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RE: Bacon Mod - 5/30/2017 7:43:26 PM   
Beyondfubar

 

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In case I'm just using the wrong mods.. is there an Bacon-Tested, Mod approved list?

(in reply to Beyondfubar)
Post #: 91
RE: Bacon Mod - 5/30/2017 8:13:44 PM   
RogerBacon

 

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quote:

ORIGINAL: Beyondfubar

I'll try out vanilla, I have 16gb of ram and have been running with the LAA ever since I realised I didn't have to crash hard every 30 minutes (awesome) I did try it with Beyond Extended Universe and with Starfall (Corrected version)

Let me get out the vanilla game and give it a go, thanks for the help thus far your star gravity well idea is so insanely gold I miss it without even having tried it. Also to add to that, it does play and seems to work as intended before giving me a straight appcrash error. Typically this is after a few attempts at a 'details, continue, quit' error storm.


One more thought I had. Have you added more ships to a family such as "destroyer1", "destroyer2", etc? If you change the total number of ships, saved games may crash with an index out of bounds error. You can swap out images but if you ADD or REMOVE ship images (i.e. total number changes) you can get these kind of errors.

I ran the Beyond mod yesterday for about two hours on 4x speed and didn't get a crash but it was mostly automated and I didn't click a lot of things. I'll try to test some more tomorrow if I have time.

(in reply to Beyondfubar)
Post #: 92
RE: Bacon Mod - 5/30/2017 8:25:15 PM   
Beyondfubar

 

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Opening the design screen seems to get me the errors, should I try and merge your fighter changes?

Edit: Ok I'm stumped, If I don't use my custom settings on universe generation Beyond gives no errors.. But my old 'Set the universe up how you like it' setting give me issues.

Edit Edit: Trying starfall now without the customization settings

Ok so Starfall (Corrected) won't work. Get the loop of errors issue. Beyond seems to work and I like that mod just fine small prices to pay. will give it a shake down and make sure.

Any chance you would know what corrective fix I should apply to get Starfall up and running? That thing is great with some minor tweaks

< Message edited by Beyondfubar -- 5/30/2017 8:34:54 PM >

(in reply to RogerBacon)
Post #: 93
RE: Bacon Mod - 5/30/2017 8:47:29 PM   
Beyondfubar

 

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So just a thought, what does your mod do if no ships have warp drives/Warp drives are not unlocked? I seem to run into issues if I set the development to pre warp for Beyond.

Ok Starfall works, but does NOT play nice with your shadow removal. Tested and works flawlessly if removed

< Message edited by Beyondfubar -- 5/30/2017 9:00:07 PM >

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Post #: 94
RE: Bacon Mod - 5/31/2017 12:11:41 AM   
RogerBacon

 

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quote:

ORIGINAL: Beyondfubar

Opening the design screen seems to get me the errors, should I try and merge your fighter changes?

Yeah, if you want to. The only changes are adding the BomberBay component and increasing the damage of bombers. Don't make a change to the saved game though. Changing the number of components will definitely give an index out of range error. This is true for all mods.

quote:



Edit: Ok I'm stumped, If I don't use my custom settings on universe generation Beyond gives no errors.. But my old 'Set the universe up how you like it' setting give me issues.

That might be worth exploring and finding out which setting is causing the errors.

quote:


Edit Edit: Trying starfall now without the customization settings

Ok so Starfall (Corrected) won't work. Get the loop of errors issue. Beyond seems to work and I like that mod just fine small prices to pay. will give it a shake down and make sure.

Any chance you would know what corrective fix I should apply to get Starfall up and running? That thing is great with some minor tweaks

So just a thought, what does your mod do if no ships have warp drives/Warp drives are not unlocked? I seem to run into issues if I set the development to pre warp for Beyond.

I almost always play pre-warp start so the mod has been extensively tested with ships that have no hyperjump. You will still see the blue ring around the star but it will be meaningless for non-hyperjump capable ships.

quote:


Ok Starfall works, but does NOT play nice with your shadow removal. Tested and works flawlessly if removed



That's great that Starfall is working. So, removing the drop shadow gave errors? That's really strange because its only a visual effect. If you get any more errors I'd still like to see a stack trace, even though you said there were no Bacon functions in the dump.

