Expansion mod
Re: Expansion mod
Okay. Also found a pretty bug playing pirate : I launch a massive raid on the only colony of an empire and while his troops are occupied, I create without concern my criminal network on his colony. Successful raid and empire/planet conquered, I realize that I also inherited (in addition to its ships/bases/etc.) its characters ! (spy/governor/etc. I even find myself with 2 leaders for example)
Re: Expansion mod
Not sure if its is bug.Xilot wrote: Mon Aug 28, 2023 11:38 am Okay. Also found a pretty bug playing pirate : I launch a massive raid on the only colony of an empire and while his troops are occupied, I create without concern my criminal network on his colony. Successful raid and empire/planet conquered, I realize that I also inherited (in addition to its ships/bases/etc.) its characters ! (spy/governor/etc. I even find myself with 2 leaders for example)
Re: Expansion mod
Having two leaders (mine and that of the conquered empire) is already a bug for me. Or maybe it’s a pirate specific feature to capture personalities ?
Re: Expansion mod
I've found a typo, but not sure if it's deliberate or not.
In the advmods/expansionmod folder the file expansionmodsettings.json is in as exapnsionmodsettings.json.
In the advmods/expansionmod folder the file expansionmodsettings.json is in as exapnsionmodsettings.json.
Re: Expansion mod
Thanks, will fix thatjayman wrote: Wed Aug 30, 2023 3:51 pm I've found a typo, but not sure if it's deliberate or not.
In the advmods/expansionmod folder the file expansionmodsettings.json is in as exapnsionmodsettings.json.
Re: Expansion mod
Not sure, in my games I used Criminal network only once, so it could be both.Xilot wrote: Wed Aug 30, 2023 1:33 pmHaving two leaders (mine and that of the conquered empire) is already a bug for me. Or maybe it’s a pirate specific feature to capture personalities ?
- Retreat1970
- Posts: 1125
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- Location: Wisconsin
Re: Expansion mod
Something errors when renaming a ship, but only when the ship is selected while renaming, and only R (shift-r for capital R). It's a bacon command for rush state ships which I never knew existed.
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at BaconDistantWorlds.BaconBuiltObject.RushStateShips(Main main)
at BaconDistantWorlds.BaconBuiltObject.BaconKeyboardInput(KeyEventArgs e, List`1 keys)
at ExpansionMod.HotKeyMapping.HotKeySettingsOverseer.HandleHotkeys(KeyEventArgs e, List`1 pressedKeys)
at DistantWorlds.Main.Main_KeyUp(Object sender, KeyEventArgs e)
at System.Windows.Forms.Control.OnKeyUp(KeyEventArgs e)
at System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m)
at System.Windows.Forms.Form.ProcessKeyPreview(Message& m)
at System.Windows.Forms.Control.ProcessKeyMessage(Message& m)
at System.Windows.Forms.Control.WmKeyChar(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.TextBoxBase.WndProc(Message& m)
at System.Windows.Forms.TextBox.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.
************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at BaconDistantWorlds.BaconBuiltObject.RushStateShips(Main main)
at BaconDistantWorlds.BaconBuiltObject.BaconKeyboardInput(KeyEventArgs e, List`1 keys)
at ExpansionMod.HotKeyMapping.HotKeySettingsOverseer.HandleHotkeys(KeyEventArgs e, List`1 pressedKeys)
at DistantWorlds.Main.Main_KeyUp(Object sender, KeyEventArgs e)
at System.Windows.Forms.Control.OnKeyUp(KeyEventArgs e)
at System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m)
at System.Windows.Forms.Form.ProcessKeyPreview(Message& m)
at System.Windows.Forms.Control.ProcessKeyMessage(Message& m)
at System.Windows.Forms.Control.WmKeyChar(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.TextBoxBase.WndProc(Message& m)
at System.Windows.Forms.TextBox.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
Re: Expansion mod
Fixed this bug, there was not enough protection for wrong target.Retreat1970 wrote: Fri Sep 01, 2023 7:55 pm Something errors when renaming a ship, but only when the ship is selected while renaming, and only R (shift-r for capital R). It's a bacon command for rush state ships which I never knew existed.
Later will make a new version.
