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.
@gokhan - Thanks for the files I immediately see where the issues is.
Your issue is random - an I mean literally it's caused by randomness - The issue is apparently seed values can be negative. Your probably saying "of course", but in all my testing I've never gotten a negative seed value so I used a unsigned int instead of a signed int for the variable and that's where the problem is. ( I had this issue once before and though I changed everything over to signed ints but apparently I left the two "seed" values in the top of the file alone; it weird though they it store as a uint32 in other places.
@PharkinBastage - for those that don't know is from Johnny Dangerously - One of many underrated 80's comedies.
as i said in pm it could a bug in the game maybe. cus in the menu generation seed always showed 0. (it could be just a bug in that part) and i created lots of files with lots of restarting game and computer. the thing is algorithm which defines randomness kept insisting giving negative numbers is also interesting . another thing is in some games i manually entered the seed. they showed as 0 also. (i ll check them if they show as negative in the save file).
anyway your map editor gets better everyday. nice work
@Gokhan - New version 1.0.1.137B is posted. Fixes this seed being >2.1billion or negative. I just parse it as string now and leave it alone, it's not something the app currently touches anyway.
If you used the MSI installer previously you need to uninstall first, then install the new one, or else the new MSI installer thinks you already have a more current version installed. This should be a one-time thing as I transition to using 1.2.[build#].[patch#] next round - trying to avoid confusion in the future with ES build numbers being so similar. .
edit: just saw #62.. eh maybe, if I get time some day I may took into it further for now it's 'fixed' and I'm gonna call it a day shortly.
Top post #1 updated with latest download packages.
Release Notes for release 1.2.140.1
- Bug where the Map-Mover editor was saving the Y axis as 1.0 instead of 0.0 as it was using the value used for on-screen display corrected this to save the 0.0D value for Y when saving a change. The old result was all the systems were a little off-kilter. This had been around so long I never noticed it - Thank Gokhan!
+ *Ditch-Pirates* tool added under the Tool menu! It will set your game settings (if they are not already) to not use
random events(false), not use galaxy seed for events(false), and makes sure pirate difficult = PiratesDifficultyNoPirates
In addition achievements with "pirate" in the name are 'smart' wiped from your file. Any existing pirates are removed
as well from the map, including cleaning up any systems they may be inhabiting.
+ Enhancement to System Editor - anomaly\resource\luxury dropdown boxes, if you mouse-over the arrow down area it will change the tool-tip to show you the localized 'Title' of the code ie PlanetAnomaly39 = Meteor Strikes in tool-tip
+ Empire Editor - Added localization text look up for research names and descriptors as well as the ability to add\delete and change Empire level descriptors and properties.
+ Empire Editor - Added Localized 'Title' name to all the empire Research descriptors and technologies
+ Empire Editor - Moved Dust to "treasury" tab. Add TaxRate along with slider that auto slides to closest '5' stepping.
+ Empire Editor - removed under major construction popup as these screens are flushed out more now.
+ Empire Editor - Tweaks to research list. Categorized into "The Tech" and "The related element descriptors" - also bug fix.
+ SystemEditor added "Exploitation" type to existing per-planet-orbit view, if colonized it will show exploitation type and allow it to be changed. I had to cram it in there in the bottom. (trying to keep the requirements at 800x600)
+ SystemEditor - Enabled Add\Delete StarSystemImprovement Descriptors at the star system level, no longer just a viewer if you know what you are doing there are no checks for you know like if you actually have the technology you are granting etc.
+ SystemEditor -Added 'SimPropDescriptor' tab to view system specific properties and descriptors.
+ SystemEditor - Added 'OtherInfo' tab to allow viewing of the selected star system's Industry Queue and other items.
Note most of the additions are only enabled when you are viewing a colonized system - otherwise they are grayed out cause the don't apply.
- Gui display bug when saving file as raw xml, if one selected cancel on the save button the editor acted like it saved the file. Corrected behavior updates the status as "save to xml canceled".
+ The delete system function in add\delete system was updated as follows - If you delete a system where a current_achievement
or an exploration achievement has that systemid as either the "starsystem" or buried in activation contect the achievement
will be deleted. Also updated renumbering code base to try to account for updating achievement related systemindexes
stored inside elements of current or exploration type achievements. Galaxy achievements remain untouched as best
I can tell they are never anything other then -1. This update fixed the "known issue" from last build.
+ The delete system function has been enhanced to account for AI_Pirate fleet agentcontext 'ie destinations' when deleting
a system that has a pirate fleet in orbit it's orbit will be set to a random systemid between 0 and system count, it's
associated agentcontext will be set to the same number. There are still 'todo's' in general with AI_Fleets in the sense
that I currently do not do the same thing, I just move thier orbits in that case and their context is not yet updated,
It's sort of complicated to explain but because when ES loads the map it all seems to get 're-evaluated' I still don't think
it actually causes any problems (or I've never run into one yet in months), other then possibly throwing off the ai's
movement of that ship for a turn.
+ Found and fixed a bug in MoveAllFleetOrbits() function that could cause it to return early after only handling Empire-0. This
may have kept the orbits of fleets of the other empires from being 'properly moved' previously when deleting a star System.
+ Slight improvement to herolist(s) loading speed (removed some unneeded debugging code), Conversly slight decrease in performance of SystemEditor tab loads as well there is far more code running there now.
~ More infrastructure added for further hero editor improvements, namely re-bit to race function. I'm getting to this but it's
Not as simple as it seems at first as simple rebitting will prevent some races from recruiting more than a hero or two and I
don't think that's what people want. Anyway that's what the new include xml file is related to.
