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Author Topic: [0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)  (Read 91949 times)

Histidine

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[0.9.1a] Combat Chatter v1.9.2d (update 2019-05-11)
« on: December 18, 2015, 11:53:45 PM »

Combat Chatter v1.9.2d
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Git repository

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



Changelog

v1.9.2d
* Add character: ja2_conrad
* Add ClearChatterChars command
* Characters have a higher chance to be picked if they only have 1-2 allowed personalities
* Fix a rare crash
* Dialog tweaks

v1.9.2c
* Some console commands now usable in combat
* Smarter detection of which ship is the player's
* Fix a rare crash

v1.9.2b
* Fix console commands crash
* Faction-specific character picking off by default
* Fix typo with foulmouth character

v1.9.2
* Starsector v0.9 compatibility
* SetChatterChar command works if player name is entered; prints error message when specifying invalid character

v1.9.1
* Fix handling of fighter characters in campaign
* Fix for boss ship check
* Better error logging for certain load failure cases (e.g. file missing)
* Some line tweaks

v1.9
* Add characters: acvd_bluemagnolia, bountyhunter, dow_davianthule, dow_lukasalexander, dow2_diomedes, kw_flametank, tt_medusa, uaw_founder, uaw_kamalrex, uaw_orlok
    * Thanks to AxleMC131 and [REDACTED] Element for most of these
* Fighters not limited to default-type configs
* PrintChatterChars console command can also list all loaded characters
* dow2_commissar gets more lines
* Some faction compatibility fixes/updates


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)
« Last Edit: May 11, 2019, 06:52:28 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)

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!

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]

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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