Fact; Troops=500 Advanced=1000.
Theory; newly created gimmick(s) which has a capacity of 2500 or even more!
Is that possible in DA? Cuz, i tried just that and the loading popup stays at Zero!
Interesting.
Changing the capacity on the ones that exist work, but creating a new one, even via copying and pasting, results in what you've observed.
Same thing with the colony module-capacity can be modified, but module cannot be duplicated.
So if they're hard coded, what's the point of the Ability: Troops and Ability: Colonize tags, or for that matter the MaxCapacity tag?
-
Even more interesting is that while the same thing occurs in TA, the autolaunch works with them, albeit launching them with 0 pop. They can colonize, and presumably invade, but I have no idea how they'd be expected to win with no capacity.
its pretty random I tried that to and 1sec it said 500,than A 1400,and 2500 so its just a role of the dice.There really is no way around it.
I've been wondering if the gap loadup buttons of +/-100 each may have anything to do with the 'newest' modules as they are actually listed in the shipyard tab and can be added to a ship as usual components. Problem is, when that ship is built and ready to Launch no Troops can get into in. So, it just stays there in orbit without any way to use it.
I gather the capacity and the ability are somehow hard-coded to match with a precise ratio of 500 or 1000 for each slots and possibly validated only for the GC2 items. Put four Advanced (defaults) on a huge hull and you'll have 4000 available... or three Colony for 750, etc. Mix-matching both types works too, btw. Quantities simple fill up the modules.
Dunno about the random factor though as i have yet to experience such odd behavior with the Launching process.
It's very simple, in fact; i was inspired by the discarded DL models -- right now, i have one red "Soldier" and two kind of "Tanks" (Ground & Aquatic) which could even receive as much as 2500, 5000 - heck 10,000! Assuming required population levels present on the source planet are available.
I suspect a code driven 'blocking' mechanism in DA that prevents us from creating any new Invasion modules. Strangely, TA editors do provide such features.
Any SD coders in the knowledge are most welcomed to share their thoughts right here, too.
Then why doesn't it work in TA?
That's one of those strange mysteries only SD coders could possibly explain to us all... the editors certainly didn't came with "guidelines or true help files" but soon enough, any modders have to realize the essentials must be discovered all by themselves through extenuating trial&errors verifications.
There's something wacky in principles such as coding secrecy which prevents (sometimes) certain features from being altered -- in all good faith, i've got nothing dangerous enough to screw up GC2 gameplay. I may step on someone toes by demonstrating alternate situations via MOD folders but whatever i was able to tackle up yet, i HAD to work it through the **hard way**.
It's also mind wrecking to suddenly find a tricky "function" that does exactly what we want --but-- six or more months later than we first searched for it & performed an indirect manipulation of the thing to allow for the intended effect.
Looping out of an If-Then-Else routine with the proper trigger call is one thing, having to dig through theory & unreliable info on the subjects another.
Sure... there IS the threads here, there IS the Carielf's mod guide, there IS hundreds of logical steps to take towards making a MOD work as it should... but when it comes to simply add a few extra modules for Invasion Troops without knowing what some hidden incode tricks actually DO to prevent us from ever trying - it's sad.
I'm on the verge of decompiling that stuff just to figure out a few small key stack points, how the thing works.
What is sooooo hard as to simply tell us *NO* or *YES* & processing the reasons why for us to read about? Time? Protecting a copyrighted engine?
Soooo.... com'on SD staff -- just tell me upfront, the maybes and the facts of YOUR precious code.
I'll manage from there.
I'm going to kick this thread and hope SD can shine some light on this. I looked to do the same thing and ran into trouble and that is when i found this thread.
Hopefully, since the XW_Enhanced Espionage system has been in idled mode ever since and diverse modules is the only reasonable way to create a working alternative to Invasion loopholes so vast, population recovery outweighs the loss of multiple Transports to delayed conquest caused by capped capacities.
2500 minimal would be a solution. Without re-sizing the component itself.
Not that i am against the resizing of the component either. Seems pointless to even think about doing the hard yards on this though without some SD light on the topic.
Don't worry, i just PM'ed Carielf (once more) about the above and three more specific questions... we may yet again get lucky for definitive "answers".
I think, the whole capacity modules thingy goes deeper than just changing their max limit.
