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RE: "Hyping" my forthcoming mod (pun intended)
Posted: Fri Jan 26, 2018 7:41 pm
by RogerBacon
Hi All,
I've been busy lately with non-DWU stuff and also had the flue for a week. So, I haven't had time to do much modding. I'l probably go ahead and release the next update this weekend. It's small. The only changes are alphabetizing the trade items, an improvement to manually resupplying construction ships with manual freighters, and a manual fix for explorer ships that appear to be in a system but aren't exploring.
I had been working on a feature to allow the user to change empires mid-game but I haven't been able to get it working properly and so I'm probably going to give up on that. I got it to the point where you can change empires but you still get notifications from your original empire and when you try to save the game it crashes. Too bad. I really would have liked to make that work.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Fri Jan 26, 2018 11:52 pm
by Hattori Hanzo
Roger, you know, you're a genius [X(]
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Sat Jan 27, 2018 10:42 am
by lewenhaupt
I got it. Thanks for quick help.[:)]
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Sat Jan 27, 2018 12:44 pm
by RogerBacon
Version 1.66 Released
- Tradable items list is now alphabetized.
- Ctrl-F makes the game re-check what system the selected ship is in. This should fix the issue where exploration ships are not exploring for some people because the game does not "see" them as being in a system.
- Better logic for manual cargo missions resupplying construction ships. So you shouldn't have to worry about a rarely used strategic resource getting overfilled after repeated construction missions.
Since I don't have much free time anymore this will probably be the final version of the mod. It started as a small customization for myself and its grown into something larger than I ever thought. I'm glad I 2was able to bring it to the community for others to enjoy.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Sat Jan 27, 2018 1:02 pm
by Retreat1970
Thanks for your hard work. It was the most exciting thing to hit these forums in a long time.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Sun Jan 28, 2018 6:49 pm
by BlindOne
Fore sure Roger!
You're mod was like a miniature revolution inside the Distant Worlds Community and you got me to play and mod the game again for which I am really grateful. I do hope you'll come back to it again one day but I can see why you'd leave it at where it is right now. You did an amazing job so far![&o]
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Tue Jan 30, 2018 11:38 am
by netie
ORIGINAL: aviper9
ORIGINAL: RogerBacon
ORIGINAL: aviper9
I am one of the folks having this issue, did you have any luck getting it to work on your windows 10 machine? I run windows 10 64bit, i7 3770k, 32gb ram and a nvidia 1080ti. ESET Smart Security is my AV. Have tried a few versions of the mod, it never loads anything but appears in task manager taking up exactly 21.4MB of ram.
I tried running it in safe mode but same issue. The only thing I haven't done yet is a reinstall of windows which I am getting close to doing as I really want to check this mod out.
In post #414 of this thread netie got it working on his Win 8.1 machine. I don't have windows 10 but I know some people had issues getting vanilla DWU to run in Windows 10. If the vanilla game runs for you I'm not sure what would cause the mod to not run.
Hey RogerBacon, yeah vanilla works fine. I'm hoping a reinstall of windows will do the trick.
Hi. Sorry for long time to response.
I tested it on another machine.
--
Steam, Win10pro(64bit), i7-7700, intel HD 630, 16GB,
ESET Internet Security 10
--
And it can run the BaconMod 1.61.
At least, it can be said that I can play BaconMod when I get newer PC for gaming in the future.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Fri Feb 09, 2018 9:11 am
by lewenhaupt
Hi all!
I got a constant CTD, when I hit CTRL-P(Prisoner screen).
The exception says:
System.NullReferenceException: Az objektumhivatkozás nincs beállítva semmilyen objektumpéldányra.
a következő helyen: BaconDistantWorlds.prisonForm..ctor(Main main)
a következő helyen: BaconDistantWorlds.BaconEmpire.ShowPrisonForm(Main main)
Another question[:'(]
I got a lot of pop-up message too:
'Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index'
Anyone has an idea how to fix this problem? I tried to change spyCaptureChance and spyBaseValue to nill without success.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Fri Feb 09, 2018 8:41 pm
by RogerBacon
ORIGINAL: lewenhaupt
Hi all!
I got a constant CTD, when I hit CTRL-P(Prisoner screen).
The exception says:
System.NullReferenceException: Az objektumhivatkozás nincs beállítva semmilyen objektumpéldányra.
a következõ helyen: BaconDistantWorlds.prisonForm..ctor(Main main)
a következõ helyen: BaconDistantWorlds.BaconEmpire.ShowPrisonForm(Main main)
Were you playing as a pirate or as a regular empire?
Was your pirate base destroyed or capital recently changed?
Any chance the empire that the spy was spying on has since been eliminated?
Does it happen if you start a new game and try to bring up the prison form?
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Sat Feb 10, 2018 5:09 am
by lewenhaupt
Hi,
1. I'm playing with regular empire. (Pirates are off)
2. Nope
3. There is a definitive chance to be spying on an elimanated empire. (A lot of empire annihilated)
4. I started a new game, but nothing happened hitting CTLR-P. (neither CTD or Prisoner form)
Thanks!
