I understand hehe. Anyway, I hope it is working fine now, If you are still seeing issues let me know.
[MOD] FOCW Corporations REVISED V.3.2
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Ok. I did run that game for 4 game days.
I have not spotted any Corp stations. (You can see, some plot allocation in the map for stations - but they stayed for 2 days at 15%)
Also core game factions stopped building any ship and rebuilding stations.
Only Xenon were building ships. Entire universe become empty.
I was running Corporations , Dead Air factions, Dead Air Dynamic wars and VRO.
I have not spotted any Corp stations. (You can see, some plot allocation in the map for stations - but they stayed for 2 days at 15%)
Also core game factions stopped building any ship and rebuilding stations.
Only Xenon were building ships. Entire universe become empty.
I was running Corporations , Dead Air factions, Dead Air Dynamic wars and VRO.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Err, it sounds like you have a big problem? I can't see how what I did would cause that. All I did was add the corporation factions to the modules as an addition. Can you try starting a new game and seeing if everything works?st3k wrote: ↑Tue, 19. Apr 22, 14:30Ok. I did run that game for 4 game days.
I have not spotted any Corp stations. (You can see, some plot allocation in the map for stations - but they stayed for 2 days at 15%)
Also core game factions stopped building any ship and rebuilding stations.
Only Xenon were building ships. Entire universe become empty.
I was running Corporations , Dead Air factions, Dead Air Dynamic wars and VRO.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Does this take a while to load when starting a new game? Just curious, using VRO and Deadair mods plus a few others that have nothing to do with jobs. When I load without this the game loads fast, when I load with this it seems to hang at 99%. However it is not frozen when I look at the processes, just wondering if it takes a bit longer to load with this installed.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
It really shouldn't take that long to load with this. I have never had any slow downs when loading anyway. Of course, it is hard to say what might happen on another person's computer. I mean, the mod isn't doing anything right when you load the game. Are you talking about loading a save which already has this in it? I mean the mod does add more stations and ships but it is a gradual process and isn't very fast so it shouldn't add too much.siath70 wrote: ↑Sat, 30. Apr 22, 19:01Does this take a while to load when starting a new game? Just curious, using VRO and Deadair mods plus a few others that have nothing to do with jobs. When I load without this the game loads fast, when I load with this it seems to hang at 99%. However it is not frozen when I look at the processes, just wondering if it takes a bit longer to load with this installed.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
I as well have been unable to use this mod since version 1.6 with the suite of deadair (including VRO Lite) mods and the usual QOL and ship packs. Loads to 99% and hangs. This is on any new game start.siath70 wrote: ↑Sat, 30. Apr 22, 19:01Does this take a while to load when starting a new game? Just curious, using VRO and Deadair mods plus a few others that have nothing to do with jobs. When I load without this the game loads fast, when I load with this it seems to hang at 99%. However it is not frozen when I look at the processes, just wondering if it takes a bit longer to load with this installed.
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Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
I'm getting the same. VRO with a suite of DeadAir mods too. I suspect DeadAirJobs or Kuertee/DeadAirAITweaks is probably the likely culprit that its conflicting with.siath70 wrote: ↑Sat, 30. Apr 22, 19:01Does this take a while to load when starting a new game? Just curious, using VRO and Deadair mods plus a few others that have nothing to do with jobs. When I load without this the game loads fast, when I load with this it seems to hang at 99%. However it is not frozen when I look at the processes, just wondering if it takes a bit longer to load with this installed.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Yeah using the same mods as you just hangs at 99%, however like I said it doesn't freeze according to the processes.Lord Dakier wrote: ↑Sun, 1. May 22, 15:12I'm getting the same. VRO with a suite of DeadAir mods too. I suspect DeadAirJobs or Kuertee/DeadAirAITweaks is probably the likely culprit that its conflicting with.siath70 wrote: ↑Sat, 30. Apr 22, 19:01Does this take a while to load when starting a new game? Just curious, using VRO and Deadair mods plus a few others that have nothing to do with jobs. When I load without this the game loads fast, when I load with this it seems to hang at 99%. However it is not frozen when I look at the processes, just wondering if it takes a bit longer to load with this installed.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
If anyone can get a debug it would help.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Yeah some debug info would help, I can't imagine what the problem would be though? I have used this with VRO for a long time so I doubt the conflict is there. I would try to test if I had some time, but I don't know when I will have time for that. Maybe something in the AI tweaks, oh wait. I remember something causing this in the past, one of the files in the DEADAIRAITWEAKS caused this. I think it is one of the AIscripts but I can't remember which one off the top of my head. Maybe order.move.recon.xml.
