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RE: Bacon Mod - 11/12/2019 10:45:32 PM   
BlindOne

 

Posts: 48
Joined: 11/19/2017
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Been a while since I was here but ... found a rather hilarious bug

Tribute is totally broken in the current 1.77 version.

It says it should do 0.1 (or 10% according to the default settings) in the settings but it is actually doing 10x that amount and is taking 100% of all tax income currently from subjugated dominions.

When I set it to 0.3 (which should be 30%) it is actually doing 30 x 10% of the total tax income or 300% of all tax income ...

Set it to 0.5 (which should be 50%) and it does 50 x the total tax income or 500% of all tax income ... AI's going broke like crazy with unrecoverable debt ...

So I tried to set it to 0.01 which at this point you'd think would do 10% by the math previously displayed but it actually still does 100% of tax income or 10 x ... same result with 0.05 which does 50x or 500%. It's clearly not reading the number correctly somehow.

Seems the calculation is broken at the moment and doesn't account for smaller digits and does 10x the amount it says. I wonder whats going on here.

Update Edit:

Don't know why ... but when I entered a comma instead of a period it worked properly ... I wonder what is causing this? Does this mean all the other settings that use periods instead of commas are broken too in my game?

I'm dutch so we use commas rather than periods for decimals ... is the game not reading it properly? I'd think that the game would use the format that is used too but I'm curious now ... some more tinkering is in order.

< Message edited by BlindOne -- 11/12/2019 11:28:12 PM >

(in reply to RogerBacon)
Post #: 931
RE: Bacon Mod - 11/12/2019 11:40:53 PM   
RogerBacon

 

Posts: 573
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: BlindOne

I'm dutch so we use commas rather than periods for decimals ... is the game not reading it properly? I'd think that the game would use the format that is used too but I'm curious now ... some more tinkering is in order.


Yes. This was discovered and noted somewhere in this thread about 10 or 15 pages back. If your language uses commas as decimal points then use commas in the settings file too. ou did discover a bug of sorts though; I didn't know it would enforce tribute over 100%. Brutal but I think I'll allow it.


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(in reply to BlindOne)
Post #: 932
RE: Bacon Mod - 11/13/2019 12:40:08 AM   
BlindOne

 

Posts: 48
Joined: 11/19/2017
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Ah interesting!

Thanks for the clarification, I did not realize it was a known issue. Perhaps a small note in the readme would be in order for the lost folks out there who are like me? Took me more than 3 hours to figure this out lmao ... As for the tribute going over 100% ... actually anything above 50% is totally wrecking the AI. 100% or more means they just go bankrupt in one year and will never recover from it afterwards but it is indeed kinda hilarious to see. Them cats are in the debts of BILLIONS, Was funny to see my subjugated catpeoplez paying 3x their annual tax income and they could not levy more taxes to save their lives ... as it would only increase their debts further

As side note, now everything works fine thanks to the power of commas, but realized another possible cool feature though not sure if its even possible would be to allow your constructor ships to build in subjugated territory. This way I can park a big giant wall of defensive bases or starbases over and near my loyal subjects *cough* filthy aliens *cough* capital and have them pay for the wall that keeps them loyal ... that should bring them right back in line if they decide to speak badly of my people and decide to do street protests like the Hong Kong peoplez. I'll just have to send in the true government soldiers to straighten them out and return civility and peace with a lot of kowtowing

(in reply to RogerBacon)
Post #: 933
RE: Bacon Mod - 11/14/2019 8:31:51 PM   
Landris

 

Posts: 8
Joined: 3/4/2016
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Thank you so much for your mod, it really is a new experience. I'm creating my own mod based off of Osito's Research Unleashed, and incorporating your mod. I was wondering, is it possible to improve the hyper jump inaccuracy using research? Is that a variable that can change in-game rather than only in your BaconSettings.txt file?

< Message edited by Landris -- 11/14/2019 9:11:35 PM >

(in reply to BlindOne)
Post #: 934
RE: Bacon Mod - 11/14/2019 10:18:12 PM   
RogerBacon

 

Posts: 573
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: Landris

Thank you so much for your mod, it really is a new experience. I'm creating my own mod based off of Osito's Research Unleashed, and incorporating your mod. I was wondering, is it possible to improve the hyper jump inaccuracy using research? Is that a variable that can change in-game rather than only in your BaconSettings.txt file?


Thank you for your kind words and also congratulations on your own mod. When i added the ability to research improvements to reduce teh gravity well effect on a ship I also looked into reducing hyperjump inaccuracy. I don't recall the exact details now but there were some issues and I decided not to make such a setting. If I ever get back to DWU (and I'm sure I will some day) I'll revisit the issue.

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(in reply to Landris)
Post #: 935
RE: Bacon Mod - 11/14/2019 11:27:31 PM   
Landris

 

Posts: 8
Joined: 3/4/2016
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Thanks for the reply. It's a minor thing, especially as sublight engines getting faster with tech is an indirect improvement to that issue, it just would be nice!

If I'm making a wishlist, the only other thing I would like is an ability to control population by planet and by race. Not sure if there's anything that can be done here, I suspect not. Currently it's your race family and others, and your own race can go anywhere regardless of policy. I thought about trying to use plagues as a workaround but they can spread beyond the planet you're trying to deal with.

