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Author Topic: Project Ironclads TC (28 of April, 2017) Source files for the mod  (Read 1336337 times)

robokill

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #855 on: November 25, 2012, 05:41:29 PM »

Awsome Mod I Love The Art And Lore. ps update front page pictures.
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Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #856 on: November 25, 2012, 09:12:25 PM »

Thanks.

I`m working on updating it to 0.54. So far there are some 'null' errors when pirate supply ship goes in. Can`t find the problem yet.

Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #857 on: November 26, 2012, 02:56:57 AM »

Guys. Need your help with a script. I`m trying to make diplomacy dependent on choices you make while creating a new char.

I have troubles with java and can`t properly set up all the things. A simple example of how to put a diplomacy switch into character generation script would be helpful.

I want allow players to pick any of the factions in the game with their second list of choices (the 'Most recently you...' one). These factions include pirates, RSF, ISA, UIN, XLE and civies.

Barracuda

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #858 on: November 26, 2012, 01:50:52 PM »

Hey Okim, I know your busy but could you upload some pictures of the new ISA ships too keep my addiction to your mod from making me go CrAZy?
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The Soldier

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #859 on: November 26, 2012, 02:54:27 PM »

Hmm...it seems simple enough.  Choose this quote, get this ship, choose this quote, get this ship.  I can try making a character selection screen for you, getting the ships out of the way.  You can edit the skills/aptitudes after it's done, if you'd like.

Although I don't know how to add that diplomacy switch with the first character screen.
« Last Edit: November 26, 2012, 03:14:40 PM by The Soldier »
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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.

Alex

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #860 on: November 26, 2012, 05:01:28 PM »

Guys. Need your help with a script. I`m trying to make diplomacy dependent on choices you make while creating a new char.

I have troubles with java and can`t properly set up all the things. A simple example of how to put a diplomacy switch into character generation script would be helpful.

I want allow players to pick any of the factions in the game with their second list of choices (the 'Most recently you...' one). These factions include pirates, RSF, ISA, UIN, XLE and civies.

Look where the new variable is defined (public static int factionPick = 0;) and then the places where it's used. It's not a working piece of code, just one example of how you might go about storing information from those answers for later use. Keep in mind that this way of doing it will not make the info part of the saved game - so while you can use it in sector generation immediately after, that's the only place you should use  it. Any changes you make in sector generation based on this info (such as adjusting faction standing) will be part of the save, of course.

Code
package data.scripts.plugins;

import java.util.ArrayList;
import java.util.List;

import com.fs.starfarer.api.campaign.CargoAPI.CrewXPLevel;
import com.fs.starfarer.api.characters.CharacterCreationPlugin;
import com.fs.starfarer.api.characters.MutableCharacterStatsAPI;

public class CharacterCreationPluginImpl implements CharacterCreationPlugin {

public static int factionPick = 0;

public static class ResponseImpl implements Response {
private String text;
public ResponseImpl(String text) {
this.text = text;
}
public String getText() {
return text;
}
}

// Not using an enum for this because Janino doesn't support it.
// It does, apparently, support using enums defined elsewhere - just can't compile new ones.
private ResponseImpl SUPPLY_OFFICER = new ResponseImpl("Served as a junior supply officer in an independent system's navy");
private ResponseImpl GUNNER = new ResponseImpl("Hired out as a gunner on a mercenary ship");
private ResponseImpl ENGINEER = new ResponseImpl("Found employment as an assistant engineer on an exploration vessel");
private ResponseImpl COPILOT = new ResponseImpl("Spent time as a co-pilot on a patrol ship in an independent system");
private ResponseImpl SOMETHING_ELSE_1 = new ResponseImpl("Did something else");
private ResponseImpl ADJUTANT = new ResponseImpl("Served as an adjutant in the Hegemony Navy");
private ResponseImpl QUARTERMASTER = new ResponseImpl("Performed the duties of a quartermaster on an independent warship");
private ResponseImpl HELM = new ResponseImpl("Helmed a patrol ship operating in a backwater system");
private ResponseImpl COMBAT_ENGINEER = new ResponseImpl("Took over the duties of chief combat engineer during a lengthy campaign");
private ResponseImpl SOMETHING_ELSE_2 = new ResponseImpl("Did something else");

private int stage = 0;
private String [] prompts = new String [] {
"Early in your career, you...",
"More recently, you...",
};

public String getPrompt() {
if (stage < prompts.length) return prompts[stage];
return null;
}

