Releases: Tranquiliti/AFleetTestingMod
Releases · Tranquiliti/AFleetTestingMod
A Fleet Testing Mod v1.2.0
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
Save-compatible
- 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
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
Save-compatible
- 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
Save-compatible
- 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
Save-compatible
- 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
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
Save-compatible
- 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
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
Save-compatible
- 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