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Post by qswitched on Jun 11, 2017 19:41:10 GMT
At the very bottom of your modded reactions, "Boron-11 fuel" should be "Boron-11 Fuel" (i.e. names of everything are case sensitive). Change that, and it should work.
I may look into relaxing case sensitivity of names for the next patch.
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Post by qswitched on Jun 11, 2017 18:59:18 GMT
Thanks for the issues! I moved this thread to technical support also.
For the first issue, can you find the folder via Go->Go to Folder (Shift-Cmd-G) with "/Users/[Username]/Library/Application Support/CDE", etc.?
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Post by qswitched on Jun 11, 2017 18:54:40 GMT
Solar Abundance is only one of many factors for determining price. Other factors include outgassing potential, volatility, roughly estimated production costs, molecular complexity, fissile fuel cycles, and radioactive half lives.
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Post by qswitched on Jun 11, 2017 18:48:33 GMT
I made a video with it in it and youtube states that it contains copyrighted music; "Far Centaurus - Nigel Stanford" I dont know if this should count as copyrighted music as it is part of the game. Well as stated it is copyrighted, that does not fully explain why the video was flagged however, it might be that Qswitched has acquired the license to have it in game but not for clips of the video containing the music appearing on a different media, it might also be that the algorithm took direct action which is uncommon but in some cases happen or that someone was too zealous in taking down videos for example people have issued dmca takedowns on themselves by mistake. Which one applies I don't know but I'd guess @qswitched should answer if he knows something before we inquire through other routes. Nigel Stanford owns the music's copyright. Children of a Dead Earth only licenses it.
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Post by qswitched on Jun 3, 2017 20:22:38 GMT
The Striker AI specifically does not use missiles or drones. It's meant for testing out only the direct combat capabilities of ships.
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Post by qswitched on May 9, 2017 21:07:03 GMT
In Materials.txt: Boron Trioxide and Boron Trifluoride is missing a value in Dissociation. Boron Trifluoride needs to come after Monatomic Boron.
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Post by qswitched on May 9, 2017 20:17:39 GMT
Is this still an issue? I imported this faction successfully on my local machine. What crash do you get?
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Post by qswitched on May 1, 2017 18:39:56 GMT
qswitched, would you be able to release a sort of 'extended datasheet' so we can specify all the values that would otherwise be generated by the game? Depends. Not everything can be imported without causing physics problems/crashes. What in particular?
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Post by qswitched on May 1, 2017 7:35:30 GMT
Looks like it's crashing on an existing combustion rocket module's chemical reaction. What sort of mods are you using, particularly modded chemical reactions?
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Post by qswitched on May 1, 2017 7:31:39 GMT
This is due to a quirk in how nuclear enrichment works, and it's triggered by some modded material(s). In future patches, I'll have this error send you to the import log.
An explanation of this quirk: If a material is to be used in a nuclear reactor or bomb, it needs a material that is the unenriched version. It finds this by searching for a similar material, but with an unenriched element in place of one of the usually enriched elements. So, for instance, U-235 Dioxide (which is 1 U-235 and 2 O) needs an depleted version, which is Depleted Uranium Dioxide (1 U-238 and 2 O).
In the case of the crash, multiple materials were found which fit this criteria. In future patches, perhaps I'll just have it pick the first one.
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Post by qswitched on Apr 29, 2017 18:53:17 GMT
The tab layout can't be deleted in the file structure.
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Post by qswitched on Apr 29, 2017 18:52:13 GMT
The AI micromanages target picking which is why it is so successful. For instance, it focuses fire on uncapped lasers and heated weapons first, and switches targets every frame if it deems that is more effective. The default behavior (that the player uses) just focuses on one targeted weapon at a time. I suppose in future patches, it's reasonable to have the player targeting micromanage for you.
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Post by qswitched on Apr 29, 2017 18:39:48 GMT
Is there any way to turn off the newly added 'scatter if enemy missiles inbound' function? Although I like the idea behind this feature, particularly for the AI player, the way it is currently implemented causes some problems in my opinion, namely: 1. You can no longer voluntarily intercept enemy missile salvos with your own anti missiles (an essential component of a layered missile defence scheme in my opinion). 2. When evading interception, missiles often seem to burn all their fuel trying to evade, destroying themselves more thoroughly than the enemy typically would. I think it would be good if this feature could be toggled off by turning off dodging or something like that, as the way it is now just removes a very useful (vital?) tactical option from the player for something that could already be done by simply selecting 'scatter' instead of homing. Alternatively, this feature could be deactivated by ticking the 'intercept shots' box for a missile's warhead; after all there little point to having this option if the missiles refuse to engage enemy shots! What do you think? Can you not simply disable orders and dodging for your missiles? This should prevent them from expending any delta-v at all. And using homing allows them to still intercept enemy missiles.
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Post by qswitched on Apr 29, 2017 6:17:02 GMT
That is very unusual... patch 1.1.1.1 touched none of the file loading system (it touched very little in fact).
After removing "3", are the userdesigns still crashing while replacing values? If so, you could keep removing the offending modules until it works, or alternatively, send me your userdesigns file (and a list of mods in use).
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Post by qswitched on Apr 29, 2017 2:54:30 GMT
Do you have a mod which includes UHMWPE at all? If so, it would be replacing the stock material.
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