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.
<?xml version="1.0" encoding="utf-8" ?> <Datatable xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xsd="http://www.w3.org/2001/XMLSchema" xsi:noNamespaceSchemaLocation="../Schemas/Amplitude.Unity.Gui.GuiElement.xsd"> <!--This File stops the traits from being in pink, Delete it and find out for yourself if you want--> <!-- It also is what give objects there names and descriptions --> <GuiElement Name="PopulationModifiersTraitMoreBonusesIndustry01"> <!-- the %Words are references to the localization file --> <Title>%PopulationModifiersTraitMoreBonusesIndustry01Title</Title> </GuiElement> <GuiElement Name="ClassPopulationPlanetModifiersTraitMoreBonusesIndustry01"> <Title>%PopulationModifiersTraitMoreBonusesIndustry01Title</Title> </GuiElement>
I tried modifying the bonus "Meritocratic Cosmopolites" from 2fisdsi to 1fidsi, still having the same issue when the mod's on "Extension", tried switching to "Conversion" then it worked but only for Meritocratic Cosmopolites, but it takes like a couple of refreshes or retries to switch the population bonuses(really weird) its kinda non-consistent, when I click the create button, any insight?
A thing that I can currently spot is that lack of a priority set in the modifier and the tooltip being always shown, but I would expect the game to be fine with it.
So I assume it might have something to do with having this modifier is under your new simulation Descriptor "PopulationGrowthScoreBoostedMorePopulationBonuses"
I do not know how the game reacts to having population trait modifiers under different simulation descriptors (it looks like you tried having them under that same one before due to it being commented out, how did that go?) The original has a non-trait specific modifier so you can try add that to the simulation descriptor (see below)
Try Change it to (Additions in bold and underlined)
If this does not work I would suggest getting the original simulation descriptor "PopulationGrowthScoreBoosted" and adding your modifier to that
(So copy lines 1654 to 1770 in \Simulation\SimulationDescriptors[Population].xml into SimulationDescriptors[MorePopulationBonuses].xml and then insert your modifier "BonusPopulationIndustry" into it shouldn’t matter where, at the end just before </SimulationDescriptor> should be fine.
Thanks for the reply! yeah I've tried adding "PopulationGrowthScoreModifier" in my PopulationGrowthScoreBoostedMorePopulationBonuses, I removed the "TooltipHiddenIfPathInvalid="true"" to see if it was some pathing problem but it seems fine, so i kept it in other tests, tried with different values for the Priority attribute, from -3 to 1, without results, still same behavior, my new bonus never gets recognized, and after a retry it loads any other bonus (also the modified meritocratic cosmopolites), I also tried copypasting lines 1654 to 1770, and changing the mod to conversion, adding my own bonus at the end.
I tried doing the same operation without mods and its the same for any bonus here, they get added at the "modifiers" section after a retry, for example if I create a faction using analysts.
I validated my gamefiles to see if it was my issue alone.
Made a custom population "test" I checked the file Documents/Endless Space 2/Custom Factions/Custom Populations/test.xml and i have the
If you put your mod folder in a zip I could have a look at it, also if you could add your diagnostics file (in %Documents%\Endless Space 2\Temporary Files It's a .html with the time and date of when the game launched in its name) I could look into the infinite loading.
This might be a bug with the modding system (there are a few) one way to check would be to take you code and edit it directly into the original game files, if you have an issue after that then its probably an issue with your code if you don't then its probably an issue with the modding system (or your mods main xml)
The custom trait did work when I modified the base game files, it still doesn't when I try using my mod, in the diagnostics html there's a couple of null reference exceptions by the end, then I waited for eight minutes trying to load a tiny map and exited ES2.
Hi Admiral! I Tried two things out: added the Database Plugin (1.) deleting the previous (2.) and on a second attempt (reloading the mod) tried keeping both of them, and the trait was still missing when I accessed the custom faction screen. Nevermind, it worked! made a retry restarting the game, good to know that the data of the plugins is loaded at ES2 startup. Thanks! :) I'll be publishing the mod on the weekend :D
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