Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.97a is out! (02/02/24); New blog post: Simulator Enhancements (03/13/24)

Pages: 1 2 [3] 4 5 ... 19

Author Topic: [0.97a] Combat Chatter v1.14.1 (update 2024-02-18)  (Read 467002 times)

Histidine

  • Admiral
  • *****
  • Posts: 4661
    • View Profile
    • GitHub profile
Re: [0.7.1a] Combat Chatter v1.1 (update 2015-12-25)
« Reply #30 on: December 24, 2015, 11:01:27 PM »

We've been getting lots of Christmas presents lately, so here's another:

Combat Chatter v1.1
Download

Spoiler
[close]

Probably still not enough characters to prevent frequent cases of people sounding the same, but that can get better with time.

Changelog
Code
v1.1
* Persistent character configs for officers
* Crew XP can modify personality of officerless ships
* Chatter lines can play sounds (though none are used at present)
* Better interval handling to prevent repetitive chatter
* Overload messages are cyan
* Some low-priority message types are displayed as floating text
* Fix bonus weight for ships with officers
« Last Edit: December 24, 2015, 11:08:31 PM by Histidine »
Logged

OOZ662

  • Captain
  • ****
  • Posts: 390
    • View Profile
Re: [0.7.1a] Combat Chatter v1.1 (update 2015-12-25)
« Reply #31 on: December 24, 2015, 11:06:34 PM »

The download link is to Steiner Foundation ;D
Logged
It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Histidine

  • Admiral
  • *****
  • Posts: 4661
    • View Profile
    • GitHub profile
Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« Reply #32 on: December 25, 2015, 03:39:51 AM »

Quick hotfix for a rather bizarre gameplay-affecting bug.

Combat Chatter v1.1b
Download

Changelog
Code
v1.1b
* Fix floating chatter position, ships weirdly jerking around
Logged

Dark.Revenant

  • Admiral
  • *****
  • Posts: 2806
    • View Profile
    • Sc2Mafia
Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« Reply #33 on: December 25, 2015, 05:18:31 AM »

* Fix floating chatter position, ships weirdly jerking around

Glad to see you've endeavored not to be a jerk.
Logged

CrashToDesktop

  • Admiral
  • *****
  • Posts: 3876
  • Quartermaster
    • View Profile
Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« Reply #34 on: December 25, 2015, 07:00:54 AM »

Hey, I just realized the Commissar is in the dialog files.  Awesome, it's beautiful! :D
Logged
Quote from: Trylobot
I am officially an epoch.
Quote from: Thaago
Note: please sacrifice your goats responsibly, look up the proper pronunciation of Alex's name. We wouldn't want some other project receiving mystic power.

OOZ662

  • Captain
  • ****
  • Posts: 390
    • View Profile
Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« Reply #35 on: December 25, 2015, 10:05:38 AM »

I just discovered Sunrider from poking around the dialogue lines. Pretty spiff game for being free if you're into the ol' fashioned Japanese space harem trope. Like Nadesico if the characters drank a few less energy drinks.

I'm tempted to put together SPAZ lines, but they're so random and generally related to zombies that I don't think they'd fit...
Logged
It is law that any specific ship you want will not be available. If it is available, it will be gone by the time you're capable of buying it.

Ryu116

  • Lieutenant
  • **
  • Posts: 56
    • View Profile
Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« Reply #36 on: December 25, 2015, 11:27:05 AM »

I am not sure if I am doing anything wrong, I am unable to see any texts (chats) coming out from screen or any ships.  I took screenshot of all mods I installed into my Starsector:





Gameplay screenshot (Chatter lines not appearing anywhere in screen.)







Just in case starsector.log is needed, here is link:
https://www.mediafire.com/?52fdjykm5rusd7f

I think This could be due to mods conflicting with each other?
Logged

Spoorthuzad

  • Captain
  • ****
  • Posts: 284
  • Looking right into your soul
    • View Profile
Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« Reply #37 on: December 25, 2015, 12:15:29 PM »

Im pretty sure the chatter only comes from allies and not your own ship
Logged

Histidine

  • Admiral
  • *****
  • Posts: 4661
    • View Profile
    • GitHub profile
Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« Reply #38 on: December 25, 2015, 06:25:05 PM »

Yeah, so you won't see any chatter if flying a solo ship.

I could implement a "talking to yourself" option if people really want it, but setting the right personality might be an issue.
Logged

DanJSC

  • Lieutenant
  • **
  • Posts: 51
    • View Profile
Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« Reply #39 on: December 25, 2015, 06:28:23 PM »

..."talking to yourself"....

Could be interesting, could have player dialogue when making orders. If you have the player able to set their own 'personality' that'd be alot of different dialogue.
Logged

StarSchulz

  • Captain
  • ****
  • Posts: 458
    • View Profile
Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« Reply #40 on: December 25, 2015, 06:30:21 PM »

Could be from the perspective of random crew members - take a shot to the engines and someone from the engineering department freaks out, or maybe an incoming missiles warning. have been loosing blackrock ships consistently to random missiles i never saw coming.  :'(

Ryu116

  • Lieutenant
  • **
  • Posts: 56
    • View Profile
Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« Reply #41 on: December 25, 2015, 07:25:35 PM »

Yeah, so you won't see any chatter if flying a solo ship.

I could implement a "talking to yourself" option if people really want it, but setting the right personality might be an issue.

I have idea about this solution:

We could select the specific traits that affects how our crew talks on our own ship.  At character creation menu, you could add certain menu that allow you to pick any traits that you would like for your character to have.  And If it is possible, ensure it is compatibility with SS+ and Nexerelin too.

And at the same time, you also could implement the crew reaction to any situations like allied ships does when taking damages. The type of chatters depends on the amount of rookie, veteran, and elite crew that included in your ship, just like allied ships (If I remember correctly if this feature is already implemented for allied ships.  Please correct me if I am wrong though.)
Logged

StarSchulz

  • Captain
  • ****
  • Posts: 458
    • View Profile
Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« Reply #42 on: December 27, 2015, 09:33:39 PM »

I didn't know how much i needed this mod until one of my ships started slowly dying. RIP carrier pilot, you will be missed forever.

ChaseBears

  • Commander
  • ***
  • Posts: 224
    • View Profile
Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« Reply #43 on: December 27, 2015, 10:08:21 PM »

Quote
I'm tempted to put together SPAZ lines, but they're so random and generally related to zombies that I don't think they'd fit...
Would be good for fighting Tri-Tachyon, what with the science leaking out.
Logged
If I were creating the world I wouldn’t mess about with butterflies and daffodils. I would have started with lasers, eight o’clock, Day One!

Barracuda

  • Lieutenant
  • **
  • Posts: 70
    • View Profile
Re: [0.7.1a] Combat Chatter v1.1b (hotfix 2015-12-25)
« Reply #44 on: December 28, 2015, 12:29:08 AM »

Maybe add lines for when a ships ability is used. Say a Onslaught uses its burn drive, the commander would give a one liner pertaining the pain he is about to inflict on his enemies.
Logged
Pages: 1 2 [3] 4 5 ... 19