ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
Hister wrote: So good - even when you say you had it enough you are still churning out those new versions! Great!
Nah, i wasn't tired of the game, just tired of modding for a few days. I like modding, just hate bug hunting... But i'm too perfectionist to leave bugs alone.
Speaking of bugs, my retreat problem may indeed have nothing to do with my mod but with my copy of the game. Seem 3 files failed steam integrity check, 2 of them in the plugin directory, where the galaxy generator is. Still have to test it out, but at least i may stop looking for that darn bug and not fear it's bundled with my mod.
Note to self: next time bugs occur right after a patch, do an integrity check to see if the game updated properly.
Just started using your mod and I love it so far. Two things I've noticed is the retreat bug (haven't played with it long so still testing it out) and whenever I try to colonize a jungle planet from in-system it throws some sort of null exception (I can build a colony ship and colonize them just fine, but for some reason if i click on an uncolonized jungle planet that's in system it brings up options like it's already colonized and throws an exception). If you want a more detailed exception report I can start my game up again and check it out.
penguinator wrote: Just started using your mod and I love it so far. Two things I've noticed is the retreat bug (haven't played with it long so still testing it out) and whenever I try to colonize a jungle planet from in-system it throws some sort of null exception (I can build a colony ship and colonize them just fine, but for some reason if i click on an uncolonized jungle planet that's in system it brings up options like it's already colonized and throws an exception). If you want a more detailed exception report I can start my game up again and check it out.
Yeah, the retreat bug is a pain, and i can't figure out why it's happening. As for your colonization exeption, it doesn't happen on my end (just tested it), have you checked your files integrity (in steam)? Sometimes Steam mess up when updating games and corrupt it instead, but thanks to the integrity check feature it's easily fixed.
I might have a lead on the retreat problem; i'm currently trying the mod without the new cards to see if things works. If so that mean something may be corrupted/missing there and i will have to rebuild the file. If that doesn't work, i have no idea what to do besides just restarting from scratch .
I tried validating and I'm still getting the error when trying to colonize jungle planets from in-system. I attached a screenshot of the error message.
penguinator wrote: I tried validating and I'm still getting the error when trying to colonize jungle planets from in-system. I attached a screenshot of the error message.
Have you started a new game before getting this or does it happen when you try to continue a game? Had that error when i tried to use an old game without the new cards (when i was testing) and i was getting a similar error... Some things are saved along the game and if something that was part of the mod is missing, that cause a crash.
That was from a new game, though it's only a minor nuisance really. There are still quite a few more things I can do to see if I can fix it (with and without mod, reinstall game, re-download mod, etc.). Looking forward to future versions
I finaly found the cause of the retreat bug... But it is indeed related to something they did in 1.0.65 as the only reason the retreat cards don't work is that i renamed them! If i use the stock names (even if they are modded), they work, else they don't. I can fix it but using vanilla name in the xml file, but that mean my "Hit and Run" card won't work... What a pain, the stupid patch broke my mod and i have to remove content to make it work again .
Pikou said she would look into the problem, just need to wait for the results. Maybe it can be quick fixed like they did for the pirate retreat glitch. Meanwhile i will continue to work on my next version, it's almost done besides the retreat bug.
Hope it will help to try some adjustements with positive results.
Well, the only change i can make is to return the cards to their original names... Retreat (and possibly other cards that may be bugged) will work again, but i have to forfeit reordering the cards (only possible by changing the card names currently). I hope this hardcoded limitation can be lifted eventually, that greatly limit the modding capabilities of this game.
New version up. Finaly fixed the retreat bug. The sad news is i had to undo the card's reordering due to hardcoded limitations that tie card effects with their names in the xml file. Besides that i changed how some repairs and power modules works: higher end modules with fleet wide effects no longer fit on corvettes/destroyers anymore. This change is meant to reduce the FOO strategy of stacking repair/power effects with lots of destroyers. Also changed base system recovery to be 5% a turn instead of 2%. I hope you will enjoy that new version!
Edit: Forgot to add, the Hit and Run card still there despite not allowing you to leave a system blocaded. I decided it was a feature in that case, allowing you to do skirmish with the enemy without retreating from system. The other retreat cards work as normal now.
Foraven wrote: Speaking of bugs, my retreat problem may indeed have nothing to do with my mod but with my copy of the game. Seem 3 files failed steam integrity check, 2 of them in the plugin directory, where the galaxy generator is. Still have to test it out, but at least i may stop looking for that darn bug and not fear it's bundled with my mod.
Note to self: next time bugs occur right after a patch, do an integrity check to see if the game updated properly.
I had 3 files that failed Steam integrity check too... odd...
Now that i'm aware of it, i feel the urge to fix it... Pilot's using Commander's skills and vice versa... I think i have my excuse to start messing with heroes skill sets. How come i had not noticed it earlier? Had to read it in another thread...
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