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Author Topic: [0.8.1a] Simulator Overhaul v1.4 (released 2017-06-21)  (Read 86284 times)

LazyWizard

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[0.8.1a] Simulator Overhaul v1.4 (released 2017-06-21)
« on: August 04, 2012, 02:03:24 PM »


Simulator opponent unlocking is disabled when playing with DynaSector due to that mod's randomized variants. All other features are still enabled, however.

This is a simple mod that changes the behavior of the refit simulator. With this mod installed, only ships you've personally fought against or alongside will be present in the campaign simulator, and simulation reserves are infinitely replenished for both sides in all simulator battles.

In addition, this mod provides several optional plugins that you can toggle in data/config/simulator/sim_settings.json, such as healing/restocking the player ship when all sim opponents are defeated, periodically deleting old hulks from the battle map, infinite CR for the player's ships and more.

Only stock variants will be added to the campaign simulator, and you must actively participate in a fight with them to unlock them. Merely having ships in a fleet doesn't give the simulator any useful combat data to work with. Gotta catch 'em all!

Please let me know if you find any bugs. :)

Changelog:
Spoiler
Quote
1.4 (June 21, 2017)
=====================
Blocked simlist opponents changed from unboardable ships to ones hidden in codex
Adjusted hulk cleaner plugin:
 - Hulks are directly removed from the battle map instead of destroyed
 - Ship pieces are cleaned up properly now
Added "includeHiddenInCodex" setting:
 - Disabled by default, this setting will allow ships such as [REDACTED] to
   be unlocked for simulator battles
Added "includeStations" setting:
 - Disabled by default, allows stations to be unlocked for simulator battles
 - Requires "includeHiddenInCodex" to be enabled
Default opponent CR bumped up to 70% (was 60%)

 1.3 (June 06, 2017)
=====================
Updated to be compatible with Starsector 0.8.1a
Fighter wings are no longer supported:
 - Renamed "id" column of starting_sim_opponents.csv to "variant id"; all mods
   that include this file should change this (and also remove any wings)
Starting unlocked sim opponents changed to a Hound (P) and Kite (P)
Civilian ships are sorted at the end of their respective hull size categories

 1.2c (March 16, 2017)
=======================
Switched version file hosting to Bitbucket

 1.2b (April 28, 2016)
=======================
Compatibility patch for DynaSector
Added AllSimOpponents console command, unlocks all possible simulator opponents

 1.2 (November 19, 2015)
=========================
Updated to be compatible with Starsector 0.7a
Combined unlocked ships and wings into one notification (less spammy)
Fixed issues with reserves not regenerating after using F8 in devmode
Changes to SimMaster:
 - Added getDefaultOpponents(), returns starting sim list
 - Added resetSimList(), resets list to only include default opponents

 1.1b (October 23, 2015)
=========================
Fixed missing variant crash after using F8 in devmode
 - Ships will still be missing from the list after using F8, just doesn't crash

 1.1 (October 03, 2015)
========================
Rewrite of reserve respawning logic to be much more efficient
Unexported custom variants in player's fleet now respawn properly
Hulls are sorted at the very end of the sim opponent list
Moved configuration files to data/config/simulator
Added "cleanUpHulks" setting, deletes hulks in sim after 30 seconds if true
Added "infiniteCR" setting, gives ships in sim infinite combat readiness if true
Added "healOnVictory" setting, restores player ship when all enemies are dead
Added "includeHulls" setting, adds all known hulls to sim opponent list if true
Added "useVanillaSimListWithStarsector+" setting, defaults to true
Added starting_sim_opponents.csv:
 - Allows other mods to add ships/wings to the starting sim list without having
   to be unlocked by fighting them first
 - Does nothing if Starsector+ is activated as unlocking is disabled with that
   mod active

 1.0c (November 11, 2014)
==========================
Re-enabled infinite reserves and sorted opponent lists for Starsector+
(ship unlocking is still disabled when playing SS+ due to its random variants)

 1.0b (November 11, 2014)
==========================
Fix for crash when you allow your second in command to fight a battle
Use sim_opponents.csv and vanilla behavior when Starsector+ is installed

 1.0 (November 11, 2014)
=========================
Renamed mod to Simulator Overhaul (was All Ships in Refit Battles)
Mod now requires LazyLib to function
Changes since alpha:
 - Added config file sim_settings.json, can customize how the mod works here
 - Newly unlocked campaign sim opponents will be announced after battle is over
 - Full opponent list appears at the start of a simulation (you don't need to
   close and reopen the opponents list for all known ships to show up)
 - Allied reserves are infinitely respawnable in campaign simulations
   (known bug: replacement allies don't benefit from fleet-wide skill effects)
   (known bug: replacement allies have 60% CR regardless of original value)
 - Mission simulation reserves now infinite, sorted, uses sim_opponents.csv
 - Changed how persistent data is handled (will automatically import old data)
 - Minor optimizations and code cleanup
[close]
« Last Edit: January 30, 2020, 01:10:10 AM by LazyWizard »
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CrashToDesktop

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Re: Mini-mod: All vanilla variants in simulation battles
« Reply #1 on: August 04, 2012, 02:10:44 PM »

Ahhh, been wanting that Onslaught hull for a while not. :)
It's one of those utility mods that'll be on all the time for me!
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LazyWizard

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Re: [0.65a] All Ships In Refit Battle 0.1 (alpha, released 2014-10-24)
« Reply #2 on: October 24, 2014, 12:03:32 AM »

After over two years without an update, I'm finally bringing back the wildly never-popular mod you've never heard of, all the way from page 8 (of 9) of the Mods section! See the OP for details!
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Midnight Kitsune