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Sat Feb 10, 2018 11:40 am
by RogerBacon
ORIGINAL: lewenhaupt
Hi,
1. I'm playing with regular empire. (Pirates are off)
2. Nope
3. There is a definitive chance to be spying on an elimanated empire. (A lot of empire annihilated)
4. I started a new game, but nothing happened hitting CTLR-P. (neither CTD or Prisoner form)
Thanks!
Hi,
Yeah, it's probably the case where the prisoner's empire has been eliminated and that is causing the null reference exception. I'll put in a check for that and just eliminate any spies whose empire has been eliminated.
The reason you see nothing when starting a new game and pressing ctrl-p is because there are no prisoners. In that case I don't show the form. That's working as intended. I just wanted to make sure it wasn't also crashing.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Sun Feb 11, 2018 3:48 am
by Capshades
Would it be possible to modify the variables controlling ship class requirements? i.e. the carrier 50% starfighter component requirement
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Sun Feb 11, 2018 6:01 am
by lewenhaupt
Thank you RogerBacon[&o]!
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Tue Feb 13, 2018 3:30 am
by Tanaka
ORIGINAL: BlindOne
I too can positively confirm that RetreatUE DOES work with baconmod if you properly modify all the files.
I myself am running a modified version of retreatUE with a bunch of other mods slapped together with BaconMod. The only issue I have is whenever a spy is caught or escapes it goes out of index bounds every once in a while but I am 99.9% certain this is a bacon issue and has nothing to do with retreatUE or the other mods that I compiled. I am running windows 7 however[:'(]
I'm on a Windows 10 machine so I've no idea what the non-starting issue is being caused by
Non starting can be any file or even a tiny jot or jittle that has been messed up. I've had the entire game not start because the game had problems loading a specific component.png image... All I did was change the image of a component from 120 to number 185...and it COMPLETELY stopped working all together...dead in the water so to speak. Did not start up AT ALL! Like it never loaded...
To know if Bacon is running functionally with your mods all you need to do is install the bacon.exe and main files and load up your original mod (WITHOUT any changes from the baconworld customization folder) to see if it properly loads. If it loads without a hitch then you know it is not bacon that is messing things up. You won't have any added features such as terraforming, the hangar bays or extra mining capacity but it will give you a clue on whether you messed up the files yourself or whether it is a windows issue.
I recommend using notepad++ and the compare plugin to compare the ''original'' DW files to the BaconWorld files to see what has changed and then copying those changes to your own mod files. That's what I did.
ORIGINALLY POSTED BY: Glorious Bacon
What sort of crashes are you getting? Merging mods is pretty easy. You only need to add the components, facilities, and research projects that I've added which are not in the other mod. Those would be the fighter bayx, the terraforming facility, and the research that enables the fighter bays.
You're forgetting your improved mining capacity changes...you also need to edit the mining rates in the research components to change their capacity. Just a small note [;)]
I recommend you add an extra readme that lists all the changes that need to be made if you want to integrate it into another mod. It is easy to forget these things and it is doubly more annoying for a person who is completely unfamiliar with your mod and what changes need to be made to make it function.
Any chance of uploading your mod?
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Tue Feb 13, 2018 3:39 am
by Tanaka
ORIGINAL: RogerBacon
Version 1.66 Released
- Tradable items list is now alphabetized.
- Ctrl-F makes the game re-check what system the selected ship is in. This should fix the issue where exploration ships are not exploring for some people because the game does not "see" them as being in a system.
- Better logic for manual cargo missions resupplying construction ships. So you shouldn't have to worry about a rarely used strategic resource getting overfilled after repeated construction missions.
Since I don't have much free time anymore this will probably be the final version of the mod. It started as a small customization for myself and its grown into something larger than I ever thought. I'm glad I 2was able to bring it to the community for others to enjoy.
Thanks for all you have done to keep DWU alive and kicking Roger! [&o]
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Tue Feb 13, 2018 5:48 pm
by Artophwar
What needs to be done to use this with the AI Improvement Mod?
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Thu Feb 15, 2018 1:22 pm
by solops
I have been playing along with few problems until late game (700 stars) and suddenly I began getting an error pop-up:
Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
This happens constantly so as to make the game unplayable. Any ideas? Is it mod related or a DW problem?
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Thu Feb 15, 2018 7:29 pm
by RogerBacon
ORIGINAL: solops
I have been playing along with few problems until late game (700 stars) and suddenly I began getting an error pop-up:
Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
This happens constantly so as to make the game unplayable. Any ideas? Is it mod related or a DW problem?
In code it is standard practice to use try-catch blocks when code might cause a crash. In the catch section you usually put some sort of notification so you know something went wrong (but not terribly). I added those popups to see if anything was going wrong behind the scenes. I never see them in my game but some people are getting them. I'll remove them in the next version this weekend. For you they are not very informative but if they started popping up on my games I would be able to make more use of them.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Sat Feb 17, 2018 12:53 pm
by RogerBacon
Version 1,67 released.
Fixed potential error in Prison form where a captured spy's empire has been eliminated (the spy will be eliminated as well).
Removed diagnostic popups that were not useful to anyone.
RE: "Hyping" my forthcoming mod (pun intended)
Posted: Tue Feb 20, 2018 7:39 pm
by elvendeathknight
Thanks for your hard work !
I was wondering : would it be possible, as an option, to make an empire with the ability to raid ?
Thanks again