Can someone test this? Remove order.move.recon.xml and see if it properly loads? Or maybe try removing some of the others, I think it might be one of those.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
The recon file changes?BlackRain wrote: ↑Mon, 2. May 22, 14:49Yeah some debug info would help, I can't imagine what the problem would be though? I have used this with VRO for a long time so I doubt the conflict is there. I would try to test if I had some time, but I don't know when I will have time for that. Maybe something in the AI tweaks, oh wait. I remember something causing this in the past, one of the files in the DEADAIRAITWEAKS caused this. I think it is one of the AIscripts but I can't remember which one off the top of my head. Maybe order.move.recon.xml.
Can someone test this? Remove order.move.recon.xml and see if it properly loads?
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
It might be, I just can't remember exactly because it was a while ago when I was testing this.DeadAirRT wrote: ↑Mon, 2. May 22, 14:54The recon file changes?BlackRain wrote: ↑Mon, 2. May 22, 14:49Yeah some debug info would help, I can't imagine what the problem would be though? I have used this with VRO for a long time so I doubt the conflict is there. I would try to test if I had some time, but I don't know when I will have time for that. Maybe something in the AI tweaks, oh wait. I remember something causing this in the past, one of the files in the DEADAIRAITWEAKS caused this. I think it is one of the AIscripts but I can't remember which one off the top of my head. Maybe order.move.recon.xml.
Can someone test this? Remove order.move.recon.xml and see if it properly loads?
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Yeah gimmie a second and I'll toss it a try. I'll turn on debug too and post it here if I see anything.
Yeah it was order.move.recon, took the file out and it loaded right up.
As far as the debug file, well, it's huge as I am running a few mods. And to be honest VRO is throwing errors and several other mods I am using. I was actually surprised by the amount of errors I am getting.
Some of it is simple things like:
[=ERROR=] 0.00 WareDB::Import(): ware 'weapon_ter_scimitar_beam_l_ware' has blueprint owners set but does not specify a required trade licence so owners are ignored!
[=ERROR=] 0.00 ShipGenerator: no attribute 'list' or 'basket' for <wares> node and there is no valid default basket for cargo in definition for ship group/ref/macro 'null'
Things like that from a few mods, mainly VRO, I do not think it effect the game though as I have been playing and everything seems fine.
Yeah it was order.move.recon, took the file out and it loaded right up.
As far as the debug file, well, it's huge as I am running a few mods. And to be honest VRO is throwing errors and several other mods I am using. I was actually surprised by the amount of errors I am getting.
Some of it is simple things like:
[=ERROR=] 0.00 WareDB::Import(): ware 'weapon_ter_scimitar_beam_l_ware' has blueprint owners set but does not specify a required trade licence so owners are ignored!
[=ERROR=] 0.00 ShipGenerator: no attribute 'list' or 'basket' for <wares> node and there is no valid default basket for cargo in definition for ship group/ref/macro 'null'
Things like that from a few mods, mainly VRO, I do not think it effect the game though as I have been playing and everything seems fine.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
I thought so, it is order.move.recon or specifically, some of the lines in there but not all of them. Not sure why though. As for the VRO errors, you can probably ignore them.siath70 wrote: ↑Mon, 2. May 22, 15:02Yeah gimmie a second and I'll toss it a try. I'll turn on debug too and post it here if I see anything.
