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RE: "Hyping" my forthcoming mod (pun intended)

 
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RE: "Hyping" my forthcoming mod (pun intended) - 2/10/2018 1:40:39 PM   
RogerBacon

 

Posts: 345
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: online

quote:

ORIGINAL: lewenhaupt

Hi,

1. I'm playing with regular empire. (Pirates are off)
2. Nope
3. There is a definitive chance to be spying on an elimanated empire. (A lot of empire annihilated)
4. I started a new game, but nothing happened hitting CTLR-P. (neither CTD or Prisoner form)

Thanks!


Hi,

Yeah, it's probably the case where the prisoner's empire has been eliminated and that is causing the null reference exception. I'll put in a check for that and just eliminate any spies whose empire has been eliminated.

The reason you see nothing when starting a new game and pressing ctrl-p is because there are no prisoners. In that case I don't show the form. That's working as intended. I just wanted to make sure it wasn't also crashing.

(in reply to lewenhaupt)
Post #: 511
RE: "Hyping" my forthcoming mod (pun intended) - 2/11/2018 5:48:05 AM   
Capshades

 

Posts: 138
Joined: 8/2/2014
Status: offline
Would it be possible to modify the variables controlling ship class requirements? i.e. the carrier 50% starfighter component requirement

(in reply to RogerBacon)
Post #: 512
RE: "Hyping" my forthcoming mod (pun intended) - 2/11/2018 8:01:50 AM   
lewenhaupt

 

Posts: 5
Joined: 1/26/2018
Status: offline
Thank you RogerBacon!

(in reply to Capshades)
Post #: 513
RE: "Hyping" my forthcoming mod (pun intended) - 2/13/2018 5:30:18 AM   
Tanaka


Posts: 2891
Joined: 4/8/2003
From: USA
Status: offline

quote:

ORIGINAL: BlindOne

I too can positively confirm that RetreatUE DOES work with baconmod if you properly modify all the files.

I myself am running a modified version of retreatUE with a bunch of other mods slapped together with BaconMod. The only issue I have is whenever a spy is caught or escapes it goes out of index bounds every once in a while but I am 99.9% certain this is a bacon issue and has nothing to do with retreatUE or the other mods that I compiled. I am running windows 7 however

quote:

I'm on a Windows 10 machine so I've no idea what the non-starting issue is being caused by


Non starting can be any file or even a tiny jot or jittle that has been messed up. I've had the entire game not start because the game had problems loading a specific component.png image... All I did was change the image of a component from 120 to number 185...and it COMPLETELY stopped working all together...dead in the water so to speak. Did not start up AT ALL! Like it never loaded...

To know if Bacon is running functionally with your mods all you need to do is install the bacon.exe and main files and load up your original mod (WITHOUT any changes from the baconworld customization folder) to see if it properly loads. If it loads without a hitch then you know it is not bacon that is messing things up. You won't have any added features such as terraforming, the hangar bays or extra mining capacity but it will give you a clue on whether you messed up the files yourself or whether it is a windows issue.

I recommend using notepad++ and the compare plugin to compare the ''original'' DW files to the BaconWorld files to see what has changed and then copying those changes to your own mod files. That's what I did.

quote:

ORIGINALLY POSTED BY: Glorious Bacon

What sort of crashes are you getting? Merging mods is pretty easy. You only need to add the components, facilities, and research projects that I've added which are not in the other mod. Those would be the fighter bayx, the terraforming facility, and the research that enables the fighter bays.


You're forgetting your improved mining capacity changes...you also need to edit the mining rates in the research components to change their capacity. Just a small note

I recommend you add an extra readme that lists all the changes that need to be made if you want to integrate it into another mod. It is easy to forget these things and it is doubly more annoying for a person who is completely unfamiliar with your mod and what changes need to be made to make it function.


Any chance of uploading your mod?

_____________________________


(in reply to BlindOne)
Post #: 514
RE: "Hyping" my forthcoming mod (pun intended) - 2/13/2018 5:39:45 AM   
Tanaka


Posts: 2891
Joined: 4/8/2003
From: USA
Status: offline

quote:

ORIGINAL: RogerBacon

Version 1.66 Released

- Tradable items list is now alphabetized.
- Ctrl-F makes the game re-check what system the selected ship is in. This should fix the issue where exploration ships are not exploring for some people because the game does not "see" them as being in a system.
- Better logic for manual cargo missions resupplying construction ships. So you shouldn't have to worry about a rarely used strategic resource getting overfilled after repeated construction missions.

Since I don't have much free time anymore this will probably be the final version of the mod. It started as a small customization for myself and its grown into something larger than I ever thought. I'm glad I 2was able to bring it to the community for others to enjoy.



Thanks for all you have done to keep DWU alive and kicking Roger!

_____________________________


(in reply to RogerBacon)
Post #: 515
RE: "Hyping" my forthcoming mod (pun intended) - 2/13/2018 7:48:34 PM   
Artophwar

 

Posts: 2
Joined: 1/3/2018
Status: offline
What needs to be done to use this with the AI Improvement Mod?

(in reply to Tanaka)
Post #: 516
RE: "Hyping" my forthcoming mod (pun intended) - 2/15/2018 3:22:01 PM   
solops

 

Posts: 687
Joined: 1/31/2002
From: Central Texas
Status: offline
I have been playing along with few problems until late game (700 stars) and suddenly I began getting an error pop-up:

Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index

This happens constantly so as to make the game unplayable. Any ideas? Is it mod related or a DW problem?

_____________________________

All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand

(in reply to Artophwar)
Post #: 517
RE: "Hyping" my forthcoming mod (pun intended) - 2/15/2018 9:29:36 PM   
RogerBacon

 

Posts: 345
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: online

quote:

ORIGINAL: solops

I have been playing along with few problems until late game (700 stars) and suddenly I began getting an error pop-up:

Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index

This happens constantly so as to make the game unplayable. Any ideas? Is it mod related or a DW problem?


In code it is standard practice to use try-catch blocks when code might cause a crash. In the catch section you usually put some sort of notification so you know something went wrong (but not terribly). I added those popups to see if anything was going wrong behind the scenes. I never see them in my game but some people are getting them. I'll remove them in the next version this weekend. For you they are not very informative but if they started popping up on my games I would be able to make more use of them.

(in reply to solops)
Post #: 518
RE: "Hyping" my forthcoming mod (pun intended) - 2/17/2018 2:53:48 PM   
RogerBacon

 

Posts: 345
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: online
Version 1,67 released.
Fixed potential error in Prison form where a captured spy's empire has been eliminated (the spy will be eliminated as well).
Removed diagnostic popups that were not useful to anyone.

(in reply to RogerBacon)
Post #: 519
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