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October 15th, 2006, 12:26 PM
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Second Lieutenant
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Join Date: Mar 2005
Location: Seattle, WA
Posts: 417
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Re: Balance Mod Available for SE:V
Found system-level tonnage functions:
Sys_Get_Vehicle_Size_Tonnage_Space: long
plr_index:long
size_id:long
Sys_Get_Component_Tonnage_Space: long
plr_index: long
comp_id: long
comp_enh_id: long
Sys_Get_Vehicle_Design_Remaining_Tonnage_Space: long
design_id: long
//////////////
Looking at the internals of Add_Required_Components_To_Design, the function returns a boolean success, which might be feathered in as a bail flag if a large componant doesn't fit:
replacing:
if (comp_id > 0) then
call Add_Components_To_Vehicle_Design()
set bool_continue_design := TRUE
endif
with:
if (comp_id > 0) then
bool_continue_design := Add_Components_To_Vehicle_Design()
endif
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October 17th, 2006, 04:24 PM
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Corporal
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Join Date: Feb 2005
Posts: 152
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Re: Balance Mod Available for SE:V
The new patch does in fact break the balance mod.
It says: "could not find field "override InvConfig Slots" in record 1"
EDIT: Doh. Just add the line "Override InvConfiguration Slots := FALSE" to mod_definition.txt
EDIT 2: Also add "Space Combat Ends Only When Time Up Or No Enemies := FALSE" to settings.txt.
__________________
"Why the blazes didn't we utilise the abandoned Martian War Machines to retain Empire? I demand immediate resignations."
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October 17th, 2006, 04:38 PM
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Corporal
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Join Date: Nov 2001
Posts: 148
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Re: Balance Mod Available for SE:V
Quote:
Tim_Ward said:
The new patch does in fact break the balance mod.
It says: "could not find field "override InvConfig Slots" in record 1"
EDIT: Doh. Just add the line "Override InvConfiguration Slots := FALSE" to mod_definition.txt
EDIT 2: Also add "Space Combat Ends Only When Time Up Or No Enemies := FALSE" to settings.txt.
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I've been told CK had a balance mod version for 1.07 version.
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October 17th, 2006, 04:51 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod Available for SE:V
I should have posted here earlier. An updated version of the Balance Mod will not be ready until later tonight. I'm stuck at work right now and then I have to test a few changes I made first before I can post the update. I'll be sure to let you know when that is.
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October 17th, 2006, 10:41 PM
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Major
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Join Date: Oct 2003
Location: Union, SC
Posts: 1,166
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Re: Balance Mod Available for SE:V
Error message attached.
__________________
Caduceus
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October 17th, 2006, 11:13 PM
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National Security Advisor
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Join Date: Nov 2000
Posts: 5,085
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Re: Balance Mod Available for SE:V
Bug in the latest version of the balance mod- at least for me, anytime I try to generate a map with the mod on, the game hangs.
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 17th, 2006, 11:57 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Re: Balance Mod Available for SE:V
Quote:
Phoenix-D said:
Bug in the latest version of the balance mod- at least for me, anytime I try to generate a map with the mod on, the game hangs.
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Ack. I didn't take down the download fast enough. It was the wrong AtmosphereTypes.txt file - one of my SFEmod files got mixed in there.
It should be ok to download now though.
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October 18th, 2006, 12:11 AM
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Private
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Join Date: Nov 2005
Posts: 10
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Re: Balance Mod Available for SE:V
Thanks Kwok! big improvement on stock
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October 19th, 2006, 03:30 PM
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Private
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Join Date: Sep 2006
Posts: 48
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Re: Balance Mod Available for SE:V
My level 5 Space Yard ship components are building at a rate of 10,000kts, this can't be right.
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October 19th, 2006, 04:00 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
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Thanked 14 Times in 12 Posts
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Re: Balance Mod Available for SE:V
Quote:
wrongshui said:
My level 5 Space Yard ship components are building at a rate of 10,000kts, this can't be right.
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Have you patched to 1.08? If not, I'm assuming you have selected Hardy Industrialists?
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