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.
The problem is addressed, I used the wrong property name (shoud be "SystemResearch" instead of "SystemScience") and thus messed it up totally.
So here is the story:
I was trying to create a system improvement that converts systemscience into industry. Available after all the 4 endless techs are unlocked (i.e. when science becomes useless).
I created related stuffs and linked GUI icons and localization title/description/effects. I tested and found the improvement in the list after I unlock the endless techs and the icon/localization is fine.
However, after it finished in the construction queue, it remains on the top of the queue, turned red, and showed a "!" mark tooltipping that "this construction is no longer valid"
Below is the part I did. I think I might be getting the InterpreterPrerequisite wrong.
Thank you for reading through my stupid code and trying help :P
Below is something ( that might be) related in output log.
IndexOutOfRangeException: Array index is out of range. at Amplitude.Unity.Simulation.SimulationObject.<checkDependancies>m__5 (Amplitude.StaticString dependancy, Amplitude.Unity.Simulation.SimulationObject context, Amplitude.Unity.Simulation.SimulationModifierProvider provider) [0x00000] in <filename unknown>:0 at Amplitude.Unity.Simulation.SimulationModifierDescriptors.SingleSimulationModifierDescriptor.ForEachPropertyOperand (Amplitude.Unity.Simulation.ForEachPropertyOperandFunction callback, Amplitude.Unity.Simulation.SimulationObject context, Amplitude.Unity.Simulation.SimulationModifierProvider provider) [0x00000] in <filename unknown>:0 at Amplitude.Unity.Simulation.SimulationObject.Unsafe_ApplyModifierProvider (Amplitude.Unity.Simulation.SimulationModifierProvider provider, Int32 pathIndex, Boolean removing) [0x00000] in <filename unknown>:0 at Amplitude.Unity.Simulation.SimulationPathContext.PathNavigator_Found (Amplitude.Unity.Simulation.SimulationObject current, Int32 pathIndex) [0x00000] in <filename unknown>:0 at Amplitude.Path.PathNavigator`1[T].Found (.T current, Int32 pathIndex, Boolean breakOnFirstHit, System.Int32& count, .T& result) [0x00000] in <filename unknown>:0 at Amplitude.Path.PathNavigator`1[T].Traverse (Amplitude.Path.Path`1 path, .T current, Int32 pathIndex, Boolean breakOnFirstHit, .T& result, System.Int32& count) [0x00000] in <filename unknown>:0 at Amplitude.Path.PathNavigator`1[T].Traverse (.T current, Amplitude.Path.Path`1 path, Int32 index) [0x00000] in <filename unknown>:0 at Amplitude.Unity.Simulation.SimulationPathContext.Traverse (Amplitude.Unity.Simulation.SimulationObject current) [0x00000] in <filename unknown>:0 at Amplitude.Unity.Simulation.SimulationObject.Unsafe_AddChild (Amplitude.Unity.Simulation.SimulationObject child) [0x00000] in <filename unknown>:0 at Amplitude.Unity.Simulation.SimulationObject.AddChild (Amplitude.Unity.Simulation.SimulationObject child) [0x00000] in <filename unknown>:0 at Amplitude.Unity.Simulation.SimulationObjectWrapper.AddChild (Amplitude.Unity.Simulation.SimulationObjectWrapper simulationObjectWrapper) [0x00000] in <filename unknown>:0 at ColonizedStarSystem.InternalAddStarSystemImprovement (.StarSystemImprovement starSystemImprovement) [0x00000] in <filename unknown>:0 at ColonizedStarSystem.AddStarSystemImprovement (.StarSystemImprovement starSystemImprovement) [0x00000] in <filename unknown>:0 at DepartmentOfTheInterior.AddStarSystemImprovement (.ColonizedStarSystem colonizedStarSystem, .StarSystemImprovement starSystemImprovement, Boolean creation) [0x00000] in <filename unknown>:0 at DepartmentOfTheInterior.DepartmentOfIndustry_StarSystemImprovementConstructionchange (System.Object sender, .ConstructionChangeEventArgs e) [0x00000] in <filename unknown>:0 at DepartmentOfIndustry.OnConstructionChanged (IGameEntity context, .Construction construction, ConstructionChangeEventAction action) [0x00000] in <filename unknown>:0 at DepartmentOfIndustry+<GameClientState_Turn_End_ComputeBuildConstruction>c__IteratorF.MoveNext () [0x00000] in <filename unknown>:0 at Amplitude.Coroutine.Run () [0x00000] in <filename unknown>:0 at GameClientState_Turn_End.Run () [0x00000] in <filename unknown>:0 at Amplitude.Unity.Framework.FiniteStateMachine.Update () [0x00000] in <filename unknown>:0 at GameInterface.Update () [0x00000] in <filename unknown>:0 at Session.Update () [0x00000] in <filename unknown>:0 at Amplitude.Unity.Session.SessionManager.LateUpdate () [0x00000] in <filename unknown>:0
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