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Author Topic: [0.54.1] Big Battles 0.21  (Read 49709 times)

Apophis

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Re: Random BattleS 0.17
« Reply #75 on: June 28, 2012, 09:52:55 AM »

use this code in mission file

.......
int fp=250 + (int)((float) Math.random() * 100);
ArrayList size=new ArrayList();
 size.add(ShipList.BATTLESHIP);
ShipList sl=new ShipList(api);
ArrayList ships = sl.get_all_ship_melee(false,true,size,null);
   
generateFleet(fp, FleetSide.PLAYER, ships, api);
.......
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Apophis

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Re: Random BattleS 0.17
« Reply #76 on: June 28, 2012, 09:59:49 AM »

quick update

version 0.18

changelog
ships in random battles have random experience level
updated support for interstellar federation 1.162
updated support for timcorp 1.6
added mission "variants vs variants BB"

download version 0.18
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Goblin_Jim

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Re: Random BattleS 0.18
« Reply #77 on: June 28, 2012, 10:08:44 AM »

THANK YOU!

That worked :)
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Goblin_Jim

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Re: Random BattleS 0.18
« Reply #78 on: June 29, 2012, 01:36:17 PM »

One more question.

Could you tell me please how can I create several Conquest-class battleships (with different type of ammunition)?
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Archduke Astro

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Re: Random BattleS 0.18
« Reply #79 on: July 06, 2012, 11:11:21 PM »

One more question.

Could you tell me please how can I create several Conquest-class battleships (with different type of ammunition)?

Sure thing. It couldn't be simpler, old chap -- just grab a copy of Trylobot's wonderful "SF Edit" ship editor, load the basic Conquest hull and an existing variant thereof, and go to work.

You'll be able to do much more than just change the contents of the weapon slots. The editor also lets you create and save new ship variants directly from the base hull, too. Feel free to set the exact blend of flux vents, capacitors, & hull modifications that you desire. It beats messing around with textfiles outside of the game itself, that's for sure; especially when computing if you've just exceeded your available Ordnance Points or not. Trylobot's ship editor lets you know in realtime when you've gone overboard and spent too many points.

Enjoy! ;D
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We thought our last moment had come
when we got a message up the voice pipe
saying that 'A' Turret magazine was on fire.....

Apophis

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Re: Random BattleS 0.19
« Reply #80 on: August 07, 2012, 01:15:24 PM »

version 0.19

changelog
updated to Starfarer 0.53
updated support for interstellar federation 1.233
updated support for weapons pack 0.28
updated support for junk pirates 1.3
updated support for scrappers 1.65

download version 0.19
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Apophis

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Re: [0.54.1] Big Battles 0.20
« Reply #81 on: March 03, 2013, 08:19:21 AM »

version 0.20

changelog
updated support for all mod
added support for Valkyrie
remove nav points and sensor arrays

download version 0.20
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ValkyriaL

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Re: [0.54.1] Big Battles 0.20
« Reply #82 on: March 03, 2013, 08:51:55 AM »

Valkyrians are at vers 0.98, not vers 1.0 :)
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Apophis

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Re: [0.54.1] Big Battles 0.20
« Reply #83 on: March 04, 2013, 09:59:06 AM »

In mod_info.json there is 1.0
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ValkyriaL

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Re: [0.54.1] Big Battles 0.20
« Reply #84 on: March 04, 2013, 10:01:19 AM »

That was a "very bad" typo of mine that i forgot to change once i released the mod, its fixed in the current dev version.
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ValkyriaL

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Re: [0.54.1] Big Battles 0.20
« Reply #85 on: March 09, 2013, 03:39:52 AM »

And i think the Valk wing_data.csv is missing, because all my fighters/corvettes are frigates, otherwise, its one hell of a mod. i love it.
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Apophis

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Re: [0.54.1] Big Battles 0.20
« Reply #86 on: March 09, 2013, 11:50:42 AM »

Yes, i used codex to automatically generate the variants list but i forgot that still i have not implemented the reading of wing files   :-[
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Apophis

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Re: [0.54.1] Big Battles 0.21
« Reply #87 on: March 10, 2013, 12:14:18 PM »

download version 0.21

changelog
fixed some bugs
added support for
  • Antediluvians  Dev15
  • Blackrock Driveyards  0.30
  • The Gedune  Version 1
  • Shadowyards Heavy Industries Mod  0.3.2c
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