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Post #: 95
RE: Bacon Mod - 5/31/2017 1:45:32 PM   
Beyondfubar

 

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Not sure why but with Beyond I was getting errors when attempting to start pre-warp, same with starfall. Moving to post warp fixed this. Starfall hated the removal of the shadows, it would simply not display a bottom left info panel, then when trying to load a detailed menu it would crash. Thats a shame because I hate how the font is cleverly designed to hide 1's by practically merging it with the dark shadow, playing on 4k exacerbates this 10 fold. I played for ~4 hours last night primarily at 2x speed and completely without crashing!

Edit: I'll turn shadows back off and wait for a crash, initial testing is giving me no errors even though I had to do that just to start the game I'm currently playing (tested with, without no matter what I got a design window exception or something then a hard crash.) Perhaps it's because I have a steam version? No idea.

< Message edited by Beyondfubar -- 5/31/2017 9:21:13 PM >

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Post #: 96
RE: Bacon Mod - 5/31/2017 9:59:21 PM   
Beyondfubar

 

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Seems to run fine for a bit, then I got that, but with shadows in normal mode I was able to run for hours last night (Am I allowed to change that setting mid game?) This however was the first time I got that error. Previous errors were either claiming display errors (don't remember the exact statements, somehow can't reproduce) or much more often a simple appcrash.


[image][/image]

Attachment (1)

< Message edited by Beyondfubar -- 5/31/2017 10:05:14 PM >

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Post #: 97
RE: Bacon Mod - 6/1/2017 1:09:54 AM   
RogerBacon

 

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quote:

ORIGINAL: Beyondfubar


Seems to run fine for a bit, then I got that, but with shadows in normal mode I was able to run for hours last night (Am I allowed to change that setting mid game?) This however was the first time I got that error. Previous errors were either claiming display errors (don't remember the exact statements, somehow can't reproduce) or much more often a simple appcrash.


[image][/image]


You can turn the shadow on or off during a game.
One thing I want to say. A lot of my mod's settings are loaded when you hit a key for the first time. It is really important that you get in the habit of hitting a key (any key, even one that doesn't do anything) everytime you load up your game before you click on anything. When I say "load up your game" I mane when the saved game finishes loading and you can click on things, not when the game's title screen loads. The reason for this is that I initialize stuff in the OnKeyboardEvent method so somethings are null before you press a key for the first time. Its far from optimal but its the best I could do. I DO check for null so it won't cause a crash and it is not the cause in this case.

I looked at the crash dump you provided. Here is what is happening:
The AI is selecting an image for a ship design that is being built (or the player is doing the same if you went right to the design menu before pressing a key, which might be the case). In any event, the game is selecting a random image associated with the ship class and family. If you have not added any extra ship images (cruiser1, cruiser2, etc) then it selects a "random" one which will always be the default. In this case it seems there is no image for that family and ship class combination so it is giving an error.
Check the mod and see if one of the families (start with the one you were using) is missing an image for one ship type. Also, as I mentioned before, you can not add or subtract ship images and load a saved game. You can switch them but not change the total number.


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Post #: 98
RE: Bacon Mod - 6/1/2017 2:39:22 AM   
Beyondfubar

 

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I'll check for that, I typically hit space bar twice when the game loads habit of checking to see if it's paused. I'm playing starfall and there maybe some edits there I'll go check, but I get really odd errors without the shadows, sometimes it works sometimes it gives me a continue error, sometimes it just appcrashes out. Maddening! I'm starting over after failing to apply your fighter bay changes to it though.

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Post #: 99
RE: Bacon Mod - 6/1/2017 2:59:31 AM   
Beyondfubar

 

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Looks like I have no less than 26 images in the ship folders, but to be on the safe size I'll check them one by one.

