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Anomaly Overhaul

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11 years ago
Jun 5, 2014, 6:18:11 AM
Tiaximus wrote:
Haha, hope you enjoy it! I'm working on race-specific anomaly reductions at this point when I get time. I may only have time on the weekends to work on it, but I will try to sneak some in here and there.



Anyone have any good or bad luck with the random anomaly reduction?




Did not play it enough yet, but I enjoyed my glimpse of your mod smiley: smile
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11 years ago
Jun 8, 2014, 9:36:41 AM
I have been pretty busy the last three days, but I have noticed a few bugs I missed in the anomaly reductions. :-P I missed their proper placement when porting 1.0.4 to Disharmony. I will get that bugfix up as soon as I can, and then I may have some advancement on the racial reductions, though that's all up to how the weather goes the next couple days.



Edit: Working on fixing up those missing anomaly reductions and adding a few little additions; some anomalies can now be unlocked by taking a different route on the tech tree. Either tech will unlock the corresponding reduction. Now those Endless Scrapyards can be made useful on the Warfare or Expansion line (for example). Only a few will have an alternate unlock, though I'm open to suggestion on what techs should unlock specific reductions.



With any luck, I will have a large amount of the work done on racial anomalies--I had an epiphany last night that might make the entire process very easy (and do a great deal for facilitating future racial anomalies). Once those are done, playing the cravers will get a bit more interesting as they start chomping up those anomalies...
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11 years ago
Jun 12, 2014, 8:07:35 AM
Did a LOT of tedious work, though sublime text 2 really helped me make a lot of the changes faster. I completed the groundwork that will allow a ton of customization on faction tech trees; this helps the anomaly reductions, but also allows me to add anything I want to any faction I want without changing any of the others.



I haven't made the changes for Vanilla yet, but with Disharmony done, it should take considerably less time. I think I might completely finish the new changes for Disharmony before I make it backwards-compatible.
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11 years ago
Jun 12, 2014, 4:52:15 PM
Tiaximus wrote:
Did a LOT of tedious work, though sublime text 2 really helped me make a lot of the changes faster. I completed the groundwork that will allow a ton of customization on faction tech trees; this helps the anomaly reductions, but also allows me to add anything I want to any faction I want without changing any of the others.



I haven't made the changes for Vanilla yet, but with Disharmony done, it should take considerably less time. I think I might completely finish the new changes for Disharmony before I make it backwards-compatible.




Hohoho! Does it mean that you have ulterior plans in store to further mod the game smiley: smile
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11 years ago
Jun 12, 2014, 10:10:14 PM
Of course! The more I learn about the xmls, the more neat things I find to put in the game. Maybe some day I can get to working on hulls and battle cards, too. Unique racial battlecards are a possibility.



I finished another big step on the racial tech trees; making sure the factions all begin with their appropriate starting techs AND making sure custom factions can get the right technologies from traits. It was a huge hiccup this morning, but the way I made it work is solid so far. Next step is placing the racial anomalies. I'm really excited to be at this step, because it is where I can finally get creative--all the other work was very tedious and mind numbing.



ETA? Well, *maybe* this weekend, but that really depends on my time off. I likely won't have everything done until next week sometime. V1.1.0 is looking nice though.



Remember that I'm always open to suggestions--I only have my point of view when it comes to making new content. Having your input really helps move the game in a more community-based direction.
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11 years ago
Jun 13, 2014, 2:43:40 AM
Hey you, check out this sample mod I made. Its configured to be compatible with disharmony and vanilla under the same directory so you wouldnt need to maintain a vanilla and disharmony version of your mod.



!edit

Opps, looks like thats partly wrong. My example showed two mod elements on the index but I found out the game will only read the first one it finds. Made a mistake about that because I was forgetting to update my test files in the modding folder smiley: alder, go figure I post about it and then discover this. Two separate mod versions is still the best way to support dlc. The only exception I found was you can get away with only a disharmony version if the changed records are common with vanilla.
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11 years ago
Jun 13, 2014, 5:05:47 AM
Yeah, the big problem with having one mod for mine is that the warfare tech tree is much different in Disharmony. I wish it were easy, like putting only one file to change things... :-P



Cool mod, most people I've talked to about event hate that one even more than the pirate spawner. Excellent work!



I found out that this next part of my mod is actually going to be a bit more to test. I have anomalies that are 'reversible' between two factions; this makes a lot of branching reductions that my meager brain has issues keeping together. Then, I need to test each reduction with each faction with a particular racial change...



WOO. This part of the mod is going to take the longest if I want it to be better than a few little facelifts. I guess the best part is that every time I get one done, I can cross it off the list... of 116. Heh heh. Back to the grind!
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11 years ago
Jun 14, 2014, 9:46:20 AM
Just popping in to say that I am really enjoying the game with your mod smiley: smile It brings so much more variety to the gameplay.
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11 years ago
Jun 15, 2014, 3:09:16 AM
Thank you! It really helps motivate me to keep slogging through the additions--this latest change I'm doing is going to take a lot more that I realized. At least the testing will go really fast with the saved game editor. That way I can test each racial anomaly against the others and make sure they aren't bugged.



I suppose I need to put out a new build with the bug updates, though my current build is filled with the new changes... well, it will take some time to finish, but it will put some flavor into each race.



Edit: I was sitting here, making new anomaly changes here and there, and realized something that should have been terribly obvious to me before--Harmony still has benefits to dust production once they make their containment shields. Each smiley: dust = 0.3 smiley: foodsmiley: science, so making changes that allow them to wipe out dust production have to match that bonus or they are worse than leaving them alone.



This will definitely cut down on some of the changes I was going to make, or perhaps switch them altogether. I should really look at these things more often.



