick I can temporary create ship template with all stats and weapons transfered to mothership from drone, just to see real balancing numbers.
Title: Re: Codex 20
Post by: Apophis on November 10, 2013, 03:39:17 PM
Ship systems are not used to calculate balance