These Modules are attached to the 3 starting ship types in sandbox games. You also cannot alter these ships ID tags, basically you need to leave them as they are, when creating custom ship style. Anything else, produces a crash or invisible ships to you or the opponents.
As a side note, same goes for eg support modules, the "root" or parent module will not get overriden by a modded one. Generally, all root objects(Techs,PI etc) cannot be overridden by a mod equivalent, I noticed.
Yep, i've noticed the "invisible" flaws also ever since i started working on the XW fleets...
- There's an indirect solution to this though by having the style and its cfg/xml combos extracted from the mod folder itself instead of the usual dump into the C:\Docs.. with UD tagging.
- Design, save a temp game, and exit, reload and the new ships appear since they're now permanently available as UD stuff. But with the XC (for the Xcom fleet) instead of S? suffixes & so on.
- Which is why i will have to issue a "warning" to upcoming D/L'ers of XW-06A that they will have to re-create their own fleets by using templates only or through the above acrobatics.
What matters most is that all of the Total-Conversion assets MUST be distributed with paths dependant to the MOD folder itself only. I still don't want the mess created (by XW04 versions & below) by having to guess people's game directory locations (prefs.ini, RC backup extras, etc).
Root objects, i didn't know that one since my tech-tree luckily somehow missed such a situation... but it's good to know, tks.
PS; Btw, do you also have trouble accessing I-Mod sites? Or know if their ISP (1und1) finally was able to fix their server feeds from us in possibly, UDP usual flow(s)? Ping, Tracert - nothing resolved it on my side.
PS2; Just caused by these silly connection problems lately, i can't even follow up on your IDE progress or activate XW in the MMV. I was lucky enough last Saturday to grab their Client/Utility for it but everything disappeared soon after and since. Say hi to Stefan & Sven for me or give them s**t for this darn bandwidth cutting.
I een curious as to when the IDE will become available to the public. Was meant for a Feb release was it not.
Any news?
Zyx
You also implement root objects in your mod, you can't avoid it, in terms of tech_requirements. I just mean all objects with no tech req or dependancy and the hardcoded techevents
I really don't know, if sven finally sorted the connection trouble out, you may contact him directly.
Neilo
if you want, you can join beta testing group, and get access to the latest available version.
I had too much work overload lately, so I had to halt IDE development for longer than expected.
The version available publicly to i-mod members will be out in about one month.
I'm going to restart probably tomorrow some coding on it.
Sure mate I'd like to check it out. Seems from what i have heard it makes life considerably easier. I'm regged at I-Mod but as BMF. I'll pm you about it over there mate.
This will make my race mod speed up i hope. Though the trees are still a drag...the TA editors are no the best...
You need to search for the "join group" button, in this case galciv2ideii betatesters group, somewhere at i-mod, I think its tricky to find
I'll approve you, since you also get access to the bugtracking system, and you'll receive a PM at i-mod with login details
Just posetd to IDE thread on I-Mod mate.
Zyx, what exactly are you trying to do here:
Are you trying to replace the default colony/invasion modules completely, or just make new ones that have different capacities but exist simultaneously with the default?
PM'ed Sven the other day, i doubt i will ever get an answer though since he shows up here rarely.
New ones, standalone or otherwise.
Example; if you put a Colony and two AdvTroops (of the currently available default types) on a ship - you'll go to settle a planet and have 2250 colonists and invade with as much ground forces if the planet is already owned by an enemy. In DA, as i haven't tested this situation in TA.
Replies right here and above, are pretty direct on what i intend to do IF it is possible.
I see. Then I think this could actually be considered a bug.
More so, because the TA editors has the feature(s) already in. Opened to interpretation (i'll admit) since there isn't any formal and official guides for that stuff.
Not even Carielf has responded yet about this issue, devs are most probably too busy with Demigod/ImpulseReactor/ElementalBeta to support GC2 for a good long while i suppose.
XW06A has been on hold since mid-February and i certainly won't release an unstable MOD only to be bothered by players as being personally responsible for tricky flaws (not really bugs, btw) when the gamecode itself is.
Modding is no small task and the last true reference we have dates back to DL 1.2 days. Digging through multi forum-threading chaos of unreliable facts is not my idea of efficient development, mod driven or otherwise.
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