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Re: DLC rebalance mod

Posted: Thu Feb 08, 2018 12:46 am
by zaikman
Yes fresh game.

Re: DLC rebalance mod

Posted: Thu Feb 08, 2018 12:59 am
by Chasm
Revert to the older DLC version then, if it works. I will need to rebuild the whole mod again with the next major patch update.

Re: DLC rebalance mod

Posted: Sun Mar 04, 2018 12:12 am
by Chasm
Current steam release version (2 parts)

https://drive.google.com/open?id=1AiHQS ... dPM_PPe980
https://drive.google.com/open?id=1AT1pF ... U7DAWNALtP

Place both folders (with file structure intact) into the mods folder.

Assets folder is unlikely to change much.
Rules folder is much smaller, and more subject to need updating.

Please let me know if there are any issues.

Re: DLC rebalance mod

Posted: Sun Mar 04, 2018 7:48 pm
by Chasm
https://drive.google.com/open?id=1hsSB5 ... -84JS3cr1r

Update to DLCSteamRules folder (fixes some issues that crept in).
DLCSteamAssets remains the same.

Should be save comapatable with prior version.

Re: DLC rebalance mod

Posted: Mon Mar 05, 2018 10:27 pm
by Chasm
https://drive.google.com/open?id=1Euv6x ... 22vn_KtgMj

Color change for tinker side, to make them more easily seen when compaired to orthin.
Fully compatable with saves from prior version.

Re: DLC rebalance mod

Posted: Tue Mar 06, 2018 7:48 pm
by Chasm
https://drive.google.com/open?id=1T2ZN_ ... y6WMDQTS4X
DLCSteamAssets, fixes for a couple of issues that were occurring. All escort class ships (except orthin, but including escort carrier) no longer need orbital facilities to be produced.
Assets will need a fresh game to work properly.

https://drive.google.com/open?id=1tBmvj ... hybKIsY06W
DLCSteamRules, changes pirate color schemes to black, splinter colony color schemes to white. Vindicator Mirv inflicts planetary bombardment damage. Plasma torpedo buffed.
Rules should not cause any save game issues if updated from prior version.

Re: DLC rebalance mod

Posted: Wed Mar 07, 2018 10:07 pm
by Chasm
https://drive.google.com/open?id=16HONt ... 4xyKeMEGcg

DLCSteamRules, added EMP antimissiles, Defensive disruptors (nod to Farya for the idea)

Rules should not cause any save game issues if updated from prior version, but these weapons will only unlock if you have not already researched emp warheads / disruptors.

Bad upload, New link as follows:
https://drive.google.com/open?id=1jja5t ... 9GOehbzzJt

Re: DLC rebalance mod

Posted: Tue Mar 13, 2018 5:18 am
by rustyi
Interesting bug - I think it's DLC related?
Occurred when I attacked harpies using ships with vindicators

Code: Select all

error : that's weird -- looks like the mirv never deployed: 4.:
 Lua state\Actions\launch_missile.lua:234:
   Lua state\Actions\end_turn.lua:94:
    Lua state\AI\CloseAndAttack.lua:604:
     Lua state\AI\CloseAndAttack.lua:5:tactical_ai_call:
      Lua state\AI\do_ai_turns.lua:19:do_ai_turnson_collide_callback :
 : Lua state\Actions\end_turn.lua:94:
 Lua state\AI\CloseAndAttack.lua:604:
  Lua state\AI\CloseAndAttack.lua:5:tactical_ai_call

Re: DLC rebalance mod

Posted: Tue Mar 13, 2018 6:26 am
by Chasm
Do you recall what unit was attacked, and was the error on firing or on impact?
Was the range at less then 8? Closer?

I have used them heavily, and have not seen that issue come up, so need to know how to replicate it.

And you are playing on the current release steam build, right ?

Re: DLC rebalance mod

Posted: Tue Mar 13, 2018 6:55 am
by Chasm
https://drive.google.com/open?id=1kQ_ID ... xsu3tWHEma
DLCSteamAssets folder, some revision that was needed after some issues occurred. Needs a new game to work properly.

https://drive.google.com/open?id=1zHwC4 ... Kr-lMsX8OK
DLCSteamRules folder, PD disruptors removed (in game issue was causing crash)(emp antimissiles are still in and work fine), primary artillery made relevant (computer opponents will use it now), tech costs adjustements. Guardian online and functional. Needs a new game to work properly.

Re: DLC rebalance mod

Posted: Thu Mar 15, 2018 3:35 am
by rustyi
Chasm wrote:Do you recall what unit was attacked, and was the error on firing or on impact?
Was the range at less then 8? Closer?

I have used them heavily, and have not seen that issue come up, so need to know how to replicate it.

And you are playing on the current release steam build, right ?


Current build off steam (not the one you just released nor testing version of SIS)
I was playing with tinkers; was attacking either harpies or death hands fleet. I didn't watch the combat (auto-resolve)

Repro'd!
Happens when attacking harpies. Click on autocombat from the attached save.

Re: DLC rebalance mod

Posted: Fri Mar 16, 2018 2:44 pm
by Chasm
I honestly do not know what is causing this. It works fine with normal turns, but autocombat breaks it. Does it ever happen in combat that is not auto resolved ?

Re: DLC rebalance mod

Posted: Fri Mar 16, 2018 7:47 pm
by sven
rustyi wrote:Interesting bug - I think it's DLC related?
Occurred when I attacked harpies using ships with vindicators


This is actually a bug in my C++ code :(

It occurs when Vindicators retarget on a nearby ship after their original target is destroyed by other missiles/or fighters. I've pushed a patch to our 'dev' servers (r22079), but, it won't hit the main Steam branch until sometime next week.

Re: DLC rebalance mod

Posted: Sat Mar 17, 2018 5:57 am
by rustyi
Awesome - thanks sven! I'm looking forward to playing with the changes on dev :)

Re: DLC rebalance mod

Posted: Mon Mar 19, 2018 8:37 am
by Chasm
https://drive.google.com/open?id=1V51Eg ... Btr8pK7n-0
DLCsteamrules
Additional tweaks to weapon damage,
Anti missile range reduced from 21 to 16, but they gain the always hit special
Some tech tree adjustments.
Should work with prior version.

https://drive.google.com/open?id=1WnFbV ... AlOUkTEcn4
DLCassets
Minor adjustments.
Should work with prior version.