Good to have that confirmed, thanks.
FWN
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
Actually ... it's the ships within its Zone of Support that are immune to nebulas. Always check out the scope and target.
Hi Dumhed, quite the opposite for me - my custom color-schemes work just fine. Might be due to ColorDefs not belonging in the Game folder. Move it over to the Core folder and give it another try :) Cheers
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
Hi MichalRhys, Barren worlds are now colonizable again in 5.2. Note however that his only affects new games, not previous ones. Cheers
actually, my method supports upgrading. If you just removed UpgradesTo, then you'd break upgrading. By cloning the original upgrade path 5 times, each time removing one more element from the start you avoid breaking upgrade chains by introducing multiple upgradechains.
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 >
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
looking into it Edit: Looked into it. It's not an issue of tech trading - that's the basic component stat as introduced in 5.2. I just compared the unmodded ShipComponentDefs.xml of the two releases (I keep copies of old versions, just in case and for reference). The basic cannon was upgraded from 12 Mass to 28.
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
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
[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
[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.)
Aye, XML are only loaded from file for new games (Savegames keep their own XML). This bug is reported (and also applies to the Krynn). In the mean time, if you do not want to wait for a patch to fix it, either create a simple mod that fixes it for the duration or use my bugfix mod , that fixes this bug among many others.
[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 )
#RHZ-858-51631
[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
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
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
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
Hi Guys, while this issue remains unresolved so far - among many other xml errors - I have created a mod that tries to fix any xml errors (exempting language errors) I can find or others point out to me. As of today, it fixes this issue as well ( Link ). Cheers
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