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Need help with ShipDesignTemplate.xml

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11 years ago
Jun 7, 2013, 3:42:06 PM
I ran into another problem. How come the Auto Upgrade button on the ship design screen always puts 50% weapons and 50% defense regardless of the percentages I specify in ShipDesign.xml and ShipDesignTemplate.xml?
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11 years ago
Jun 15, 2013, 2:28:01 PM
I ran into another problem. I define all the pirate ships like this:























Then in the game, I encounter a defenseless pirate ship which has 100% kinetic weapons. What gives?



[Edit] Corvette fleets resolved.
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11 years ago
Jun 15, 2013, 2:54:13 PM
I ran into another problem. The game won't play music with the mod unless I copy



C:\Program Files (x86)\Steam\SteamApps\common\Endless Space\Public\Audio



to



C:\Users\Name\Documents\Endless Space\Modding\HeavyNova\



output_log.txt shows an error unable to find file. I don't want to include the audio folder with the mod because the files are too big. Can you fix the game so it looks in the right place for the audio files?
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11 years ago
Jun 16, 2013, 8:05:28 AM
I am getting the swarms of corvettes as well in my mod. I want to play vanilla and see if this happens there as well.



It maybe related to an update as I did mod the AI/Parameters/AIParametersTechnology file to no avail.
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11 years ago
Jun 16, 2013, 2:17:31 PM
I think the problem is caused by the AI failing to research the appropriate technology. I was able to fix it in Heavy Nova 1.7.
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11 years ago
Jun 16, 2013, 8:24:28 PM
I've run into another problem. The AI doesn't group it's ships into the largest possible fleet before attacking. For example, I had a fleet 9 of 9 CP fleet invading a Craver system. They sent 3 fleets: 7/9, 7/9, 4/9. They attacked with the 7/9, 7/9 and were destroyed. What they should have done is merge the cruisers from the 4/9 fleet into the other two fleets. Then they could have attacked with 9/9, 9/9 and had a better chance of success.



This is a major weakness in the AI. Is there anything I can change in the mod files to fix this? Can you update the game engine to fix this?



If re-arranging the fleets prior to attack is too difficult to implement, then how about changing it so they don't send a fleet out until it is at max CP?
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11 years ago
Jun 16, 2013, 10:27:16 PM
I've run into another problem. First, the AI for the Sowers gives them a preference for colonizing desert worlds on new systems. Since desert worlds have zero dust, they wind up with 100% tax and no growth. None of the settings in Personality.xml seem to affect this. The game seems to be hard-coded to pick desert over tundra based on the industry value of the planet.



Second, they have a tendency to give their home world a money focus which prevents colonization of other planets in the system and results in stalled growth.
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