In other news, the Neutral/Friendly/Unfriendly Locals line just got a lot more interesting for half of the factions.
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11 years ago
Jun 16, 2014, 9:13:18 AM
Speaking of suggestions, for it is worth, I enjoyed in the past Leto Silvermane's approach to heroes' buffs of systems, whereby instead of providing a numbered bonus (say +10 production, etc.) you get a percentage improvement. I will be thinking over further things like this, in case you are interested in hearing more and then you can sift what you wish to / can do smiley: smile



Again, thanks for reviving my interest in ES.
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11 years ago
Jun 17, 2014, 10:55:28 AM
Percentile improvement eh? If you can direct me to Leto's mod, I will certainly see what I can do to incorporate more interesting buffs into the game.... :-)
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11 years ago
Jun 21, 2014, 7:02:45 PM
I've been experiencing a replicable error with this mod, presumably due to an issue with the Trojan Asteroid anomaly. I am on Disharmony v 1.1.42, with the Disharmony v 1.0.4 version of your mod:



[CODE]

PlanetMainPanel.RefreshElementAvailability (.ConstructibleElement element, System.String elementType, .PlanetBuildOption buildOption, .AGEcontrol status, .AGEcontrol title, .AGEcontrol panelTitle)

PlanetMainPanel.RefreshAnomalyReduction()

PlanetMainPanel.Refresh()

SystemScreen.Refresh

SystemScreen.SwitchMode(Boolean planet)

StarsystemView+c__Iterator121.MoveNext()

UnityEngine.MonoBehaviour:StartCoroutine(String, Object)

c__Iterator6:MoveNext()

[/CODE]



Now, whenever I zoom in on Ingris I, the game freezes for a moment and goes to the error given above. Afterward, if I decide to attempt continuing to play, I cannot exit the planet view screen,



At some point, I did "reduce" the anomaly, causing it to provide a bonus of +2 Industry per population when it started giving this error.



Similar issues happen with Justium V, another planet with the Trojan Asteroid anomaly.



Link to screenshots:



http://imgur.com/a/nvffY#0



I also included two of my most recent autosaves attached to this post, if that helps at all. Playing as a customized Sower race type, and I haven't modified any of the mod's xml files. My only current workaround is to not zoom in on those planets, as nothing else seems to be giving the issue.



Edit: About another 30-50 turns in, and I get no error, but I am unable to zoom in to any planets whatsoever.



Edit2: The Dust Lode upgrade gives a similar error to the one noted above.
Save.zip
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10 years ago
Jun 25, 2014, 12:22:20 AM
Yeah, sorry about that--it was a mistake I made with one specific tech that screwed up Trojan Asteroid, Dust Lode, and perhaps another, Horatio Exile I think. It's an easy fix--I have been SUPER busy for a couple of weeks with work and the baby, but I will see if I can get some time tonight or tomorrow to get the latest fixes into the game.



As far as the expansion, I've made progress on it, but the biggest issue I'm having is that every time I get in 'the zone' and I'm getting the anomalies worked up, something interrupts me for an hour or so and really crushes my motivation. I'm making baby steps though, so it won't be forever.



Geez, I thought summer was supposed to be relaxing! :-)
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10 years ago
Jun 25, 2014, 5:24:06 AM
Would there be a way for me to temporarily remove the references to the affected anomalies until such a point that you are able to push out a new release? I'm pretty handy with Notepad++, doing occasional bouts of programming in my off time, so if given a direction I can likely figure out the rest.
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10 years ago
Jun 26, 2014, 4:27:08 PM
ben_caleb wrote:
Tiaxmus is there a way to mix the alternativgalaxygenerator of Dagobert's with your mod?




They drag and drop together just fine. Copy Dagoberts mod into Tiaximus's and allow all conflicts to overwrite.
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10 years ago
Jun 27, 2014, 2:40:20 AM
The problem is that all of Tiaxmus' anomalies and tech do not transfer over into the galactic map. I have checked using Amoeba to see. In the galaxy settings the anomalies and other galaxies are coded in. I am not an experience coder, so I was hoping for a basic instruction rundown if there is an easy way to mix the two. Vanilla galaxies have always been too small for me.
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10 years ago
Jun 27, 2014, 6:06:15 AM
Opps, your right. For some reason if you have a home system anomaly trait it will use that in generation but not the galaxy. Should have checked that better. Check out your plugins folder might have something to do with GalaxySettings.xml. There are 'PlanetTypeAnomaly' elements for each planet type where you add the probability of an anomaly showing up for the planet type.
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10 years ago
Jun 27, 2014, 5:54:36 PM
Sorry about the wait guys, I got a little time to work on it today. I actually already fixed everything, I just have it in the build I'm working on now, so I just need to apply it to the previous (or current, rather) version. The issue with dragging the alternative galaxy generator into my mod is that the same files determine what anomalies apply to what planets. Basically, you're erasing the chance for any of the new anomalies to appear on any planets. It's all located exactly where Scrivener said in the GalaxySettings.xml.



I should have the patched version out within a few minutes. :-)



Edit: Done, check the original post.



Okay, this last update should fix the issue. I looked at the files and they look correct. I will do a couple of tests here in a second to confirm. Just remember that this doesn't affect saved games unless you haven't researched the tech that applies those reductions. If you've already researched applied atmospherics, for example, you won't ever unlock the final reduction for Trojan Asteroid. So... sadly, you'll need a new game if you've run into these bugs. I checked Trojan Asteroid and Dust Lode and everything went smoothly for me.



Let me know if you find ANY more bugs like this. They are easily fixable and I have plenty of time today to work on them. Just tell me what faction affinity you're playing with and what anomaly went nuts.
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