RogerBacon
Posts: 724
Joined: 5/17/2000 From: Miami, Florida, U.S.A. Status: offline
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quote:
ORIGINAL: rongvk Hi Roger, enjoying reading about all the ways your mod tweaks the base game while we patiently wait for DW2. Very exciting stuff. Also enjoying watching Larry Monte showcase the mod in his latest letsplay. While tossing the dice a few times for a promising starting position, and trying out new features right off the bat using the editor, I noticed that for some games "science ships" seemed broken: Ctrl+enter did nothing and alt+ctrl+right click only showed 'hold position', You built exploration ships that had at least one lab on then, right? That's what makes them a science ship. Default designs don't have labs. Science ships take anywhere from 1 to 30 days after being built to be recognized as science ships by the game. Think of this as the time the crew are still unpacking things and getting the labs set up. If you hit ctrl-enter or alt-ctrl+right click before this time you won't see the science ship options. quote:
in other games the game crashed after a handful of seconds. If it's of any use to you, the following error message pops up: Error Code:GxHab System.NullReferenceException: Object reference not set to an instance of an object. at DistantWorlds.Types.Habitat.IndependantColoniesRecruitAndTrainTroops(Double timePassed) at DistantWorlds.Types.DoTasks(DateTime time) at DistantWorlds.Main.method_86(DateTime dateTime_7, Int64 long_1, BuiltObjectList builtObjectList_1, Boolean bool_28) at DistantWorlds,Main.ProgramLoop() Following this I did a clean install of DWU and only added your mod, and reloaded the save games that were screwy, making sure to press a key after loading is completed, with the same results, so I'm wondering how I managed to break things. Because I liked the map I started several new games "loading an existing as map", again encountering the same problem. I wonder if it has anything to do with the use of the editor? The only thing I did to the independent empire was to increase the troops they build as per the baconSettings.txt file. You can always tell is my code is being called by looking at the stack trace since all of my classes are prefixed with the word "Bacon". I'm not sure what the issue is here but it must have been something you did with the editor. Do you remember what you did? I've actually only used the editor once and that was years ago. quote:
Also I was wondering if there was a way for you to add a line to BaconSettings allowing for us to mitigate the impact of gravity wells somewhat. While I certainly like the concept of not being able to hyperjump close to stars and the added level of realism and tactics it introduces to the game (especially combined with greater hyperjump inaccuracy), I would personally prefer to e.g. halve the sum of microwave, x-ray and solar radiation. It sounds like something that might be feasible. Try one game all the way through with the gravity wells as they are. By mid game you will find that for most of your ships they only occupy the middle third of most systems. With faster sublight engines and the pathing improvements I made in the last path you will barely notice the gravity wells.
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