Flagship Randomizer 1.29 for AE, ACE and ACE Infinite

Distribute and discuss mods that are functional. Moderator - Grognak
superarmandbros
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Re: Flagship Randomizer 1.22 for AE, ACE and ACE Infinite

Postby superarmandbros » Thu Dec 10, 2015 9:37 am

For Mac Users, here is the best and only way of installing the mod:
1.Download it and drag Flagship_Randomizer_1.22 into Documents
2.Open Terminal
3.Type cd then space.
4.Drag and drop your Flagship_Randomizer folder into Terminal and press enter
5. Copy/paste the following:

java -jar FlagshipGenerator.jar -src_file assetList.xml

then press enter

The mod will then open.

6.Click "Build Random Flagship"
7.Exit afterwards
8.Your brand new RandomFlagship.ftl file has been created in the Flagship_Randomizer_1.22 folder!
9.Place it in your mods folder, run SMM and enjoy!
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Sleeper Service
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Re: Flagship Randomizer 1.22 for AE, ACE and ACE Infinite

Postby Sleeper Service » Thu Dec 10, 2015 1:17 pm

Thanks superarmandbros, I added the procedure to the opening post.
superarmandbros
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Re: Flagship Randomizer 1.22 for AE, ACE and ACE Infinite

Postby superarmandbros » Fri Dec 11, 2015 10:00 am

Hey SleeperService, thanks for the reply and quotation at the beginning of the thread, but the instructions you've quoted are not entirely correct.

To reiterate: The first command involves typing in Terminal cd (with a space afterwards) then drag and dropping the Flagship Randomiser folder into Terminal.
This is a simplified way for Mac users who are not tech-savvy of executing this: cd /Users/(username)/Documents/Flagship_Randomizer/
(in this example, the Flagship Randomiser folder is located in Documents)

In other words, it does not involve changing cd to the Flagship Randomiser folder as you quoted in the first thread. That said, step 2 of my re-quoted instructions is correct.

Here is a far more condensed version of my original instructions:
1. Open Terminal and type cd then hit space.
2. Drag and drop the Flagship Randomiser folder into Terminal then press Enter,
3. Paste this code: java -jar FlagshipGenerator.jar -src_file assetList.xml then hit enter and you're done!

I don't know how to add screenshots on this site, but with these new instructions it should be a walk in the park for any Mac user to open this mod (I had to learn the hard way! :lol: ).

Once again, thanks for taking the trouble of replying and quoting me,

Armand
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Sleeper Service
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Re: Flagship Randomizer 1.22 for AE, ACE and ACE Infinite

Postby Sleeper Service » Fri Dec 11, 2015 10:29 am

"cd " is the shell command for "change directory", isn't it? (in Linux it's change desktop). I assumed that instruction was self explanatory, the cd in brackets was meant as an explanation on how to change directory in the terminal. But I can see that this wasn't very clear after all. Anyway, I changed it to your condensed version. Thanks for taking the time.
YoshiGaming
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Re: Flagship Randomizer 1.22 for AE, ACE and ACE Infinite

Postby YoshiGaming » Sun Jan 31, 2016 2:18 pm

I really like the concept, and I can't wait to try it, but I think you should create a similar program/mod that does create the horrible ships, like, as you said, a flagship with 4 missiles and a defense scrambler, because I feel as if it would create an entirely new, albeit unbalanced fight that would also be fun to play. Nevertheless, I'm still going to try this out!
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Sleeper Service
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Re: Flagship Randomizer 1.29 for AE, ACE and ACE Infinite

Postby Sleeper Service » Sat Sep 17, 2016 9:26 pm

Flagship Randomizer 1.29
- Another attempt at fixing some bad offsets for certain phase 2 layouts
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Auron1
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Re: Flagship Randomizer 1.29 for AE, ACE and ACE Infinite

Postby Auron1 » Sat Sep 17, 2016 10:35 pm

Great, that's awesome!

Err... the previous available version was the 1.22, right? :?
Oh, by the way: why does the site say the first message was edited the last time on Wed Nov 19, 2014 :?: :?: :?: :?:
Has anyone ever considered a Warhammer 40,000 Mod for this game? It would be awesome!
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Sleeper Service
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Re: Flagship Randomizer 1.29 for AE, ACE and ACE Infinite

Postby Sleeper Service » Sun Sep 18, 2016 11:01 am

Auron1 wrote:Err... the previous available version was the 1.22, right? :?
The numbers don't mean much, I just called it 1.29 so that is in sync with CE main.

