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by siyoa
Fri Mar 30, 2018 6:37 pm
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 18603

Re: tech tree (modding/adding techs)

Should be system. So, it should take a *serious* memory leak to trigger that warning. (Probably some kind of infinite loop in my edge-placement code.) must be, that laptop has 12GB of RAM :shock: How many new techs are you trying to add to the tree? not that many at the moment, but eventually I can...
by siyoa
Fri Mar 30, 2018 6:20 am
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 18603

Re: tech tree (modding/adding techs)

if I put it here, all is fine Beam Mods after Advanced Turbolasers { "Antimatter Warheads", "Railguns", "Pulse Generators", "Warp Node Attunement", "Graviton Physics", "Neutron Beams", "Stupendous Energy Physics", "Plasma Foc...
by siyoa
Fri Mar 30, 2018 6:18 am
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 18603

Re: tech tree (modding/adding techs)

hmmm, this is what I meant by tech tree being hardcoded 2 days ago ... I run into similar thing then I get an error as per the picture if I put my new tech to this section of master_columns (Beam Mods after Primary Beams) { "Antimatter Torpedoes", "Warp Node Dynamics", "Hadr...
by siyoa
Fri Mar 30, 2018 5:41 am
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 18603

Re: tech tree (modding/adding techs)

hrm. have you been experimenting with any of the other stuff in tech_tree_settings.lua (besides the master_columns entries)? nope, master_columns only ... for now ;) is it GPU or system memory ? I only have 2GB of GPU memory EDIT: interesting, I tried to repeat it, but I don't get error anymore, it...
by siyoa
Fri Mar 30, 2018 1:59 am
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 18603

Re: tech tree (modding/adding techs)

so, indeed it works (Beam Mods and Force Beams 2 in the picture), not sure what I was doing before :oops: definitely something incorrect

now, there seems to be some memory leak in latest dev version, anytime I edit tech_tree_settings.lua when live-coding
by siyoa
Wed Mar 28, 2018 8:45 pm
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 18603

Re: tech tree (modding/adding techs)

sven wrote:I've just taken a few minutes to see about improving things here -- as of r22104 (currently on the in_development steam branch), edits made to tech_tree_settings.lua should be reflected immediately in the tech tree screen.

fantastic, thanks :D
by siyoa
Wed Mar 28, 2018 8:06 pm
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 18603

Re: tech tree (modding/adding techs)

hmm, apparently I was doing something wrong then, as I added new tech to "master_columns" and it didn't want to show up ... I was able to remove existing tech from there though ... will try tonight again :) it seems that tech tree doesn't change on the fly as you edit tech_tree_settings.lu...
by siyoa
Wed Mar 28, 2018 7:45 pm
Forum: General Forum
Topic: tech tree (modding/adding techs)
Replies: 15
Views: 18603

tech tree (modding/adding techs)

adding new techs is quite easy, and they show in regular view no problem tech tree view is quite a different matter, I have a few end game techs added and tech tree not showing them didn't bother me much ... but now I am thinking to add some more techs in the middle of tech pool and I was looking in...
by siyoa
Mon Mar 26, 2018 12:14 am
Forum: General Forum
Topic: refit vs new ship
Replies: 7
Views: 12609

Re: refit vs new ship

Danath wrote:(Wrenches/Labor) :P


I guess I spend more time in the code than in the game itself, variable is called "hammers" there :twisted:
by siyoa
Sun Mar 25, 2018 11:02 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 57299

Re: various improvements for ease of empire management

this maybe a solution, scaling is probably not perfect, you need both files as I had to create new function in PopIcons.lua
by siyoa
Sun Mar 25, 2018 10:35 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 57299

Re: various improvements for ease of empire management

hmm, I may need a help here from Sven or Arioch

it seems that chibi_draw shows the same icon for human dissidents as it is for regular humans, or quite possibly I am doing something wrong :D
by siyoa
Sun Mar 25, 2018 10:31 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 57299

Re: various improvements for ease of empire management

I think I got it, for now
by siyoa
Sun Mar 25, 2018 10:04 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 57299

Re: various improvements for ease of empire management

that thing about tinkers got me thinking, my approach is sub-optimal here, not really taking into account unhappy or harmonized type of population, every race should really be stripped of suffix anyway, I may redo it completely, it seems I figured how to show race icon, all I need now is to make the...
by siyoa
Sat Mar 24, 2018 8:40 pm
Forum: General Forum
Topic: refit vs new ship
Replies: 7
Views: 12609

refit vs new ship

as per picture, I always felt that something is off, but never paid enough attention to it it should be the structure of the ship costing majority (or 50% minimum) and all the added systems are rest of the cost it doesn't make sense that new ship costs 614 hammers and refitting to the same design fr...
by siyoa
Sat Mar 24, 2018 7:27 pm
Forum: Modding
Topic: various improvements for ease of empire management
Replies: 30
Views: 57299

Re: various improvements for ease of empire management

siyoa wrote:EDIT: the file doesn't contain all races in the game, just edit as necessary


for adding tinkers (they like to play tricks), the edit needs to look like this

Code: Select all

local raw = remove_race_suffix(race)
if raw == 'tinker' then eee_pop_sum=tostring (eee_pop_sum..'ti.') end

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