@SuppressWarnings("unchecked")
public List getResponses() {
List result = new ArrayList();
if (stage == 0) {
result.add(SUPPLY_OFFICER);
result.add(GUNNER);
result.add(ENGINEER);
result.add(COPILOT);
result.add(SOMETHING_ELSE_1);
} else if (stage == 1) {
result.add(ADJUTANT);
result.add(QUARTERMASTER);
result.add(HELM);
result.add(COMBAT_ENGINEER);
result.add(SOMETHING_ELSE_2);
}
return result;
}


public void submit(Response response, CharacterCreationData data) {
if (stage == 0) { // just in case
data.addStartingShipChoice("shuttle_Attack");
}

stage++;

MutableCharacterStatsAPI stats = data.getPerson().getStats();
if (response == SUPPLY_OFFICER) {
stats.increaseAptitude("leadership");
stats.increaseSkill("fleet_logistics");
stats.increaseSkill("command_experience");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == GUNNER) {
stats.increaseAptitude("combat");
stats.increaseSkill("ordnance_expert");
stats.increaseSkill("target_analysis");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == ENGINEER) {
stats.increaseAptitude("technology");
stats.increaseSkill("field_repairs");
stats.increaseSkill("mechanical_engineering");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == COPILOT) {
stats.increaseAptitude("combat");
stats.increaseSkill("helmsmanship");
stats.increaseSkill("evasive_action");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == SOMETHING_ELSE_1) {
stats.addAptitudePoints(1);
stats.addSkillPoints(2);
data.getStartingCargo().getCredits().add(1000f);
}

else if (response == ADJUTANT) {
factionPick = 1;
stats.increaseAptitude("leadership");
stats.increaseSkill("fleet_logistics");
stats.increaseSkill("advanced_tactics");
data.addStartingShipChoice("lasher_Standard");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == QUARTERMASTER) {
factionPick = 2;
stats.increaseAptitude("technology");
stats.increaseSkill("navigation");
stats.addSkillPoints(1);
data.addStartingShipChoice("wolf_CS");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == HELM) {
factionPick = etc etc etc;
stats.increaseAptitude("combat");
stats.increaseSkill("helmsmanship");
stats.increaseSkill("evasive_action");
data.addStartingShipChoice("vigilance_Standard");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == COMBAT_ENGINEER) {
stats.increaseAptitude("combat");
stats.increaseSkill("damage_control");
stats.increaseSkill("flux_modulation");
data.addStartingShipChoice("lasher_Standard");
data.getStartingCargo().getCredits().add(3000f);
} else if (response == SOMETHING_ELSE_2) {
stats.addAptitudePoints(1);
stats.addSkillPoints(2);
data.addStartingShipChoice("hound_Assault");
data.getStartingCargo().getCredits().add(1000f);
}
}

public void startingShipPicked(String variantId, CharacterCreationData data) {
MutableCharacterStatsAPI stats = data.getPerson().getStats();
stats.addAptitudePoints(1);
stats.addSkillPoints(2);