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Post #: 100
RE: Bacon Mod - 6/1/2017 7:13:16 AM   
Kothyxaan

 

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Love your mod, there is a lot to it that I was hoping would be in the game anyway, but I have a quick question. I thought I had found a bug. My fighters were not attacking. So I switched to the original distantworld.exe and they started attacking again.

Then I read this here:

"Automate flight ops
control-A will automate flight ops for the currently selected carrier. You will see a visual indication of this by a "*" preceding the carrier's name. In this mode the carrier will launch fighters and choose their targets. But wait. That's exactly what happens in vanilla DWU, right? So why do we need this. Well, because now the default behavior is full manual control of launching and targeting.

Manual launch and target selection
When not in automatic mode (or under AI control) you can select targets and launch strikes with the following hotkeys"

Does that mean I will have to set every ship/station that has fighter bays to automatic or the fighters/bomber will not attack?
If so, is there anyway to have it start out as automatic?
As I said, my fighters are just flying around and not attacking any enemies.

Hmmm... could also be this:

"To mitigate these bugs it is important that you press any key as soon as your saved game loads (or as soon as a new game finishes the setup phase for new games. The reason for this is that the settings for the mod are not actually loaded until the first time a key is pressed. I have gotten in the habit of pressing the space bar to pause and unpause the game but any key will work."

I cant remember if i pressed a key or not.
Actually... I think I did, I am sure I unpause with the space key as you do (I will check when I get home from work).


PS. Great work man

< Message edited by Kothyxaan -- 6/1/2017 7:19:11 AM >

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Post #: 101
RE: Bacon Mod - 6/1/2017 1:07:05 PM   
RogerBacon

 

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quote:

ORIGINAL: Kothyxaan

Love your mod, there is a lot to it that I was hoping would be in the game anyway, but I have a quick question. I thought I had found a bug. My fighters were not attacking. So I switched to the original distantworld.exe and they started attacking again.

Then I read this here:

"Automate flight ops
control-A will automate flight ops for the currently selected carrier. You will see a visual indication of this by a "*" preceding the carrier's name. In this mode the carrier will launch fighters and choose their targets. But wait. That's exactly what happens in vanilla DWU, right? So why do we need this. Well, because now the default behavior is full manual control of launching and targeting.

Manual launch and target selection
When not in automatic mode (or under AI control) you can select targets and launch strikes with the following hotkeys"

Does that mean I will have to set every ship/station that has fighter bays to automatic or the fighters/bomber will not attack?
If so, is there anyway to have it start out as automatic?
As I said, my fighters are just flying around and not attacking any enemies.


PS. Great work man


Hi. Ships under AI control (i.e. your ships that you have not given manual missions to, which includes all stations) will use the default fighter behavior. In other words it superceeds the * no-* settings. For ships you are controlling, yes you have to set each carrier. I went back and forth with which way I wanted as default and decided that for must ships it wouldn't matter since the AI would be controlling them. For ships in a fleet I was controlling I wanted to direct the attacks personally.
If you have a fleet selected I think I included code where you can give the * command and it will go to every ship in the fleet. I'm not sure but you can try.

I assume you mean fighters and bombers when you say "fighters". I also (tried) to put some setting in there to prevent fighters (not bombers) from attacking ships and stay back on CAP by default. I'm also assuming your bombers are in rnage since you said that they started attacking with hte original exe and the range there is much shorter than my mod.

When you turned on automatic flight ops did the fighters start attacking?

(in reply to Kothyxaan)
Post #: 102
RE: Bacon Mod - 6/1/2017 1:13:32 PM   
RogerBacon

 

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quote:

ORIGINAL: Beyondfubar

Looks like I have no less than 26 images in the ship folders, but to be on the safe size I'll check them one by one.


Also, be sure you are using the Starfall that was updated recently to work with the latest version of Distant Worlds. The main thread for Starfall was abandoned before the last patch for DWU.

Last night I added my fighter change to my install of "Beyond" and I noticed that the research.txt for that mod was based off of an older version than the final patch; it didn't have reference to the non-beam superweapons. It shouldn't matter but its something to be aware of.

