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[RELEASED] Colored Anomalies

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12 years ago
Jan 8, 2013, 10:13:01 PM
Yes this is an excellent addition to the game and has been adopted by many modders. It should really be incorporated by the devs.
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12 years ago
Aug 25, 2012, 4:28:59 PM
I suspect the game is rounding to the nearest while number. You can add and manipulation values below the whe number but at the end it rounds to the nearest whole. Does gt 0 lt 0.9 work?



Btw what does "ge" do?
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12 years ago
Aug 25, 2012, 4:39:33 PM
Yes.

They are either rounded or truncated.

I'm not really sure about which of those. When you multiply with 100 and stay away from "eq" it works.

Note that the game does not round the number in the variable. You can for instance set it to 0.98 and multiply it by 100 to get 98.

The rounding/truncating only happens when you try to compare them to something the way shown above.



ge is greater equal >=

You also have

le, lt and gt at your arsenal.

But not eq! It simply does not work and always returns false.
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12 years ago
Aug 25, 2012, 6:16:13 PM
Yup, whenever the game actually calls on a value to determine the result and apply it, the game first rounds then applies the value. Very sure it rounds rather than truncating as I was adding 0.5 to my formula as a constant to provide a smooth curve between ship speed. I was getting values of 1.28 adding 0.5 to reach a value of 2.



Did you ever determine if the game was generating a value of 0.5 using your variables above, you could refine you gt lt values to determine the exact value easily enough if you keep adjusting
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12 years ago
Aug 25, 2012, 9:40:03 PM
Perhaps you could color-code improvements and other buyable things by price?
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12 years ago
Oct 14, 2012, 10:13:43 PM
It would be kind of cool if in the tech tree window techs that need a strategic resource you can't access yet (specifically don't have the technology for) would be greyed out.
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12 years ago
Oct 14, 2012, 10:14:52 PM
Harel55 wrote:
It would be kind of cool if in the tech tree window techs that need a strategic resource you can't access yet (specifically don't have the technology for) would be greyed out.




Nice idea, would skip some confusion smiley: smile
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12 years ago
Jan 8, 2013, 7:16:17 PM
Do notice, that a lot of other mods already have included that mod anyways.
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12 years ago
Aug 25, 2012, 3:38:12 PM
davea wrote:
Did that ever work? I am not sure the game loads "loose" localization files from (steam dir)\Endless Space\public, I think it only loads them from mod directories. That is the way I would have done it, anyway.


Most likely it didn't but I find it easier to work that way.

Btw. Got majorly frustrated by my attempts to make a super-smart PlanetInfrastructure.xml... There's some really strange things. For example I have a selfmade variable:





Should be 0.5 on a 3/6 System.

When I try to find out what it actually is:

$(../ClassStarSystem:PopOfMax) ge 0.5 <= NOPE

$(../ClassStarSystem:PopOfMax) gt 0 and $(../ClassStarSystem:PopOfMax) lt 1 <= WORKS

$(../ClassStarSystem:PopOfMax) gt 0.1 and $(../ClassStarSystem:PopOfMax) lt 0.9 <= NOPE

$(../ClassStarSystem:PopOfMax) lt 0.1 <= NOPE
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12 years ago
Mar 10, 2013, 3:24:14 PM
Hi, first of all I'm sorry for my bad English ^^"

I need some help with this mod, I don't know exactly how to make it work. Where should i put the files??

I'm putting them in Public/Localization but it doesn't work :S

Thanks.
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12 years ago
Mar 10, 2013, 5:04:18 PM
@chibi91

If on windows platform you put them in :\Users[username]\Documents\Endless Space\Modding[modfoldernamehere]
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12 years ago
Mar 10, 2013, 5:53:26 PM
I just copy&paste the generic installing-instruction from my mod here:



Installation-Instructions:

Unzip into (my documents)\Endless Space\Modding. This will create a new directory (my documents)\Endless Space\Modding\AggressiveAI containing a file index.xml and several subdirectories.

In the main game menu, click the MODS button, find the mod "AggressiveAI", select it and click load.

