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[RELEASED] community bug fix / balance mod

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12 years ago
Aug 29, 2012, 4:19:39 AM
Michlo wrote:
please remove the grey faction colour. It is hard to see their systems and their ships look too much like pirates.
Thanks for the feedback. The file is simulation/factioncolors.xml. It is a short file, where each color is a triplet of red, green, blue. If you can suggest a set of colors which is better (as long as it is not three shades of green), please suggest. Or, you can locally edit it with notepad.
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12 years ago
Aug 29, 2012, 6:10:57 AM
davea wrote:
Thanks for the feedback. The file is simulation/factioncolors.xml. It is a short file, where each color is a triplet of red, green, blue. If you can suggest a set of colors which is better (as long as it is not three shades of green), please suggest. Or, you can locally edit it with notepad.






Thanks. After a couple of attempts I came up with a salmon colour which looks distinct enough from the others:







Feel free to use it.



Oh and I don't suppose there is any way you could incorporate Luminality's coloured anomalies is there please?



/#/endless-space/forum/37-modding/thread/16338-released-colored-anomalies



I was disappointed to see we can only load one mod and I rather like that one.



Cheers.
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12 years ago
Aug 29, 2012, 10:15:29 AM
If you Copy the Files from Localization\english to community-mod\Localization\english it should possible work.



So it work for me before the mini-patch yesterday. Didn't test it after the patch.



Can someone give me a Code for Pirates-colour? smiley: confused
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12 years ago
Aug 30, 2012, 6:43:46 PM
Hi davea,

I'd like to thank you (and all who contribute) for your efforts. As a modder myself (in other games) I'm always glad to see people working hard on their free time to make the game better for everyone. And the developers seem to support this, which is quite rare today.



However I have a suggestion: instead a having a mod with balance AND bug fixes, I think you could make 2 community mods. One that includes balance and bug fixes (that you already did), and another one that contains only the bug fixes. This way, those who only care about the bugs but not the balance changes which are always debatable, won't have to edit your mod to remove the features they don't like.



Anyway, keep up the good work. Cheers smiley: smile
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12 years ago
Aug 30, 2012, 6:51:23 PM
Thanks for the suggestion. Which ones do *you* consider bug fixes? I don't think very many of these are "bugs" in the strict sense of the word.



I have put the larger gameplay changes into my "racial diversity" mod, and if you notice, that "contains" the bug fix and balance part as well. If the game supported multiple mods at once, I would be more willing to split up the mod. As soon as I split, then I will get requests to merge, and if I split into 3, then I am sure all 8 different merge combinations would be requested.
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12 years ago
Sep 1, 2012, 10:58:39 AM
Thanks for the mod I really like it.

While re-reading your changes in the OP I noticed that cis-oort satellites should never be built by the AI. I don't think this works as intended because almost every system I conquer has it already built, so I have to manually scrap it afterwards.
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12 years ago
Sep 1, 2012, 3:27:38 PM
Djoums wrote:
cis-oort satellites should never be built by the AI. I don't think this works as intended


Unfortunately, I have found this is a bug in the game (not the mod). The game appears to only load the mod xml files sometimes, or only partly load them. Another modder ail, has recommended that people should copy the mod files over the original game files in your install directory. I am hoping the dev team will fix this bug first, since I don't feel comfortable directing people to write over original game files.
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12 years ago
Sep 3, 2012, 10:10:28 AM
Looking forward to the version that is compatible with 1.0.18!



Trying to install it on 1.0.18 kinda messes things up for me...



[edit]



Though that may be because I didn't install it correctly, hah!
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12 years ago
Sep 3, 2012, 12:02:02 PM
Installing mods "correctly" as it is intended, for me has often led to parts of the mod not working.

I prefer copying the mod over the /Public-Folder in the Endless-Space-Folder.

After a patch just "install" (as in overwrite) the public-folder again.



To remove a mod you can go to steam rightclick it in your library, select properties->local files and there check local files. It will tell you that it needs to download X files (as many as the mod overwrote) again.



The last 2 patches did not overwrite the whole Public Folder, only the files that were changed.
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12 years ago
Sep 3, 2012, 2:24:47 PM
Ail wrote:
The last 2 patches did not overwrite the whole Public Folder, only the files that were changed.


