FWN

FWN

Joined Member # 6157979
2 Posts 21 Replies 8,950 Reputation

Hello, in the GameDir there is a subfolder called "Tools" with lots of interesting .bat and .exe files. Are those remnants or still actively in use to compile the game xml into game data when launching the game? I ask this because if they are still in use they could be hijacked to allow a lot more dynamical xml processing without rewriting the core game libraries to allow the following benefits: Implement a launcher that allows the user to select which mods to l

2 Replies 10,307 Views

Hi, that ideology is bugged due to a scoping issue in the XML entry. You can either wait until it's fixed or use my Bugfix Mod and be rid of it right now (for new games only). Cheers

1 Replies 3,168 Views

Hi Alphaprior, to answer the two questions: a) It's intentional. I'd be extremely surprised if they changed it at this point (and I like it this way). b) Yes, it is possible: The original buildings can be found in the ImprovementDefs.xml. You can leave those alone, but rather create clones of the buildings in a separate file. Let's say there are 6 factory tiers. Then the current upgrade path is like this: tier1 > tier2 > tier3 &gt

24 Replies 59,860 Views

Alright, I've crunched the numbers and done a comparison between kinetic weapons and missile weapons to calculate the comparative nerf between 5.1 and 5.2. There are 6 tiers of weapons for each and I've processed 3 different properties: Damage to Mass (DtM): This is the factor, by which you need more mass now for the same punch. Damage to Cost (DtC): This is how much more expensive it is now to build a given amount of offensive power Damage to Maintenance (Dt

9 Replies 29,509 Views

Hi Guys, this bug is currently present for both the Yor and the Krynn Tech-Trees. It will be fixed when 5.2 stops being an opt-in patch. If you want to see it fixed now, you could use the Bugfix mod . Changes will only affect new savegames though. Cheers

4 Replies 5,466 Views

I believe I said it before on the steam discussion, but I'll say it again here: I'm just naturally greedy. The more time you have available to spend on things other than hunting down pesky XML bugs, the better the game I get :) 2 notes for you though, Kael: 1) I've added an update log on the root folder on one of my later releases (creatively named update.log), where I list changes by date (so if you later get a newer version you can just pick up where you

6 Replies 6,648 Views

[quote who="NorsemanViking" reply="1" id="3537162"] I'd also wish NO TECH TRADING could be integrated as soon as possible, since for many of us I'd think that's important for multiplayer (and for me in single player as well). [/quote]Yes, that would be great. In the meantime, while browsing the XML files I found that there's an XML attribute to tech named "AICannotTrade". I do not know whether the AI will honor this flag, and I have in no way tested this, but

4 Replies 1,716 Views

[quote who="Seilore" reply="7" id="3537147"]Okay if I'm wrong I apologize, just trying to locate as many bugs in the unaltered game as possible.[/quote]That's ok. If you are trying to find all the bugs you can for the heck of it, why not check the mod out for yourself? (Not necessarily to use it, but it ships with an index file detailing each of the 117 XML bugs I've been able to find and fix.)

12 Replies 10,112 Views

[quote who="Seilore" reply="5" id="3537139"]It defeats the purpose as if people are using your mod to "fix or correct" issues this may hide or cover up other issues that aren't reported or cause secondary issues unaccounted for in the game. However, if they aren't interested in reporting bugs in game then they can use the mod that you worked hard on and I'm sure is appreciated.[/quote]Actually, that's what I'm curious about and don't understand: a )

12 Replies 10,112 Views

[quote who="Seilore" reply="3" id="3537133"]Is this in the latest opt-in patch beta 5 patch 2 (0.82.4.0)?[/quote]Yes [quote who="Seilore" reply="3" id="3537133"] This is nice that you are able to fix with a mod, however, that defeats the beta process [/quote]No it doesn't. 1) I filed a ticket 2) The devs can (and actually are doing so) use my mod to find and fix bugs in the next patch. 3) Modding is an official part of the game. Shouldn't it too be

12 Replies 10,112 Views

Hi Waragh, this is a bug with prerequisites and exclusions in the game XML (Basically, to build it you MUST have the prerequisite building built. But at the same time it MUST NOT be built). I've deployed a fix in my Bugfix mod (among quite a few other fixes). Feel free to try it out if you don't want to wait for the next patch. Cheers

6 Replies 6,648 Views

Actually, it's a c++ Property of any given faction. They changed the system so that settling on barren, etc. worlds no longer has a technology as prerequisite, but rather a property (CanColonizeExtremeWorld > 0). This is due to their XML prerequisites logic being incapable of handling OR-logic between different types of objects and their new RaceTrait for custom races that enables you to colonize extreme worlds right away from the start. Since their system wouldn't

2 Replies 4,520 Views

Hi Guys, a bug has snuck in those two tech-trees. I couldn't repro the bug, but I certainly found a structural error in both trees' XML. It worked anyway for me, but I fixed it in my bufix mod . Since I couldn't reproduce the issue to begin with I can't guarantee that fixes your problem, but why not give that mod a try and see whether that solves it for yo

12 Replies 10,112 Views

Hi Guys, in the course of trying to create a custom faction (as a major mod, not with the faction generator), I've found myself looking up and comparing technologies quite a bit. Lazy fellow that I am, I wrote myself a little tool to do this with. Friendly fellow that I am, I'm quite willing to share, just in case someone else finds a use for it: [code="php"] function Get-Technology { .SYNOPSIS Fetches Technologies from all Technolo

0 Replies 7,801 Views