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Sunrider => Mods => Topic started by: saibotlieh on June 11, 2015, 11:30:03 pm

Title: Character Side Missions
Post by: saibotlieh on June 11, 2015, 11:30:03 pm
Character Side Missions for Mask of Arcadius

Although it has practical no influence on the game (so far), there is already an affection system integrated in Mask of Arcadius. The mod files I will upload here will make use of this system to trigger missions evolving around specific characters once their affection towards Kayto becomes high enough. I am aiming to create at least one mission for each character, but I don't see any reason why not to upload the missions I have already completed so far.

I am trying to make these missions as modular as possible, meaning that each missions has its own rpy file. This way, one can easily choose which missions shall be added to the game and which not. To make these files directly recognisable, each file begins with "Mod_". To add a mission to the game, just copy the file into the "...\Sunrider\game" folder. To remove it again, just remove the file and the .rpyc file with the same name from that folder. Beside the individual mission file, all missions also need the "Mod_SL_SM_Main.rpy" file to be in the folder (this file contains functions and variables shared by several missions).

Furthermore the missions need The Bigfoot's "ModFramework.rpy" (http://innomenpro.com/forums/index.php?topic=1581.0) file to work (many thanks for providing the code). Beside providing the code to enable custom made character buttons for the ship map (which is used in the missions) the file also removes the limitation to the range of movement to 4 spaces in battle. If this limitation should be reinstalled (for example to reduce potential lag), just find these lines in the file:
Code: [Select]
    if unlimited_movement:
        get_movement_tiles = MovTile2
        MouseTracker.event = MTeventMod
and change them to:
Code: [Select]
#    if unlimited_movement:
#        get_movement_tiles = MovTile2
#        MouseTracker.event = MTeventMod

As mentioned above, these missions will be available once your Kayto gained enough affection with the specific character. You will always get the chance to put the missions on hold after the introduction, so do not hold back taking a peek. Some missions might also need further triggers, for example an item that needs to be bought from the miners union first.

These missions are now also available for The Bigfoot's "First Arrival and Mask of Arcadius
in Liberation Day" port (http://innomenpro.com/forums/index.php?topic=1581.0).
They are collected in the "Mod_SL_Character_Sidemissions_LD_MoA.zip" file. Just download that file, unzip it and copy the resulting "Mod" folder into the "...\Sunrider Liberation Day\game" folder. The "ModFramework.rpy" file is not needed in that case.

Missions available thus far:

For Queen and Country (Mod_SL_SM_AsagaMission) – After the fall of Ryuvia Prime, the crew of a small Ryuvian outpost wants to join the fight against PACT. Will Asaga be able to fulfill her royal duty?

MIA (Mod_SL_SM_AvaMission) – Ava found evidences that another Ceran battleship might have escaped the PACT forces. Could there be new allies to be found?

Quantum Jump (Mod_SL_SM_ChigaraMission) – The Mining Union has a mysterious Ryuvian artifact for offer. Might Chigara be able to find out its secrets?

A Boost of the Morale (Mod_SL_SM_ClaudeMission) – Claude proposes a mission to boost morale rather than funds. Will Ava approve? Of course not, but will Kayto?

Queen of Spades (Mod_SL_SM_IcariMission) - Icari requests Shields to help in reacquiring a piece of equipment that she had to leave behind in past events. S-surely not because she l-likes him or anything, r-right?

Sword and Shield (Mod_SL_SM_KryskaMission) - Kryska conveys a request from the Alliance to hunt down a band of pirates. Will the Sunrider be up to this task?

Gemini (Mod_SL_SM_SolaMission) - Sola reveals that her Ryder misses essential equipment. Can replacements be found in an ancient Ryuvian research station?

Treasure Here! (Mod_SL_SM_ExtraMission ) - One day a mysterious entry appears on the star map. Is it really a good idea to jump to these coordinates?

These missions are of course not canon in any way and, while tested at least once, might not work as properly as intended. Saving the game before each missions is recommended. That said, of course I appreciate any report about problems and feedback in general.

The files can easily be changed to make the missions available without grinding the necessary affection.  Just search for “--> set to 0 for testing <--“ entries in the mission and the main file and set the marked variables to 0.

I welcome any kind of further modification done on and with these mods. If you want to continue story threads started in these missions, please do so. If you like any part of the code for your own mod, please use it. If you think you can improve my stories and/or writing, please do not hold back. I am looking forward to anything that might evolve from my work.

How to install the missions:

- Download The Bigfoot's "ModFramework.rpy" (http://innomenpro.com/forums/index.php?topic=1581.0)
- Download the "Mod_SL_SM_Main" zip file
- Download the zip files of the missions you want to install
- Unzip all zip files
- Put all rpy files into the "...\Sunrider\game" folder of your Sunrider installation
- For Mod_SL_SM_ExtraMission, the zip file also contains a folder called "Mod".  Put this folder into the "...\Sunrider\game" folder of your Sunrider installation as well

For anybody who is using the Astral's Extensive Mod (http://innomenpro.com/forums/index.php?topic=865.0), there is a variable in the main file called "SL_SM_ExtensiveModUsed" that should make the missions compatible with that mod by changing it to "True".

For my modding I found The Bigfoot's tutorial (http://innomenpro.com/forums/index.php?topic=1251.0) and Rhi's short side-mission branch (http://innomenpro.com/forums/index.php?topic=804.0) most helpful, many thanks to both for these.

Also I want to express my thanks to 7twenty, Spart117MC, Inaho Rowe, Shanix, Drath, blahgony, warchief-williams and The Bigfoot for their feedback and suggestions how to improve the mods.
Title: Re: Character Side Missions
Post by: The Bigfoot on June 12, 2015, 01:42:59 am
Fantastic! Will test these in my run through with 7.2 (nice timeing btw) and look forward to playing them.
Title: Re: Character Side Missions
Post by: 7twenty on June 12, 2015, 10:18:10 am
I am testing them right now. I will post a review sometime tonight. If this works, I will be very happy. I have been wanting to see a lot more side quests for this game! Thanks for the more. Once more, into the Abyss...

Updated: June 12, 2015, 11:32:05 am
I just started Ava's quest and I noticed 2 issues. 1: the text needs not only spell checking, but grammar editing as well. This is easily resolved by copy/pasting the text into a word program and using the program's spell check, than reading the text to yourself out loud to get the grammar issues. 2: After going to meet Ava's Informant, I got an error screen. The combat screen that popped up when I ignored it loaded, ended the moment I clicked on something, and another error showed up that I couldn't ignore. If it matters, I am using the 7.2 Extensive Mod with these. I do not know if that make's any difference.

Updated: June 12, 2015, 11:49:17 am
Here is the Error Report: I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/Mod_SL_SM_AvaMission.rpy", line 416, in script call
    call SL_SM_AvaMission_NiamhDefence_BM_Init # sets mission variables
  File "game/Mod_SL_SM_AvaMission.rpy", line 423, in script
    python:                                #
  File "game/Mod_SL_SM_AvaMission.rpy", line 434, in <module>
    BM.xadj.value = 872
AttributeError: 'float' object has no attribute 'value'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/Mod_SL_SM_AvaMission.rpy", line 416, in script call
    call SL_SM_AvaMission_NiamhDefence_BM_Init # sets mission variables
  File "game/Mod_SL_SM_AvaMission.rpy", line 423, in script
    python:                                #
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\ast.py", line 785, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\python.py", line 1445, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/Mod_SL_SM_AvaMission.rpy", line 434, in <module>
    BM.xadj.value = 872
AttributeError: 'float' object has no attribute 'value'

Windows-8-6.2.9200
Ren'Py 6.99.3.404
Sunrider Mask of Arcadius  Beta 7.2 Extensive Mod
Title: Re: Character Side Missions
Post by: saibotlieh on June 12, 2015, 12:56:18 pm
Thank you both for testing these missions, I hope you will enjoy them.

For the spelling I in fact loaded each file in word and made a spell check, but I might have overlooked some of the errors within the text (lots more flash up in the code lines). For the grammar I would like to blame the fact that English is not my first language, but I am also not the best in this when it comes to my native one. I can have a look again, but I most probably will miss a fair bit still. So if you can point out at least the most severe mistakes that would already help me quite a bit.

For the problem with the combat screen, that might in fact be a problem with the Extensive Mod, all missions worked fine for me with the beta 7.2 vanilla version. Can you access the combat screens of the other two missions? Also, do you have a link where I could download the Extensive Mod? I would like to see if I can make the mission work for that as well.

Updated: June 12, 2015, 08:08:07 pm
Edit: Okay, I have downloaded the Extensive Mod myself now (confused it with Britnoth's mod that is not available anymore). I got the battle working by exchanging the code lines
Code: [Select]
        BM.xadj.value = 872
        BM.yadj.value = 370
with
Code: [Select]
        BM.xadj = 872
        BM.yadj = 370
I don't see a way at the moment to make the same file working with both the Beta 7.2 and the 7.2 Extensive Mod, but hopefully this should be the only problem here.

I took another look at Ava's mission and already fixed some things, but of course I am still thankfull for any further input.
Title: Re: Character Side Missions
Post by: 7twenty on June 13, 2015, 04:04:33 am
No problem! I can run through the quest and post what I can. Largely, my gripes are minor issues of punctuation, so it isn't a huge issue. I will put the list of issues in a notepad document, along with the corrected spelling and grammar (as best I can).
Title: Re: Character Side Missions
Post by: The Bigfoot on June 14, 2015, 07:48:27 am
Played through them last night, I liked the use of modified images and the missions blended nicely with the main story. The menu use in Ava's mission was pretty good but there are a few bugs in the battles.

Ava:

Firstly it crashes when you try to replay it after a loss as there are no enemy ships, it tries to go to victory screen where it attempts to divide by 0 (as no enemy's were killed). You could fix this by putting in a place-holder enemy and remove it from BM.ships so that its not visible, then when the normal enemies show up, del() it or remove it from enemy_ships.

Ava + Chigara:

The other issue is because you don't set the ship.location manually for sunrider ships, they can appear on the map in their previous location. You could try removing the ships from player_ships and BM.ships and then adding them in by menu or using ship.location = None so they don't appear beforehand.

The final issue is a general one by doing BM.mission -= 1, you try to apply a -1 to a string which traumatizes renpy, im not sure what the mission count up your trying to counter is, BM.mission is set per mission and doesn't have an increment that I can find in the code. What you could do is use the mission*_complete variables that are already in place to track what missions have been done.

The other thing to remember is if you keep track of the game progress by the BM.mission, it can be thrown out horribly by mod missions.

I really did enjoy the side-missions (Particularly Chigara's battle and Claude's story-bit, it showed her in a much better light than most of the game).

(So tempted to make Chigara's artifact a usable weapon)
Title: Re: Character Side Missions
Post by: saibotlieh on June 14, 2015, 12:48:06 pm
Many thanks for the feedback, I am happy that you enjoyed playing the missions.

I think I got the replay right now, but it took me a bit of trial & error. It looks like that once the replay option is choosen, the game goes back to setup defined in _BM_Init label, but without actually calling that label again. So I had to set up in the _BM_Init all the ships where they should be once the real battle starts and then wipe them of the board again first thing in the _BM label. The good thing is that one directly jumps to the start of the real battle now once replay is choosen.

On that note, I think it might be better to use
Code: [Select]
    if not (turncount == BM.turn_count):
        $ turncount = BM.turn_count
instead of
Code: [Select]
    if turncount < BM.turn_count:
        $ turncount = BM.turn_count
in the battle code, just to be on the save side.

I also fixed that the location of the ships from the last battle might be carried over to the new battle (I hope).

For the BM.mission, I in fact try to use it it as a counter how far the game has progressed. At the moment that is only important for Chigara's mission, since there should be one main mission between buying the artifact and starting the mission (Chigara needs some time to figure out what the artifact does). I forgot that it is also changed in the side missions, so it might be not working as I thought. For my missions, I am now using
Code: [Select]
    $ originalBMmission = BM.mission
before I change the entry and
Code: [Select]
    $ BM.mission = originalBMmission
at the end. Hope that will work out.

And I would love to see the artifact made into a usable weapon. Please do so if you want to.
Title: Re: Character Side Missions
Post by: 7twenty on June 15, 2015, 08:20:02 am
So, I ran through the Ava quest again and I have been getting the same error I got last time. It is likely a compatibility issue with the Extensive Mod.
Title: Re: Character Side Missions
Post by: Vaendryl on June 15, 2015, 08:22:46 am
sounds like a fun mod :)

if you've got any questions about the game's code let me know.
Title: Re: Character Side Missions
Post by: saibotlieh on June 15, 2015, 07:58:26 pm
Thanks for the offer. I am alright at the moment, but I will come back to you if I find myself in a pinch.

Maybe two smaller things:

First, I noticed that some of the missionXX_complete variables are not set to true when the mission is finished, namely for mission 7,8 & 11. Any specific reasons for that?

Second, are these the correct maximal affection points possible for the different girls?

    Asaga = 13
    Ava = 9
    Chigara = 5
    Claude = 3
    Icari = 7
    Kryska = 9
    Sola = 5
    Cosette = 3

Just would be nice to get a confirmation on that one.
Title: Re: Character Side Missions
Post by: NewAgeOfPower on June 16, 2015, 07:45:10 am
Second, are these the correct maximal affection points possible for the different girls?

    Asaga = 13
    Ava = 9
    Chigara = 5
    Claude = 3
    Icari = 7
    Kryska = 9
    Sola = 5
    Cosette = 3

Just would be nice to get a confirmation on that one.

Whoa. Icari and kryska like you more than Chigara?!?

THE PLOT. IT THICKENS.
Title: Re: Character Side Missions
Post by: The Bigfoot on June 16, 2015, 07:58:55 am
Whoa. Icari and kryska like you more than Chigara?!?

