Those files can be edited without restarting the game, greatly speeding up the testing process.
They can also be used to setup playable challenges, or situation showcasing balance and AI issues.
First thx for the mod. I’m glad i finally found it, cause i learned about it couple of days ago, there’s ai fleet tournament.. and for to love of god i couldn’t find the mod.. googling, searching on the forum, using google to search the forum. I only found it by finding your old tournament topics, clicking on you and looking at all your posts ^^.
I installed the mod, tried your test fleet battle, looks like it works fine. If i press right ctrl, as per instructions, it’s instant CTD.
I have some problems. I Figured out exactly how to write the excel sheets to make the mission. However when I try save it, it always make all ships from that sheet disappear from the mission.
I even tried to simply delete the last ship line, to make sure the problem was not writing in the wrong way, but no, even if I just delete the last ship line and save, all ships still disappear.
When I save the sheet a message appears warning about CVS options and commas, and a yes/no answer. No matter what option I choose from, after I save it, all ships disappear. I even tried a fresh install of the mod when trying each of the options, and both have the same results.
So it looks like I have problems with saving the sheet, how do I solve it?
Use Notepad++ or Ron’s Editor.
Thanks, I was probably being dumb, when I clicked it opened on excel so I thought” that must be it”
Now it’s working fine. Im just confused about something. to test I added a kite_hegemony and somehow I got a nebula class instead of a kite(A). I used the same line that was in the starsector core/data/hulls/skins. Why did I got a nebula instead of a kite?
edit: Actually, any line I add makes a nebula class appear, so Im probably writing something wrong, i’ve been adding lines like this
But only the hyperion appear properly, all others appear as nebula class
I just tried using version 1.0rc4 of the mod with Starsector 0.95a-RC15, and after changing “gameVersion” to “0.95a” in the mod_info.json, it seems to work just fine.
Just in case, do you happen to have an updated/alternative version lying around? If not, I’ll use 1.0rc4 as I did with Starsector 0.9.1.
(Other than using the mod as is, one specific area of interest to me is the terrain setup, which in 1.0rc4 is hardcoded in MissionDefinition.java. Maybe I’ll figure how to rebuild the FleetTester.jar with an updated .java file where api.addObjective() calls have been removed.)
Does it currently work with 0.95.1a despite being marked in red on the index?