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List of errors/changes for Sleeper for convenience purposes for the next time you update CE:
- I would like to apologize for the false fix in terms of the fleet, you'll have to make the Fleet ship spawn in the first event instance to not break it when re-entering the beacon post-defeat. The rest of the issues in my previous posts apply, however.
- misc and tooltip tags are moved to text_misc/tooltips.xml
- To apply my Trade removal patches, append one of my append xml commands (in any events file in my patch mod) using the SMM XML sandbox
What the command would look like:
"<mod:findLike>
<mod:findLike>
<mod:findLike type="choice">
<mod:selector req="TE_GOODS_CIVILIAN_CONSUMER"/>
<mod:findLike type="event">
<mod-append:remove name="TE_GOODS_CIVILIAN_CONSUMER"/>
<mod:findLike type="choice">
<mod:removeTag />
</mod:findLike>
</mod:findLike>
</mod:findLike>
...
</mod:findLike>
</mod:findLike>"
- Font file formats have changed, to get the small weapons text back, download slow's "Silly Text" mod from Discord or my patches
- Elements that have changed from words to symbols will break if CE is installed
- The new options buttons blocks the 'hover' text on certain hazard backgrounds
- 'Allies' for ASB is visible at the start beacon, find it in text_misc.xml to remove it
- Hostile window must be removed from resource pack
- The Pursuit indicator is moved to img\map
- custom_main.png (Hangar) will have to be remade
- While I am also here, I may as well talk about the Infinite Flagship, the Artillery doesn't spawn at Lv5 as intended, to do this, you will have to set the Artillery Max at Lv5. To restrict Players from using Lv5 artillery, set 'max="4"' to all ships artillery tags. See blueprints.xml.append to see how I've done it in https://www.dropbox.com/s/aingozot4qmcpr6/CE%20Infinite%20Addon%201.301b.ftl?dl=0