THE PLOT. IT THICKENS.

Claude only likes you as much as cossette?!?

THE PLOT. IT THICKENS MORE.
Title: Re: Character Side Missions
Post by: Marx-93 on June 16, 2015, 08:41:40 am
Claude only likes you as much as cossette?!?

THE PLOT. IT THICKENS MORE.

CLAUDE PROBABLY LIKES IT AS THICK AS POSSIBLE

Sorry, I know it's the worst, but I coldn't help it. The stress of exams. I'll show myself out....
Title: Re: Character Side Missions
Post by: Vaendryl on June 16, 2015, 09:17:30 am
Thanks for the offer. I am alright at the moment, but I will come back to you if I find myself in a pinch.

Maybe two smaller things:

First, I noticed that some of the missionXX_complete variables are not set to true when the mission is finished, namely for mission 7,8 & 11. Any specific reasons for that?

Second, are these the correct maximal affection points possible for the different girls?

    Asaga = 13
    Ava = 9
    Chigara = 5
    Claude = 3
    Icari = 7
    Kryska = 9
    Sola = 5
    Cosette = 3

Just would be nice to get a confirmation on that one.

it's likely not all of the mission complete flags are set because they were forgotten and never really needed. I think only a few even had such a flag to begin with and most others were added by EnderShadow iirc simply for the sake of completion.

I'm actually not sure what the theoretical maximum values are for all the affection levels - that's more Sam's domain. I'm not even sure he knows xD
these values will be exported to LibDay though. I'm sure Sam will find a way to use them :p (that is, assuming you finish the game on version 7.2)
Title: Re: Character Side Missions
Post by: Endershadow on June 16, 2015, 06:00:36 pm
Thanks for the offer. I am alright at the moment, but I will come back to you if I find myself in a pinch.

Maybe two smaller things:

First, I noticed that some of the missionXX_complete variables are not set to true when the mission is finished, namely for mission 7,8 & 11. Any specific reasons for that?

Second, are these the correct maximal affection points possible for the different girls?

    Asaga = 13
    Ava = 9
    Chigara = 5
    Claude = 3
    Icari = 7
    Kryska = 9
    Sola = 5
    Cosette = 3

Just would be nice to get a confirmation on that one.

it's likely not all of the mission complete flags are set because they were forgotten and never really needed. I think only a few even had such a flag to begin with and most others were added by EnderShadow iirc simply for the sake of completion.

I'm actually not sure what the theoretical maximum values are for all the affection levels - that's more Sam's domain. I'm not even sure he knows xD
these values will be exported to LibDay though. I'm sure Sam will find a way to use them :p (that is, assuming you finish the game on version 7.2)

I didn't even know that some were missing. I'll go add them now.
Title: Re: Character Side Missions
Post by: saibotlieh on June 16, 2015, 06:39:42 pm
Whoa. Icari and kryska like you more than Chigara?!?

THE PLOT. IT THICKENS.
That Icari has so many affection points towards you doesn't mean that she likes you or anything, I-idiot.  :P

Fun fact, you can even end up with negative points for Ava and Asaga. Might be worth a special event...

Claude only likes you as much as cossette?!?

THE PLOT. IT THICKENS MORE.
Have you ever seen both in the same screen? Hmmm...

CLAUDE PROBABLY LIKES IT AS THICK AS POSSIBLE

Sorry, I know it's the worst, but I coldn't help it. The stress of exams. I'll show myself out....
:o

But all the best for your exams.  :)

it's likely not all of the mission complete flags are set because they were forgotten and never really needed. I think only a few even had such a flag to begin with and most others were added by EnderShadow iirc simply for the sake of completion.

I'm actually not sure what the theoretical maximum values are for all the affection levels - that's more Sam's domain. I'm not even sure he knows xD
these values will be exported to LibDay though. I'm sure Sam will find a way to use them :p (that is, assuming you finish the game on version 7.2)
Thanks, fair enough. The numbers should be at least not too far of as far as I can gather.

I didn't even know that some were missing. I'll go add them now.
Thanks a lot. Not using these specific ones at the moment, but in the future they might come in handy.
Title: Re: Character Side Missions
Post by: saibotlieh on June 19, 2015, 12:59:34 am
So, I ran through the Ava quest again and I have been getting the same error I got last time. It is likely a compatibility issue with the Extensive Mod.
Terrible sorry, I somehow missed your post till just now.  :-[

Did you change the two lines
Code: [Select]
        BM.xadj.value = 872
        BM.yadj.value = 370
to
Code: [Select]
        BM.xadj = 872
        BM.yadj = 370
before starting the game? If so, it can't be the identical error (since the lines are changed). Could you post the new error message so that I can have
a look at it? Also, do the other two missions work for you?
Title: Re: Character Side Missions
Post by: 7twenty on June 19, 2015, 08:43:14 am
I did not change that. I downloaded the new mod, though, so if it was changed in the update, it should be. I will look.

Updated: June 19, 2015, 08:49:29 am
Here it is.

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/Mod_SL_SM_AvaMission.rpy", line 976, in script call
    call SL_SM_AvaMission_NiamhDefence_BM_Init # sets mission variables
  File "game/Mod_SL_SM_AvaMission.rpy", line 983, in script
    python:                                #
  File "game/Mod_SL_SM_AvaMission.rpy", line 1005, in <module>
    BM.xadj.value = 872
AttributeError: 'float' object has no attribute 'value'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/Mod_SL_SM_AvaMission.rpy", line 976, in script call
    call SL_SM_AvaMission_NiamhDefence_BM_Init # sets mission variables
  File "game/Mod_SL_SM_AvaMission.rpy", line 983, in script
    python:                                #
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\ast.py", line 785, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\python.py", line 1445, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/Mod_SL_SM_AvaMission.rpy", line 1005, in <module>
    BM.xadj.value = 872
AttributeError: 'float' object has no attribute 'value'

Windows-8-6.2.9200
Ren'Py 6.99.3.404
Sunrider Mask of Arcadius  Beta 7.2 Extensive Mod


Updated: June 19, 2015, 09:02:30 am
I ran the mod after changing those two lines and everything ran perfectly. Thanks!
Title: Re: Character Side Missions
Post by: saibotlieh on June 19, 2015, 06:14:54 pm

Updated: June 19, 2015, 09:02:30 am
I ran the mod after changing those two lines and everything ran perfectly. Thanks!
Very good, glad that it works for you now.

Unfortunately at the moment the mods either work for 7.2 or for the Extensive Mod, not both at the same time. But I will have another thought about what could be done.
Title: Re: Character Side Missions
Post by: The Bigfoot on June 23, 2015, 06:02:17 am
And I would love to see the artifact made into a usable weapon.

Well it took a lot more effort than I anticipated but... Have an Unstable Warp, capable of transporting ships across the battlefield and evading counterattacks for the cheap cost of 10en per hex! (May malfunction)

This is fully configurable, it costs 30en initially and then an additional 10 en per hex (needs 40 to use, this is modifiable to whatever you like) so 100 en can get you 7 hexs. It also has a chance to spawn enemy ships (and even some allied ones instead of warping... Including a 1 in 1000 chance of spawning the Legion!

You can disable the malfunction easily or increase its likelihood and there are 10 lists you can use to spawn ships with (you can also alter the probability of each list being chosen)

Because it had to be added in such a complex way, it needs my functions file (included in the zip) and your main file for the warp function. It also needs a small bit of set up:

BEFORE its used in battle then you need to add

Code: [Select]
python:
    BM.battle = modifiedbattle
    MouseTracker.event = MTeventMod
    get_movement_tiles = MovTile2

This will also extend the movement of Ryders so they can use their full energy in one move.

If you look at the function file on line 424 then there is a bit of code that lets you add talk buttons onto the ship map from a list, might be interesting for your side missions

Hope the codeings going well!
Title: Re: Character Side Missions
Post by: saibotlieh on June 24, 2015, 04:42:59 am
The next character mission is finished and uploaded. This time everybody who was nice to Sola can enjoy an extra mission.

Get it while it is still full of bugs and bad spelling hot.

I also modified the other missions and the main file. The older versions should also work with the new main file, but I am not really sure about that. To be sure it would be best to download all files and replace the old ones, there should be no disadvantages doing so. Hopefully from now onwards the main file will be fully backwards compatible.

For anybody who is using the Extensive Mod, there is now a variable in the main file called "SL_SM_ExtensiveModUsed" that should make the missions compatible with that mod when changed to "True".
Well it took a lot more effort than I anticipated but... Have an Unstable Warp, capable of transporting ships across the battlefield and evading counterattacks for the cheap cost of 10en per hex! (May malfunction)

This is fully configurable, it costs 30en initially and then an additional 10 en per hex (needs 40 to use, this is modifiable to whatever you like) so 100 en can get you 7 hexs. It also has a chance to spawn enemy ships (and even some allied ones instead of warping... Including a 1 in 1000 chance of spawning the Legion!

You can disable the malfunction easily or increase its likelihood and there are 10 lists you can use to spawn ships with (you can also alter the probability of each list being chosen)

Because it had to be added in such a complex way, it needs my functions file (included in the zip) and your main file for the warp function. It also needs a small bit of set up:

BEFORE its used in battle then you need to add

Code: [Select]
python:
    BM.battle = modifiedbattle
    MouseTracker.event = MTeventMod
    get_movement_tiles = MovTile2

This will also extend the movement of Ryders so they can use their full energy in one move.

If you look at the function file on line 424 then there is a bit of code that lets you add talk buttons onto the ship map from a list, might be interesting for your side missions

Hope the codeings going well!
Thanks a lot, I will have a look.

Don't know if I can use the warp drive for anything soon, since I am still trying to get all the first character missions together. Might also be a problem that some python code has to added to the mission code to use it. This means that it won't be available for the vanilla missions without modifying them, right?

The talk buttons for the ship map sounds very interesting as well. Sounds like a much better way to introduce the missions than putting destinations onto the galaxy map.
Title: Re: Character Side Missions
Post by: The Bigfoot on June 23, 2015, 10:36:13 pm
Thanks a lot, I will have a look.

Don't know if I can use the warp drive for anything soon, since I am still trying to get all the first character missions together. Might also be a problem that some python code has to added to the mission code to use it. This means that it won't be available for the vanilla missions without modifying them, right?

It can be used at any point after those functions are set, if you config override an early label and add the code in, then it will be available for any missions after that. I haven't looked into when BM is initialized so I might say set it up after the first mission.

Never really had much to do with Sola so am looking forward to this, will check it out tomorrow!
Title: Re: Character Side Missions
Post by: saibotlieh on June 24, 2015, 04:40:11 pm
It can be used at any point after those functions are set, if you config override an early label and add the code in, then it will be available for any missions after that. I haven't looked into when BM is initialized so I might say set it up after the first mission.

Never really had much to do with Sola so am looking forward to this, will check it out tomorrow!
Okay, took me a bit of time, but know I think what you are doing with the modifiedbattle. It is a bit like the config override for labels, just this time you are replacing the def battle(self) with your def modifiedbattle(), right?

Altogether I am a bit uneasy replacing labels or functions, but I can see the reasoning behind it. It just means that one has to look out that the original code (that is included in the modified code) is not changed in future updates.

I had a play with including buttons and I like it. I did not get the code working using "config.override('dispatch','Dispatch2')", but "config.label_overrides['dispatch'] = 'Dispatch2'" seems to be doing the trick just as well. I will see if using some buttons in my missions will make sense.

I also tried to find a workaround for the label overriding. There is a way using planet locations like this:
Code: [Select]
    Planet("Dummy", "Warpto_Nowhere", 1, 1, "CheckForNewButtons()")

    def CheckForNewButtons():
        setlabels()
        return False
So this will refresh the buttons on the ships map each time the galaxy map is accessed, while the planet itself is of course never shown. The same should be doable for an item in the Mining Union shop. Only problem is of course that the buttons will not be refreshed coming back to the shipsmap after a mission or a button. Therefore it might still be better to override the Dispatch label after all.
Title: Re: Character Side Missions
Post by: The Bigfoot on June 24, 2015, 06:41:13 pm
Altogether I am a bit uneasy replacing labels or functions, but I can see the reasoning behind it. It just means that one has to look out that the original code (that is included in the modified code) is not changed in future updates.

I had a play with including buttons and I like it. I did not get the code working using "config.override('dispatch','Dispatch2')", but "config.label_overrides['dispatch'] = 'Dispatch2'" seems to be doing the trick just as well. I will see if using some buttons in my missions will make sense.

I also tried to find a workaround for the label overriding. There is a way using planet locations like this:
Code: [Select]
    Planet("Dummy", "Warpto_Nowhere", 1, 1, "CheckForNewButtons()")

    def CheckForNewButtons():
        setlabels()
        return False
So this will refresh the buttons on the ships map each time the galaxy map is accessed, while the planet itself is of course never shown. The same should be doable for an item in the Mining Union shop. Only problem is of course that the buttons will not be refreshed coming back to the shipsmap after a mission or a button. Therefore it might still be better to override the Dispatch label after all.

Your entirely right on the config, just me being an idiot  ;). It should actually be auto-done with the function file, I was uncertain about autoing it but it should be done at game start up and its a very small change that isn't noticeable if its not used anyway.

I have considered using planets, the Eval function will basically run any code that its given and is very suited to refreshing something as it runs almost constantly when its shown, if you try putting a create_ship func in and you can have 100+ ships in under a min!

The reason I went with dispatch modification instead is I don't think its going to change this late in the game's development, and it runs whenever you can use the buttons. I have actually sent a PM to Vaendryl asking if he can include the changes in the base code so there would be no need for an override.

Okay, took me a bit of time, but know I think what you are doing with the modifiedbattle. It is a bit like the config override for labels, just this time you are replacing the def battle(self) with your def modifiedbattle(), right?

