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Topic: New Mod: Mega Mod for 0.7.0 and UQM-HD (Read 16217 times)
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Jugger
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Do you have to start a new game to enable the non-genocide of the Thaddash, when they're allied? Maybe I took an older save, when I tested the new changes, but I'm not sure.
When the Ilwrath were defeated by the Thraddash and vanished, firstly it seemed to work well, because the Thraddash didn't disappear. Only the space of influence had grown smaller, as intended. But later, a few weeks or months after I took the Helix, the space of influence got smaller and smaller and they changed hostile (thus no Torch ships at the shipyard anymore) , until they finally disappeared.
Well, I'll start a new game and test it again.
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Jugger
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Good, then I'll try again with a new game.
And yes, I took the Helix being very friendly (after I killed many of them to win their respect and got allied). But after I asked the Thraddash for exploring the planet and landed, I didn't take it at that time, rather much later, when it was unguarded. Do I have to take the Helix immediately after the landing was granted?
Also, I fixed a game breaking bug I introduced a long time ago that finally caught up with me while I was doing debug builds. It was introduced right when I made it so you could take the Helix, the bug being the game would crash if you talked to the Thraddash after killing the requisite amount of ships that is required to ally with them. Yes, I noticed this too. But as a workaround, when I left the system without to speak with them, I could contact the Thraddash in the next star system without having a crash.
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« Last Edit: July 19, 2016, 02:44:08 am by Jugger »
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JHGuitarFreak
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Good, then I'll try again with a new game. And yes, I took the Helix being very friendly (after I killed many of them to win their respect and got allied). But after I asked the Thraddash for exploring the planet and landed, I didn't take it at that time, rather much later, when it was unguarded. Do I have to take the Helix immediately after the landing was granted? Also, I fixed a game breaking bug I introduced a long time ago that finally caught up with me while I was doing debug builds. It was introduced right when I made it so you could take the Helix, the bug being the game would crash if you talked to the Thraddash after killing the requisite amount of ships that is required to ally with them. Yes, I noticed this too. But as a workaround, when I left the system without to speak with them, I could contact the Thraddash in the next star system without having a crash. Yeah, you have to take it when you ask to land. The code works as a "unguarded" check. Although there may be an error in the code. If you have a save from before they were wiped out and after you took the Helix, check to see if they are still allies. If not then the code is working as it should. If they are still allies and they get killed off then I have to recheck my code.
It's sort of shunted in there and I have not tested all scenarios.
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The artist once again known as Kohr-Ah Death 213. Get your MegaMod HERE
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Jugger
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I started a new game, federalized with the Thraddash after I had killed the necessary amount of ships, asked them to land on Zeta Draconis 1 and took the Helix. Regrettably it doesn't work, they turned hostile immediately.
EDIT: It crossed my mind, as soon as you get the permission to land, the planet IS unguarded then, even if you land at once. Maybe there the issue can be found.
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« Last Edit: July 21, 2016, 03:56:50 pm by Jugger »
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Jugger
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Yeah, I know this with my own Darkstar One Mod very well, sometimes it's rather impossible to test all possible variations of the actions. Especially when a couple of them are taking place at the same time. Very often several scripts independent from each other are active in parallel within my mod, and since everything in DSO is triggered by events, unwanted and unforeseen occurrences may happen if I don't keep track of this.
So never mind, issues may and will happen in complex programs.
EDIT - By the way, just a hint: Don't you consider to move your project completely from SourceForge to GitHub? See those controversies about SourceForge's deceptive business acts since 2013:
Project hijackings and bundled malware Warning: Don’t Download Software From SourceForge If You Can Help It
I don't know if it got better after Sourceforge was sold to BizX in 2016. But as you can see in the links, their commitments cannot been trusted. If you're really unlucky, at worst they might dispossess you with their nasty practice.
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« Last Edit: July 22, 2016, 06:12:40 am by Jugger »
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CelticMinstrel
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For the website you might be better off with an actual webhost... though that's generally not free (or not very good if it is).
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JHGuitarFreak
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I do not know if Github will allow me to host all of those audio and video files.
I guess, they will. After all the audio and video files are necessary parts of the project. Project 6014 is also hosted there, including binaries, audio and so on. In the Terms of Service and the extensive Help of GitHub I couldn't find anything, that it would be forbidden. Perhaps you may ask them directly per email? support@github.com or https://github.com/contact I meant more or less the remastered music files that I use for the website itself.
EDIT:
Made a new repository and release over at Github:
https://github.com/Serosis/UQM-MegaMod
Still haven't quite the hang of it.
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« Last Edit: July 23, 2016, 07:00:26 pm by Kohr-Ah Death »
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The artist once again known as Kohr-Ah Death 213. Get your MegaMod HERE
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Jugger
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So the coding seems not to be very easy. However, you did a good job overall.
I'm almost through with a new game and so far everything appears to work well but with one exception (not severe):
After the Thraddash have defeated the Ilwrath, the Thraddash's space of influence keeps shrinking at a very low rate, even while they're allied, and die out after 290 days. If the player meets remaining wings of them after the genocide, they are hostile again. But this doesn't matter anymore, because as soon as the player reaches the next system, all the rest of their ships will finally disappear. Fortunately except the Torch aboard your flagship, they will stay there.
It's only a little flaw and not so bad, if you can't find the issue. If it helps you for debugging, I could put a save on Dropbox, where the genocide of the Thraddash is imminent by only one day and the flagship is waiting in their home system. Just let me know if you can make use of the save game.
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