ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
Yes, I noticed the ship design bug too. We are working on it. For your error, I followed your steps 2 times but I had no errors ... I continue to investigate :)
I tried to create another "Reskin mod" to test the ship's reskin and it seems to work during combats:
I have just tried it and it seems to work but in an odd way, The New textures seem to be applied in a battle.
so the ships desgin shows the original textures at first then during at battle the new textures are applied then after the battle the ship design shows the new textures
(First Picture: Before Battle, Second: The Battle, Third: After Battle)
Also Exiting to main menu and making a new game with only this mod being enabled the whole time casues an error
NullReferenceException: Object reference not set to an instance of an object
Stack:
Amplitude.Diagnostics:UnityEngineLogCallback(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) at Error while parsing stackframe: Generator.ConnectivityManager.FindMajorAxis (IEnumerable`1 nodes)(0) Amplitude.Diagnostics:UnityEngineLogCallback(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) at Error while parsing stackframe: Generator.ConnectivityManager.CullExtraneousNodes ()(0) Amplitude.Diagnostics:UnityEngineLogCallback(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) at Error while parsing stackframe: Generator.ConnectivityManager.Execute ()(0) Amplitude.Diagnostics:UnityEngineLogCallback(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) at Error while parsing stackframe: Generator.GenerationManager+c__Iterator0.MoveNext ()(0) Amplitude.Diagnostics:UnityEngineLogCallback(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) at Error while parsing stackframe: UnityEngine.SetupCoroutine.InvokeMoveNext (IEnumerator enumerator, IntPtr returnValueAddress)(0)
I believe activating any mod will break scan mode, even the example mods do it (could you also look into why the example reskin mod doesn't work, It doesn't reskin the ships)
Eureka, I finally figured out how to do it! It was kind of a pain, especially when you misspell the property you're trying to attach :)
Anyhow, I figured out how to create a new property and can now mod weapon effects at any range increment discreetly (rather than just damage over all). My code is a mess at the moment, but I'll post a mod once I've got it cleaned up.
At it's most basic, it's a combination of modding the BattleEffectDefinitions.xml and SimulationDescriptors[ModuleWeapon].xml files.
As it turns out, I found something that does the opposite effect:
DefenseBonusAtShortRange
It reduces damage by a percentage, in this case, 25%. So, the game can definitely tell when a weapon is striking within short range. I just haven't found the descriptor for it yet.
Thanks for posting the code. I believe that pertains to the highlighted portion of the XML below (providing the entire Weapon Module entry for completeness):
I been looking around the Assemblies and in Assembly-CSharp/WeaponModuleDefinition/AvailableRange looks like code that might have some answers (might not)
Note: The DamageBeam TargetProperty doesn't seem to do anything either, which leads me to believe it also is for accounting purposes in the afterbattle report rather than for during combat.
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