Dumhed, I have the same issue what OS do you have, wondering if this is a Windows 7 thing.
econundrum1
Can someone provide a zip of a simple mod that works for them so I can run a test, none of the mods I try are being picked up, even when try toggling the Enable mods both ways. How many others have this issue?
Derek can you post a zip of the Ghost mod so I can try that?
Just tried adding a mode that had the correct folder structure and a FactionDefsD2.xml, got rid of all other factions than the dregin in it and changed there internal name by adding a 2 nothing else. Expected to get a second lot of Dregin on the race choice screen and didn't so it seems mods don't work for me generally
Now I've tried this myself i am also seeing that my mod races don't appear in game, odd seems straight forward enough but doesn't seem to work.
Has any one found any logs that might show it attempting to load mods and failing, so we can tell why.
I'm having this issue too I have only created a new faction def using existing art assets, but it doesn't show in game tried switching mods on and off again, very puzzling.
[quote who="AzraeldeBaphuon" reply="10" id="3536788"] Firstly all my planets are named with _Name at the end (In my home system), also the Star. [/quote] Counds like you haven't defined the labels in the text/english/ folder so the game is treating them as literal strings, or maybe you have made a spelling mistake when you defined them.
To be fair its only discussed briefly in the stream so easy to miss. I actually don't mind when they release the game since I can already play it anyway. But the release version will be the one reviewed and the one that creates an impression of the game for those who aren't already fans so it really does matter as to the quality of the experience even if you choose to play as synthetics. Realistically though I can see delaying releas
It was in fact mentioned in an answer to a question on the good friday dev stream which I watched tuesday. Paul said it would be too difficult to fix before release, he seemed to imply it would require storing a matrix of all races against events hence my suggestion above that there could be an easier solution. I also think that dismissing problems like this as some people will whine about it but it doesn't matter in order to defend stardock d
What puzzles me actually as someone who was done a lot of programming in many languages is why this is so difficult to ressolve. Though I admit I make a few assumptions about how events are being handled. I assume the following; 1. Events get stored as objects. 2. When a new planet is colonised the game randomly selects an event. So that being the case I suggest the following; 1. add two new element types to th
I do I'd actually rather they just implemented a solution or failing that replaced events that couldn't apply to any race. It's not in anyway fluff, not only do many of the descriptions make no sense for synthetics and so make the game appear broken many of the negative and positive effects of some events dont impact them meaningfully either. So yes I view the event system as broken for synthetics at the moment and I don't see the event system as fluff.
Honestly I think just change the events that can't generically apply to synthetics and non-synthetics until they can add some filtering in a patch. be a bigger shame to remove synthetics altogether. But I agree even removing synthetics for now would make the game look less unfinished to reviewers.
I note when you modded the StarSystemDefs.xml you used the "FactionStart2" as the group internal name so it seems we can do this to add custom start star systems? Does it appear in the list when you create another custom race in the game? I went through google translate with it too.
So am I really the only one who thinks going to release with this broken is a bad idea?
When you changed the star names in the text file did you change the name reference and if so did you update the files that contain those references? If not that is probably the issue the references other files are using no longer appear in the text lookup file. for example in this one; Label > RANDOM_STAR_NAME_0 Label</
[quote who="Azazell83" reply="11" id="3534627"] How many have temperatures your CPU in the game? My CPU have 80-91 (mostly 90 degrees celsius). [/quote] You need to fix your cooling even if the game is heavily using the CPU if your cooling system can't cope you have a cooling issue and as has been pointed out this game makes heavy use of your CPU and optimization is not going to help much other than to make sure the heavy use it's making is more productive. R
Disappointed they intend to leave Colonization events broken for synthetics at initial release according to the last development stream. I think it’s a really serious issue that makes the events seem broken for synthetics; there are many food/biological plague related events. If as has been suggested in the stream it’s too much work to add an attribute based filter system to events before initial release, they might want to consider rewriting the events so they all
I actually think that sounds like the best solution; make the starbase require a constructor to found it them let it be sponsored like a Shipyard by a planet and put modules for it in it's build queue. Economically that system can parallel the current one but is much less micromanagement. In addition they should as suggested make it so a planet can sponsor only one starbase or one shipyard at once not both to keep it simple. So yes for what it's worth that gets my vote,
I really want to have a go at this myself now, because it can be easier to understand when you actually do it yourself, I'm going to see if I can free up some time tonight and have a go.
I tend to agree building constructors and sending them to your starbases get old very quickly in a sizable empire.
For a custom race you only seem to get the choice of the existing faction start star systems at the moment, so I don't think so unless a dev. tells me otherwise at least not currently. Even modding it looks problematic as it appear that to appear in the list it has to be added to the FactionStart StarSystemGroup which it seems you can only do by making an override version of the StarSystemDefs.xml to your mod since a StarSystemGroup InternalName must be unique so yo
Yes I agree it's not good if you can't add a new faction start star system without doing a total replace of the StarSystemDefs.xml, it will make it an issue to have multiple race expansion mods unless modders just reuse the base start system defs all the time which is not good at all.
I think this might actually be a limitation of the method having just taken another look at the original systemdefs file. Try making a copy of StarSystemDefs.xml to the Game folder of your mod directory, then add the definition to the StarsystemGroup with the internal name FactionStart but don't remove any of the others. I think the group named FactionStart has to be used for any starting star systems to show up for players, but because it has to be unique you can'
I want to have a go at doing this myself to see if I can spot the mistake. Unfortunately might not happen this weekend as I have a deadline for a part time machine learning course and various familly commitments. Think the internal nmae likley is part of the issue though. You havent disabled mods have you?