Exactly, as far as I can see, to make the grav wep work it needs to be done like this because of ui.interact() causing errors if you try and run something whilst it is still active. As the player turn is basically a constant loop containing that, the function needs to be scheduled to run after a mouse click and before another. That said I am not a coder and someone else may see a better method.
Title: Re: Character Side Missions
Post by: saibotlieh on July 16, 2015, 10:01:04 pm
Well, this took longer than expected, but I have now finished & uploaded the next mission.

Be extra nice to Asaga and maybe she might grace you with an extra mission, where cheesy lines justice will be served.

I am now using code from The Bigfoot's "M52-53Functions_7.2.rpy" (http://innomenpro.com/forums/index.php?topic=1366.0) file which allows to use custom character buttons on the ship map as an alternative to the warp locations on the galaxy map. The file also removes the limitation to the range of movement to 4 spaces in battle. If this limitation should be reinstalled (for example to reduce potential lag), just change this line close to the end of the file:
Code: [Select]
    get_movement_tiles = MovTile2
to
Code: [Select]
    #get_movement_tiles = MovTile2

All the older missions also got updated again. But if one wants to use the last version instead, they should work with no problems with the new Mod_SL_SM_Main.rpy file.
Title: Re: Character Side Missions
Post by: The Bigfoot on July 18, 2015, 05:22:40 am
Firstly, (I meant to post this a while ago but am half goldfish) I really enjoyed the Sola mission, the battle was interesting and had a nice touch with the SPOILER. Both that one and this have really amazing work with the graphics and the characterisation was very good aswell. The only minor issues would be a few burrs with the dialogue, but I am probably the worst person to help with those.

On Asaga's mission, again the graphics/animations were fantastic, the story was entertaining, the characters all fitted in well and the battle was challenging as well as fun.

It was a nice idea linking the transport's health to the reward (I might need to steal that) and the PACT Mines were frankly a work of art  ;D. A very enjoyable addition to the game.

There was one problem that was probably just an oversight...
Spoiler
You left the Liberty in the battle, so Chigara spent most of her time in a corner being shot at whenever PACT mooks were bored.
[close]

It would be a little more work but it could also be useful to have a check for the BlackJack hp > 0 and modify some bits of dialogue with the transports (If your an idiot like me and somehow get it destroyed within the first 3 turns).
Title: Re: Character Side Missions
Post by: saibotlieh on July 17, 2015, 10:10:35 pm
Firstly, (I meant to post this a while ago but am half goldfish) I really enjoyed the Sola mission, the battle was interesting and had a nice touch with the SPOILER. Both that one and this have really amazing work with the graphics and the characterisation was very good aswell. The only minor issues would be a few burrs with the dialogue, but I am probably the worst person to help with those.

On Asaga's mission, again the graphics/animations were fantastic, the story was entertaining, the characters all fitted in well and the battle was challenging as well as fun.

It was a nice idea linking the transport's health to the reward (I might need to steal that) and the PACT Mines were frankly a work of art  ;D. A very enjoyable addition to the game.

There was one problem that was probably just an oversight...
Spoiler
You left the Liberty in the battle, so Chigara spent most of her time in a corner being shot at whenever PACT mooks were bored.
[close]

It would be a little more work but it could also be useful to have a check for the BlackJack hp > 0 and modify some bits of dialogue with the transports (If your an idiot like me and somehow get it destroyed within the first 3 turns).
Thanks for the feedback (and the provided code, again), I am glad that you enjoyed the missions.
Spoiler
Typically of me to forget to set the Liberty coordinates to none, thanks for pointing that out, fixed now.
[close]
The idea that the Black Jack gets shot down did in fact not occur to me at all, good point. I will have some thoughts about that.

I guess we are in the same boat concerning the dialogs. Checking for spelling errors is easy enough, making it sound like fluent english, not so much. For me the lines do seem right, but I guess I am not natural enough with English (in fact, I must force myself to write American English as well, since I am only used to write British English from my job).

But I am happy that I get the characters halfway right and that you like my ideas for the stories and combats. Also I enjoy playing around with the graphics quite a bit, there is a lot that can be done once one finds the right commands. The mines were in fact more of an accident at the start, but they turned out rather nicely I think.
Title: Re: Character Side Missions
Post by: Inaho Rowe on July 18, 2015, 06:44:07 am
YEEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAHAAAAAAAAAAAAAAAH!!!!!
finnaly some new mission
so well i rid most of all
will this be compatoble with other side mission?
also for the artefact (mr bigfoot) will this be compatible with other mod like the one about phoenix booster?
Title: Re: Character Side Missions
Post by: saibotlieh on July 18, 2015, 10:39:54 am
YEEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAHAAAAAAAAAAAAAAAH!!!!!
finnaly some new mission
so well i rid most of all
will this be compatoble with other side mission?
also for the artefact (mr bigfoot) will this be compatible with other mod like the one about phoenix booster?
Glad you like them.  :)

My side missions are certainly compatible with each and should also work with any mod that does not change the basic game in any way.

It should at least also work with Astral's Extensive Mod (http://innomenpro.com/forums/index.php?topic=865.0) (if you set the "SL_SM_ExtensiveModUsed" variable in the Mod_SL_SM_Main.rpy file to True) and The Bigfoot's Phoenix Restoration Mod. The Phoenix booster might not be available in my missions though.
Title: Re: Character Side Missions
Post by: The Bigfoot on July 18, 2015, 07:10:33 pm
YEEEEEEEEEEEEEEEEEEEEEEEEEEAAAAAAAAAAAAHAAAAAAAAAAAAAAAH!!!!!
finnaly some new mission
so well i rid most of all
will this be compatoble with other side mission?
also for the artefact (mr bigfoot) will this be compatible with other mod like the one about phoenix booster?

The booster should be compatible with everything, except atm if something tries to modify the phoenix whilst the booster is alive from the store, although that should be fixed with the next release.

If the booster was detached in the previous mission then as long as the mod doesn't overwrite battle_start (I cant think why it would), it will automatically re-attach before each mission and any references to phoenix will point to the attached booster instead.

Basically, it should work fine with pretty much any mod (I actually tested it on some of saibotlieh's mods to make sure)

If you meant the artifact weapon, that should be compatible with anything so long as you have the main rpy file from saibotlieh's mods.
Title: Re: Character Side Missions
Post by: Inaho Rowe on July 18, 2015, 08:16:16 pm
Quote
It should at least also work with Astral's Extensive Mod (if you set the "SL_SM_ExtensiveModUsed" variable in the Mod_SL_SM_Main.rpy file to True) and The Bigfoot's Phoenix Restoration Mod. The Phoenix booster might not be available in my missions though.

t-too much info bzzzzzzzsht psssshhhhhhh *brain burning* XD
well anyway thanks for the info well then i know what i'll do when i'll have time....and enough vital force.....

Last Edit: Today at 08:06:56 PM
weeeeeeeeeeell i won't be able to give anny feedback for a moment since i completly and uterly messed and ****** up my game file XD
first in place i tought that upon re installing the game after a long time i had to redo all mod then i re installed all mod and upon playing a new game crashed XD
so i tried remplacing all file with a "back up" i had done long time ago but now i'm crashing upon lunching the game~~i completly jixed it XD


edit: everythings going and rocking on the space in a new start
Title: Re: Character Side Missions
Post by: saibotlieh on July 19, 2015, 09:51:07 pm
edit: everythings going and rocking on the space in a new start
Glad to hear so, hope you'll have fun with the missions.
Title: Re: Character Side Missions
Post by: Inaho Rowe on July 19, 2015, 10:19:51 pm
edit: everythings going and rocking on the space in a new start
Glad to hear so, hope you'll have fun with the missions.
i wanna cry XD

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 824, in script
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 825, in <module>
AttributeError: 'StoreModule' object has no attribute 'start_funcs'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 824, in script
  File "C:\sr\SunriderMaskofArcadius-all\renpy\ast.py", line 778, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\sr\SunriderMaskofArcadius-all\renpy\python.py", line 1382, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 825, in <module>
AttributeError: 'StoreModule' object has no attribute 'start_funcs'

Windows-7-6.1.7600
Ren'Py 6.18.1.670
Sunrider Mask of Arcadius  Beta 7.1a

when starting second battle of first arrival XD gonna check on my side but basically i can't
see why
unless it came from other mod i installed
those are by the way

SQbranch1
http://innomenpro.com/forums/index.php?topic=804.msg18934#msg18934 from rhi
side battle
http://innomenpro.com/forums/index.php?topic=652.msg14758#msg14758 from blue orange
Title: Re: Character Side Missions
Post by: saibotlieh on July 19, 2015, 10:48:54 pm
i wanna cry XD

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 824, in script
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 825, in <module>
AttributeError: 'StoreModule' object has no attribute 'start_funcs'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 824, in script
  File "C:\sr\SunriderMaskofArcadius-all\renpy\ast.py", line 778, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\sr\SunriderMaskofArcadius-all\renpy\python.py", line 1382, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 825, in <module>
AttributeError: 'StoreModule' object has no attribute 'start_funcs'

Windows-7-6.1.7600
Ren'Py 6.18.1.670
Sunrider Mask of Arcadius  Beta 7.1a

when starting second battle of first arrival XD gonna check on my side but basically i can't
see why
unless it came from other mod i installed
those are by the way

SQbranch1
http://innomenpro.com/forums/index.php?topic=804.msg18934#msg18934 from rhi
side battle
http://innomenpro.com/forums/index.php?topic=652.msg14758#msg14758 from blue orange
Hm, first thing I see is that you again have a seperate PhoenixMod folder in your game folder, but that does not seem to be the main problem here. Further there might be a problem with using Beta 7.1a instead of 7.2, but I am not sure about that.

Altogether it seems to be a problem with The Bigfoot's Phoenix Restoration mod (http://innomenpro.com/forums/index.php?topic=1366.0). I think it might be a problem with the outcommented lines at the end of M52-53Functions_7.2.rpy file (the ones with the # in front). I guess it could work if you remove the #, but to be sure best post the error message in The Bigfoot's thread, he should be able to help you better than I can.
Title: Re: Character Side Missions
Post by: Inaho Rowe on July 19, 2015, 10:56:37 pm
strange i don't see anymore folder

well i'll do that then, thanks for the help
i gonna ask but for now i have to go sleep a bit before going to work... XD it's already 1 am over there XD
Title: Re: Character Side Missions
Post by: saibotlieh on July 19, 2015, 11:05:46 pm
strange i don't see anymore folder

well i'll do that then, thanks for the help
i gonna ask but for now i have to go sleep a bit before going to work... XD it's already 1 am over there XD
From what I can gather there should be a C:\sr\SunriderMaskofArcadius-all\game\PhoenixMod\game folder. Cut&Paste that folder into C:\sr\SunriderMaskofArcadius-all\ and it should be okay. But as I said, that does not seem to be the problem anyhow.
Title: Re: Character Side Missions
Post by: Inaho Rowe on July 20, 2015, 12:06:50 pm
okay so i didn't tought ava mission would be unlocked so soon XD
what is the time limite for it ? i am currently going onto the first side mission (official one)

well i just completly it
i have to say
wow...it was worth th pain to go againt my bad luck
and thanks to my skill i managed to win the battle
SPOIL
seriously those thow iron shit jjust freaked me out but well wasn't much
still the 4 torpedoes scared me to death! XD i didn't know they where able to shoot that much XD
i selected to make here keep her half i don't know what influence had the two other but well
for the brief up the storie was really hot dude gg
it pain me that we can't create easely image for character and ship and that i couldn't have some ceran ship and this guy that seemed good but well ~~
Title: Re: Character Side Missions
Post by: saibotlieh on July 20, 2015, 06:16:56 pm
Good to hear that the mods work for you now and that you are enjoying them.  :)

Having the character missions that early was not really intended, I will have to think about that again. But good work finishing the mission anyhow. There is no time limit for all missions by the way. As long as you can access the ship and galaxy map, you should be able to do the missions.
Title: Re: Character Side Missions
Post by: CommissarZek on July 21, 2015, 04:53:09 am
Well, I spent an afternoon toying around with these missions, and I enjoyed Ava's more than I thought I would, that's some good shit.  Hope you don't mind that I fixed up some of the grammar throughout.  I definitely enjoyed that ending though, I'll admit I wanted it to end up the other way.  Good stuff man, keep it up!
Title: Re: Character Side Missions
Post by: saibotlieh on July 21, 2015, 04:52:42 pm
Well, I spent an afternoon toying around with these missions, and I enjoyed Ava's more than I thought I would, that's some good shit.  Hope you don't mind that I fixed up some of the grammar throughout.  I definitely enjoyed that ending though, I'll admit I wanted it to end up the other way.  Good stuff man, keep it up!
Thanks, I am happy to hear that you enjoyed them. One of my worries is that I might not get the characters right, but from the feedback so far I seem to be doing okay.

Speaking of feedback and characters, other people also told me that I am not doing as well as I could on the grammar front, and I don't like the idea that I reduce the immersion into the story by having the characters sound like cave people from time to time. Therefore, you are more than welcome to fix that grammar up. Furthermore, I would be really thankful if you could send me the fixed rpy files or a list of changes you made so that I can see what I did wrong and correct the uploaded files as well.
Title: Re: Character Side Missions
Post by: Inaho Rowe on July 21, 2015, 01:55:48 pm
well i damit it was pretty tought so early XD but if i could have done it latter thant it's no problem
and it wasn't as hard as rhi side mission......*have a chill trought all his body just remembering it* XD

anyway yeah the story was really good, like a said it's too bad nobody can easely design an avi for character even if one they are just side character for side mission (beside going like that you could almost do other side missions for each level of affectio you reach like one per chapter (first arrival mask of archadius and soon liberation day and maybe futher XD reusing some perso like the informant))
and new ship~~ i could also have seen a litle battle with some pirate over the wreckage
i also unlocked claude side mission but since i was in the midle of the crash weeking part i couldn't do it right after
and i also bought the artifact for chigara


so for the artegact i read that it may not be compatible with main mission? is it safe to use?
Title: Re: Character Side Missions
Post by: CommissarZek on July 22, 2015, 02:30:27 am
Speaking of feedback and characters, other people also told me that I am not doing as well as I could on the grammar front, and I don't like the idea that I reduce the immersion into the story by having the characters sound like cave people from time to time. Therefore, you are more than welcome to fix that grammar up. Furthermore, I would be really thankful if you could send me the fixed rpy files or a list of changes you made so that I can see what I did wrong and correct the uploaded files as well.
Well, I managed to fix up some of the homophones and grammatical changes in Ava's mission, mostly.  The dialogue is much more natural now instead of how formal it was, added some contractions and whatnot.  It's good stuff though for someone whose first language isn't English though, I think it only sounds awkward because it might sound more natural in another language.  Do you mind me asking what your first language is?

