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[RELEASED] community bug fix / balance mod

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12 years ago
Sep 7, 2012, 11:29:12 PM
davea wrote:
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.




I understand how to modify the tooltips to static values, I guess I worded the question poorly. The question is really whether the tooltips can do dynamic calculations based on external "current" game information, such as drawn from system and empire values (current population on applicable planets, empire tax rate, etc) with mathematical operations on them and then the result being output to the tooltip displayed value.
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12 years ago
Sep 8, 2012, 9:48:21 AM
davea wrote:
@ 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.




Too strange. Probably it might be a virus on your computer.

But ok, i uploaded the screenshot to my own site(hosting), and edited previous post. Guess it will help.

Sorry, if its my fault.



Again:





Version 1.0.17 + this mod
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12 years ago
Sep 8, 2012, 3:27:31 PM
Thanks, now I am able to see the image fine. Your point is that you have an adaptive industry building, but you are still showing a food surplus. This is a bug in the base game which has been reported many times:



http://forums.amplitude-studios.com/showthread.php?10059-I-have-surplus-food-with-Adaptive-Industrial-Systems&highlight=adaptive

http://forums.amplitude-studios.com/showthread.php?4440-0.30.5-Adaptive-Industrial-Systems-doesn-t-absorb-new-food.&highlight=adaptive
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12 years ago
Sep 11, 2012, 9:35:57 AM
iblise wrote:
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.


I tried to install this version as a mod but got fatal errors when creating games, until I found you need to set Standalone="false" instead of "true" in the Index.xml file. I don't know why there is a need for such a parameter but oh well, maybe that info will help someone.
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12 years ago
Sep 11, 2012, 1:21:28 PM
Actually, it was indeed intended as 'true' also it is out of date, use b now(I update the link on the first post, the second post was easy to miss I guess hah) but you didn't install correctly; well you sort of did. In order to actually see the AI changes, you need to extract to your install directory, rather than your modding directory, hence the reason it is set as true rather than false. Otherwise, if you load as a mod, the AI changes don't work due to a bug in the game loading.
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12 years ago
Sep 11, 2012, 3:10:16 PM
Yes I installed it as you say initially and it worked fine, but I don't like the fact that you can't fully revert it back using Steam integrity check. So it's either making a manual game backup or install it as a mod. Thanks for the merge anyway, much appreciated smiley: smile
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12 years ago
Sep 11, 2012, 3:21:02 PM
Djoums wrote:
I don't like the fact that you can't fully revert it back using Steam integrity check.
Why not? tenchars
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12 years ago
Sep 11, 2012, 3:44:20 PM
I think Steam only replace modified files with the originals, but doesn't remove extra files that were put in the game folder. After doing so I still had extra coloring on texts & tooltips. It's probably not really important but I'd rather keep my game folder clean.
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12 years ago
Sep 11, 2012, 4:24:04 PM
So the extra-coloring now is loaded in the normal games Public-folder even if I only put additional files there?

That's neat actually! smiley: biggrin
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12 years ago
Sep 13, 2012, 6:15:07 AM
My old savegame broke (from 1.0.18) but I played 4 hours yesterday with the community mod. No problems.
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12 years ago
Sep 24, 2012, 11:26:08 PM
Hi, Great Mod! My friends and I are tried to play it multiplayer on version 10.0.19.



The first few turns were fine but by turn 20 one of the two clients was dropping every turn (mostly the same guy). The game also froze on the end turn screen too. Has anyone else found issues with using the mod multiplayer with version 10.0.19. If not, any ideas what could be wrong?



Also when I went to uninstall the mod I verified the files finding 3 that needed to be corrected.
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12 years ago
Sep 25, 2012, 2:06:27 AM
Thanks for the info. The mod doesn't make any special demands on MP. Do you find that you have more connection problems *with* the mod than you have normally? I would think the drop rate should be the same regardless of any mods.



The mod doesn't modify any files in the install directory. Suppose you verify the files, play the game without any mod, and verify the files. Most people find that this still causes a few files to be updated. For example, the game writes a logfile into the install directory, so naturally this file will "fail" verification. I wish the dev team would change this so that no files get written into the install area during normal play. Most other games write this type of logfile into "my documents" somewhere, instead of into the install area.
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12 years ago
Sep 25, 2012, 4:54:46 AM
davea wrote:
Thanks for the info. The mod doesn't make any special demands on MP. Do you find that you have more connection problems *with* the mod than you have normally? I would think the drop rate should be the same regardless of any mods.



