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Author Topic: Codex 20  (Read 76425 times)

Apophis

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Re: Codex 18
« Reply #150 on: October 06, 2013, 07:43:27 AM »

an absolute of Deployment points where you only get this amount.
In a battle there are 250 deployments point for each side and even if you have more than 250 points in the fleet the battle is still big and other ships can enter as reinforcements

Because you could just bring a freighter and then supplies/logistics become almost irrelevant
"logistic capability" start at 20 and can be maxed to 100 using 10 aptitude points and 10 skill points. Also crew "maintenance", repairs, extra cargo/fuel use logistic.
"logistic capability" can't be increased with freighters.
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etherealblade

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Re: Codex 18
« Reply #151 on: October 10, 2013, 04:41:08 AM »

Thank you sir for help me make my path a bit easier to walk!
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Spoiler

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dmaiski

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Re: Codex 18
« Reply #152 on: October 15, 2013, 12:40:42 AM »

this dose not work with my BISO mod, it crashes out without giving error log...

you can try it with the curent published version of the mod, same result...

worked out the problem
Spoiler
BISO uses respawning MIRV missiles, this probably causes infinite loop, you need to write some kind of cutoff for this kind of thing, or tell it to ignore MIRV if they referance self for warhead/empty
[close]
« Last Edit: October 15, 2013, 12:56:16 AM by dmaiski »
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Apophis

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Re: Codex 18
« Reply #153 on: October 15, 2013, 03:33:34 AM »

BISO uses respawning MIRV missiles, this probably causes infinite loop, you need to write some kind of cutoff for this kind of thing, or tell it to ignore MIRV if they referance self for warhead/empty
fixed

I found another problem: you need to remove the prefix ' / ' in file paths
"turretSprite":"/graphics/biso/weapons/SMHv1-4.png",
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Apophis

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Re: Codex 18
« Reply #154 on: October 15, 2013, 03:43:42 AM »

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Uomoz

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Re: Codex 18
« Reply #155 on: October 15, 2013, 04:15:14 AM »

Loading nomads give this error:

data/weapons/proj/nom_doom_cannon_shot.proj
* Line 5, Column 19
  Syntax error: value, object or array expected.
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Apophis

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Re: Codex 18
« Reply #156 on: October 15, 2013, 04:27:33 AM »

Yes, it must be something in the newest version of nomad. I'll look into it
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dmaiski

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Re: Codex 18
« Reply #157 on: October 15, 2013, 05:48:55 AM »

I found another problem: you need to remove the prefix ' / ' in file paths
"turretSprite":"/graphics/biso/weapons/SMHv1-4.png",

k nice catch, it dosent really seem to cause problems atm, but probably a good idea to fix this early
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BISO
(WIP) lots of shiny new weapons ( :-[ i have more weapons then sprites :-[ )

i got a cat pad
its like a mouse pad but better!

Apophis

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Re: Codex 18
« Reply #158 on: October 15, 2013, 12:30:18 PM »

fixed nomads bug

download Codex 20
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Xalendi

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Re: Codex 20
« Reply #159 on: November 04, 2013, 12:36:38 PM »

How does this work? I don't mean how to install and run. I mean, what do all the numbers mean? How is the balance calculated? And is there a way to edit the ship stats from within Codex?
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Apophis

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Re: Codex 20
« Reply #160 on: November 04, 2013, 12:57:00 PM »

In the "Ships" tab the value "Balance" is the real balance, the "Combat" balance use only combat stats.
1 mean balanced, more than 1 overpowered and less than 1 underpowered.
At the bottom of the ships details on the right there are the intermediate scores (dark gray text) used to calculate the balance.

In the mod tab the balance is the average of all the ships in the mod.

The codex is read-only.

To calculate the balance i have made a big formula that take all the ship stat and output a score(1). Another formula take the "supplies/day" and output the score(2) that the ship should have. balance is score1/score2.
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Xalendi

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Re: Codex 20
« Reply #161 on: November 04, 2013, 04:02:09 PM »

Ah, that makes sense now. Thanks for the help!
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Magician

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Re: Codex 20
« Reply #162 on: November 10, 2013, 05:47:21 AM »

I tried to use Codex, but half of installed mods stays grey in mod list. And ships from grey mods don't show up in Codex list.
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ValkyriaL

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Re: Codex 20
« Reply #163 on: November 10, 2013, 06:09:44 AM »

double click on the grey mods (that YOU have) and codex will load them.
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Magician

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Re: Codex 20
« Reply #164 on: November 10, 2013, 06:32:59 AM »

Ohh. Thanks. I had to doubleclick several times to load it, first time I clicked on different mods and didn't spam clicks, and when nothing happened I got confused.

On the side note drones don't have any balancing numbers. So my ship with main firepower packed to drone by pure numbers is rather balanced. Maybe as a trick I can temporary create ship template with all stats and weapons transfered to mothership from drone, just to see real balancing numbers.
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