I'll get to work on the other files tonight/tomorrow, depending on how much I manage to write in my stuff.
Title: Re: Character Side Missions
Post by: saibotlieh on July 21, 2015, 09:00:45 pm
well i damit it was pretty tought so early XD but if i could have done it latter thant it's no problem
and it wasn't as hard as rhi side mission......*have a chill trought all his body just remembering it* XD

anyway yeah the story was really good, like a said it's too bad nobody can easely design an avi for character even if one they are just side character for side mission (beside going like that you could almost do other side missions for each level of affectio you reach like one per chapter (first arrival mask of archadius and soon liberation day and maybe futher XD reusing some perso like the informant))
and new ship~~ i could also have seen a litle battle with some pirate over the wreckage
i also unlocked claude side mission but since i was in the midle of the crash weeking part i couldn't do it right after
and i also bought the artifact for chigara


so for the artegact i read that it may not be compatible with main mission? is it safe to use?
I pushed the mission a bit to the later stage now, but good to hear that it is also managable that early in the game.

In theory I could add some graphics to my mods, but so far I want to keep the necessary files as small and few as possible. Maybe once I finished all missions I will think about creating versions with advanced graphics...

Also I might have to think about disabling the missions for certain times as it seems. For example, they should not be available when they have to crash the wedding instead.

Thanks again for all the feedback, this is really helpful for me.
Well, I managed to fix up some of the homophones and grammatical changes in Ava's mission, mostly.  The dialogue is much more natural now instead of how formal it was, added some contractions and whatnot.  It's good stuff though for someone whose first language isn't English though, I think it only sounds awkward because it might sound more natural in another language.  Do you mind me asking what your first language is?

I'll get to work on the other files tonight/tomorrow, depending on how much I manage to write in my stuff.
Thanks a lot for that, I am already going through the files. While I won't adapt every change, many of them do indeed improve the flow of the sentences.

Things I am keeping are for example:
   
- that Ava uses less contractions, since I want to make her sound more formal. I also use that from time to time for Kayto.
- captain instead of Captain (and the like), since it is used that way in the original game as well
(by the way, I noticed that you also change variable names like captain_prince to Captain_prince, that might trigger errors if the variables are case sensitive)
- also I will stay closer to my lines of the informant dialog, since they fit better to the character I had in mind

But that is no critism in any way, just explanation why I did some things the way I did. Again, I am very thankful for this and this certainly improves the quality of the mod as a whole.

My first language is German by the way, which makes me more prone to use way too long sentences I am afraid. However, I am currently working in the UK for already about three years now (not that much direct client interaction though). So while I can make myself understandable with not much problems, I still do lack the native fluency.
Title: Re: Character Side Missions
Post by: CommissarZek on July 22, 2015, 05:23:44 am
Well, I managed to fix up some of the homophones and grammatical changes in Ava's mission, mostly.  The dialogue is much more natural now instead of how formal it was, added some contractions and whatnot.  It's good stuff though for someone whose first language isn't English though, I think it only sounds awkward because it might sound more natural in another language.  Do you mind me asking what your first language is?

I'll get to work on the other files tonight/tomorrow, depending on how much I manage to write in my stuff.
Thanks a lot for that, I am already going through the files. While I won't adapt every change, many of them do indeed improve the flow of the sentences.

Things I am keeping are for example:
   
- that Ava uses less contractions, since I want to make her sound more formal. I also use that from time to time for Kayto.
- captain instead of Captain (and the like), since it is used that way in the original game as well
(by the way, I noticed that you also change variable names like captain_prince to Captain_prince, that might trigger errors if the variables are case sensitive)
- also I will stay closer to my lines of the informant dialog, since they fit better to the character I had in mind

But that is no criticism in any way, just explanation why I did some things the way I did. Again, I am very thankful for this and this certainly improves the quality of the mod as a whole.
Yeah I blanket changed captain to Captain, just because of formality with the title.  Mostly, there are exceptions.  Also I didn't know how you wanted the informant to be so sorry about that one.  Like I said, I was focused on trying to make the dialogue seem more normal to me, I'm never really respectful when it comes to canon.

Quote
My first language is German by the way, which makes me more prone to use way too long sentences I am afraid. However, I am currently working in the UK for already about three years now (not that much direct client interaction though). So while I can make myself understandable with not much problems, I still do lack the native fluency.

Ich hab's doch gewusst!  Or... Or is it Ich es gewusst?
Title: Re: Character Side Missions
Post by: saibotlieh on July 21, 2015, 09:32:30 pm
Yeah I blanket changed captain to Captain, just because of formality with the title.  Mostly, there are exceptions.  Also I didn't know how you wanted the informant to be so sorry about that one.  Like I said, I was focused on trying to make the dialogue seem more normal to me, I'm never really respectful when it comes to canon.
No worries, in fact I enjoyed reading that different interpretation of that character. I is just not my idea of her. But as I said in the opening, if you want to modify my modifications, feel free to do so. I like seeing that my work inspires work by other people.

By the way, I noticed a few spelling errors. For me it is always helpful to load the file into word (or similar programs) to make a spell checking to spot these quickly.
Ich hab's doch gewusst!  Or... Or is it Ich es gewusst?
First one is spot on. But you made it easy on yourself by choosing words without at least one ä, ö, ü or ß. :P
Title: Re: Character Side Missions
Post by: Inaho Rowe on July 21, 2015, 09:43:15 pm

I pushed the mission a bit to the later stage now, but good to hear that it is also managable that early in the game.

In theory I could add some graphics to my mods, but so far I want to keep the necessary files as small and few as possible. Maybe once I finished all missions I will think about creating versions with advanced graphics...

Also I might have to think about disabling the missions for certain times as it seems. For example, they should not be available when they have to crash the wedding instead.

Thanks again for all the feedback, this is really helpful for me.

well and i play in captain difficulty !XD
well it's also a litle bit thank to my quite litle tic to saving before a shot at 65~70%+ and loading if i miss XD (because seriously i have sometime 80% but i have to reload 3 time before actually hiting ! XD) or when i leave an ennemi at less than 20 hp.....because.....yeah....XD 

also finished chigara mission it was nice~~ tought i liked finishing before claude could reach us XD it was a nice litle story
finished claude one too and about that yeah the only things is that you can't acces go do her mission before finishing the crush followed by all the rest and so on to after far port defense, in fact once finishing far port i sudently had all the remaining side mission XD so yeah a bit akwward to have claude tell you to go on humanitaries mission while your dear comerad is kidnaped XD but not much of a problem,so back on topic a nice missio easy not too much overrewarding if not for the litle tears at seeing everyone taking care of the people ~~ sola for exemple but claude too ~~

and finnaly finished sola mission....seriously XD i just freaked out seeing sucj things XD also gg on puttin the pact outpost up-side-down to make it different XD but i think you should space them a litle, because i just had to make one warp jump then vanguard followed by four volley of missile and i had ripped half of them XD tougt the sunrider took quite a punch (oh and nice story XD seriously asaga...what a cluz =..=)

now going onward with asaga

edit: PPPPPPPPFFFFFFFFFFFFFFFFFFFT !!!!!! NEVER DO THAT AGAIN !!! XD hum hum going back to the preg.....mission
Title: Re: Character Side Missions
Post by: saibotlieh on July 21, 2015, 10:47:31 pm
well and i play in captain difficulty !XD
well it's also a litle bit thank to my quite litle tic to saving before a shot at 65~70%+ and loading if i miss XD (because seriously i have sometime 80% but i have to reload 3 time before actually hiting ! XD) or when i leave an ennemi at less than 20 hp.....because.....yeah....XD 

also finished chigara mission it was nice~~ tought i liked finishing before claude could reach us XD it was a nice litle story
finished claude one too and about that yeah the only things is that you can't acces go do her mission before finishing the crush followed by all the rest and so on to after far port defense, in fact once finishing far port i sudently had all the remaining side mission XD so yeah a bit akwward to have claude tell you to go on humanitaries mission while your dear comerad is kidnaped XD but not much of a problem,so back on topic a nice missio easy not too much overrewarding if not for the litle tears at seeing everyone taking care of the people ~~ sola for exemple but claude too ~~

and finnaly finished sola mission....seriously XD i just freaked out seeing sucj things XD also gg on puttin the pact outpost up-side-down to make it different XD but i think you should space them a litle, because i just had to make one warp jump then vanguard followed by four volley of missile and i had ripped half of them XD tougt the sunrider took quite a punch (oh and nice story XD seriously asaga...what a cluz =..=)

now going onward with asaga

edit: PPPPPPPPFFFFFFFFFFFFFFFFFFFT !!!!!! NEVER DO THAT AGAIN !!! XD hum hum going back to the preg.....mission
The balancing of the missions is of course rather tricky, I may have to revisit some of the missions again about that. I did not want to make them too difficult, but they should not be too easy as well. Also they should always net a reward of about $2000, so I can't spam too many enemies that give rewards.

Further I always forget the Vanguard cannon when I set up the enemies, guess because I seldom used it myself when I played the game. Again, I may have to revisit the combat setups again and spread out the ships a bit.

Thanks again for the feedback, still happy that you are happy.  :)
Title: Re: Character Side Missions
Post by: Inaho Rowe on July 21, 2015, 11:17:42 pm
damn this one was the hardest so far.....well the fact that i forgot the fact that SPOIL i didn't had chigara by my side because of some pregna.....overwork as played me on this one since
i don't bought any repair drone since chigara 500 repai is sufficent to even get my repair cost at less than 200 XD so when i realized that my sunrider was at 500 hp and every turn one frigate and cruiser would spawn....... yeah XD painful my ass got raped
especially at the end.... with like 140 hp only one turn from reaching the last cargo to escape....first try the 3 cruiser at the exact oposite side would all miss also as most frigate
but because of some bad manip i had to reload.....but then for unknow reason they wouldn't miss anymore XD so i just ragequit in order to go some other mission XD
you did really perfect on this one
story 9.5/10 (yup XD 0.5 minus because of the damn joke that killed me XD) difficulty 10/10 and imagination (the laser mine made ou of outpost incline ..... XD GG)
but none of the station from sola and this one have at list machin gun ?

......
..............
.................*sigh*........

i.....didn't save ....BETWEEN ANY OF THE SIDE MISSION !!!!!!!!!!!! NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
*hit his head against the wall for a few minute*

Updated: July 22, 2015, 11:02:56 am
DAAAAAAAAAAAAAAH!!!!!!!!!

i already restarted once all side mission i wont do it a second time ! XD
while loading a save i optain this (and it's on it for every recent save
 
I'm sorry, but an uncaught exception occurred.

While running game code:
  File "renpy/common/00action_file.rpy", line 331, in __call__
    renpy.load(fn)
AttributeError: 'StoreModule' object has no attribute 'GeminiStation'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "renpy/common/_layout/screen_main_menu.rpym", line 29, in script
    $ ui.interact()
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\ast.py", line 785, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\python.py", line 1445, in py_exec_bytecode
    exec bytecode in globals, locals
  File "renpy/common/_layout/screen_main_menu.rpym", line 29, in <module>
    $ ui.interact()
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\ui.py", line 277, in interact
    rv = renpy.game.interface.interact(roll_forward=roll_forward, **kwargs)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\core.py", line 2248, in interact
    repeat, rv = self.interact_core(preloads=preloads, **kwargs)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\core.py", line 2876, in interact_core
    rv = root_widget.event(ev, x, y, 0)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\layout.py", line 857, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\transition.py", line 45, in event
    return self.new_widget.event(ev, x, y, st) # E1101
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\layout.py", line 857, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\layout.py", line 857, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\screen.py", line 625, in event
    rv = self.child.event(ev, x, y, st)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\layout.py", line 857, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\layout.py", line 857, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\layout.py", line 857, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\layout.py", line 183, in event
    rv = d.event(ev, x - xo, y - yo, st)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\layout.py", line 857, in event
    rv = i.event(ev, x - xo, y - yo, cst)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\behavior.py", line 785, in event
    return handle_click(self.clicked)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\behavior.py", line 728, in handle_click
    rv = run(action)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\display\behavior.py", line 290, in run
    return var(*args, **kwargs)
  File "renpy/common/00action_file.rpy", line 331, in __call__
    renpy.load(fn)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\loadsave.py", line 579, in load
    roots, log = loads(location.load(filename))
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\loadsave.py", line 49, in loads
    return cPickle.loads(s)
AttributeError: 'StoreModule' object has no attribute 'GeminiStation'

Windows-7-6.1.7600
Ren'Py 6.99.3.404
Sunrider Mask of Arcadius  Beta 7.2
Title: Re: Character Side Missions
Post by: The Bigfoot on July 22, 2015, 11:54:44 am
Best guess is that it cant find the class blueprint for making the ship. I noted in the code that the ships were set in a label rather than an init block, if it was somehow lost then it wouldn't auto-create it on starting the game.