(in reply to Beyondfubar)
Post #: 103
RE: Bacon Mod - 6/1/2017 2:03:19 PM   
Kothyxaan

 

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quote:

ORIGINAL: RogerBacon


quote:

ORIGINAL: Kothyxaan

Love your mod, there is a lot to it that I was hoping would be in the game anyway, but I have a quick question. I thought I had found a bug. My fighters were not attacking. So I switched to the original distantworld.exe and they started attacking again.

Then I read this here:

"Automate flight ops
control-A will automate flight ops for the currently selected carrier. You will see a visual indication of this by a "*" preceding the carrier's name. In this mode the carrier will launch fighters and choose their targets. But wait. That's exactly what happens in vanilla DWU, right? So why do we need this. Well, because now the default behavior is full manual control of launching and targeting.

Manual launch and target selection
When not in automatic mode (or under AI control) you can select targets and launch strikes with the following hotkeys"

Does that mean I will have to set every ship/station that has fighter bays to automatic or the fighters/bomber will not attack?
If so, is there anyway to have it start out as automatic?
As I said, my fighters are just flying around and not attacking any enemies.


PS. Great work man


Hi. Ships under AI control (i.e. your ships that you have not given manual missions to, which includes all stations) will use the default fighter behavior. In other words it superceeds the * no-* settings. For ships you are controlling, yes you have to set each carrier. I went back and forth with which way I wanted as default and decided that for must ships it wouldn't matter since the AI would be controlling them. For ships in a fleet I was controlling I wanted to direct the attacks personally.
If you have a fleet selected I think I included code where you can give the * command and it will go to every ship in the fleet. I'm not sure but you can try.

I assume you mean fighters and bombers when you say "fighters". I also (tried) to put some setting in there to prevent fighters (not bombers) from attacking ships and stay back on CAP by default. I'm also assuming your bombers are in rnage since you said that they started attacking with hte original exe and the range there is much shorter than my mod.

When you turned on automatic flight ops did the fighters start attacking?


Yes I should have clarified a little better.
Only my station has a fighter bay right now. There are three rival pirate ships attacking it. All the fighters are just fighters (it is a component from the Distant World Extended mod, one of the race techs there, I think they get bombers later, but there are none right now).
The Fighters are just ignoring the attacking ships.
I am not at home so I cannot put on the automatic flight ops (and the fighters are from a space port anyway).
Going by what you have said (near the last part of what you wrote) fighters will not attack enemy ships?

Also, a little off track, but do you (or anyone) know if "the Pirate Resorts are currently bugged in that destroyed resorts are not properly removed from the game, which means that they will continue to cost you maintenance even though it is no longer making any money."
Is still a bug or if it has been fixed?

< Message edited by Kothyxaan -- 6/1/2017 2:06:15 PM >

(in reply to RogerBacon)
Post #: 104
RE: Bacon Mod - 6/1/2017 2:22:50 PM   
Beyondfubar

 

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quote:

ORIGINAL: RogerBacon


quote:

ORIGINAL: Beyondfubar

Looks like I have no less than 26 images in the ship folders, but to be on the safe size I'll check them one by one.


Also, be sure you are using the Starfall that was updated recently to work with the latest version of Distant Worlds. The main thread for Starfall was abandoned before the last patch for DWU.

Last night I added my fighter change to my install of "Beyond" and I noticed that the research.txt for that mod was based off of an older version than the final patch; it didn't have reference to the non-beam superweapons. It shouldn't matter but its something to be aware of.




Roger that, I have the starfall 1.12 -Corrected version. It's really great you ought to try it out!

(in reply to RogerBacon)
Post #: 105
RE: Bacon Mod - 6/1/2017 2:45:58 PM   
RogerBacon

 

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quote:

ORIGINAL: Beyondfubar




Roger that, I have the starfall 1.12 -Corrected version. It's really great you ought to try it out!


I will, if only to make sure it works with my mod.