To keep the mod loaded: find "Endless Space" in the Steam Library, right click, select properties, and click the "set launch options" button. Add "+mod AggressiveAI" to the game launch command line.



Of couse you use the name "coloredanomalies" instead of "AggressiveAI".
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12 years ago
Mar 10, 2013, 6:46:21 PM
Again Thanks Ali but this still not working to me. I've reinstaled the game and nothing...

Does this mod works with 1.0.9?
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12 years ago
Mar 10, 2013, 8:07:51 PM
Does this mod works with 1.0.9?


What? I really really doubt it since I don't even thing that version has Mod support, update your copy to something more recent if you are using 1.0.9, your missing thousands of additions and fixes among other things.
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9 years ago
Mar 21, 2016, 6:04:30 PM
Greatings from 2016! The newer versions appear to have some of this coloring. The rest messes with the aesthetic a bit for me.
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12 years ago
Aug 25, 2012, 2:19:28 AM
Zazen wrote:
In case anyone was wondering, this mod seems to be happy with 1.0.16.


I highly disagree. Yes, the mod will come up. But there are new features of 1.0.16 with new localization strings, such as the button to control whether ships in your queue should auto-upgrade, and the resources display in the diplomacy panel. If you use this mod and look at those screens, you will see that bare internal strings like %SomeRandomString appear.



@ luminality, this is a cool mod, but I highly recommend you make a separate file colored-anomalies.xml which contains only the changed strings, instead of including the entire localization file. *Then* it will work automatically with 1.0.16.



EDIT: also, you may consider copying your file localization\english\colored-anomalies.xml to each of the other language directories. This will result in a german game with a few colored english strings, but this may be an OK tradeoff.
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12 years ago
Aug 24, 2012, 3:29:40 PM
Love it!

Do you allow other modders to inculde this in their mods?

Are you sure it works only with the english version? Because in that case I have to somehow change my version to english.



I have a suggestion to improve it even further: The Planet-Type could be written in the color of the Exploitation that benefits this type the most.



Like that:

Terran

Ocean

Jungle

Arid (on a black background as ingame you could read that)

Lava

etc.
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12 years ago
Aug 24, 2012, 5:35:29 PM
Thanks to everyone who replied!



Ail wrote:

>> Do you allow other modders to inculde this in their mods?

sure, why not? i only added a few color-codes here and there.

>> Are you sure it works only with the english version? Because in that case I have to somehow change my version to english.

well, since this mod currently only replaces the english localization.xml i doubt it will be applied to other languages.



>>I have a suggestion to improve it even further: The Planet-Type could be written in the color of the Exploitation that benefits this type the most.

i actually thought of that already but didnt include it b/c it can be confusing.

for example let us look at the Industry Upgrade which offers (among others):

+3 to planets, +3 Lava and +1 Methane.

Even though the Lava-planet bonus adds up to +6 and the bonus to Methane Giants only +4,

the total bonus for lava-planets will be only +10 whereas methane giants will yield +14 per population.

which planet type would you color then?
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12 years ago
Aug 24, 2012, 5:51:34 PM
Luminality wrote:
Even though the Lava-planet bonus adds up to +6 and the bonus to Methane Giants only +4,

the total bonus for lava-planets will be only +10 whereas methane giants will yield +14 per population.

which planet type would you color then?




Uhmmm, both?
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12 years ago
Aug 24, 2012, 6:55:34 PM
Insolentius wrote:
Uhmmm, both?


yeah... I quoute myself to clearify:

"The Planet-Type could be written in the color of the Exploitation that benefits this type the most."

This is not to be confused with:

"The Planet-Type could be written in the color of the Exploitation that benefits this exploitation the most."

^^



I would probably even leave Food out of this because it overlaps with some of the other exploits and won't be that interesting later on.