I attached a hotfix that puts the definitions in an init section and that might solve it for you but I cant be certain. Just throw it in the Sunrider/game folder. I haven't been able to test it as Im not at home atm.

If that doesn't work then try looking on the auto-saves, you may have a save you can jump to and just retry the mission that way.
Title: Re: Character Side Missions
Post by: Inaho Rowe on July 22, 2015, 12:29:13 pm
it did work greatl, you have all my thanks XD i wouldn't have gone to redo 3 hours especially the side mission for the wishall XD


oh....back on this mod...it seems it really isn't compatible with the mask of archadius feature~~ just bought an allian cruiser but i don't have it for asaga mission~~ XD


well just finished all actual mission i have to say it was really nice
pain me to have wrecked he pact station for nothing~ but well i'll say this is still on pact base removed~~
Title: Re: Character Side Missions
Post by: saibotlieh on July 22, 2015, 06:58:24 pm
Best guess is that it cant find the class blueprint for making the ship. I noted in the code that the ships were set in a label rather than an init block, if it was somehow lost then it wouldn't auto-create it on starting the game.

I attached a hotfix that puts the definitions in an init section and that might solve it for you but I cant be certain. Just throw it in the Sunrider/game folder. I haven't been able to test it as Im not at home atm.

If that doesn't work then try looking on the auto-saves, you may have a save you can jump to and just retry the mission that way.
Hm, wonder why I did that. In any case seems to not have been my brightest idea, sorry about that. I have updated that mission now.

Also, many thanks for providing that hotfix, Bigfoot.
it did work greatl, you have all my thanks XD i wouldn't have gone to redo 3 hours especially the side mission for the wishall XD


oh....back on this mod...it seems it really isn't compatible with the mask of archadius feature~~ just bought an allian cruiser but i don't have it for asaga mission~~ XD


well just finished all actual mission i have to say it was really nice
pain me to have wrecked he pact station for nothing~ but well i'll say this is still on pact base removed~~
Again good to hear that the missions entertained you, and many thanks for the feedback, it helped me to improve the mods.

About the station, don't forget that Ava warned you beforehand that it might not be worth the trouble.  :P
Title: Re: Character Side Missions
Post by: Inaho Rowe on July 22, 2015, 07:56:12 pm

it did work greatl, you have all my thanks XD i wouldn't have gone to redo 3 hours especially the side mission for the wishall XD


oh....back on this mod...it seems it really isn't compatible with the mask of archadius feature~~ just bought an allian cruiser but i don't have it for asaga mission~~ XD


well just finished all actual mission i have to say it was really nice
pain me to have wrecked he pact station for nothing~ but well i'll say this is still on pact base removed~~
Again good to hear that the missions entertained you, and many thanks for the feedback, it helped me to improve the mods.

About the station, don't forget that Ava warned you beforehand that it might not be worth the trouble.  :P

she did said "might" XD i gues i got my hope too much and freely massacred over thousands of poor pact soldier.....for nothing.......XD
well one ine all i'am happy that i have got to be able to play so many mission in one game i'm looking forward to kryska icari and maybe cosette? XD
tought next time i may have to try in an hardest mode since i was pretty over tcheated at the end XD vanguard? repair drone? what use are those ? xD with ~~ 20000 cp a sunrider with 4 missile at 18 cost at 600 dammage XD with main big badass canon at 500 damage for 54-6 cost ~ XD and i'm not going to brag about the rest XD (and the rest of the team)
Title: Re: Character Side Missions
Post by: saibotlieh on August 28, 2015, 09:50:58 pm
S-so I've uploaded a new file, b-but only because I've made too many copies of that file. Surely not because I'd l-like you to download and p-play that new mission or anything!  :-[

Also, I've uploaded new versions of the other missions and a new main file. The main change is that I put in a lot of contractions in place to make the dialogs sound more natural (Ava uses them as well now, Sola still does not). Furthermore, Sola's missions has some additional text in the section before the battle now.

Enjoy!  :)

Title: Re: Character Side Missions
Post by: Inaho Rowe on August 28, 2015, 11:31:13 pm
downloaded but i might not be able to play it until the end of the next month since i have work the weekend and.....since monday....IS THE FREAKING D.D. (Diamonds Day)
Spoiler
for those not understanding what i'm talking about....well simply taking about the coming out of the FREAKING GOD DAMN F******* BEST GAME OF THE YEAR !!!!!! MGS V TPP !!!!!!!
[close]
Title: Re: Character Side Missions
Post by: saibotlieh on August 29, 2015, 12:06:09 am
Sure, take your time.  :)

By the way, I just noticed that I had left a value on a test setting, I've reuploaded the correct version now.

Also, I think the Phoenix booster mod will make this fight rather easy, I will have to look into the possibility to spawn the Phoenix without the booster.

And also also, for the new mission, the newest main file is necessary. All other missions should work with the older main file.
Title: Re: Character Side Missions
Post by: 7twenty on September 16, 2015, 12:56:15 pm
While running game code:
  File "game/M52-53Functions_7.2.rpy", line 817, in script
    python:
  File "game/M52-53Functions_7.2.rpy", line 823, in <module>
    BM.battlestart.player_ships = store.player_ships[:]
AttributeError: 'Battle' object has no attribute 'battlestart'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/M52-53Functions_7.2.rpy", line 817, in script
    python:
  File "C:\sr\SunriderMaskofArcadius-all\renpy\ast.py", line 778, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\sr\SunriderMaskofArcadius-all\renpy\python.py", line 1382, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/M52-53Functions_7.2.rpy", line 823, in <module>
    BM.battlestart.player_ships = store.player_ships[:]
AttributeError: 'Battle' object has no attribute 'battlestart'


I am running Beta 7.2 with the extensive mod.
Title: Re: Character Side Missions
Post by: The Bigfoot on September 16, 2015, 02:35:20 pm
AttributeError: 'Battle' object has no attribute 'battlestart'

I am running Beta 7.2 with the extensive mod.

That's odd, battlestart is something that's never been changed in the functions file, and its not an error I have seen before. I haven't looked at the extensive mod before but will check it out to see if there's any incompatibility. Are there any other mods being run?


Also, I think the Phoenix booster mod will make this fight rather easy, I will have to look into the possibility to spawn the Phoenix without the booster.

Gimme a day or so, and I'll do a func to silently destroy and remake it. Been looking forward to the Icari mission.

--AutoMerged with prev post

Played the mod, every one gets longer and longer!. Got to say the reward for this one is incredibly wonderfully overpowered ;). It was nice to see a bit of the seedy underside of the game.

Spoiler
Incidentally if the booster is alive, it will apply the reward to it rather than the base phoenix makeing it unbelivably broken (teleporting armored shield cover!). So I built in a check for that into the disable func.

Unfortunately that's what I was worried about with compatibility. It doesn't break the game but can cause surprises.
[close]

Disable/Enable func:

The function checks firstly if the booster file exists by looking for booster, so there should be no codebugs about it if the mod isn't in the game folder.

Code: (Arguments:) [Select]
True - If called with True, it will check the booster's state and enable it

False - If called with False, it will check the booster's state and disable it

"check" (default) - if ran with no arguments it will return "Installed", "Not Installed", True (if alive), False (if dead)

"switch" - this switches the phoenix var between booster and the true phoenix, I thought this might be useful in the store item, boosterstate() == True : boosterstate('switch') before and after the existing code would force it to target the stock phoenix.

Code: (Function:) [Select]
init 10 python:
    def boosterstate(state = "check"):
        if 'booster' not in globals():
            return "Not Installed"
           
        if state == "check":
            if 'booster' in globals():
                if booster == 0: return "Installed"
                if booster in player_ships: return True
                if booster in upgrade_ships: return False
               
        if state == "switch":
            if phoenix == booster:
                phoenix = phoenix2
                return "switched"
            if phoenix == phoenix2:
                phoenix = booster
                return "switched"
               
        if state == False:
            if 'booster' in globals(): # Lets you check if phoenix mod is used, if not then skip
                if booster in player_ships: # booster is the var that's permanently set to the booster ship
                    if Attached == True:
                        player_ships.remove(phoenix)
                        upgrade_ships.append(phoenix)
                        globals()['phoenix'] = phoenix2
                        player_ships.append(phoenix)
                        upgrade_ships.remove(phoenix)
                        globals()['Attached'] = False
                        globals()['Boosterdead'] = True
                    if Attached == False: # is in player_ships but not attached
                        upgrade_ships.append(booster)
                        player_ships.remove(booster)
                        BM.ships.remove(booster)
                        globals()['Boosterdead'] = True
       
        if state == True:
            if 'booster' in globals():
                if booster in upgrade_ships:
                    globals()['Boosterdead'] = False
                    globals()['Attached'] = True
                    player_ships.remove(phoenix)
                    BM.ships.remove(phoenix)
                    upgrade_ships.append(phoenix)
                    globals()['phoenix'] = booster
                    player_ships.append(phoenix)
                    BM.ships.append(phoenix)
                    upgrade_ships.remove(phoenix)
                    booster.location = phoenix.location
        return

@ 7twenty

It is calling an error from my functions file but its not an issue I have seen before and those lines of code were pulled direct from the game so I don't know why its causing problems.

Are you running any other mods? Were you just starting the mission or was it a retry? Is this the only mission that its happened in?
Title: Re: Character Side Missions
Post by: saibotlieh on September 17, 2015, 08:07:15 pm
Been looking forward to the Icari mission.

Played the mod, every one gets longer and longer!. Got to say the reward for this one is incredibly wonderfully overpowered ;). It was nice to see a bit of the seedy underside of the game.

Thanks, hope I was able to meet your expectations. The build-up to the mission became longer than I expected in the end, but I liked the idea of having a bit of story that has no direct connection to the ongoing war or the military.

Is the reward overpowered? Thought it would not impact that much, but I haven't playtested it very much so far. For now I doubled the energy loss, hopefully that should level it out a bit more.

Gimme a day or so, and I'll do a func to silently destroy and remake it.
Spoiler
Incidentally if the booster is alive, it will apply the reward to it rather than the base phoenix makeing it unbelivably broken (teleporting armored shield cover!). So I built in a check for that into the disable func.

Unfortunately that's what I was worried about with compatibility. It doesn't break the game but can cause surprises.
[close]

Disable/Enable func:

The function checks firstly if the booster file exists by looking for booster, so there should be no codebugs about it if the mod isn't in the game folder.

Code: (Arguments:) [Select]
True - If called with True, it will check the booster's state and enable it

False - If called with False, it will check the booster's state and disable it

"check" (default) - if ran with no arguments it will return "Installed", "Not Installed", True (if alive), False (if dead)

"switch" - this switches the phoenix var between booster and the true phoenix, I thought this might be useful in the store item, boosterstate() == True : boosterstate('switch') before and after the existing code would force it to target the stock phoenix.

Code: (Function:) [Select]
init 10 python:
    def boosterstate(state = "check"):
        if 'booster' not in globals():
            return "Not Installed"
           
        if state == "check":
            if 'booster' in globals():
                if booster == 0: return "Installed"
                if booster in player_ships: return True
                if booster in upgrade_ships: return False
               
        if state == "switch":
            if phoenix == booster:
                phoenix = phoenix2
                return "switched"
            if phoenix == phoenix2:
                phoenix = booster
                return "switched"
               
        if state == False:
            if 'booster' in globals(): # Lets you check if phoenix mod is used, if not then skip
                if booster in player_ships: # booster is the var that's permanently set to the booster ship
                    if Attached == True:
                        player_ships.remove(phoenix)
                        upgrade_ships.append(phoenix)
                        globals()['phoenix'] = phoenix2
                        player_ships.append(phoenix)
                        upgrade_ships.remove(phoenix)
                        globals()['Attached'] = False
                        globals()['Boosterdead'] = True
                    if Attached == False: # is in player_ships but not attached
                        upgrade_ships.append(booster)
                        player_ships.remove(booster)
                        BM.ships.remove(booster)
                        globals()['Boosterdead'] = True
       
        if state == True:
            if 'booster' in globals():
                if booster in upgrade_ships:
                    globals()['Boosterdead'] = False
                    globals()['Attached'] = True
                    player_ships.remove(phoenix)
                    BM.ships.remove(phoenix)
                    upgrade_ships.append(phoenix)
                    globals()['phoenix'] = booster
                    player_ships.append(phoenix)
                    BM.ships.append(phoenix)
                    upgrade_ships.remove(phoenix)
                    booster.location = phoenix.location
        return

Many thanks for that. I have the functions (hopefully correctly) implemented now, and it works fine without the Phoenix mod. Unfortunately, I do not have any saves with the booster yet, so if I could ask you the favor to test the files with you save that would be brilliant.

@ 7twenty

It is calling an error from my functions file but its not an issue I have seen before and those lines of code were pulled direct from the game so I don't know why its causing problems.

Are you running any other mods? Were you just starting the mission or was it a retry? Is this the only mission that its happened in?

Unfortunately I don't have any leads on this as well so far, so more information would be good (especially if you try one of the older missions as well). I do seem to have problems with the retry of the missions after a bad end at the moment as well, but I do not know if that is related to this problem.
Title: Re: Character Side Missions
Post by: The Bigfoot on September 17, 2015, 09:59:06 pm
Mostly right, the arguments for True and False don't use quote marks and to re-enable the booster after the mission then you need to check for boosterstate returning False because its been disabled. I will add this to the booster mod as well, it should have been included to start with.

I made a bit of a mistake on the function, it was checking a value, that it changed but that's working well now and the working files are attached.

On the power of the shields, with the huge range upgrade cost its not so broken as I thought, had dreams of a 21 hex area of complete laser immunity which are now sadly shattered.  ;)


I do seem to have problems with the retry of the missions after a bad end at the moment as well, but I do not know if that is related to this problem.


 ::) Damn you hindsight! That's actually my fault.