~ Enhanced the about screen with a link to the forum thread and display RTF file with a thank you note, and well you should no problem learning one of my favorite tastes in music.
+ SystemEditor new tabs (not all of them are fully functional yet - but what you are allowed to use what does work.)
That's interesting, "System.UnauthorizedAccessException" - If you have locked down permissions for the that folder you could receive that error, I would double check the folder permissions. As the install notes mention make sure you have read\write permissions enabled for ESMapEditor and it's temp subfolder "ESEditor", or run the editor as administrator (thought the later is over kill).
I have considered moving that temp folder under the user profile or appdata per win 7 guidelines to avoid this issue but frankly I can't stand programs that bury crap all over the place like that but for the sake of the users perhaps I need to revisit that decision.
KnightHawk wrote: As the install notes mention make sure you have read\write permissions enabled for ESMapEditor and it's temp subfolder "ESEditor", or run the editor as administrator (thought the later is over kill).
For people who use the default Windows approach of access control, they cannot change files underneath Program Files. That is why many programs keep their local variables in the registry or in files inside My Documents. Isn't that a common problem for you?
~Changed the folder where temp files are created\copied too. Temp files are now stored in %APPDATA%\ESMapEditor, not in the Installed program folder. This was done cause the average user not running elevated previously had to adjust permissions on the given folder in windows Vista and higher. Personally I hate this but I'm conforming to normal standards here for the sake of those that don't know how to change permissions.
-Gui bug where the 'isplanetcolonized' check box was not defaulting to unchecked when one changed systems and did not yet select a planet index. Corrected - there was no actual impact to this as upon selecting a planet it was always set correctly - it was just a display issue.
+Empire Editor - Added ability to add\delete Technologies and related Technology Elements from the Research tab.
PLEASE NOTE you must know what you are doing when using this, ie if you are going to Add "TechA01" then you need to know and add\delete the associated Elements that go along with that technology. Same for any related empire level properties or descriptors that might also normally get set with a specific tech. The tool may eventually get there but for now you gotta know exactly what you're doing.
+Empire Editor - Added ability to add\delete\view Research queue from Research tab. 'Show Queued Research'. Also allows you to set the overproduction for research, mainly there as cheat ie set a bunch of techs to be queued and the overproduction to something like 1800000 and they'll all be done researching after the next turn.
+MapMover - Added blue halo\blue circle around systems that are colonized.
For people who use the default Windows approach of access control, they cannot change files underneath Program Files. That is why many programs keep their local variables in the registry or in files inside My Documents. Isn't that a common problem for you?
--
No it's never a problem for me as I'm not one and never have been of those people.
That said I addressed this even though I didn't want too.
@azrael8419 - Install 1.2.141.1 and the error your getting should go away.
BTW I'm still waiting for Amp to allow us to change where the default save position is for ES (requested during alpha stage), I get really f'ing annoyed when companies absolutely force crap into 'My Documents', is it so hard for them to add a reg key that is checked for an alternate path? /just saying
btw I forgot in the release notes and I'm pretty sure nobody will use it but me but commandline option -ESMTempFolder="path" will tell the editor to use that specified path for temp files.
Known Issue in 1.2.141.1 or prior - If you had planetanomaly51 (hellgrounds) auto-generated by the galaxy generator ESMapEditor fails to parse the file correct. This does not impact you actually adding or removing that anomaly from any planet, it's a failure to parse the galaxy generator statistics area that mentions said anomaly. Cause is an oversight on my part apparently I didn't happen to have any test files where that anomaly actually got generated automatically.
There are 2 workarounds:
Workaround 1: Edit the file manually first and just remove the xx from /GameInfo/Galaxy/GenerationOutput/Statistics/Anomalies
Workaround 2: Start ESMapEditor with the command-line/start-up parameter -LoadmodeRelaxed load the file, then save the file, the saved file will then be editable without the need to start with -LoadmodeRelaxed as the entry will be automatically removed. The entry itself is not used so don't worry about it being missing.
For those that don't know how to add a command-line parameter (mentioned in workaround #2) to your shortcuts it's as simple as right clicking the shortcut icon and changing the target property from something like: "C:\Program Files (x86)\ESMapEditor\ESMapEditor.exe" to "C:\Program Files (x86)\ESMapEditor\ESMapEditor.exe" -LoadmodeRelaxed
This issue will be corrected in the next public build of ESMapEditor (probably tomorrow evening).
Are you making this amusing mistake on purpose? Each different release note post #74, #75 spells the "hellgourd" item wrong differently - hellgrounds, hellbounds. You may also try hellhound, hellcrowned, hellfound, hellmound, ....
davea wrote: Are you making this amusing mistake on purpose? Each different release note post #74, #75 spells the "hellgourd" item wrong differently - hellgrounds, hellbounds. You may also try hellhound, hellcrowned, hellfound, hellmound, ....
LOL
Kind of! - Dave, part of it is I'm usually dead tired when I'm posting (that's just the way it seems to workout) if you want to see even worse look at the spelling mistakes in the install notes.txt it's down right embarrassing, the other part of it is obviously I don't give a crap what it's actual name is.... it's just PlanetAnomaly51 to me when reading a file. Hellmound it is ... that has a nice ring to it.
BTW I just noticed there is still a bug in the moon-explored thing where in a certain case where it should be it's added as explored when it should be unexplored *sigh*, will be corrected in next build.
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