I have not tried this, but do you mean that locally changed (say, broken) files are not fixed by auto-update? They are only fixed by "validate local files"?
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12 years ago
Sep 3, 2012, 2:59:02 PM
Yes, since I was having my mod lying around in the local files all the time during the patches, the only thing that the last 2 mini-patches "destroyed" were the Color-Changes/Tooltip-Fixes in the Local-String-Folder.
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12 years ago
Sep 3, 2012, 3:35:59 PM
Did you have these changes in a separate xml file, or had you modified localization_locales.xml itself? Did you find that the game will not read other files from (install dir)\localization\english? To avoid localization files getting destroyed, maybe you need *both* a mod (for loose localization files) and modifying the game files in the install dir?
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12 years ago
Sep 3, 2012, 4:01:00 PM
Since the game did not load the separate xml while in the public-folder, I had copy-pasted the changes into the localization_locales.xml. But I also had the separate file lying around there.

So when the patch came, it overwrote the localization_locales.xml and what I did was reapplying the changes from the separate file.



It doesn't matter if the same String-IDs are there several times. It will just use the later one. So having all changes "clumped up" at the end of the localization_locales.xml works just fine.
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12 years ago
Sep 3, 2012, 4:44:52 PM
Very odd as I've yet to experience any issues regarding load separate xml files even in the public folder. I did have an issue when loading multiple (3+) xml files, something I suspect to do with the load order.



Anyhow, davea gave me the go ahead, I bundled the most recent AI changes (1.2.3), along with my Extended Colorization mod (inspired by Luminality's Coloured Anomalies work), improved faction tooltips and moonbased tooltips.



Extended Colorization:



  • Applies the appropriate colorized text with improvements/technologies/planets/traits
  • Sample Image





Improved Faction Tooltips:



  • Adds a detailed descriptions to all those pesky 'Unlocks the technology of the same name'
  • Xenology Sample Image





Tweaked Moon based Tooltips:



  • Replaces incorrect tooltips related to Intensive Cultivation Logistics/Inorganic Cultivation/Exploitative Agriculture and Careful Sweeping with detailed per Population related tooltips.
  • Fixes the bug with Craver Exploitive Agriculture description misdirect to StarSystemImprovementFood3Description



Download

Installation Note: Extract and overwrite files in default directory rather then into mod directory, AI improvements will not work otherwise
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12 years ago
Sep 6, 2012, 10:23:21 PM
Does anyone know how "'dynamic" improvement tooltips are able to be made, if at all? The concept I have is to be able to tell from improvement tooltips what the bonuses in effect AT THE MOMENT on any given system are. The hovertext over the different resources is nearly useless, as it only says "from improvement" without telling you which improvement each one is, counts all +/pop improvements into the "planet" amount, and doesn't differentiate between fixed and % bonuses, plus requires the improvement to actually be in place already, rather than being useful for pre-planning what to build.
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12 years ago
Sep 6, 2012, 11:28:11 PM
The best way to start learning what is possible is by reading (steam dir)\Endless Space\public\localization\english\localization_locales.xml. It is plain text, you can view it in notepad. Note down a specific text message and search for that in the file. You will find the actual message text. Browse around to find how icons are represented. If you are careful (make a backup!) you can edit directly in this file, and then re-start the game to see your changes.
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12 years ago
Sep 7, 2012, 1:12:15 AM
Community Mod 04b Download



Installation Note: Extract and overwrite files in default directory rather then into mod directory, AI improvements will not work otherwise







  • Colorized Moon Temple Icons as appropriate for respective bonuses granted by temples. Utilizes original icons included in the Modding Resource Kit and doesn't require any xml changes!





Davea - if you feel that any of the changes are not desirable for the community mod, let me know please. I believe that I've now run out things to colorize, moon temples have always annoyed me, as figuring out what they granted for bonuses wasn't intuitive. Now you can instantly tell when the screen opens that you have a temple that grants science / industry / food etc bonuses.
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12 years ago
Sep 7, 2012, 5:01:02 AM
Great, thanks. For me, the next milestone is to see what comes in the next ES release; then I will remove whatever they have included (such as a lot of Better AI), and add whatever you and others have come up with.
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12 years ago
Sep 7, 2012, 2:22:00 PM
@ ddark, when I click on your picture to see it, it goes to a russian porn site. I guess it is a porn site based on the pictures, anyway. Please put the full size picture somewhere else. If possible, please explain in a few words what you see. Then I can investigate.
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