I built the M52 file to work with the mods I was making, and it uses variables set by the booster or my storymod, one of which is called by the modified mission fail label. If your using the booster then the variables are auto-set.

Of course if your using it but not the mods, it screws everything up.

Do you have any plans after the last character mod? Are you going to extend them or look into something else?
Title: Re: Character Side Missions
Post by: Spart117MC on September 18, 2015, 12:48:28 am
Just finished a modded playthrough of Sunrider and I have to say I loved these missions. To be honest I felt they were more interesting than most of the stock missions that came with the game. A few things bugged me though.

When I played through the game Icari and Ava's missions unlocked right after the mission where we're introduced to Claude. As I see it, there are only four instances in the game where these side missions make sense occurring. Three of these are points in the game when side missions are made available to the player, after meeting Asaga and Chigara, after Far Point, and after the fight in Ongess. Besides those the only other time is before taking on the Ryuvian job. Those are the only points in time when the Sunrider and its crew are free to do other things.

For the sake of continuity in my playthrough I decided to push those missions till after Far Point but then Icari's mission started bugging me. It didn't make sense for Icari to try and cover up her secret meeting by going to another yet station for even more shore leave. It doesn't seem like it would have held up much as a lie and after their bonding session I didn't seem like Icari would feel like she would have to keep it a secret from the rest of the crew (the only things that girl keeps secret is her love for them that dumbass ;D). I don't suppose its possible to make it so that if the mission isn't done prior to Far Point a different version is used? It wouldn't have to be that big a change, just some slight alteration to the text to keep it in line with the situation and Icari's character development.

Finally I noticed that at points you used the word "save" where you should have used "safe."

Sorry, I don't mean to be rude. Like I said, I love what you've done with the missions already. These are just my highly oxidized two cents. Well except for the "safe" one.

And now for something completely different...



I never do this but when I was playing Icari's mission I couldn't resist reading Michal's lines out loud in a stupidly stereotypical Russian accent (I blame Metro/STALKER). Because we can always use more good guy Russians.
Title: Re: Character Side Missions
Post by: Shirley on September 18, 2015, 06:01:54 pm
stuff

I wanted him to see my Spartan's before the game stopped tracking it....

The 3rd image was the one I used the longest.
Title: Re: Character Side Missions
Post by: Spart117MC on September 18, 2015, 06:51:36 pm
Those look nice. I always wanted to get my hands on the helmet in the second pic but never got around to it before my 360 died. The configuration depicted in my avatar is what I used the most.
Title: Re: Character Side Missions
Post by: Shirley on September 18, 2015, 07:07:17 pm
Those look nice. I always wanted to get my hands on the helmet in the second pic but never got around to it before my 360 died. The configuration depicted in my avatar is what I used the most.

Dang. I met your variant from time to time.

I REALLY wanted the green visor color, and the biohazard symbol, but you could only unlock those if you killed all 8 zombies in an infection match while lms. Pissed me off...I was so close one time too.
Title: Re: Character Side Missions
Post by: saibotlieh on September 19, 2015, 07:29:27 am
Just finished a modded playthrough of Sunrider and I have to say I loved these missions. To be honest I felt they were more interesting than most of the stock missions that came with the game. A few things bugged me though.

When I played through the game Icari and Ava's missions unlocked right after the mission where we're introduced to Claude. As I see it, there are only four instances in the game where these side missions make sense occurring. Three of these are points in the game when side missions are made available to the player, after meeting Asaga and Chigara, after Far Point, and after the fight in Ongess. Besides those the only other time is before taking on the Ryuvian job. Those are the only points in time when the Sunrider and its crew are free to do other things.

For the sake of continuity in my playthrough I decided to push those missions till after Far Point but then Icari's mission started bugging me. It didn't make sense for Icari to try and cover up her secret meeting by going to another yet station for even more shore leave. It doesn't seem like it would have held up much as a lie and after their bonding session I didn't seem like Icari would feel like she would have to keep it a secret from the rest of the crew (the only things that girl keeps secret is her love for them that dumbass ;D). I don't suppose its possible to make it so that if the mission isn't done prior to Far Point a different version is used? It wouldn't have to be that big a change, just some slight alteration to the text to keep it in line with the situation and Icari's character development.

Finally I noticed that at points you used the word "save" where you should have used "safe."

Sorry, I don't mean to be rude. Like I said, I love what you've done with the missions already. These are just my highly oxidized two cents. Well except for the "safe" one.

And now for something completely different...



I never do this but when I was playing Icari's mission I couldn't resist reading Michal's lines out loud in a stupidly stereotypical Russian accent (I blame Metro/STALKER). Because we can always use more good guy Russians.

Thanks a lot for the feedback, always welcome.

I'm glad that you enjoyed the missions, and that you gave Michal a Russian accent makes me especially happy, since that was pretty much the character I had in mind for him. In fact, I thought of him as Polish, but Russian is (at least for me) close enough. :)

The timing of the missions is in fact something I have not worked on enough so far. It is a bit better than before (Inaho Rowe had Claude's mission as an option just after Asaga had been taken away, which was definitely not a good point for a side mission), but there is still work to be done. Unfortunately there are really only a few occasions missions can be fit sensibly.

For Icari, I tried to make her point out that she does trust the crew, but wanted to be on the save safe side none the less, since people tend to talk too much when they enjoy themselves. Also, it is not just about the other pilots, but the crew of the Sunrider as a whole, so she rather plays it safe. But I might add a few lines of dialog to make this clearer, maybe also depending on the point in the story when the mission is conducted.

Furthermore, thanks for point out my misuse of some "save"s. I have a similar problems with "life" and "live", but for "safe" and "save" I do not notice it as much (damn those similar-sounding letters). I have corrected these now and the corrected versions will be uploaded with the next character mission.

Mostly right, the arguments for True and False don't use quote marks and to re-enable the booster after the mission then you need to check for boosterstate returning False because its been disabled. I will add this to the booster mod as well, it should have been included to start with.

I made a bit of a mistake on the function, it was checking a value, that it changed but that's working well now and the working files are attached.


I do seem to have problems with the retry of the missions after a bad end at the moment as well, but I do not know if that is related to this problem.


 ::) Damn you hindsight! That's actually my fault.

I built the M52 file to work with the mods I was making, and it uses variables set by the booster or my storymod, one of which is called by the modified mission fail label. If your using the booster then the variables are auto-set.

Of course if your using it but not the mods, it screws everything up.

Many thanks again for this, works fine now. I will be adding some lines of dialog to the mission and then upload the updated files soon.

On the power of the shields, with the huge range upgrade cost its not so broken as I thought, had dreams of a 21 hex area of complete laser immunity which are now sadly shattered.  ;)

Ah, okay, when the shield got attached to the booster of course the costings were not increased like I did for the Phoenix, that explains your first reaction I guess. :)

In fact, originally I intended the shield to be not upgradeable at all, but found no elegant way to implent it that way (the upgrade options come automatically with an entry in shield_generation that is not zero). I will keep the energy cost of 10 none the less, makes the choice not as easy as before.

Do you have any plans after the last character mod? Are you going to extend them or look into something else?

Not so far. Once I finished making all character missions, I will finally play Sunrider again to see how well the missions fit into the game. As Spart117MC stated, there are unfortunately only a few point in the story where the missions really do fit in.

Also, I am thinking about making the combat in Claude's mission a bit more interesting. At the moment it is just "here, have some ships to fight". But I have not given too much thought on that yet, first I will have to finish the remaining character mods.

As for (even) more character missions, again there is the problem with the few occasions these missions can be sensible fitted. Putting in even more missions might overload these. Maybe if the main story would be stretched out over more main missions it might be a different story...

Another thing I thought about while creating Icari's mission was the possibility to make her ryder and maybe all the other ones more modular, means giving options to fit different weapons and other equipment. But this would need a lot of more work and might not work well without creating new graphics. But it would be quite snazzy none the less.
Title: Re: Character Side Missions
Post by: The Bigfoot on September 19, 2015, 01:12:52 am

In fact, originally I intended the shield to be not upgradeable at all, but found no elegant way to implement it that way (the upgrade options come automatically with an entry in shield_generation that is not zero). I will keep the energy cost of 10 none the less, makes the choice not as easy as before.


I actually had to solve this problem with the upgrade screen for the booster mod and the modifications are auto-implemented when you have the M52 file so its very easy to do. You can set a function to run when the upgrades screen is opened and then set another one to restore it when you look at the ship map by making sure the eval check returns False in a chat_labels check, it wont make any icons but it will run a function perfectly well.

I made a small modification to a few lines in the boosterstate func to work better ( I forgot to take account of detaching so it would return False sometimes when it shouldn't) but I haven't added any of the below code as I don't know if you still want it to be un-upgradeable.

Code: (Setup:) [Select]
init 20 python: # Later load order than the booster check because this uses it, otherwise you can just put it in the same init block below the boosterstate function.

#Functions:
    def deshield():
        global phoenix
        if store.SL_SM_IcariMission_StoreItem_Attached == True:
            if boosterstate() == True: # if booster is attached
                phoenix2.shield_generation = 0
                phoenix2.shield_range = -1
                return
            if boosterstate() != True:
                phoenix.shield_generation = 0
                phoenix.shield_range = -1
                return

    def reshield():
        if store.SL_SM_IcariMission_StoreItem_Attached == True:
            if boosterstate() == True: # If booster is attached, target true phoenix
                phoenix2.shield_generation = 25
                phoenix2.shield_range = 0
                return
            phoenix.shield_generation = 25 # works as normal
            phoenix.shield_range = 0
            return

Code: (Use:) [Select]

# Add this to the shield buy code. Nothing in the sell code needs changeing.
            if not 'upgrade_funcs' in globals(): globals()['upgrade_funcs'] = []
            global upgrade_funcs, chat_labels
           
            if not [True,deshield] in upgrade_funcs: upgrade_funcs.append([True,deshield])
            if not ['reshield() and False'] in chat_labels: globals()['chat_labels'].append(['reshield() and False'])

With this code you still need to set the shield stats in the store for adding/removing but whenever you go to the upgrade screen, the phoenix shields are disabled so they don't show up.

I have tested it briefly (This time on a blank unmodded sunrider) and it should work with no problems.
Title: Re: Character Side Missions
Post by: 7twenty on September 21, 2015, 10:25:41 am
AttributeError: 'Battle' object has no attribute 'battlestart'

I am running Beta 7.2 with the extensive mod.

That's odd, battlestart is something that's never been changed in the functions file, and its not an error I have seen before. I haven't looked at the extensive mod before but will check it out to see if there's any incompatibility. Are there any other mods being run?


Also, I think the Phoenix booster mod will make this fight rather easy, I will have to look into the possibility to spawn the Phoenix without the booster.

Gimme a day or so, and I'll do a func to silently destroy and remake it. Been looking forward to the Icari mission.

--AutoMerged with prev post

Played the mod, every one gets longer and longer!. Got to say the reward for this one is incredibly wonderfully overpowered ;). It was nice to see a bit of the seedy underside of the game.

Spoiler
Incidentally if the booster is alive, it will apply the reward to it rather than the base phoenix makeing it unbelivably broken (teleporting armored shield cover!). So I built in a check for that into the disable func.

Unfortunately that's what I was worried about with compatibility. It doesn't break the game but can cause surprises.
[close]

Disable/Enable func:

The function checks firstly if the booster file exists by looking for booster, so there should be no codebugs about it if the mod isn't in the game folder.

Code: (Arguments:) [Select]
True - If called with True, it will check the booster's state and enable it

False - If called with False, it will check the booster's state and disable it

"check" (default) - if ran with no arguments it will return "Installed", "Not Installed", True (if alive), False (if dead)

"switch" - this switches the phoenix var between booster and the true phoenix, I thought this might be useful in the store item, boosterstate() == True : boosterstate('switch') before and after the existing code would force it to target the stock phoenix.

Code: (Function:) [Select]
init 10 python:
    def boosterstate(state = "check"):
        if 'booster' not in globals():
            return "Not Installed"
           
        if state == "check":
            if 'booster' in globals():
                if booster == 0: return "Installed"
                if booster in player_ships: return True
                if booster in upgrade_ships: return False
               
        if state == "switch":
            if phoenix == booster:
                phoenix = phoenix2
                return "switched"
            if phoenix == phoenix2:
                phoenix = booster
                return "switched"
               
        if state == False:
            if 'booster' in globals(): # Lets you check if phoenix mod is used, if not then skip
                if booster in player_ships: # booster is the var that's permanently set to the booster ship
                    if Attached == True:
                        player_ships.remove(phoenix)
                        upgrade_ships.append(phoenix)
                        globals()['phoenix'] = phoenix2
                        player_ships.append(phoenix)
                        upgrade_ships.remove(phoenix)
                        globals()['Attached'] = False
                        globals()['Boosterdead'] = True
                    if Attached == False: # is in player_ships but not attached
                        upgrade_ships.append(booster)
                        player_ships.remove(booster)
                        BM.ships.remove(booster)
                        globals()['Boosterdead'] = True
       
        if state == True:
            if 'booster' in globals():
                if booster in upgrade_ships:
                    globals()['Boosterdead'] = False
                    globals()['Attached'] = True
                    player_ships.remove(phoenix)
                    BM.ships.remove(phoenix)
                    upgrade_ships.append(phoenix)
                    globals()['phoenix'] = booster
                    player_ships.append(phoenix)
                    BM.ships.append(phoenix)
                    upgrade_ships.remove(phoenix)
                    booster.location = phoenix.location
        return

@ 7twenty

It is calling an error from my functions file but its not an issue I have seen before and those lines of code were pulled direct from the game so I don't know why its causing problems.

Are you running any other mods? Were you just starting the mission or was it a retry? Is this the only mission that its happened in?

