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Releases: Tranquiliti/AFleetTestingMod

A Fleet Testing Mod v1.2.0

14 Aug 22:27
a4973a6

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Save-compatible

  • Updated test MagicBounties:
    • Removed the dueling bounty
    • Split the double Remnant Ordo bounty fleet into three bounties, each representing a full-strength Ordo fleet
    • Modified bounty fleet AI for easier testing
  • Updated "InitiateFleetTest" command:
    • Now also spawns 10000 of each Threat/Shrouded special item
    • No longer executes if the storage location is not set to the Abandoned Terraforming Station in Corvus
  • Updated "SpawnFactionFleets" command:
    • Added 'a' option to force spawned fleets to have no fleet AI and, therefore, remain dormant
    • Added 'r' option to make fleets act like vanilla Remnant fleets (no retreats in-battle, no Emergency Burn, etc.)
    • Decreased delay before spawned fleets can interact with the player
  • Some code refactors

Hotfix (re-download the mod to apply fixes):

  • Fixed "SpawnThreatFleets" command not correctly applying the "numFleets" argument
  • Small fixes for both "SpawnThreatFleets" and "SpawnDwellerFleets"

A Fleet Testing Mod v1.1.0

08 Aug 00:34
83501ad

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  • Added "SpawnDwellerFleets" command
    • Spawns Shrouded Dweller manifestations that match how they normally spawn
  • Added "SpawnThreatFleets" command
    • Spawns Threat fleets that largely match how they normally spawn
    • Fleet composition based on the specified abyssal depth and the number of Second/Third Strike fleets present in-system
    • Can only be run while the player is in a star system
  • Modified 1-100x speed up option for main menu missions to consistently ensure battle fidelity
    • Thanks to Dark.Revenant for the code!
  • "InitiateFleetTest" command now automatically runs the "AllBlueprints" command

A Fleet Testing Mod v1.0.0

30 Mar 05:42
504ec9d

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Update for Starsector 0.98a

  • Compiled for Java 17
  • Updated "ShowFleetStats" XP calculations to account for the vanilla XP bugfix

A Fleet Testing Mod v0.8.1

24 Feb 20:06
4c94684

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  • Updated "SpawnFactionFleets" command
    • "fp" argument now accepts floating-point values
    • Added 'i' option to ignore market fleet size multiplier when spawning fleets
    • Added 'o' option to make fleets spawn without officers
    • Added "qualityOverride" argument to override market ship quality
  • Updated "ShowFleetStats"
    • Now shows officer levels and counts
    • Now shows flight deck counts as well as fighter wings types and counts

A Fleet Testing Mod v0.8.0

23 Feb 23:47
931ca31

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  • Added "SpawnFactionFleets" command
    • Spawns a number of faction fleets using their best faction market or, if they have no markets, a fake (good) market
    • Also supports options like printing the spawned fleets' aggregated stats and composition data
  • "ShowFleetStats" now also displays the following:
    • Average max CR
    • Total officers
    • Average d-mod count
    • Total frigates/destroyers/cruisers/capitals
    • Auto-resolve strength (similar to effective strength, except civilian ships count for far less)
  • Updated "ShowFleetComposition" command
    • Now shows faction and hull IDs rather than their display names
    • No longer considers (D) hulls as separate hulls; they will simply be grouped with their pristine versions
    • Also displays for each hull the percentage of the hull count divided by the total number of ships
  • "ShowPlayerDMods" now shows hull IDs instead of the display name
  • Some code refactors

A Fleet Testing Mod v0.7.1

03 Nov 04:37
4a620ce

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  • Added to the main menu mission descriptions a note regarding officer generation for certain factions
  • Minor code refactors

A Fleet Testing Mod v0.7.0

20 Oct 23:09
5f5d14f

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Save-compatible

  • Added 2 main menu missions
    • Inspired by the Station Tester mission from Dark.Revenant's Interstellar Imperium mod
    • First mission is a fleet vs. fleet battle for testing faction strength relative to another
    • Second mission is a station vs. fleet battle for testing station strength
    • Adding factions/stations to the missions can be done via mergeable .csv files in AFleetTestingMod/data/config/afleettestingmodConfig
  • Moved all Console Commands code to compiled source folder

A Fleet Testing Mod v0.6.0

07 Oct 03:14
cd489d8

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  • Added 6 Target Practice-esque variants of vanilla ships to the simulator
    • Inspired by Tartiflette's Target Practice mod
    • Similar to Target Practice's cubes, these ships cannot move and are teleported to the map center for easier testing
  • Removed dependency on Console Commands (although it is still a major part of this mod)

A Fleet Testing Mod v0.5.0

02 Oct 18:23
8091ccd

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Save-compatible

  • Added "ShowExceptionalPodOfficers", which will show the locations and skill sets of any exceptional pod officers in the Sector
  • Renamed "AddPresetOfficer" command to "AddPresetOfficers"
    • Can now accept a "numOfOfficers" argument for spawning multiple officers at once
    • Added "isMercenary" option for presetOfficer.json, which sets a preset officer as a mercenary
    • Renamed "isSleeper" option to "isExceptional"
  • "ShowFleetStats" now also show the base XP for defeating a fleet.

A Fleet Testing Mod v0.4.0

05 Sep 19:35
ee3a57a

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  • Adjusted the "InitiateFleetTest" command
    • Now teleports directly to the Abandoned Terraforming Station
    • Adds a Spaceport to the Abandoned Terraforming Station, allowing dock repairs and refits for dock-only hullmods
    • Increased the amount of added credits and SPs
  • Adjusted the Remnant test bounties
    • Adjusted fleet/ship skills to account for 0.97 Remnant skills changes
    • Now no longer appears unless the "InitiateFleetTest" command is executed (i.e. no more test bounties during normal gameplay).
  • Added all level 7 sleeper officer presets to presetOfficers.json, replacing the sole "sleeper" preset
  • "AddPresetOfficer" now prints all available preset officer IDs if no arguments are entered