Or to be more specific:

Terran -> Dust (or Food)

Jungle -> Industry

Ocean -> Science

Arid -> Dust

Tundra -> Industry

Desert -> Dust

Arctic -> Science

Lava -> Industry

Barren -> Science

H² -> Dust

Helium -> Science

Methan -> Industry

Asteroid -> None/leave their color



Edit: Just had a closer look at the Mod, so you did it by adding color-codes to the strings. Pretty impractical that this is done in the Localization-files. So converting this to French or German would mean a lot of work... Uhm... How do I change the language to english? I can't find this in the options in the game and steam does not allow me to change it either. :\
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12 years ago
Aug 25, 2012, 1:24:59 AM
In case anyone was wondering, this mod seems to be happy with 1.16.
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12 years ago
Aug 25, 2012, 1:40:31 AM
I love the idea, maybe you could expand this to planet types/tiers/specialities?



Edit: Well I feel silly for posting before reading. Carry on!
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12 years ago
Aug 24, 2012, 11:02:54 AM
[HR][/HR]Colored Anomalies[HR][/HR]

This is a very simple mod that colors the names of the Anomalies based on their effects.

Green: Only beneficial (or cleansed) effects.

Orange: Anomaly has both harmful and beneficial effects and can be cleansed.

Red: Harmful effects only.

Gray: this used to be a harmful (red) anomaly. It has no longer any effects at all.



smiley: speed

smiley: speed

Please note that "(-)" and "(--)" are not shown anymore on cleansed anomalies.



Additionally the Exploitation types are also colored according to their type.





smiley: commandpointsDownload: coloredanomalies_v13.zipsmiley: commandpoints


Works with Gameversion 1.0.16



Changes:

Planets colored by Class as suggested by Ail.

Confirm Fleet Scrap Messages are now red.

Moved from Localization to seperate xml file.

Please delete the old mod-directory if upgrading!

It supports english, german and le french version. Even though the two latter languages will show the english names of the anomalies.



Please leave some feedback!
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12 years ago
Aug 25, 2012, 2:53:33 AM
Ail wrote:
yeah... I quoute myself to clearify:



Tundra -> Industry

Desert -> Dust

:[/QUOTE]



I think tundra is science and desert is industry but i get your point. smiley: wink
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12 years ago
Aug 25, 2012, 5:06:01 AM
thashepherd wrote:
Will merge this into Dream, if that's OK with you.
You're collecting mini-mods like a magnet, aren't you?
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12 years ago
Aug 25, 2012, 5:39:30 AM
Harel55 wrote:
You're collecting mini-mods like a magnet, aren't you?




Just this one.



It's the idea I like more than anything; hadn't even thought about changing text color until Luminosity posted.
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12 years ago
Aug 25, 2012, 10:29:30 AM
Good news everyone,

i've uploaded a new version (see first post).



Changes:

Moved from Localization to seperate xml file as suggested by davea.

Please delete the old mod-directory if upgrading!

It supports english, german and le french version. Even though the two latter languages will show the english names of the anomalies.

It does not add any new colored items.



Feel free to add it to your own mod.



Have fun!
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12 years ago
Aug 25, 2012, 2:46:29 PM
Fantastic and efficient idea...

..I will integrate(next version) this to my mod.....
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12 years ago
Aug 25, 2012, 3:17:07 PM
I felt as free as to add Colonizeable (malus) to help Sower-Players.



And I color-Coded the Planets by Tier (not by favorable Exploit as suggested before):

Tier 1 => Dark Green

Tier 2 => Yello Green

Tier 3 => Kinda whitish

Tier 4 => Orange

Tier 5 => Redish

(To reflect the possible impact on happyness better)



Edit: Btw. I cannot get this to work by only copying the files to Public/Localization/english anymore, but if I load it as mod it works. Anyone has an idea why?
coloredanomalies_v12_plus_Planets_and_Sower.zip
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12 years ago
Aug 25, 2012, 3:21:53 PM
Ail wrote:
I cannot get this to work by only copying the files to Public/Localization/english anymore


Did that ever work? I am not sure the game loads "loose" localization files from (steam dir)\Endless Space\public, I think it only loads them from mod directories. That is the way I would have done it, anyway.
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12 years ago
Aug 25, 2012, 3:33:30 PM
It works for me.



EDIT: but I merged the colour changes with some of my own directly in the Localization_Locales.xml
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