Negative. I am only using the extensive mod.
Title: Re: Character Side Missions
Post by: saibotlieh on September 22, 2015, 04:20:54 am
Okay, I have uploaded an updated version of the Icari mod and the Main file. The shield pack is not upgradable anymore and cost now 10 energy to attach. If you already have the pack by playing the last version, I would recommend to unequip it first before using the new version.

I would recommend to use the newest Main & M52-53Functions_7.2 file in any way, since there were some problems with the old versions.

@The Bigfoot: Again my thanks for the new code. I haven't found a M52-53Functions_7.2.rpy file with the boostercheck function though, so for now I have just put the code into the latest file you send me.

Negative. I am only using the extensive mod.
Try use the newest Main & M52-53Functions_7.2, hopefully that will fix the problem.
Title: Re: Character Side Missions
Post by: Drath on October 04, 2015, 02:34:30 pm
Chiming in late here, but just wanted to say it was nice to play Ava's side mission and to read how you interpreted the characters. :)

Played it a few times, choosing to do the mission after the beach episode or after Ongess and had fun doing so. While it's a bit on the easy side, I liked how the battle was implemented. Perhaps having a fixed time frame/period, on when the mission is available would be nice for balance purposes. Having ryders unload from the Sunrider in pairs (mimicking regular carriers), is definitely a good idea and a nice touch and adds to the overall strategy involved. Alliance Cruisers and Mining Union Frigates are noticeably absent but I suppose these are done for balance purposes (which is probably a good idea).

Being the greedy person that I am, I found it a little short though. :P Hope to see Capt Lamiales or his exploits in another mod or the continuation of this mod perhaps.

Sent a small list of suggested tweaks for grammar/typos to you via PM.
Title: Re: Character Side Missions
Post by: saibotlieh on October 05, 2015, 05:46:52 am
Chiming in late here, but just wanted to say it was nice to play Ava's side mission and to read how you interpreted the characters. :)

Played it a few times, choosing to do the mission after the beach episode or after Ongess and had fun doing so. While it's a bit on the easy side, I liked how the battle was implemented. Perhaps having a fixed time frame/period, on when the mission is available would be nice for balance purposes. Having ryders unload from the Sunrider in pairs (mimicking regular carriers), is definitely a good idea and a nice touch and adds to the overall strategy involved. Alliance Cruisers and Mining Union Frigates are noticeably absent but I suppose these are done for balance purposes (which is probably a good idea).

Being the greedy person that I am, I found it a little short though. :P Hope to see Capt Lamiales or his exploits in another mod or the continuation of this mod perhaps.

Sent a small list of suggested tweaks for grammar/typos to you via PM.
Good to hear that you enjoyed the missions and many thanks for the suggested corrections, always welcome.

Once I have a full set of missions I will look into tweaking the timing. The extra ships are in fact missing since I do not know how to start the battles like they do in MoA (with choosing the positions of own ships), but it seems to work just well like this. Gives me more options to set up the battles as well.

Unfortunately I was rather absorbed in RL and playing Dark Souls the last weeks, so I did not make much progress with modding. Hopefully that should change again soon.
Title: Re: Character Side Missions
Post by: The Bigfoot on October 05, 2015, 07:35:50 am
Once I have a full set of missions I will look into tweaking the timing. The extra ships are in fact missing since I do not know how to start the battles like they do in MoA (with choosing the positions of own ships), but it seems to work just well like this. Gives me more options to set up the battles as well.

Unfortunately I was rather absorbed in RL and playing Dark Souls the last weeks, so I did not make much progress with modding. Hopefully that should change again soon.

To enable the formations phase you need to set the battle ID to a number above 16 (ish) rather than a string, that said I think placing the ships is quite good for certain battles. Helps you plot them and works well story-wise if the Sunrider is in a tight spot.

If you wanted to do a hybrid, it is possible. Only ships in player_ships show up in the formation screen so you can remove the ships you want to place from player_ships, then on the start of the first turn, put them back in.

Any ships which weren't removed are left in the formation window and can be placed manually by the player, including any mercenary ships!

The only thing to be aware of is if you remove ALL the core ships and there are no hired mercenaries then the second the player enters the battle, they loose. The way around this is to make a holder ship, stick it in a corner and remove it from BM.ships so it doesn't show up, just remove it from player_ships at the end of the mission

Another option would be something like:

Code: [Select]
python:
    for ship in player_ships:
        if ship not in BM.ships:
            ship.location = (get_free_spot_near(sunrider.location))
            set_cell_available(ship.location, available=True):

But that is quite unrefined, the ships will and up near the Sunrider in a circle. It might be better  to search for the ship type, getting the number in player_ships and placing them manually.

Hope you don't die too much in Dark!
Title: Re: Character Side Missions
Post by: saibotlieh on October 05, 2015, 09:19:18 pm
Once I have a full set of missions I will look into tweaking the timing. The extra ships are in fact missing since I do not know how to start the battles like they do in MoA (with choosing the positions of own ships), but it seems to work just well like this. Gives me more options to set up the battles as well.

Unfortunately I was rather absorbed in RL and playing Dark Souls the last weeks, so I did not make much progress with modding. Hopefully that should change again soon.

To enable the formations phase you need to set the battle ID to a number above 16 (ish) rather than a string, that said I think placing the ships is quite good for certain battles. Helps you plot them and works well story-wise if the Sunrider is in a tight spot.

If you wanted to do a hybrid, it is possible. Only ships in player_ships show up in the formation screen so you can remove the ships you want to place from player_ships, then on the start of the first turn, put them back in.

Any ships which weren't removed are left in the formation window and can be placed manually by the player, including any mercenary ships!

The only thing to be aware of is if you remove ALL the core ships and there are no hired mercenaries then the second the player enters the battle, they loose. The way around this is to make a holder ship, stick it in a corner and remove it from BM.ships so it doesn't show up, just remove it from player_ships at the end of the mission

Another option would be something like:

Code: [Select]
python:
    for ship in player_ships:
        if ship not in BM.ships:
            ship.location = (get_free_spot_near(sunrider.location))
            set_cell_available(ship.location, available=True):

But that is quite unrefined, the ships will and up near the Sunrider in a circle. It might be better  to search for the ship type, getting the number in player_ships and placing them manually.

Hope you don't die too much in Dark!

Many thanks for that, might come in use later for me.

Died a many times in the Dark and a lot at any other time as well. But now I do manage somehow, even using keyboard & mouse, which is like the worst thing one can do playing Dark Souls as it seems.

Also, you might have missed this one:

@The Bigfoot: Again my thanks for the new code. I haven't found a M52-53Functions_7.2.rpy file with the boostercheck function though, so for now I have just put the code into the latest file you send me.

I have checked your PhoenixMod.zip, but that M52-53Functions_7.2.rpy file does not incluede the boostercheck function.
Title: Re: Character Side Missions
Post by: The Bigfoot on October 05, 2015, 09:38:03 pm
I have checked your PhoenixMod.zip, but that M52-53Functions_7.2.rpy file does not incluede the boostercheck function.

That's... another case of me being an utter idiot. I put it on the phoenixmod.rpy not the functions file. I should probably update it at some point but I don't think there's much need atm as you have already got it set up for the only mod that interacts directly with it.
Title: Re: Character Side Missions
Post by: saibotlieh on October 06, 2015, 08:25:11 pm
I have checked your PhoenixMod.zip, but that M52-53Functions_7.2.rpy file does not incluede the boostercheck function.

That's... another case of me being an utter idiot. I put it on the phoenixmod.rpy not the functions file. I should probably update it at some point but I don't think there's much need atm as you have already got it set up for the only mod that interacts directly with it.
Okay, no worries then.
Title: Re: Character Side Missions
Post by: saibotlieh on November 27, 2015, 07:30:26 pm
Okay, here we go, the character mission for the one with blue hair is now uploaded as well. Sorry for the long wait.  :-[

Together with this missions comes a new Mod_SL_SM_Main file, which should be fully compatible with the other missions.

Also I have uploaded new versions of the character missions of Ava and Chigara, fixing the linguistic errors exposed to me by Spart117MC and Drath, many thanks for that again.

With this, a full set of character missions is completed. There is still a small extra mission I am planning to do, which hopefully should be finished much sooner this time. Once that is done, I will have to finally play the game myself again to see how the missions fit into the flow of the game. After that, I have no concrete plans so far. I might revisit some of the older missions to buff them a bit, but I am not sure about that yet.

Anyhow: Enjoy the new mission!  :)
Title: Re: Character Side Missions
Post by: warchief-williams on December 17, 2015, 12:47:39 am
Good day, just here to with my report on the mod. Figured I might post something seeing as how the last activity here was weeks ago, and I am sure saibotlieh would like an update. I haven't gotten to play the bluer hair one's mission, so the report will cover the others

Stability wise, it is very stable, though the game does do a what I can only describe as a dry heave during Asaga's mission when PACT reinforcements appear, or for that matter, when any reinforcements appear in the missions.

Linguistics wise, it was mostly good, though there are still a few places where I presume that your autocorrect placed the wrong word. During Claude's mission "colonists are a tough bread", though I am sure you meant "breed." Another example is in the conclusion of Asaga's mission during her talk to Kayto, she says that "I've many allies" when I am certain you meant that she was implying that Kayto has many allies, rather than herself. Minor quibbles in other words.

Pacing-wise, it makes sense for most of the missions to become available after the Battle for Far Port, rather than before hand. For me, Ava's mission popped up after Asaga's kidnapping near the end of First Arrival, and while I didn't test it to see if Black Jack would appear in the mission regardless of where she was, pacing wise it didn't make sense to divert to Ava's mission. Another good narrative place for a few of these is post-Onegess, especially Claude's mission.

Just my two cents. Tis a very good mod that adds to the game, and that is always a good thing.
Title: Re: Character Side Missions
Post by: saibotlieh on December 17, 2015, 11:35:35 pm
I have uploaded a new Mod_SL_SM_Main.zip file, since The Bigfoot created a new version of his M52-53Functions_7.2.rpy file, which is now called ModFramework.rpy. It is not necessary to download these new files to play the mission mods as of yet, but they might be so in the future. In any way, if you want to use the new files, make sure that you remove the M52-53Functions_7.2.rpy and the M52-53Functions_7.2.rpyc from the games folder.

Good day, just here to with my report on the mod. Figured I might post something seeing as how the last activity here was weeks ago, and I am sure saibotlieh would like an update. I haven't gotten to play the bluer hair one's mission, so the report will cover the others

Stability wise, it is very stable, though the game does do a what I can only describe as a dry heave during Asaga's mission when PACT reinforcements appear, or for that matter, when any reinforcements appear in the missions.

Linguistics wise, it was mostly good, though there are still a few places where I presume that your autocorrect placed the wrong word. During Claude's mission "colonists are a tough bread", though I am sure you meant "breed." Another example is in the conclusion of Asaga's mission during her talk to Kayto, she says that "I've many allies" when I am certain you meant that she was implying that Kayto has many allies, rather than herself. Minor quibbles in other words.

Pacing-wise, it makes sense for most of the missions to become available after the Battle for Far Port, rather than before hand. For me, Ava's mission popped up after Asaga's kidnapping near the end of First Arrival, and while I didn't test it to see if Black Jack would appear in the mission regardless of where she was, pacing wise it didn't make sense to divert to Ava's mission. Another good narrative place for a few of these is post-Onegess, especially Claude's mission.

Just my two cents. Tis a very good mod that adds to the game, and that is always a good thing.
Thanks a lot for the feedback, I highly appreciate it. :)

Good to hear that everything runs stable for you. I am not completely sure what you mean by "dry heave" though. If you refer to the jump to the area where the reinforcements appear and that the map cannot be moved while they appear, that is intentional to let the player know that these new enemies have appeared. I think of it as a helpful feature, but if more people dislike it I could get rid of it again.

For the linguistics, the main problem will be that English is not my first language. I think I am not too bad in it, but such things like "bread" and "breed" (or "save" and "safe" as mentioned in an earlier post) can easily slip under my radar when I write and read text. Therefore, I am thankful for every notification of any errors I made. Asage, by the way, in fact refers to herself as having many allies now (Sunrider, Alliance), while Kayto had none when he had to take responsibility for his people.

The pacing is still something I have to work on. It is a bit strange that Ava's mission became available at that point in time, since I explicitely deactivated side missions at that point (or at least I though I did so). I will have to look into this again. And I agree, post-Onegess does sounds like on of the better times for side missions.

Thanks again and I am glad that you enjoyed the missions.  :)
Title: Re: Character Side Missions
Post by: Garcis :3 on December 19, 2015, 02:44:27 am
Fantastic! Will test these in my run through with 7.2 (nice timeing btw) and look forward to playing them.
hello I would like to install the mod but as I am Argentinian I can not understand the English and how intalarlo. google translator to try to understand, but I was wrong and "broke" the game. Might you help me?
Title: Re: Character Side Missions
Post by: saibotlieh on December 19, 2015, 10:29:03 am
Fantastic! Will test these in my run through with 7.2 (nice timeing btw) and look forward to playing them.
hello I would like to install the mod but as I am Argentinian I can not understand the English and how intalarlo. google translator to try to understand, but I was wrong and "broke" the game. Might you help me?
Hi, I cannot speak Spanish, so I will have to try in English again, maybe somebody else in the forum might be able to translate though.

All you have to do is to download the zip files and unpack them into the "game" folder of the Sunrider folder. All files that start with "Mod_SL_SM_" and the "ModFramework" file are part of this mod, if you want to remove them again.

I do not know how you could have broken the game with these files, but it might be possible of course. Could you describe the problems you are getting?
Title: Re: Character Side Missions
Post by: Marx-93 on December 19, 2015, 11:44:35 am
I know Spaninsh saib, so I can translate for you.