Yeah it was order.move.recon, took the file out and it loaded right up.
As far as the debug file, well, it's huge as I am running a few mods. And to be honest VRO is throwing errors and several other mods I am using. I was actually surprised by the amount of errors I am getting.
Some of it is simple things like:
[=ERROR=] 0.00 WareDB::Import(): ware 'weapon_ter_scimitar_beam_l_ware' has blueprint owners set but does not specify a required trade licence so owners are ignored!
[=ERROR=] 0.00 ShipGenerator: no attribute 'list' or 'basket' for <wares> node and there is no valid default basket for cargo in definition for ship group/ref/macro 'null'
Things like that from a few mods, mainly VRO, I do not think it effect the game though as I have been playing and everything seems fine.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Yeah order.move.recon.police is fine it's just that one file. But honestly when I debugged and looked through the file I didn't see anything in the debug file that related to either mod. I am using the new AI Tweaks (combo one). If, or when you get it fixed, I'll be using corps too
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
So I still have no clue what would cause issues with it since you don't even change order.move.recon in this mod afaik.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
I don't touch order.move.recon in this at all so I also don't know why. Maybe there are excess calculations for some reason? I do have the corporations build recon ships though, that seems to be the only point of contact between the two. Could the recon ships built by the corporations be somehow causing it? Although, I still don't get why that would stop the game from loading since there might not even be any recon ships for them yet. Just trying to think of anything related.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
No clue tbh. I use the recon fine with my own factions that have scout ships. Only difference i notice is you didn't declare if they should drop satellites or not.BlackRain wrote: ↑Mon, 2. May 22, 18:41I don't touch order.move.recon in this at all so I also don't know why. Maybe there are excess calculations for some reason? I do have the corporations build recon ships though, that seems to be the only point of contact between the two. Could the recon ships built by the corporations be somehow causing it? Although, I still don't get why that would stop the game from loading since there might not even be any recon ships for them yet. Just trying to think of anything related.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Is that important? I can't see that causing a hang up at load.DeadAirRT wrote: ↑Mon, 2. May 22, 20:08No clue tbh. I use the recon fine with my own factions that have scout ships. Only difference i notice is you didn't declare if they should drop satellites or not.BlackRain wrote: ↑Mon, 2. May 22, 18:41I don't touch order.move.recon in this at all so I also don't know why. Maybe there are excess calculations for some reason? I do have the corporations build recon ships though, that seems to be the only point of contact between the two. Could the recon ships built by the corporations be somehow causing it? Although, I still don't get why that would stop the game from loading since there might not even be any recon ships for them yet. Just trying to think of anything related.
Re: [WIP/MOD] FOCW Corporations REVISED V.1.80
Is this something I can test for you?BlackRain wrote: ↑Tue, 3. May 22, 00:21Is that important? I can't see that causing a hang up at load.DeadAirRT wrote: ↑Mon, 2. May 22, 20:08No clue tbh. I use the recon fine with my own factions that have scout ships. Only difference i notice is you didn't declare if they should drop satellites or not.BlackRain wrote: ↑Mon, 2. May 22, 18:41
I don't touch order.move.recon in this at all so I also don't know why. Maybe there are excess calculations for some reason? I do have the corporations build recon ships though, that seems to be the only point of contact between the two. Could the recon ships built by the corporations be somehow causing it? Although, I still don't get why that would stop the game from loading since there might not even be any recon ships for them yet. Just trying to think of anything related.
I am more than happy to do so, I am getting back into modding myself, I hope to remake Terracorps from way back when, I used to maintain that mod.
Only thing I am trying to figure out is if you can attach behaviors to stations. There is a tab for it and it would be very useful if you could for the mod. But I can do it the way it used to work too.
Anyway let me know if you need ne to test something. I'll do what I can as I want to use corps and I use a lot of DeadAirRT's mods.