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Post #: 106
RE: Bacon Mod - 6/1/2017 2:50:32 PM   
RogerBacon

 

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quote:

ORIGINAL: Kothyxaan



Yes I should have clarified a little better.
Only my station has a fighter bay right now. There are three rival pirate ships attacking it. All the fighters are just fighters (it is a component from the Distant World Extended mod, one of the race techs there, I think they get bombers later, but there are none right now).
The Fighters are just ignoring the attacking ships.
I am not at home so I cannot put on the automatic flight ops (and the fighters are from a space port anyway).
Going by what you have said (near the last part of what you wrote) fighters will not attack enemy ships?



In my mod FighterBays only produce fighters and BomberBays only produce bombers. I did this so peoplce can decided on the proportion of fighters and bombers they want. Be sure to add BomberBays if you want bombers.

You can still force fighters to attack any target using the manual command (I actually forgot the keyboard shortcut but you can look it up). They will do their best to attack the enemy ships. Just don't expect too much from their pew pew laser.

(in reply to Kothyxaan)
Post #: 107
RE: Bacon Mod - 6/1/2017 2:51:38 PM   
RogerBacon

 

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quote:

ORIGINAL: Beyondfubar

In case I'm just using the wrong mods.. is there an Bacon-Tested, Mod approved list?


Sorry I missed this earlier. Nope, you are the first to test any interaction out. I assumed 100% compatibility since I only changed the exe and no one else did that. Perhaps I was wrong.

(in reply to Beyondfubar)
Post #: 108
RE: Bacon Mod - 6/1/2017 2:59:02 PM   
Kothyxaan

 

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With regards to the fighters. Is there anyway in making it optional? As in adding an option to your config so that they can act on default behaviour and attack ships as normal?

I am using a fighter bay from that mod I mentioned (it only uses fighters). At worst I can just change the fighters to bombers (keeping the same stats). I need to remember to turn of the bomber ammo thing anyway, since I never used your fighters/components files - which means the bombers are doing the standard damage.

< Message edited by Kothyxaan -- 6/1/2017 3:02:39 PM >

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Post #: 109
RE: Bacon Mod - 6/1/2017 4:07:35 PM   
Beyondfubar

 

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It appears that there is just something about Starfall it doesn't like, I get the crash to desktop with appcrash quite often now, I'll keep digging.

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Post #: 110
RE: Bacon Mod - 6/1/2017 4:12:36 PM   
Beyondfubar

 

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quote:

ORIGINAL: RogerBacon


quote:

ORIGINAL: Beyondfubar




Roger that, I have the starfall 1.12 -Corrected version. It's really great you ought to try it out!


I will, if only to make sure it works with my mod.



I like it's massive research tree, insane amount of additional super rare resources and race diversification. However I believe that one of these things is causing my issue. I am almost certain at this point that something is wrong with the research tree in a few of the lines (increased progression in three trees unlock nothing, improve nothing, lead to nothing.)

I'm thinking a more effective way to help you troubleshoot this would be for me to go to a save that is not yet terminally broken and start trying your in-built commands until I get an immediate crash.

Edit: Adding all your commands and their function in one spot to make this easier

Hotkeys

Alt 1 - designate origin for civilian cargo mission
Alt 2 - designate destination for civilian cargo mission
Alt 3 - designate ship to perform mission
Alt ; - Cycle backward through current selection's ship type
Alt ' - Cycle forward through current selection's ship type

Ctrl W - Execute Passenger transport mission, must have passenger ship selected AND must use the passenger.txt file! Copy paste is a MUST! You may keep the txt file open, however it must be saved between uses. Will only transport primary race citizens.
Ctrl E - Find item by given name
Ctrl R - Itemized list of damaged components (Doesn't work for unowned ships in my experience, would be neat to see how that desolation moon is coming though eh?)
Ctrl S - Displays battle stats of selected item, including added feature "Crew experience" levels are: green, average, experienced, veteran, elite, and legendary. providing bonuses such as:

+10% sublight speed
+10% shield and shield recharge
+10% weapon range and weapon travel speed
+10% weapon damage (every other weapon under 10 damage will receive +1 damaged instead)
+25% targeting, countermeasures, -20% static energy usage, +10% fuel capacity

Warning -> Significant damage will reduce crew levels.