Re: Expansion mod
This command swap state ship position on construction queue to top. Should work for bases and planets, if they are building some state related ships.Retreat1970 wrote: Fri Sep 01, 2023 7:55 pm It's a bacon command for rush state ships which I never knew existed.
Re: Expansion mod
[02.09.2023]
Version 1.09.05
https://shorturl.at/kEQ34
Fixed bug with rush state ships command (shift+R) (BM)
Trade screen should load much faster now. Send me a save file if you have to wait more than 5 seconds.
Zip password: 1234
Version 1.09.05
https://shorturl.at/kEQ34
Fixed bug with rush state ships command (shift+R) (BM)
Trade screen should load much faster now. Send me a save file if you have to wait more than 5 seconds.
Zip password: 1234
Re: Expansion mod
Check if latest version improved trade screen loading time.Xilot wrote: Tue Aug 15, 2023 10:56 am Would it be possible to drastically reduce the number of mines/ planets that can be exchanged with other empires? Because 1 we end up with empires that have colonies/ mines at 5, 10 and even 20 sectors of their capital (which means that the galactic map sometimes becomes anything) and 2 the loading time to make an exchange with another empire (I’m talking about the diplo window for example to buy/ sell techs/ colos/ etc) becomes too long (I had to wait several minutes once for it to open !)
- Retreat1970
- Posts: 1125
- Joined: Wed Nov 06, 2013 11:09 am
- Location: Wisconsin
Re: Expansion mod
The UPS differences, between when something is selected or not, is enormous.
Re: Expansion mod
Two bugs I found one where the speed of the ships is too much high:
And another when you put two tankers on the same planet, one is completely outside the planet (even if it still extracts the gas)
And another when you put two tankers on the same planet, one is completely outside the planet (even if it still extracts the gas)
Re: Expansion mod
Not sure what you mean with "tanker". Supply ships or gas mining bases? Also I need steps to reproduce this bug to find it.Xilot wrote: Sat Sep 09, 2023 1:38 pm And another when you put two tankers on the same planet, one is completely outside the planet (even if it still extracts the gas)
Re: Expansion mod
I went a little fast but it is indeed resupply ship and (to reproduce this bug ) in this image, the planet has two resupply ship deployed at the same time (and a mining station) and next, I have this bug but with a single resupply ship and still a mining station. I have the impression that the resupply ship as it does not have enough space to put in the planet (because of other resupply ship/mines/etc.) is still deployed on the planet but... next to.
(+ not tested on gas clouds though)
(+ not tested on gas clouds though)
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- Joined: Mon Sep 25, 2023 1:36 pm
Re: Expansion mod
I've noticed a bug that bonus income does not add to your treasury.
I'm not sure if this is due to DWUR or Expanded.
I'm not sure if this is due to DWUR or Expanded.
Re: Expansion mod
Income numbers are not accurate in base game. I don't think I will ever fix them, too big problem for little impact.eaglesnake wrote: Mon Sep 25, 2023 1:55 pm I've noticed a bug that bonus income does not add to your treasury.
I'm not sure if this is due to DWUR or Expanded.
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Re: Expansion mod
Sorry, I meant that the bonus income from making ships for the civilian sector is not adding to treasury. It's a big source of income just by retrofitting or making AI build more civilian ships.
I'm not sure what causes this but it only happens with DWUR/Expanded.
I'm not sure what causes this but it only happens with DWUR/Expanded.
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- Posts: 4
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Re: Expansion mod
Sorry, I meant that the bonus income from making ships for the civilian sector is not adding to treasury. It's a big source of income just by retrofitting or making AI build more civilian ships.
I'm not sure what causes this but it only happens with DWUR/Expanded.
I'm not sure what causes this but it only happens with DWUR/Expanded.
Re: Expansion mod
Check privateBuildCostToStateMoney setting in BaconSettings.txteaglesnake wrote: Mon Sep 25, 2023 3:14 pm Sorry, I meant that the bonus income from making ships for the civilian sector is not adding to treasury. It's a big source of income just by retrofitting or making AI build more civilian ships.
I'm not sure what causes this but it only happens with DWUR/Expanded.
I think default value is 0 and you want to set it to 1.0 as described in file.
Not sure if changing this setting will affect current game, probably you need to start new game after changing file.