[Ship][AE][CE ready] The Anomaly (AI-cruiser) V4

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Biohazard063
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Re: [Ship][AE][CE] The Anomaly (AI-cruiser)

Postby Biohazard063 » Wed Nov 12, 2014 6:53 pm

Alright, time for a small update on the progress :

It's not going well...
Well, not entirely true, been talking with Rann L and he's given me a bunch of help so far.
So what I've got so far is the following :
The code RannL gave me

Code: Select all

<mod:findLike type="eventList">
   <mod:findLike type="event">
      <mod:findLike type="choice">
         <mod:selector req="SLUG_GEL" />
         <mod:removeTag />
      </mod:findLike>
   </mod:findLike>
</mod:findLike>

<mod:findLike type="event">
   <mod:findLike type="choice">
      <mod:findLike type="event">
         <mod:findLike type="choice">
            <mod:selector req="SLUG_GEL" />
            <mod:removeTag />
         </mod:findLike>
      </mod:findLike>
   </mod:findLike>
</mod:findLike>

<mod:findLike type="event">
   <mod:findLike type="choice">
      <mod:findLike type="event">
         <mod:findLike type="choice">
            <mod:findLike type="event">
               <mod:findLike type="choice">
                  <mod:selector req="SLUG_GEL" />
                  <mod:removeTag />
               </mod:findLike>
            </mod:findLike>
         </mod:findLike>
      </mod:findLike>
   </mod:findLike>
</mod:findLike>

<mod:findLike type="eventList">
   <mod:findLike type="event">
      <mod:findLike type="choice">
         <mod:findLike type="event">
            <mod:findLike type="choice">
               <mod:selector req="SLUG_GEL" />
               <mod:removeTag />
            </mod:findLike>
         </mod:findLike>
      </mod:findLike>
   </mod:findLike>
</mod:findLike>

Which should find and remove the Slug_gel tags in events if they come up straight away at the start of the event, after a first and second choice according to RannL (and I have no reason to believe he's lying)
Then we have 8 .xml.append files (one for each .xml file where the Slug_gel tag is used in ways I want in removed) containing nothing but said code.

I then put those 8 files in the data folder (the one inside the resource folder that I got from saving the ship itself as a resource folder, not an .ftl file).
Zipped said resource folder, gave it the .ftl extension.
Loaded it in with CE resources and FTL CE (with my mod loaded last)
Final result :
Nothing changed, my ship didn't get loaded and the blue options for slug gel are still available.

As far as additional info I can give (for those who after all this still can/want to help) :
One thing I noticed was that when loading it in with SSM I saw the following pop-up

Code: Select all

WARN ModPatchThread - Skipping junk file: data/events_boss.xml.append~
    WARN ModPatchThread - Skipping junk file: data/events_engi.xml.append~
    WARN ModPatchThread - Skipping junk file: data/events_rock.xml.append~
    WARN ModPatchThread - Skipping junk file: data/events_pirate.xml.append~
    WARN ModPatchThread - Skipping junk file: data/events_nebula.xml.append~


and a bunch of other .xml files (some weren't even append files)
and after those it said
INFO ModPatchThread - Installing mod: AI_Cruiser_CE_V2.ftl
INFO ModPatchThread - Repacked "data.dat" (9493695 bytes affected)
INFO ModPatchThread - Repacked "resource.dat" (294570817 bytes affected)
Which I think means it skipped xml.append files in the CE mod, not mine.

So things that need to be solved:
Find out why the code isn't working.
Get the ship back in...
All of that hopefully in a single file.

That's all, I'm kind of at a loss right now. But I do appreciate the time everyone took to help me out.
I hope this is something stupid... :?
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
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A list of all my mods can be found here.
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: [Ship][AE][CE] The Anomaly (AI-cruiser)

Postby rannl » Wed Nov 12, 2014 7:55 pm

Well, I tested the tag removers in a quick small mod I made. Patched it using SMM 1.6 with the latest CE version, and validated the removal of all the SLUG_GEL choices from all the event files.
Then I tested that the choice requiring the slug gel was not present during the game runtime, and indeed it was gone.