if (variantId.equals("vigilance_Standard")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(30);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 20);
data.getStartingCargo().addMarines(5);
} else
if (variantId.equals("lasher_Standard")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(20);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 40);
data.getStartingCargo().addMarines(10);
} else
if (variantId.equals("wolf_CS")) {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(20);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 22);
data.getStartingCargo().addMarines(7);
} else
if (variantId.equals("shuttle_Attack")) {
data.getStartingCargo().addFuel(10);
data.getStartingCargo().addSupplies(10);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 10);
data.getStartingCargo().addMarines(3);
} else
if (variantId.equals("hound_Assault")) {
data.getStartingCargo().addFuel(30);
data.getStartingCargo().addSupplies(40);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 25);
data.getStartingCargo().addMarines(15);
} else {
data.getStartingCargo().addFuel(20);
data.getStartingCargo().addSupplies(20);
data.getStartingCargo().addCrew(CrewXPLevel.REGULAR, 20);
data.getStartingCargo().addMarines(10);
}
}
}

And in your sector generation, you can say:

Code
if (CharacterCreationPluginImpl.factionPick == 1) {
// do something
} else if (CharacterCreationPluginImpl.factionPick == 2) {
// do something else
}
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dogboy123

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #861 on: November 29, 2012, 05:29:30 PM »

Just want to say, this is my favorite Starfarer mod ;D.
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Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #862 on: November 29, 2012, 11:17:04 PM »

Thanks!

I plan to release the new version this eve. With the help of Alex i managed to get diplomacy dependent on your character creation picks. This means that you can now become a pirate and fight the whole other factions or ISA/RSF pilot and wage war against your sworn enemy. Or become neutral XLE/UIN/civilian and fight just pirates and aliens.

No playing as aliens :) Though, this option might be funny.

After this release i`ll continue to redesign ISA and mod in more XLE/UIN stuff. Though this will be done at a slower pace as i currently work on two other non-Starfarer projects.

P.S.: about pics. I`ll try to sit down and get some pics. But i really don`t play SF that much these days :(
« Last Edit: November 29, 2012, 11:23:36 PM by Okim »
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Okim

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Re: Project Ironclads, version 3.0 (0.53.1a with campaign)
« Reply #863 on: November 30, 2012, 10:53:43 AM »

Ok. Here we go!

A version of the mod (Ironclads 4.0) is now available. It mainly make the mod compatible with 0.54 and also introduces starting diplomacy dependent on char pics you`ve made during start of the game.

You can play as RSF, ISA, IUN, XLE, pirates and neutrals (both civilian trader and enforcer).

RSF and ISA are enemies. Pirates and Aliens are enemies to all.
RSF and XLE are allies as well as ISA and UIN, but both XLE and UIN are neutral to any except pirates and aliens.

Note that you start on a gunship class ship, so the start is harsh. UIN and pirates start with frigates (pirates - for balance and UIN because they have no gunship yet).

Enjoy and report any bugs. I haven`t played it much, so there might be bugs.

Erick Doe

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #864 on: November 30, 2012, 11:21:39 AM »

Thank you, Okim. For bringing the mod up to snuff.  :)
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dogboy123

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #865 on: November 30, 2012, 02:17:31 PM »

Whoo! thanks for updating it ;D. Great job.
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erynr73

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #866 on: November 30, 2012, 04:03:51 PM »

Crashes on launch.

"Fatal: Weapon Spec [Harpoon_Single] not found"

Would check the error log, can't seem to find it...
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ArkAngel

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #867 on: November 30, 2012, 05:21:22 PM »

I finally get to try the Austria and first thing I do is try to drive it. Feels like it can spin out if your not careful.
Other then that feels good :)
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Barracuda

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #868 on: November 30, 2012, 07:40:19 PM »

Nice work so far. I like the ISA's new gunship and fighters alot.  ;D
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Okim

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Re: Project Ironclads, version 4.0 (0.54 with campaign)
« Reply #869 on: November 30, 2012, 09:37:41 PM »

I thought that people now a days automatically remove the older mod folder before installation :)

Remove the folder, install the mod, play the game. Harpoon was used for an older alien fighter that itself was never used in the mod. Now Ironclads use no vanilla data (no weapons, ships etc). That`s why you got that crash - your old mod version that contained that particular fighter variant caused it.
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