Fighter Hotkeys

Warning: Only works in MANUAL MODE for parent carrier
Alt 4 - designates fighter target
Alt 5 - Attack order for bombers, if bomber is selected orders THAT bomber to attack, if carrier, all bombers
Alt 6 - Attack order for bombers not already launched, will not alter current attack missions for launched bombers
Alt / - Find targeted fighter's parent carrier/base

Commands

#disband - Disband selected fleet
#disband FleetName - Disband by name of fleet inputted
#join FleetName - Join fleet by fleet inputted
#combine FleetName - Join selected fleet to inputted fleet disbanding the selected fleet
#combine Fleet1+Fleet2 - Combine inputted last fleet into inputted first fleet disbanding last fleet
#add [shipDesign]=[amount] - This command will attempt to reinforce the currently selected fleet with [amount] of [ship design] ships. If [amount] is left off it defaults to 1.


< Message edited by Beyondfubar -- 6/1/2017 7:29:45 PM >

(in reply to RogerBacon)
Post #: 111
RE: Bacon Mod - 6/1/2017 4:57:25 PM   
Uncle Lumpy


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Thanks, Beyondfubar! Now I don't have to make my own list.

_____________________________

I once heard there was a garage, which some said was air tight.

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Post #: 112
RE: Bacon Mod - 6/1/2017 7:25:24 PM   
Beyondfubar

 

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I figured RogerBacon might want to copy paste that to the top of his mod post, it's the least I can do to help this amazing mod along.

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Post #: 113
RE: Bacon Mod - 6/1/2017 7:45:34 PM   
RogerBacon

 

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quote:

ORIGINAL: Beyondfubar

I figured RogerBacon might want to copy paste that to the top of his mod post, it's the least I can do to help this amazing mod along.


I did indeed. Thank you. I've been remiss in not writing a proper documentation.

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Post #: 114
RE: Bacon Mod - 6/1/2017 8:58:52 PM   
Beyondfubar

 

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Hey you did it, so I've narrowed my errors down to a "System.ArgumentOutOfRange" CTD. Seems to occur faster if I try and move my populations around with the ctrl W but other than that it has always eventually happened.

Edit: I've significantly increased my mean time between errors by completely erasing my folders under appdata roaming code force folder. Still getting them about every 20-25 min though. That is up from about 30 seconds with a terminally borked save.

Edit Edit: I've also completely started over with Steam, delete it all and restart.. minus your bomber changes and a minor edit to Starfall to make (to me) sense of a wonder that says it increases something then does something else.

< Message edited by Beyondfubar -- 6/1/2017 9:04:29 PM >

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Post #: 115
RE: Bacon Mod - 6/1/2017 9:24:07 PM   
RogerBacon

 

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quote:

ORIGINAL: Beyondfubar

Hey you did it, so I've narrowed my errors down to a "System.ArgumentOutOfRange" CTD. Seems to occur faster if I try and move my populations around with the ctrl W but other than that it has always eventually happened.

Edit: I've significantly increased my mean time between errors by completely erasing my folders under appdata roaming code force folder. Still getting them about every 20-25 min though. That is up from about 30 seconds with a terminally borked save.

Edit Edit: I've also completely started over with Steam, delete it all and restart.. minus your bomber changes and a minor edit to Starfall to make (to me) sense of a wonder that says it increases something then does something else.


The next time you get a crash, post the stack trace, what you were doing at the time, and the mod you were using. Thanks.

(in reply to Beyondfubar)
Post #: 116
RE: Bacon Mod - 6/1/2017 9:55:47 PM   
Beyondfubar

 

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It's the CTD kind gives me a System.ArgumentOutOfRange issue. Not the details, continue, quit kind. Still want it?

Edit: Strangely it also does NOT give me a crash log under code force limited -> Distant worlds -> Normal crash logs

I can accelerate the crash by moving passengers around.. but it is not 100% chance thus far

Edit edit: Perhaps some background -> I make sure to press a button prior to doing anything else, I have merged your bomber settings into Starfall 1.12 (corrected). I have made only one other change (The Zedor Complex no longer provides a research change but a industry change, not built.. by anyone) It is still early game.. no fighting, very little colonization. Also few state ships. I try to move as many passengers to my second and third planet as possible, also stealing the Ancient guardians blind of research. Playing as the Egorans.