Here's a link to the slug gel removing mod. Use your original, working AI cruiser mod, and just add all the files found in the linked mod's data folder into your mod's data folder. When loading your mod last using SMM, you should be fine.
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Biohazard063
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Re: [Ship][AE][CE] The Anomaly (AI-cruiser)

Postby Biohazard063 » Thu Nov 13, 2014 7:12 am

Ok, the mod you sent me indeed does what it is supposed to do.
Meaning that the problem I have is entirely my fault. Kind of glad about it as well.
So the problem itself then is merging both together. I'll try out some stuff.
And thanks yet again, for basically handing me the answer on a silver platter.

EDIT :
Now for the fun part again:
Turns out I'm really, really bad at this.
So I unzipped your mod and added the append files of it to the data folder of my resource solder of the ship.
Zipping everything again to a .ftl file. And it doesn't work when I do that... the ship doesn't get loaded and the slug options are bacK.
For now,I'll probably upload the new version with the slug gel and another link to the slug gel option remover. Asking everyone who downloads it to install both of them for fair play.
Once it gets fixed, I'll make it back into a single link.

EDIT 2:
Using both mods separately makes it all work.
The ship loads, and the slug gel options are gone.
Just need to get artillery going and see if the mount works. Then I can update.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
rannl
Posts: 335
Joined: Sun Nov 25, 2012 11:13 pm

Re: [Ship][AE][CE] The Anomaly (AI-cruiser)

Postby rannl » Thu Nov 13, 2014 8:33 am

I can take a look at your mod and try to get everything to work in a single .ftl file. If you want me to, that is.

PM if you want me to check it out.
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Biohazard063
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Re: [Ship][AE][CE] The Anomaly (AI-cruiser) V2.1

Postby Biohazard063 » Thu Nov 13, 2014 6:11 pm

Okay, this should be the final update to this ship (maybe some more minor graphic stuff that I missed).

But through the hard work of RannL, the CE ship now comes with Slug repair gel, without the benefits that it gets in CE (piracy, treachery etc...). And all of that in a single .ftl file.
Don't know how he did it, just glad that he did, and thankful for it.

In the end, I had great fun making and testing the ship, learned a tiny bit about how events work and how to alter them (,feel like I'm still an idiot when it comes to modding them). A big thanks to everyone who helped out. And seeing that my LP is about to hit EP 100, it seems like the perfect moment to showcase the final version once more.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
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Biohazard063
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Re: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V3

Postby Biohazard063 » Sat Apr 11, 2015 1:20 pm

V3 is out !

Liked this ship so much since it was my first creation that I decided to come back to it and do some alterations now that my modding skill is a bit better.
Check the updates section to see what changed between V2 and V3 !
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
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Biohazard063
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Re: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4

Postby Biohazard063 » Thu Apr 23, 2015 1:54 pm

V4 is out, check the updates to see what changed.

Think I'm finally done tinkering with this one...
Every time I learned something new I thought : "Hmm, I could use this to improve the Anomaly."
Guess I wanted this ship to be perfect as it was my first ship ever created and I still enjoy the whole "no-crew required" bit.

Thanks to everyone who helped me creating it and getting the Anomaly to were it is today.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
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kestrelfan
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Re: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4

Postby kestrelfan » Thu Oct 06, 2016 9:01 pm

yeah boi nice ship
Dont Call it a comeback, I've been here for years

I just surf the forums for new mods and nostalgia at this point, that's about it
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Biohazard063
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Re: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4

Postby Biohazard063 » Thu Oct 06, 2016 9:07 pm

kestrelfan wrote:yeah boi nice ship

Thanks. Made it part of the AI-cruisers pack.
It has, as you can probable guess all three of my AI-ships in it in case you like he playstyle of those.
Amateur modder and Let's player (with a substantial FTL and ItB LP featuring countless mods).
Channel link
A list of all my mods can be found here.
baconpancakes9
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Joined: Wed May 27, 2015 7:55 pm

Re: [Ship][AE][CE ready] The Anomaly (AI-cruiser) V4

Postby baconpancakes9 » Sun May 07, 2017 1:46 pm

Hey, this is ridiculously late, but if anyone wants it, I could make an artillary crash fix for this, the same way the CE one works.
wow, this is a nice signature...