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Unless anyone has actually gotten rid of culture this way, it might be safe to change it to "-0.0000000001". For all we know they use that number to divide something by, which could cause a crash.
Balls. I made all those changes, and it's still crashing. The sound entry one was one I was thinking of for a while, but even that did not stop the flow of chunky lard from splattering all over my face.
It is not a consistent crash, it's very random us gamers in that sometimes I get by a full game without a crash. If it doesn't crash within a minute it'll never crash. I thought it would be related to the AI, but... I can't find any indicator of a roletype I'm missing. I added corvette types and have never touched titans. Hmm.
Yup. I had the exact same thing when I was working on Requiem in Diplomacy.
While I never figured out what it was, I now remember being fairly convinced it had something to do with the GalaxyScenarioDef file and galaxy creation (No other files crashes as often without any sort of warnings). I think the Distant Stars guys also had this and managed to fix it, but they never told me enough to figure out exactly what the issue was for them.
Or maybe its not the same thing. Just when we think us modders think we have everything figured out, one of us finds an error even the devs didn't know existed. Go figure.
Well, the convertxsi.exe has a ton of problems I'm sure the devs never ran into, at least not very often. Everything from completely inconsistent, self-replicating checksum errors (don't ask) to the phantom backfaces that randomly plague certain meshes.
I'm 69% sure this problem lays in the gameplay.constants file. I think what I'm going to do when I get more time is to crunch down a new file and see what happens with a ton of redundant tests as I re-implement my changes. I'm sure it's a typo or some kind of hidden number interaction that fails, or something incredibly stupid I overlooked.
All I changed in the Galaxy Def file is changing all of the tech ships that spawn as neutrals into my own entities and making players spawn with more factories. Unless there's more hidden behavior or something in there I need to be wary of... these are changes I did in Diplomacy with no problems.
I do realize I'm likely late on this, but last night I realized that 1.1 added some lines to Gameplay.constants.
Yeah, I scrapped the old gameplay.constants and converted a new one from 1.1. However, I do remember managing to break it before back in Diplomacy in ways I could never identify. Here's to wishing Sins had the kind of debug support supreme commander had...
Oh the mysteries of sins MDs...hell, I had the space ponies crash my game all the time because I renamed the file....
And how I've removed space ponies entirely and I have no issues...
Don't know what to tell you...removing it from manifest, GSD, and all planet entities still resulted in MDs...
And yet, I haven't seen a single issue with entirely removing space ponies. If anything, I have no idea what to tell you. :v
Huh. This is so confusing. I re-did the gameplay.constants with the AI retreat changes, the 0 entries for critical hit stuff, the damage values, and the population/culture numbers. It's still crashing incessantly. It's almost like it crashes the second a scout is about to pop into a planet (but without actually leaving hyperspace). I tried returning the critical stuff to defaults but it's still exploding.
So inconsistent, and the total lack of error messages doesn't really help.
/e
It isn't always the first scout that crashes, it can be the second. I played on a 1v1 map, defeated myself to spectate, and the AI launched two scouts. The first hit a asteroid with no problems. The second crashed before it left hyperspace on a second asteroid.
Also, to clarify, I did not even run a modified scenario def file until I started crashing. I added one to change the default ships to my new ones in case defaults were crashing.
/e 2
Another observation on my blood bath map. Again, the scouts to the first neutral planet were fine. Then the second set of scouts were about to hit my homeworld, and it crashed.
/e 3
Third observation. All scouts went through fine. First capital and colony ship hit a planet. Crashes soon after. I had reset the culture numbers to their default settings.
/e 4
I restored default gameplay.constants and crashes all vanishes. I restored mine, restored default AIretreat. Crashes again. Now going to try restoring the default armor types.
/e 5
What the hell, how can this still be crashing?!
/e 6
It has mysteriously stopped crashing for several tests. I am too enraged to deal with this any more, so I'm going to go back to modeling.
Well, I seem to have inadvertently reproduced this a few times. Here's the MDs, if they help at all.
Is there a way to have a different target count per weapon?For instance, I would like to have 2 guns at the front bank of a ship.One I want to be a powerful 1 target beam, while the other to be a multiple target low strength laser.If not possible, would creating some kind of free auto-cast ability for the beam weapon work as a workaround for something like this?Can you lock an ability to a weapon bank\arc?
Also, how does the TargetCountPerBank work exactly?If the TargetCountPerBank is 2, is it per bank entirely, or per weapon per bank. ie, would it be possible to have 2 weapons on a bank fire at 2 different units each, totalling 4? or would both weapons fire at only the same 2 units?
A nice simple question:
When I actually play the game (I spend about 10x time modding than I do playing).
I get the same artifact over and over, even if I make a map and place a specific artifact I get the wrong artifact in game. I think my galaxysceneriodef is borked but I have gone over it with much scrutiny.
Any ideas?
^Are you spawning the artifact in a group "Always" with "NoOwner"?
Always
PlanetOwner
FYI it also happens with random artifacts, every artifact discovered is artifact:TradeIncome (matter compressor).
No
With Rebellion this is possible with ApplyBuffToTargetsInDirectionalCone.
Quoting XViper123, reply 1564Also, how does the TargetCountPerBank work exactly?If the TargetCountPerBank is 2, is it per bank entirely, or per weapon per bank. ie, would it be possible to have 2 weapons on a bank fire at 2 different units each, totalling 4? or would both weapons fire at only the same 2 units?
The weapons would all fire on the same targetted unit.
It's mostly cosmetic when adding multiple weapons unless they have different AttackType's.
You need to use the NoOwner like Goa said and change all the galaxy maps to have a 0% artifact ratio if you want to guarantee artifact placements.
Otherwise a planet "may" get a random artifact regardless if you had one preset in the GSD.
I am getting alot of Text FileArchive missing Label errors for my mod.
As far as I can tell they don't really break anything, but its something I just need to fix.
Doing some research I'm pretty sure it is because I'm using reference files from 1.1 (The only ones I can find a link to download here?)
I only just realised (to my ignorance) that the current version is 1.6.
Is there a way to update my modded files somehow? Is there a reference file pack for 1.6? or do I have to convert everything manually?Does this mean I have to basically redo all of my mod files?
xviper123, WHICH expansion are you modding? in my reference files thread I have the most receint versions that I know of.
harpo
Rebellion.
I'll post the errors if that will help.
This is probably means you screwed something up. This means the game found a line that it didn't know how to handle. Either you misspelled a line, you forgot to adjust a count, or occasionally new modders try to use a line from a different type of entity file.
xviper123 the latest version of rebellion IS 1.10 which you will automatically get if you have steam set to update rebellion when you go online, and I checked just after the lat post of mine.
Ok, sorry about that.I thought I read somewhere that Rebellion is on 1.6.
I appear to be getting that error on anything I modify. I'm pretty sure I am adjusting the count in files correctly.
Edit: Here's a question, would this be occurring if I have set the count too high? Is it looking for stuff in blank spaces? on lines that don't even exist?
Edit: Yep, that was it. Not the easiet thing to pin-point, but I eventually got the count exactly right. I tried to over-compensate initially, not realising that it would cause errors like that. Thanks for confirming the reference files were correct.
xviper123, all you had to do to confirm the rebellion version is to look at the bottom right corner of the main menu screen and you will see the rebellion version number.
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