(in reply to RogerBacon)
Post #: 936
RE: Bacon Mod - 11/19/2019 2:50:08 PM   
zumzoom


Posts: 2
Joined: 11/19/2019
From: Nalchik
Status: offline
Thanks so much for this great mod!
Been playing it for a while now, tried 2000 star galaxy size in my previous game - around year 2150 it started crashing so I had to abandon it. Now I started another game of the same size, it crashed couple of times until 2130, no biggy. But now I got a horrible freeze while zooming in from galaxy view(that also froze spotify playing in background), ctrl+alt+delete worked, though with much delay, and the task manager showed 90-100% CPU load. I guess there was no point in waiting so I closed the app.
A question - is this something known to happen with the mod, or could it be something unrelated? I'm guessing it's the size of the galaxy that's at fault?

My setup: Win 10 pro x64, CPU Amd fx-8300, GTX960-4G, 16Gb RAM.

(in reply to Landris)
Post #: 937
RE: Bacon Mod - 11/19/2019 10:26:51 PM   
RogerBacon

 

Posts: 573
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: zumzoom

Thanks so much for this great mod!
Been playing it for a while now, tried 2000 star galaxy size in my previous game - around year 2150 it started crashing so I had to abandon it. Now I started another game of the same size, it crashed couple of times until 2130, no biggy. But now I got a horrible freeze while zooming in from galaxy view(that also froze spotify playing in background), ctrl+alt+delete worked, though with much delay, and the task manager showed 90-100% CPU load. I guess there was no point in waiting so I closed the app.
A question - is this something known to happen with the mod, or could it be something unrelated? I'm guessing it's the size of the galaxy that's at fault?

My setup: Win 10 pro x64, CPU Amd fx-8300, GTX960-4G, 16Gb RAM.


Unfortunately FWU is a 32 bit game which means memory will become a problem after awhile. If zooming is causing a delay you can turn off the range circles. The command is !rangecircles.


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(in reply to zumzoom)
Post #: 938
RE: Bacon Mod - 11/20/2019 7:17:43 AM   
zumzoom


Posts: 2
Joined: 11/19/2019
From: Nalchik
Status: offline
quote:

ORIGINAL: RogerBacon


Unfortunately FWU is a 32 bit game which means memory will become a problem after awhile. If zooming is causing a delay you can turn off the range circles. The command is !rangecircles.


I know about the range circles, I always turn them off from the start.
Tried reducing the zoom speed in game settings (turned it up a while back), seem to work fine for now.
P.S. Not for long though, had a ctd without an error message just now.

< Message edited by zumzoom -- 11/20/2019 11:04:50 AM >

(in reply to RogerBacon)
Post #: 939
RE: Bacon Mod - 11/20/2019 2:02:20 PM   
Jorgen_CAB

 

Posts: 68
Joined: 3/17/2010
Status: offline

quote:

ORIGINAL: zumzoom

quote:

ORIGINAL: RogerBacon


Unfortunately FWU is a 32 bit game which means memory will become a problem after awhile. If zooming is causing a delay you can turn off the range circles. The command is !rangecircles.


I know about the range circles, I always turn them off from the start.
Tried reducing the zoom speed in game settings (turned it up a while back), seem to work fine for now.
P.S. Not for long though, had a ctd without an error message just now.


I have learned that when the Galaxy become very busy on 2000 stars I tend to pause the game allot when I need to do stuff anf use the minimap to scroll around if the game is unpaused and not use the mouse for that at all.

This seem fix allot of the CTD issues... also reloading the game once in a while also help purging the memory and you will need to do that more often in very big games.

It is after all only 32 bit system and memory is rather limited... this is one reason why I think DW2 will be awesome as it obvious will be a 64bit game only, I would be surprised otherwise.

(in reply to zumzoom)
Post #: 940
RE: Bacon Mod - 11/22/2019 2:15:42 PM   
makotech222

 

Posts: 5
Joined: 1/1/2012
Status: offline
Great mod! Some requests:

1. Source code? Would love to take a look at what you've got so far. Would be interested in adding my own stuff.
2. Speed multiplier more than 4x
3. Option to remove private ships from being constructable.
4. Way to increase empire research potential.

Thanks!

< Message edited by makotech222 -- 11/22/2019 2:19:15 PM >

(in reply to Jorgen_CAB)
Post #: 941
RE: Bacon Mod - 11/22/2019 11:12:23 PM   
RogerBacon

 

Posts: 573
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
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quote:

ORIGINAL: makotech222

Great mod! Some requests:

1. Source code? Would love to take a look at what you've got so far. Would be interested in adding my own stuff.
2. Speed multiplier more than 4x
3. Option to remove private ships from being constructable.
4. Way to increase empire research potential.

Thanks!


Thanks.

1 For reasons I can't go in to I can't talk about that. Sorry.
2 A speed multiplier higher than taht causes combat calculations to be skipped it seems. My very first mod for Distant Worlds Legends did a x8 and x15 speed mod and it caused problems.
3 I think that would cripple the AI as private ships are teh basis of teh economy.
4 You can simulate that by changing the research cost variable during galaxy setup.

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(in reply to makotech222)
Post #: 942
RE: Bacon Mod - 11/22/2019 11:55:00 PM   
makotech222

 

Posts: 5
Joined: 1/1/2012
Status: offline
Hmm any tips on decompiling, then? I thought this was made in c#, but ILSpy doesn't seem to want to open it up.

I meant remove private ships from being player-constructable, like in Vanilla. Just a setting to remove from the build order screen, basically.

For research potential, I want it to affect player (or anyone with modifier) only, not be global.

(in reply to RogerBacon)
Post #: 943
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