Edit Edit edit: The crash I get is very non-telling. I'll grab as much as I can next crash.

< Message edited by Beyondfubar -- 6/1/2017 10:04:51 PM >

(in reply to RogerBacon)
Post #: 117
RE: Bacon Mod - 6/1/2017 10:12:54 PM   
Beyondfubar

 

Posts: 26
Joined: 5/27/2017
Status: offline
Sorry can't post numbers and what not for a bit.. PM'ed you the details

(in reply to Beyondfubar)
Post #: 118
RE: Bacon Mod - 6/2/2017 7:41:17 AM   
Kothyxaan

 

Posts: 54
Joined: 2/21/2011
Status: offline
Ok I juast noticed that the Stations with All Dimensional Fighter Bays from the: http://www.matrixgames.com/forums/tm.asp?m=3647528 mod are only producing fighters. They should be producing a mixture of fighter and torpedo type fighters. I have your mod folder BaconWorld but it is not active I have the above mod active.
Since BaconWorld is not active there should be no seperation of fighters and Bombers.
Weird.
I had to switch to default exe to kill attacking pirates, because my station had no defences due to it being incomplete, then switch back.
So is there anyway to give fighters back their default attack everything setting?

Also another thing, had a ship with boarding pods, phasers, tractor beam and fighter bay. Sent it to attack a ship, its mission was stated as "capture", all it did was use the tractor beam. Did not try to board or shoot it to lower the shields so it could board.
Switched to the normal exe. The same result... had to micro manage a capture, Weird, since it worked fine to start with (on your mod) I wonder if its because I set up my "criminal network".

< Message edited by Kothyxaan -- 6/2/2017 8:57:14 AM >

(in reply to Beyondfubar)
Post #: 119
RE: Bacon Mod - 6/2/2017 2:21:24 PM   
RogerBacon

 

Posts: 570
Joined: 5/17/2000
From: Miami, Florida, U.S.A.
Status: offline

quote:

ORIGINAL: Kothyxaan

Ok I juast noticed that the Stations with All Dimensional Fighter Bays from the: http://www.matrixgames.com/forums/tm.asp?m=3647528 mod are only producing fighters. They should be producing a mixture of fighter and torpedo type fighters. I have your mod folder BaconWorld but it is not active I have the above mod active.
Since BaconWorld is not active there should be no seperation of fighters and Bombers.
Weird.
I had to switch to default exe to kill attacking pirates, because my station had no defences due to it being incomplete, then switch back.
So is there anyway to give fighters back their default attack everything setting?


Hi, my mod (the exe) makes it so that fighter bays only produce fighters for the player. To get bombers you have to add the bomber bay component included in the BaconWorld folder. So that is why you are only seeing fighters.
Rather tha nswitching exes to kill the pirates you can just use the alt-4 to designate them as a target and then order the base's fighters to attack them. Much faster than exiting hte game and switching exes.
As to swithcing default fighter behavior back, you would think it would be easy but the fighter logic is so complex I'm afraid if I touch it any more it may make it so fighters never attack anything. Just trust me that its already ugly.
The preferred solution is to install some bombers on the stations so that they attack the enemy ships. Its what bombers are made for and they work really well. In my games I usually build a defense base on the first planet in the system (new the star) and the fighters can protect about half of the system that way.

quote:


Also another thing, had a ship with boarding pods, phasers, tractor beam and fighter bay. Sent it to attack a ship, its mission was stated as "capture", all it did was use the tractor beam. Did not try to board or shoot it to lower the shields so it could board.
Switched to the normal exe. The same result... had to micro manage a capture, Weird, since it worked fine to start with (on your mod) I wonder if its because I set up my "criminal network".


This probably had to do with hte ship's range settings and default behavior for stronger / weaker ships. Was the tractor beam the longest range weapon?

(in reply to Kothyxaan)
Post #: 120
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