Auron1 wrote:Oh, by the way: why does the site say the first message was edited the last time on Wed Nov 19, 2014 :?: :?: :?: :?:
I don't know, but the download link an change-log has been updates as intended.
Gidoza
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Re: Flagship Randomizer 1.29 for AE, ACE and ACE Infinite

Postby Gidoza » Tue Nov 08, 2016 10:01 pm

Hey!

After using the Flagship Randomizer for a while, I feel compelled to comment, as I think a few improvements are needed.


The main observation of mine is that probably upwards of 90% of the randomized flagships are considerably (CONSIDERABLY) easier that the default CE Flagship - which I think is sad. Below, I'll list the reasons why I think so, but it really comes down to a few really pivotal details. Certain things are simply a *must* in order for the Flagship to be challenging.


1. Fire Suppression on #1 - The First state of the Flagship really needs Fire Suppression, no matter what - without it, it's too easy to board with Rock, or too easy to inflame the whole ship generally if the Medbay goes down. It turns into a quick easy win without this.

2. Slug Gel on #3 - The Slug Gel to repair Breaches is absolutely essential on #3. With the crew usually gone, there's nothing left behind to repair, and System Repair Drones offer no guarantee (especially if the Drone System gets knocked out and breached) - Breaches will otherwise totally shut down the ship and the path is paved to a GG. Slug Gel assures that the Flagship can self-repair and always pose a threat.

3. Hacking/Cloaking Combo - While this doesn't have to be on #1, it is probably the most effective reality of #1 that makes #1 as much of a threat as it is, as it costs you SOMETHING to keep one of the two at bay (and God help you if the Flagship hacks your weapons system). It would probably be too strong on #2 or #3, but in any case, individually this is useful to have in any of the sets.

4. Level 3 Teleporters on Any - One of the three editions really does need to have fast Teleporters to get the crew out - both so the AI can take over, and because a run with limited crew will face challenges keeping everything under control. This is a must.

5. Dual/Triple Missiles - Sometimes there is only a single launcher with a single missile firing. Unfortunately, this is just too easy to block with a single defence drone - the second missile (minimum) needs to be there in order to effect some guaranteed damage. It's also important that the Missiles be able to harm systems.

6. General Support Fire - The standard Beam/Ion/Triple Burst of the Flagship is a set of weapons that really support one another and help to penetrate the enemy's hull. I find that whenever the Flagship has a Bio Beam instead (in particular) or even a Fire Beam, the effects are too easy to deal with and what remains is a total lack of penetrating fire against one's shields. The result is easily taking no damage at all and also not losing any crew, despite the presence of a Bio Beam (the beam would need to move tons faster for any meaningful effect, e.g. must keep everyone healed at all times).

7. Troop Support - The Boarding Drone/Hypnotize are what make #2 and #3 as effective as they are in terms of distraction and extra combat assets. Not essential, but sure useful.

8. Repair Drones - Pretty common sense imo for the final phase.

9. Room Connections - Having things connected is just necessary for the Flagship to be effective against anything boarding-wise.



This may be too much to program into a good random generator to keep it stable. But maybe not. What it comes down to, though, is that in the end I would rather see a good 20 or 30 player-designed Flagships that are rock solid - neither overpowered nor underpowered - and which the Randomizer randomly chooses, instead of just making up a ship on the spot. This would provide a great variety of challenges that are sure instead of an infinitude of runs where the boss is a flop.

Thanks,
-Gidoza
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Sleeper Service
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Re: Flagship Randomizer 1.29 for AE, ACE and ACE Infinite

Postby Sleeper Service » Tue Nov 08, 2016 11:35 pm

Makes sense if the player is really experienced, but as far as I can tell the mod provides ample challenge for the average player. Well then again I have no real data on that... But in any case, what you suggest is somewhat beyond the scope and intention of the mod and program. Also since Rann isn't that available these days, so major changes to the mod are unlikely. But hey...
Gidoza wrote: What it comes down to, though, is that in the end I would rather see a good 20 or 30 player-designed Flagships that are rock solid - neither overpowered nor underpowered - and which the Randomizer randomly chooses,
...that sound like a solid concept for a mod. You can make those mods, release a pack that has a couple dozen of copies of each, given a cryptic name or better a number and have the player choose randomly by himself this way. You don't even need a randomize program to make this a reality, can all be done through superluminal. ;)

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