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Re: [0.65a] All Ships In Refit Battle 0.1 (alpha, released 2014-10-24)
« Reply #3 on: October 24, 2014, 12:33:53 AM »

After over two years without an update, I'm finally bringing back the wildly never-popular mod you've never heard of, all the way from page 8 (of 9) of the Mods section! See the OP for details!
Can't wait to see this in combo with the new "deploy allies" simulator feature from Alex
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Zaphide

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Re: [0.65a] All Ships In Refit Battle 0.1 (alpha, released 2014-10-24)
« Reply #4 on: October 24, 2014, 12:45:23 AM »

Really like the sound of this :)

It will give a more progressive-feel to exploring the sector, especially with a few (or more than a few :P) modded factions thrown in!
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Nanao-kun

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Re: [0.65a] All Ships In Refit Battle 0.1 (alpha, released 2014-10-24)
« Reply #5 on: October 24, 2014, 01:10:49 AM »

I didn't even know this existed.
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Okim

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Re: [0.65a] All Ships In Refit Battle 0.1 (alpha, released 2014-10-24)
« Reply #6 on: October 24, 2014, 01:48:16 AM »

So a question is - does it work with total conversions where there is no such things as vanilla ship hulls at all?

LazyWizard

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Re: [0.65a] All Ships In Refit Battle 0.1 (alpha, released 2014-10-24)
« Reply #7 on: October 24, 2014, 01:53:54 AM »

It should work. It puts a Hound and a Talon wing in the "known ships" list, but the actual spawning is done in a try-catch so it shouldn't crash. However, there will be a slight performance hit since it'll notice the refit reserves aren't full and try (and fail) to spawn them every frame. I'll fix that in an update tomorrow (it's 4 AM here).

Edit: Looks like I forgot to add the "utility" tag to the mod_info.json, so it actually won't work alongside total conversions unless you add that line yourself. Also added to the todo.
« Last Edit: October 24, 2014, 01:56:01 AM by LazyWizard »
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AMDAMK

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Re: [0.65a] All Ships In Refit Battles 0.1 (alpha, released 2014-10-24)
« Reply #8 on: October 24, 2014, 07:14:11 AM »

Will this also work with older version of Starsector (0.62 RC4 - Latest version (?) before the patch came out.)?
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Aklyon

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Re: [0.65a] All Ships In Refit Battles 0.1 (alpha, released 2014-10-24)
« Reply #9 on: October 24, 2014, 07:48:22 AM »

This sounds like a pretty cool idea, actually.
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LazyWizard

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Re: [0.65a] All Ships In Refit Battles 0.2 (released 2014-10-24)
« Reply #10 on: October 24, 2014, 06:22:04 PM »

Version 0.2 is up, get it here.

This fixes a crash some people were having, and also adds the missing 'utility' tag so you can run this mod alongside total conversions. I also fixed it so it removes ships that fail to spawn from the 'known ships' list instead of trying to spawn them every frame.
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LazyWizard

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Re: [0.65.1a] Simulator Overhaul v1.0 (released 2014-11-11)
« Reply #11 on: November 11, 2014, 09:01:11 AM »

Version 1.0 is up (and with a name change), get it here (mirror). This mod now requires LazyLib to function. It is backwards compatible with the old All Ships in Refit Battles alpha.

Spoiler
[close]

If you bounced off of the old mod, I'd recommend trying it one more time. Changes in .65.1a made it possible for this mod to integrate virtually seamlessly with vanilla.

Changelog:
Quote
1.0 (November 11, 2014)
=========================
Renamed mod to Simulator Overhaul (was All Ships in Refit Battles)
Mod now requires LazyLib to function
Changes since alpha:
 - Added config file sim_settings.json, can customize how the mod works here
 - Newly unlocked campaign sim opponents will be announced after battle is over
 - Full opponent list appears at the start of a simulation (you don't need to
   close and reopen the opponents list for all known ships to show up)
 - Allied reserves are infinitely respawnable in campaign simulations
   (known bug: replacement allies don't benefit from fleet-wide skill effects)
   (known bug: replacement allies have 60% CR regardless of original value)
 - Mission simulation reserves now infinite, sorted, uses sim_opponents.csv
 - Changed how persistent data is handled (will automatically import old data)
 - Minor optimizations and code cleanup
« Last Edit: November 11, 2014, 09:03:51 AM by LazyWizard »
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Wyvern

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Re: [0.65.1a] Simulator Overhaul v1.0 (released 2014-11-11)
« Reply #12 on: November 11, 2014, 09:14:48 AM »

This is neat.  I've been tinkering with a total conversion mod, and one of the big problems is that I'm trying to put in stuff you need to explore to find... and the base game really doesn't support that sort of thing.  Now if only we could adjust the Codex to be similarly limited...
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Wyvern is 100% correct about the math.

LazyWizard

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Re: [0.65.1a] Simulator Overhaul v1.0 (released 2014-11-11)
« Reply #13 on: November 11, 2014, 09:30:53 AM »

Definitely agree on more exploration/unlocks. That's actually a large part of why I made the Omnifactory mod as well; I wanted a Restock Mod equivalent that still kept a sense of progression. :)
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Ishman

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Re: [0.65.1a] Simulator Overhaul v1.0 (released 2014-11-11)
« Reply #14 on: November 11, 2014, 10:49:21 AM »

I love that sense of progression, I really do hope Alex implements this sort of thing in the campaign layer in the future.

Would love to have that sense of wonder you got in MOO when you'd come across long-lost tech for the first time, or have a !!FUN!! time with a wandering space monster.

Or engage in some munchkining with weapon construction (shotgun, aoe, HE, semi-seeking, anyone?).

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