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Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Posted: Mon Feb 25, 2013 1:23 am
by Ryangreen1
Ok i get what you guys are saying about the blueprints.xml file but i tried to change one of the things that i thought was max power and it broke the game. I had to delete and reinstall it and re-mod my game. Is there a youtube video or something as a guide?

Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Posted: Mon Feb 25, 2013 3:15 am
by UltraMantis
Blueprints is very sensitive to typos. Any typo and the game will crash. Don't edit your only files otherwise you will be reinstalling quite a lot. Backup the resources folder and if the game breaks, restore it.

Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Posted: Mon Feb 25, 2013 11:38 pm
by nataryeahbuddy
Speedoflight, I'm probably going to add an events.xml to erase all asteroids.

Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Posted: Tue Feb 26, 2013 6:39 pm
by speedoflight
nataryeahbuddy wrote:Speedoflight, I'm probably going to add an events.xml to erase all asteroids.


lol, that is a bit forced, its curious that only happens when u are in a very far sector. That bug didnt start happening to me until i reached sector 5 or something like that. I did plenty of asteroids battles before that and all worked fine. Anyways, waiting for that "patch" the fact is while asteroids fields are a bit more challenging, all the enemys that u encounter in asteroid fields are very weak, so there is no real point in keep the asteroids fields.

Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Posted: Tue Feb 26, 2013 7:40 pm
by kartoFlane

Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Posted: Tue Feb 26, 2013 10:47 pm
by nataryeahbuddy
kartoFlane wrote:@speedoflight
viewtopic.php?f=11&t=11469&start=10#p39428


Yeah... Eliminating them's probably for the best

Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Posted: Sat Mar 02, 2013 6:47 am
by Vhati
Invalid XML

Advanced Shields and Weapons v1.2.ftl
data/blueprints.xml.append
  • <title...>...</type>

Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Posted: Sat Mar 02, 2013 9:36 pm
by nataryeahbuddy
Vhati wrote:Invalid XML

Advanced Shields and Weapons v1.2.ftl
data/blueprints.xml.append
  • <title...>...</type>


I'll check

Re: [MOD][UPDATED (v1.1)] Advanced Weapons and Shields v1.1

Posted: Sun Mar 03, 2013 7:48 pm
by nataryeahbuddy
ANNOUNCEMENT:
I'm going to abandon this mod and make Advanced Battle Systems the new main mod for battle systems, unless anyone likes this better...

Re: ADVANCED WEAPONS AND SHIELDS IS NOT BEING DEVELOPED ANYM

Posted: Wed Mar 06, 2013 6:39 pm
by shark
Wait until you find out about the weapon bug.... *sharkgrin* :) Watch out for a zergrush boarding party. Tho the trend this is going, you probably won't see it.

Let's just say that if you want lvl5 shields, you want a Zoltan Shield or the Scanner to go with it. You cannot get around this without shooting yourself in the foot, because as it was earlier explained - you cannot patch up a bug that is "expected behaviour" by accounting for a "bug" induced by unexpected behaviour.

And try not to have more than 5 active guns.