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Author Topic: [0.9.0a] Fleet Tester 1.0 (2019/02/25)  (Read 34289 times)

Tartiflette

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[0.9.0a] Fleet Tester 1.0 (2019/02/25)
« on: February 25, 2019, 02:54:53 AM »


This is a simple utility tool that offers a mission editable on run-time to setup and test various battle scenarios very quickly and test fleet-wide balance or new tactics. It can also help a lot with debugging.




Inside the mission folder you will find two fleet files that will define which ship variants are added to each opposing sides.



Those files can be edited without restarting the game, greatly speeding up the testing process.
They can also be used to setup playable challenges, or situation showcasing balance and AI issues.

Happy testing!
« Last Edit: February 25, 2019, 03:08:15 AM by Tartiflette »
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MrDaddyPants

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Re: [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« Reply #1 on: August 29, 2019, 02:26:09 PM »

Hi. I'm new to starsector.

First thx for the mod. I'm glad i finally found it, cause i learned about it couple of days ago, there's ai fleet tournament.. and for to love of god i couldn't find the mod.. googling, searching on the forum, using google to search the forum. I only found it by finding your old tournament topics, clicking on you and looking at all your posts ^^.

I installed the mod, tried your test fleet battle, looks like it works fine. If i press right ctrl, as per instructions, it's instant CTD.





Spoiler
Here is hopefully relevant part of the log:
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - ____________________________
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - 
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - TOTAL HULLMODS EXPENSES: 49500
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - 
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - TOTAL SHIPS VALUE: 876700
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - 
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - ____________________________
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - 
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - ____________________________
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - 
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - TOTAL FLEET VALUE: 926200
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - 
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - TOTAL DEPLOYMENT COST: 136
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - 
27373 [Thread-4] INFO  data.missions.scripts.FleetTester_utils  - ____________________________
31487 [Thread-4] INFO  data.missions.FleetTester.MissionDefinition  - Map size: 10000x10000
32468 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [miscallenous_main_menu.ogg]
32505 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
32505 [Thread-10] INFO  sound.null  - Playing music with id [battle_ambience_01.ogg]
67335 [Thread-4] INFO  data.scripts.plugins.FleetTester_freeCamPlugin  - CURSOR FREECAM MODE
67335 [Thread-4] INFO  data.scripts.plugins.FleetTester_freeCamPlugin  - Mouse mult: 12.5
67335 [Thread-4] INFO  data.scripts.plugins.FleetTester_freeCamPlugin  - Screen size: 1280.0 x 800.0
67335 [Thread-4] INFO  data.scripts.plugins.FleetTester_freeCamPlugin  - Battle size 10000.0 x 10000.0
67342 [Thread-8] INFO  sound.oo0O  - Cleaning up music with id [battle_ambience_01.ogg]
67507 [Thread-10] INFO  sound.oo0O  - Creating streaming player for music with id [battle_ambience_01.ogg]
67962 [Thread-10] INFO  sound.null  - Playing music with id [battle_ambience_01.ogg]
68156 [Thread-4] ERROR com.fs.starfarer.combat.CombatMain  - java.lang.NoClassDefFoundError: data/scripts/util/MagicRender$positioning
java.lang.NoClassDefFoundError: data/scripts/util/MagicRender$positioning
   at data.scripts.plugins.FleetTester_freeCamPlugin.advance(FleetTester_freeCamPlugin.java:114)
   at com.fs.starfarer.title.Object.float$Oo.o00000(Unknown Source)
   at com.fs.starfarer.combat.oOOO.B.super(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advanceInner(Unknown Source)
   at com.fs.starfarer.combat.CombatEngine.advance(Unknown Source)
   at com.fs.starfarer.combat.CombatState.traverse(Unknown Source)
   at com.fs.state.AppDriver.begin(Unknown Source)
   at com.fs.starfarer.combat.CombatMain.main(Unknown Source)
   at com.fs.starfarer.StarfarerLauncher$1.run(Unknown Source)
   at java.lang.Thread.run(Unknown Source)
Caused by: java.lang.ClassNotFoundException: data.scripts.util.MagicRender$positioning
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.net.URLClassLoader$1.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.net.URLClassLoader.findClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   at java.lang.ClassLoader.loadClass(Unknown Source)
   ... 10 more
[close]

SOLVED. Mod is using magiclib.
« Last Edit: August 30, 2019, 12:43:00 AM by MrDaddyPants »
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writeru

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Re: [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« Reply #2 on: July 26, 2020, 10:15:02 AM »

Hello, Recently (and because of the tournament) I got curious about the fleet tester and decided to try it.