The mod doesn't modify any files in the install directory. Suppose you verify the files, play the game without any mod, and verify the files. Most people find that this still causes a few files to be updated. For example, the game writes a logfile into the install directory, so naturally this file will "fail" verification. I wish the dev team would change this so that no files get written into the install area during normal play. Most other games write this type of logfile into "my documents" somewhere, instead of into the install area.




Hi there, I dont know if you have been asked this before, but, is it possible you could merge this with the Alternate Galaxy Generator Mod?
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12 years ago
Sep 25, 2012, 5:47:57 AM
DeamonStorm wrote:
Hi there, I dont know if you have been asked this before, but, is it possible you could merge this with the Alternate Galaxy Generator Mod?
I am sure I have been asked and answered a similar question before, but I couldn't find a link easily enough. Please take a look into the two zipfiles for the community mod and the alternative generator, and look to see if there are any files with the same names in the two zip files. For certain, each one has a top level file called index.xml. If that is the only file, you are in luck; you can merge on your own. If not, then one of the authors will have to perform the merge.



To perform the merge yourself, simply use winzip to unzip one directory as-is; then unzip the other directory on top of the first one. This will give a warning about overwriting the file index.xml, but that should be the only warning. It happens that neither of these two mods add any new xml files, so it does not matter which one you keep.



This technique will not work, if both mods change the same files. In particular, it will not work for merging the alternative generator with my other mod "more anomalies", because those two mods contain many of the same files. To perform this type of merge, you need to know more about what you are doing. You can learn this from the sticky threads in this forum, if you are interested.



I do not think I will update this mod before the "first free add-on" which is scheduled for "the end of September". When that comes out, I will update at least part of my mods to work with it. Unfortunately for overlapping mods, this game will probably never offer a solution for merging, or supporting multiple mods. So if there grow to be N different mods, there will be requests for all of the different N! possible combinations, and each combination would need to be redone upon a release of (a) any of the mods or (b) the game itself. So it would be an ongoing maintenance challenge.
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12 years ago
Sep 25, 2012, 8:23:02 AM
Or use WinMerge http://winmerge.org/



It'll allow you to compare folder to folder, and then, file by file, to see which part you want to include in the other. I recommend keeping a working copy of your source mod before making any merge attempt.
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12 years ago
Sep 25, 2012, 10:38:20 AM
Thanks Davea! we will have another go at it, perhaps it was down to my taking a few actions then saving it after someone had dropped and loading that rather than just loading the autosave so the other played desynced if that's possible in this game? Otherwise one of us had a corrupted download or something well try reinstalling etc.



I agree it would be great to add in the galaxy generator, the vanilla one is very unbalanced.



There are a few changes in this mod by Ail: /#/endless-space/forum/37-modding/thread/15780-ai-mod-download .... that i'd like to incorporate with yours to make it more of a challenge, might we be able to do this manually or are they mutually exclusive?



1) Because the AI lacks the ability to retreat from battle, I felt the player should not have that big of an advantage in that and removed the Retreat- and Offensive-Retreat Battle-Cards.



2) AI-Players are generally harder to befriend and will be more aggressive towards as well to the player and each other.



3) AI-Players will design way better ships inspired by the way players design their ships and trying to avoid weaknesses.





You mentioned you might add in some custom picks heres my 10 cents if you still plan to, maybe some advanced players can adjust the balance where needed.. aim was to make them all difficult choices and hopefully avoid overpowered tactics. I assumed a medium galaxy. (Would be good to redo the ai picks to make them more challenging too.) First level cost/Second level cost cumulatively