Garcis, voy a traducir lo que está diciendo saibotlieh. Google translate es muy poco fiable, por lo que mejor que hables en español y yo traduciré. De momento, lo que te está diciendo saibotlieh es:

Lo único que tienes que hacer es descargarte los ficheros zip y extraerlos en la carpeta "game" dentro la carpeta principal de Sunrider. Todos los ficheros que empiezan por "Mod_SL_SM_" y los ficheros "ModFramework" son parte del mod, por si los quieres quitar después.

No sé como el juego puede haber dejado de funcionar con estos ficheros, pero es una posibilidad por supuesto. Puedes describir los problemas que tienes con más detalle?
Title: Re: Character Side Missions
Post by: The Bigfoot on December 19, 2015, 06:58:00 pm
Played the Kryska mission, it may be light on the character interaction compared to Asaga and Icari's but the moveing background and general feel of the mission is really good! Got to be the best of the lot for me.

Checking through the code, its great how it takes account of Xs being destroyed and responds to them!

The mission worked absolutely fine, placing Liberty with set_location did cause it to pop on-top of Bianca but that is a very minor thing.

Textstuff

line 1167: "from the begin" should be "from the beginning"
line 1181: "felt as a relive" should be "felt a relief" or something similar
line 1731: "momentary doing" should be "doing at the moment" but could just be "doing" as with ASAP it feels a bit redundant
line 2269: "non the less" should be "nonetheless", for some reason that is one word in english  ::)
line 2294: Decent is normally, "that was ok but not remarkable" rather than good

[close]

Might you help me?

Garcis posted on my framework mod, I think this will be resolved by re-downloading the framework file from the googledrive link.
Title: Re: Character Side Missions
Post by: Duke Rockhopper on December 20, 2015, 04:00:48 am
wow, side missions! I need to get on these!
Title: Re: Character Side Missions
Post by: Garcis :3 on December 20, 2015, 06:26:14 am

jaja gracias ahora funciona :D. agradezco que se hayan ofrecido ayudarme  ;D
Title: Re: Character Side Missions
Post by: saibotlieh on December 27, 2015, 07:09:16 pm
Sorry for the late response, but I had rather limited computer access the last days. Hope you all had some merry Christmas by the way.  :)

Thanks a lot for translating, Marx-93. Also, hope everything works fine for you now, Garcis.

Played the Kryska mission, it may be light on the character interaction compared to Asaga and Icari's but the moveing background and general feel of the mission is really good! Got to be the best of the lot for me.

Checking through the code, its great how it takes account of Xs being destroyed and responds to them!

The mission worked absolutely fine, placing Liberty with set_location did cause it to pop on-top of Bianca but that is a very minor thing.

Glad you liked the mission. Had some problems to think of anything to give Kryska a bit more depth. Doesn't mean I don't like her character, just nothing came to mind. The part with the moving backgrounds was in fact more a last minute attempt to put some more text lines into the mission, but I like as well how it turned out in the end, technically and atmosphere-wise.

Also, it is a bit of a shame that the responses to the destructions of the Xs won't coming up for the people playing to good to suffer losses. They hint a bit to Kryska's character (at least as I see her).

Many thanks for the text corrections and pointing out the possible problems with the Bianca spawn, I will correct these for the next version.

Might you help me?

Garcis posted on my framework mod, I think this will be resolved by re-downloading the framework file from the googledrive link.

Thanks for helping as well. I have removed the ModFramework.rpy from my Mod_SL_SM_Main zip file now and put up instructions that your file needs to be downloaded from the source directly from now on.
Title: Re: Character Side Missions
Post by: blahgony on January 06, 2016, 01:37:00 am
While running game code:
  File "game/M52-53Functions_7.2.rpy", line 817, in script
    python:
  File "game/M52-53Functions_7.2.rpy", line 823, in <module>
    BM.battlestart.player_ships = store.player_ships[:]
AttributeError: 'Battle' object has no attribute 'battlestart'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/M52-53Functions_7.2.rpy", line 817, in script
    python:
  File "C:\sr\SunriderMaskofArcadius-all\renpy\ast.py", line 778, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\sr\SunriderMaskofArcadius-all\renpy\python.py", line 1382, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/M52-53Functions_7.2.rpy", line 823, in <module>
    BM.battlestart.player_ships = store.player_ships[:]
AttributeError: 'Battle' object has no attribute 'battlestart'


I am running Beta 7.2 with the extensive mod.

I ran into the same issue when merging extensive mod with the side mission. After looking trough the changes for extensive mod, it looks like Astral made changes to some of the core battle functions that is incompatible with Bigfoot's Mod functions. I had to comment out the following lines in M52-53Functions_7.2.rpy (I think it is the same lines in Mod Framework as well) and so far it seems to work.

Code: (Changes needed:) [Select]

#    config.label_overrides['dispatch'] = 'Dispatch2'
#    config.label_overrides['tryagain'] = 'Try2'
#    config.label_overrides['battle_start'] = 'battle_start2'
#    get_movement_tiles = MovTile2

Still playing through with both extensive and side mission mod but I have a few comments:

Ava's side mission
Spoiler
Shiela's ship has low hp and armor compared to the changes made to other ships. With extensive mod, it can be killed in one or two missile attacks. Since you have checks for extensive mod elsewhere, maybe you can add one when setting the ship hp and armor. I suggest using stats from one of the freighters (Mochi, Agamemnon). The reward works for the normal game, but it should be increased 10x when extensive mod is in use.
[close]

Icari's side mission
Spoiler
In extensive mod, Astral already added shields to all ryders with range 0 for the combat ryders (including Phoenix) and range 1 for the support ryders. Not sure if you can change the reward to something like increasing shield power when you equip the shield module.
[close]


Thanks for making this mod, I am enjoying what it adds to the game.
Title: Re: Character Side Missions
Post by: The Bigfoot on January 06, 2016, 01:52:15 pm
Code: (Changes needed:) [Select]

#    config.label_overrides['dispatch'] = 'Dispatch2'
#    config.label_overrides['tryagain'] = 'Try2'
#    config.label_overrides['battle_start'] = 'battle_start2'
#    get_movement_tiles = MovTile2

Thanks for tracking that down! Will try to make it compatible tonight. The dispatch label should be compatible, its what allows the char buttons to update with mod content. You may need to re-enable to access the missions if the buttons aren't already set
Title: Re: Character Side Missions
Post by: blahgony on January 07, 2016, 02:19:57 am
Code: (Changes needed:) [Select]

#    config.label_overrides['dispatch'] = 'Dispatch2'
#    config.label_overrides['tryagain'] = 'Try2'
#    config.label_overrides['battle_start'] = 'battle_start2'
#    get_movement_tiles = MovTile2

Thanks for tracking that down! Will try to make it compatible tonight. The dispatch label should be compatible, its what allows the char buttons to update with mod content. You may need to re-enable to access the missions if the buttons aren't already set

So far it looks like the side missions call Dispatch2 directly rather than dispatch.
Title: Re: Character Side Missions
Post by: The Bigfoot on January 06, 2016, 07:28:47 pm
So far it looks like the side missions call Dispatch2 directly rather than dispatch.

Didn't realize that, but any calls from the original script will still call dispatch and if its being called anyway by the side missions and you've had no trouble then its unlikely to be a problem.

I'm trying to run Astral's mod and my framework concurrently and even with using those comments, it still doesn't work as so many functions have changed in both files. Given the polar opposite goals of our two mods, I doubt that there will be a compatibility patch soon, although I will keep thinking about it.

You are running a very old version of my frameworks as you mentioned the Try2 label in your fix and it doesn't even exist in the current code. It is more compatible than the modern framework as it is more limited in scope so I would recommend just keeping it with battlestart, tryagain and perhaps get_movement_tiles commented out.

Sorry I couldn't help!
Title: Re: Character Side Missions
Post by: blahgony on January 07, 2016, 05:16:45 am
No need to be sorry, it's currently working for me.

I wanted to point out what I've done to get around the battlestart issue when I combined extensive mod and side mission mod since at least one other person was having the same issue as me.



Updated: January 08, 2016, 02:49:28 am
NOTE: This is a warning for those who are adventurous (or crazy) enough to merge extensive mod and side mission mod.

I finished Sola's side mission and ran across a game breaking incompatibility with extensive mod. The trigger is not in the side mission itself, but an option available after the mission is complete, so it can be avoided.

Spoiler
Do NOT buy the Gemini parts from the mining guild after finishing the mission. With the changes made in extensive mod, it reduces the movement energy cost for Seraphim to zero. This will cause the game to return a divide by zero error anytime Seraphim is selected in battle.
[close]
Title: Re: Character Side Missions
Post by: saibotlieh on January 08, 2016, 02:08:21 am
Had a look at my files, the problem with the Dispatch function could be coming from a
Code: [Select]
config.label_overrides['dispatch'] = 'Dispatch2'
line I still have in my Mod_SL_SM_Main file. Have deleted said line now.

Spoiler
Further I have changed my ship definitions in a way that they now refer to already existing ship classes, so they should scale accordingly. Also I changed the Ava mission reward for the extensive mod. Don't know if I can do much about Icari's rewards, since it is also more explicit in the dialogs. Do you have a suggestion to which value the Sola rewards should be changes?
[close]

I have attached modified files for the missions of Asaga, Ava and Kryska. Have a look if you like.
Title: Re: Character Side Missions
Post by: saibotlieh on February 07, 2016, 10:45:50 pm
Okay, the extra mission is finished and uploaded. This one comes with some custom graphic assets, so the download is much larger than for the other missions. For the installation, make sure that the included "Mod" folder goes into the "...\Sunrider\game" folder. No peeking if you do not want to be spoiled!  ;)

The mission will directly appear as entry on the star map, not on the ship map like the others. This is the timeframe it should (hopefully) be available:
Spoiler
After Operation Wedding Crush and before the arrival at Ongess. There is no affection requirement with any of the girls.
[close]
Enjoy!  :)
Title: Re: Character Side Missions
Post by: saibotlieh on February 28, 2016, 04:06:20 pm
So, finally had time to play the game myself again and did some adjustments for the character missions. They should now appear at appropriate points in the story, but will therefore also not be available for a long time, so conduct them as soon as you can.  ;)

Further I fixed bigger problems with Asaga's and the Extra mission, smaller things with the other missions and added a bit more text to the intro of Sola's mission.

Enjoy!  :)
Title: Re: Character Side Missions
Post by: The Bigfoot on March 02, 2016, 12:11:36 am
So, finally had time to play the game myself again and did some adjustments for the character missions. They should now appear at appropriate points in the story, but will therefore also not be available for a long time, so conduct them as soon as you can.  ;)

Further I fixed bigger problems with Asaga's and the Extra mission, smaller things with the other missions and added a bit more text to the intro of Sola's mission.

Enjoy!  :)

Will check it (and the new one) as soon as possible! (I don't know when you set Asaga's mission, difficulty-wise it should probably be set half way through the next game!  ;D)
Title: Re: Character Side Missions
Post by: saibotlieh on March 07, 2016, 01:28:44 am
Is that mission so difficult? I always found all of them a bit too easy, but maybe I got it right with that one. Hope you'll enjoy the extra mission.

Also, thanks for putting up the links on the new forum.  :)
Title: Re: Character Side Missions
Post by: saibotlieh on July 25, 2016, 06:24:42 pm
The side missions are now also available for The Bigfoot's "First Arrival and Mask of Arcadius
in Liberation Day" port (http://innomenpro.com/forums/index.php?topic=1581.0). I have updated the first post accordingly.

Enjoy!  :)
Title: Re: Character Side Missions
Post by: LeFay on July 29, 2017, 01:28:15 pm
i am having this error with the side mission mods I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/Mod_SL_SM_AsagaMission_LD_MoA.rpy", line 10, in script
    init 3 python: # init blocks run at the start of the game or on loading
  File "game/Mod_SL_SM_AsagaMission_LD_MoA.rpy", line 18, in <module>
    talk_buttons.append(["asa_location == None and MoACharacterMissionPossible('Asaga') and SL_SM_AsagaMission_Intro",'asa','bridge','SL_SM_AsagaMission_Intro'])
NameError: name 'talk_buttons' is not defined

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/Mod_SL_SM_AsagaMission_LD_MoA.rpy", line 10, in script
    init 3 python: # init blocks run at the start of the game or on loading
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\ast.py", line 785, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider\renpy\python.py", line 1445, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/Mod_SL_SM_AsagaMission_LD_MoA.rpy", line 18, in <module>
    talk_buttons.append(["asa_location == None and MoACharacterMissionPossible('Asaga') and SL_SM_AsagaMission_Intro",'asa','bridge','SL_SM_AsagaMission_Intro'])
NameError: name 'talk_buttons' is not defined

Windows-7-6.1.7601-SP1
Ren'Py 6.99.3.404
Sunrider Mask of Arcadius  Beta 7.2

then this happens on LD
I'm sorry, but an uncaught exception occurred.

While running game code:
ScriptError: Name u'battle_start2' is defined twice, at game/Mod Framework File/ModFramework.rpy:1046 and game/Mod Framework File/Previous/ModFramework.rpy:1022.

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\bootstrap.py", line 281, in bootstrap
    renpy.main.main()
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\main.py", line 351, in main
    renpy.game.script.load_script() # sets renpy.game.script.
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\script.py", line 259, in load_script
    self.load_appropriate_file(".rpyc", ".rpy", dir, fn, initcode)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\script.py", line 738, in load_appropriate_file
    self.finish_load(stmts, initcode, filename=fn + source)
  File "C:\Program Files (x86)\Steam\steamapps\common\Sunrider Liberation Day\renpy\script.py", line 414, in finish_load
    bad_node.filename, bad_node.linenumber))
ScriptError: Name u'battle_start2' is defined twice, at game/Mod Framework File/ModFramework.rpy:1046 and game/Mod Framework File/Previous/ModFramework.rpy:1022.

Windows-7-6.1.7601-SP1
Ren'Py 6.99.8.959