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Author Topic: [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)  (Read 463993 times)

Histidine

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[0.97a] Combat Chatter v1.14.1 (update 2024-02-18)
« on: December 18, 2015, 11:53:45 PM »

Combat Chatter v1.14.1
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On Nexus
Git repository

Requires LazyLib, MagicLib

This simple mod lets ships in battle say some useful (and not-so-useful) things. Like so:



Changelog
Spoiler
## v1.14.1 (2024-02-18) ##
* Add some Sins of a Solar Empire and Jagged Alliance 3 characters: soase_tec_bb, soase_tec_carrier, soase_tec_colony, soase_tec_javelin, soase_tec_kodiak,
soase_tec_siege, soase_tec_support, soase_tec_titan, soase_tec_transport, ja3_flay, ja3_kalyna, ja3_livewire
* Expand some JA2 characters with their JA3 lines
* Add support for boss victory messages
* Characters can use $playerHonorific token in their lines

Thanks to Bjarl for the SoaSE characters and the new functionality.

## v1.14.0 (2023-11-18) ##
* Add dragonsdogma_pawn character compiled by atreg
* Implement a system where characters can reply to each other
* Message box draws while command UI is active
* Make hull damage and out-of-missile messages be almost always played
    * Previously they could be blocked if too much talking was going on
* Automated ships with no AI core installed will not talk (warning messages and such will still appear)
* Add SotF Taken, LOST_SECTOR Enigma, and RAT abyssal factions to `noEnemyChatterFactions`
    * Deep abyssal faction also gets intro splash
* Fix a couple of under-the-hood bugs
[close]

Console commands
PrintChatterChars: List all remembered officers and their current chatter character. Optional all arg: instead lists all characters that exist in the game.
SetChatterChar [officer name] [character ID]: Assigns the specified chatter character to the officer in the player fleet with the best match for the provided name. Note: Full name is searched first, then surname, then given name.

Configuration
chatterConfig.json lets you turn off low-value and/or ally chatter.
To add/modify lines and personalities, look in data/config/chatter. (Help with faction-specific chatter)
For configuring fleet intros for your mod, see Fleet intros

Ko-fi
« Last Edit: February 22, 2024, 12:31:08 AM by Histidine »
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StarSchulz

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #1 on: December 19, 2015, 01:07:16 AM »

This will be very helpful. i love it!

I can hear it now: "The hull has been breached, and the science is leaking OUT"

Originem

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #2 on: December 19, 2015, 01:12:07 AM »

Wow,it seems interesting!
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zaszella

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #3 on: December 19, 2015, 01:43:15 AM »

You make the spiritless universe lively.
Good job
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Sabaton

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #4 on: December 19, 2015, 03:06:01 AM »

Now this is a very interesting utility mod. I wonder how the devs haven't thought of it so far.

Thou I would personally replace 'I' with 'we have' and 'we are' , because it's the crew talking not the ship, but thats a nitpick.
« Last Edit: December 19, 2015, 03:07:45 AM by Sabaton »
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Clockwork Owl

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #5 on: December 19, 2015, 03:25:25 AM »

Hmm, nice mod! Gonna try it...
« Last Edit: December 19, 2015, 03:41:43 AM by Aron0621 »
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Rushyo

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #6 on: December 19, 2015, 04:26:40 AM »

Ah; this is fantastic! I'd just begun implementing ship chatter in my mod yesterday, but it seems like it would probably make way more sense to use this.

Two quick questions, if I may: Is the JSON extensible via another mod? And would it be any work to add an optional sound argument, as I'm also using voice actors?
« Last Edit: December 19, 2015, 05:01:21 AM by Rushyo »
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Histidine

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #7 on: December 19, 2015, 04:50:06 AM »

Two quick questions, if I may: Is the JSON extensible via another mod? And would it be any work to add an optional sound argument, as I'm also using voice actors?
A "character" (personality) definition .json can't be partially modified, only overwritten (which AFAIK requires the mod in question to load after Combat Chatter, so BSG can't do it). New character definitions can be created and referenced in the .csv file (SS will merge copies from different mods), although I don't actually have support for using custom personalities yet.

For sound, you'd have to change the strings for each line to a JSONObject (with one key-value pair for the text and another for the sound), then modify the loader and character definition class accordingly. I'll probably implement this in a later version, but that won't be coming anytime soon I'm afraid.

If it makes things easier for you, feel free to copy the repo's code into your mod and modify it  :)
(just credit me in a comment header or somesuch for now, I'll probably put later versions of this mod under the MIT license)
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Rushyo

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #8 on: December 19, 2015, 05:23:07 AM »

Fair enough. Thanks :) I'm not sure whether I'll take you up on your kind offer yet, but I'll bear it in mind.

Regardless of all that, I can't think of a reason why I'd ever play vanilla+ without this mod.
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Histidine

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #9 on: December 21, 2015, 03:43:27 AM »

A request for anyone who's interested in the feature: Would you like to contribute character files for the chatter?

Just make a copy of data/config/chatter/default.json or default_timid.json and alter the relevant fields. You can do files themed after certain nationalities or other groups, or based on real or fictional characters (e.g. I was doing part of an Arnold Schwarzenegger character). Not all the message types need to be filled, especially since most of them aren't used anyway, but it would be good to have some variety (at least 3-4 lines) for each type.
If I can get at least a few, that would help me get this stuff into the game, thanks!
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Spoorthuzad

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #10 on: December 21, 2015, 02:14:43 PM »

Here ya go  :D
Make sure you convert it back from text to json  because the forum doesnt accept json.

(you also might want to check the spelling?)

[attachment deleted by admin]
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Clockwork Owl

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #11 on: December 21, 2015, 05:22:34 PM »

Here we go:

Removed the line
Quote
It's time to kick ass and chew bubble gums.
from default.json and added it in default_aggressive.json.

I wasn't crazy enough when I did the aggressive ones, it seems. Someone might improve them.

[attachment deleted by admin]
« Last Edit: December 21, 2015, 05:24:24 PM by Aron0621 »
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Gezzaman

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #12 on: December 21, 2015, 06:23:21 PM »

Extremely useful when trying to micromanage those suicidal frigates :D
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sycspysycspy

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #13 on: December 21, 2015, 10:10:50 PM »

Extremely useful when trying to micromanage those suicidal frigates :D
And they are suicidal so much that you could not even save them...
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Clockwork Owl

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Re: [0.7.1a] Combat Chatter v1.0
« Reply #14 on: December 21, 2015, 10:18:06 PM »

Extremely useful when trying to micromanage those suicidal frigates :D
And they are suicidal so much that you could not even save them...
Sometimes you just see 3 warnings in a row. 4th is the report saying the ship is disabled.
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