Defence

Deep Roots -1/-2

Fearless Warriors 2/5

Feeble Warriors -1/-3

Rebellion 1/3

Revenge 1/3

Stellar Guardians 3/7



Technology

Advanced Machining 4

Alternative Armours 8

Arid Epigenetics 5

Compact Fusion Reactors 7

Core Mining 8

Isolation Shields 3

Isotope Fabrication 3

Neural Robotics 5

N-Way Fusion Plants 6

Particle Scanning 7

PreV-scale accelerators 7

Relativistic Economics 8

Soil Xenobiology 6

Sustainability 7

Xenobotany 5

Xenology 3



Anomaly

Dust Lode 3

Huygens Rings 2

Metallic Waters 4

Mineral Poor -7

Mineral Rich 4

Poor Soil -10

Rich Soil 7

Terraformed Planet 7

Unlucky Colonists -5



Hero

Death Before Dishonour 2/4

Dust Impaired -1/-2

Heroic Medicine 1/3

Legendary Heroes 10/24

Micromanagers -10/-24

Power Masters 1/3

Sloppy Sawbones -1/-2



Fleet

Anarchists -8/-20

Big Fleets 12/25

Fast Travellers 7/15

Fragile Hulls -5/-11

Masters of Illusion 7/15 (Should be in the building category)

Meticulous Analysis 1/2

Optimal Structure 8/18

Slow Travellers -5/-12

Strong Alloys 5/11

Wasted Space -6/-14



Science

Scientists 10/22/34

Space Cadets -12

Tolerant 12/25



Economy

Blockade Breakers 15

Businessmen 10/22/34

Dust Archaeology 1/2

Dust Starved 1

Entrepreneurs 22

Merchants 16

Spendthrifts -5/-10/-15



Population

Black Thumbs -10/-22/-34

Cloning 10/16/25

Crowded Planets 12/20

Growth Plan 12/24/36

Optimistic 12/25

Pessimistic -14/-30



Building

Builders 10/22/34

Masters of Destruction 12/25

Militarists 10/22/34

The price of beauty -8/-20

Unskilled builders -8/-20



Space Battle

Deadly Weapons 3/7/12

Dust Recyclers 4/10

Humane Weapons -3/-7/-12

Knowledge Gathering 5/12

Mutual Understanding 2/6/10

Offence First -3/-9/-16

Optimal Defence 5/11/18

Snipers 5/11/18

Spray 'n Pray -7/-15/-25



Diplomacy

Diplomats 6/15

Eternal War -10

Naive 5/12

Symbiosis 6/15
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12 years ago
Sep 25, 2012, 3:30:32 PM
Ravine wrote:
Or use WinMerge http://winmerge.org/


For people who have not made mods and looked into the xml files, I highly don't recommend trying this. It would be a great way to shoot yourself in the foot, very fast, many times. For people who have made mods and understand xml syntax, this or another merge tool such as linux diff/patch is naturally the best way to do it.
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12 years ago
Sep 25, 2012, 3:41:37 PM
Darquan wrote:
I agree it would be great to add in the galaxy generator, the vanilla one is very unbalanced. There are a few changes in this mod by Ail: /#/endless-space/forum/37-modding/thread/15780-ai-mod-download .... that i'd like to incorporate with yours to make it more of a challenge, might we be able to do this manually or are they mutually exclusive?




I highly recommend that you get the official "free add-on" which is to be released "at the end of September". All three of my mod, Ail's better AI mod, and this add-on contain a lot of the same ideas for improving the AI, but slightly different ones. So if you wait, you will get the official version of these ideas. I will be *removing* this content from my mod after that release, since it will no longer be needed. Regarding the galaxy generator, (a) the alternative one does not contain any specific code for balancing, but (b) the free add-on *will* contain specific code for balanced generation. It looks like it will be a great upgrade! Especially since it is free.

Defence

Deep Roots -1/-2 ...


If you are interested, it is fairly easy to adjust the costs yourself, and try out your changes to see if you like them. See the sticky modding tutorial thread for instructions; you can look inside my release zipfile for a working example. The only file you need to change is simulation/FactionTrait.xml, but you will need to look into localization/english/Localization_Locales.xml to get some names. For example, to change the cost of Deep Roots 1:



1. Open the localization file. Search for "Deep Roots":

[code]

Deep Roots

[/code]

2. This tells you the game's internal name for the trait is TraitDefense02Alt.

3. Open the factiontrait file. Search for TraitDefense02Alt:

[code]



...

[/code]

4. Change the "Cost" field to whatever you want.

5. Save and exit
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