I have some problems. I Figured out exactly how to write the excel sheets to make the mission. However when I try save it, it always make all ships from that sheet disappear from the mission.

I even tried to simply delete the last ship line, to make sure the problem was not writing in the wrong way, but no, even if I just delete the last ship line and save, all ships still disappear.

When I save the sheet a message appears warning about CVS options and commas, and a yes/no answer. No matter what option I choose from, after I save it, all ships disappear. I even tried a fresh install of the mod when trying each of the options, and both have the same results.

So it looks like I have problems with saving the sheet, how do I solve it?
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Tartiflette

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Re: [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« Reply #3 on: July 26, 2020, 10:38:47 AM »

Use Notepad++ or Ron's Editor.
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writeru

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Re: [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« Reply #4 on: July 26, 2020, 10:55:44 AM »

Use Notepad++ or Ron's Editor.

Thanks, I was probably being dumb, when I clicked it opened on excel so I thought" that must be it"


Now it's working fine. Im just confused about something. to test I added a kite_hegemony and somehow I got a nebula class instead of a kite(A). I used the same line that was in the starsector core/data/hulls/skins. Why did I got a nebula instead of a kite?

edit: Actually, any line I add makes a nebula class appear, so Im probably writing something wrong, i've been adding lines like this

Code
1,hyperion_Strike,cautious,false
2,hyperion_Attack,cautious,false
3,hyperion_Strike,cautious,false
4,kite_hegemony,cautious,false
5,kite_hegemony,cautious,false
6,brawler_pather,steady,false

But only the hyperion appear properly, all others appear as nebula class
« Last Edit: July 26, 2020, 11:00:10 AM by writeru »
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Tartiflette

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Re: [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« Reply #5 on: July 26, 2020, 02:16:51 PM »

Because those aren't variants. You need to use the ID in the variant files:
Code
Starsector\starsector-core\data\variants\
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pairedeciseaux

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Re: [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« Reply #6 on: May 02, 2021, 04:25:21 PM »

I'm in the mood to do some lab tests.  ;D

I just tried using version 1.0rc4 of the mod with Starsector 0.95a-RC15, and after changing "gameVersion" to "0.95a" in the mod_info.json, it seems to work just fine.

Just in case, do you happen to have an updated/alternative version lying around? If not, I'll use 1.0rc4 as I did with Starsector 0.9.1.

(Other than using the mod as is, one specific area of interest to me is the terrain setup, which in 1.0rc4 is hardcoded in MissionDefinition.java. Maybe I'll figure how to rebuild the FleetTester.jar with an updated .java file where api.addObjective() calls have been removed.)
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Tartiflette

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Re: [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« Reply #7 on: May 02, 2021, 11:26:44 PM »

I have a version that does a few more things, but those new things require Ship and Weapon Pack thus I have yet to release it.
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FenMuir

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Re: [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« Reply #8 on: March 17, 2022, 02:03:03 AM »

Is there a planned update to make this compatible with 0.95.1a?
Does it currently work with 0.95.1a despite being marked in red on the index?
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rogerbacon

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Re: [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« Reply #9 on: April 15, 2023, 11:08:17 AM »

Is there a planned update to make this compatible with 0.95.1a?
Does it currently work with 0.95.1a despite being marked in red on the index?

I tested it today and it works perfectly with the current version of the game. It is a great addition to the game.
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Damexius

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Re: [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« Reply #10 on: May 20, 2023, 04:41:23 AM »

Is there a planned update to make this compatible with 0.95.1a?
Does it currently work with 0.95.1a despite being marked in red on the index?

I tested it today and it works perfectly with the current version of the game. It is a great addition to the game.


How you do it? i tried to operate the mod it doesn't work so far
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Argonaut

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Re: [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« Reply #11 on: May 20, 2023, 06:22:25 PM »

Quote
How you do it? i tried to operate the mod it doesn't work so far

I think you need to edit the mod_info.json in the mod's main folder with a text editor and make the line indicating the game version say 0.96a-RC10, or whatever the current version is.
This line specifically:
Code
"gameVersion":"0.96a-RC10",
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rogerbacon

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Re: [0.9.0a] Fleet Tester 1.0 (2019/02/25)
« Reply #12 on: August 17, 2023, 10:18:39 AM »

So I notice you have a method ForcedSpawn() that is commented out. Is this to force all ships, including freighters and tankers to spawn into the battle? Why was it commented out? Was there a problem with it?

Also, I want to add an option to make a "retreat" style battle. Did you happen to come across how to do that when you were making this mod?
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