A little spreadsheet of mine. It includes weapons, defences, hyperdrives, sensors, and life support and give's a variety of nice derived stats related to them which lets you see the effects of upgrades on a variety of factors. It is an excel sheet with 3 sub sheets so bear that in mind. Linky. Probably the single biggest stand out "WTH where they thinki
KarlBar99
[quote] No, deleting it will make blueprints have no defenses. You need to go through and add in all the defense types again. [/quote] Nope, can't there isn't and never was even before this bug any enumeration for that. The Best defence code simply had something that made them split defences. No idea what broke unfortunately.
I suspect the problem comes back to an inability to code the AI to respect such a border. As allready noted Influence allready IS borders because the AI gets pissy about you going inside their borders with anything pretty hard. So from an AI diplomacy PoV Influence = Borders. It's just that the AI willfully ignores that with each other and the player.
No worries. Thanks for spending all that time though looking :). At least knowing the dammed files where working for you is something i guess.
Cheers i'll try that. Hope it works as it's kinda necessary in a lot of cases with my new descriptions to get wordy. P.s. i know i've kinda moved onto a new project but i take it no one could reproduce and/or figure out the cause of my issues with the factionshistyles file?
So decided to put my dreadlords project on one side till i figure out what odd incompatibility is producing my factions issue. Started another race mod idea i've had for a few weeks. Not really having major issues but because of some things i'm kinda having to do with the descriptions i'm having issues getting the tech descriptions to fit, (you know the thing that pops up when you go to the tech screen after finishing a research), just wanted to check that there's absolutely n
So no luck whatsoever, i even tried cutting the file down to just the new style and running it as an edit and it still crashes like crazy. Here's the whole mod including buggy file for you to look at. You may need to make some minor edits after testing it the first time to get the crash, like i said i've had previously functioning styles crap out when tested as a revision of a crashing
So no luck whatsoever, i even tried cutting the file down to just the new style and running it as an edit and it still crashes like crazy. Here's the whole mod including buggy file for you to look at. You may need to make some minor edits after testing it the first time to get the crash, like i said i've had previously functioning styles crap out when tested as a revision of a crashing edit.
@Deathwynd: Except there's no custom ShipClassDefs entries specified, they're all copies of the dregin's own entries, anyway off to try Nasules fix now, (went straight to bed).
[quote] at the end and the missing xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Schema/FactionShipStyleSetDefs.xsd"> at the beginning. [/quote] Once again the above is just a piece of code from t
@Mortili that duplication is a copy paste error to the forums and i absent from the actual file. @Naselus: I'll try that but since i can have a crash inducing version of the file in place and can avoid actual crashes by just not using the new style on any races i don't see it as a likely explanation.
The duplicated entry is a copy paste error onto the forum from the file, it's not present in the file itself. As far as Drengin , isn't this what defines what parts are available to build your own templates? I can try deleting it i guess. Also this is just the buggy piece of code from my file. The full file is a complete replacement&
I think that's what the OP means. When your producing stuff out of a shipyard with no rally point set they will auto form a fleet, but every time a new ship joins the fleet iot breaks the guard command which creates massive extra micro hell on every turn.
That's actually the point, i'm getting a crash now with a modified factionshipstyledef file that isn't using any custom shipclassdef entries whatsoever. Here's an example piece of code that is crashing now. It wasn't when i first created it, but after an edit it started crashing and reverting it to this didn't fix anything. [quote] DreadShipStyleSet <DisplayName>
Nah i created my own files rather than downloading yours and since i don;t care about custom appearances i'm just using the appearances from the dregin entries i'm modifying. But i'm not even getting as far as needing a ShipClassDefs file before getting crashes. This code is crashing: [quote] DreadShipStyleSet</InternalName
Ok since i wasn't getting much response in the general questions thread and you seem to know what your doing. Any idea why my own attempts to do this using basically the same method are producing random crashing after map load? It's not even concistant crashes. I'll get a file version that works, (the problem is factionshipstyledefs), and then edit it and the game will sometimes crash and then i'll revert it and it will sometimes still crash, so i&#
Ok found the tutorial. And that is exactly, (well due to the escort fighter edit it's a complete replacement for the existing faction file but that's unavoidable and was causing no issues previously or currently) what i am doing. And it likes to crash as allready noted.
Got links to those Deathwynd. Generally finding a specific thread around here can be a bit tough. Maybe i'm missing a file or something but despite re-building the file twice additional style groups in the noted file just randomly decide to crap out and crash. It's not even consistent. You can get it working. Make a change, it crashes, revert the change, and it still crashes, despite now being identical to a configuration that previously worked.
Okay so i took a go at my last question by myself and have discovered something unfortunate. You can't create new styles. Any new style added to FactionShipStyleSetDef, even if only the internal and display name are different will cause rampant unpredictable crashing when used. There's clearly some sort of hardcode at work there that's conflicting with extra factions. Which is pretty much 100% going to kill my dread lords project dead because without a custo
Cheers i was more interested in it for modding purposes, specifically i've got a race idea running round my head that will get a bigger than normal chunk of income from tourism, but figuring out what numbers area balanced is a major PITA when you have no idea how values are derived.
I've tried asking this elsewhere but got no responses so creating a dedicated thread. What do we know about the actual functioning of this system right now. What i know can be summed up as "earn a percentage of your total galaxy control as income" with no definition of what counts as galaxy control, (influence, Percentage of habitable planets controlled, percentage of galactic population, et.c.), or how that resultant figure is distributed amongst planet's, Or even how the bas
That too yes.
Are you in the UFP? If you weren't the Krynn where and they got the UFP headquarters it would produce exactly that effect. It's really broken ATM because it doesn't just increase influence income 50%, it increases total accumulated influence 50%.
Question. if i wanted to create a custom "ship style" for a mod besides the ship style file and ship blueprints files are there any more i'd need to mod?
Discovered a new limitation. you can't have more than 8 stats attached to a ehch or you'll get a crash when clicking on the tech or on map build. Modules /Improvements attached as well may or may not count against this limit. Also new version of my DreadLords Mod is up, any chance i can talk someone into at least loading it up and looking over the tech tree even if they don't play any turns please? :(