[MOD][NEW UPDATE! 3.3.2013][v1.2] Advanced Battle Systems

Distribute and discuss mods that are functional. Moderator - Grognak
shark
Posts: 173
Joined: Thu Nov 08, 2012 10:11 am

Re: [MOD][UPDATED] Advanced Battle Systems v1.1

Postby shark » Mon Feb 25, 2013 4:17 pm

I don't think you'll fix the Deadly Asteroid bug :) it's beyond your (XML) scope.

There's nothing in the code that has to do with asteroids

Have in mind that, by overloading the systems, you introduced undefined behavior in your program. The code you have is no longer representative, as some memory locations are overwritten and do not contain what you'd expect them to contain.

Let's look back and see when the bug first started appearing (being reported on the forums) as well as who introduced it and we'll reach a definite conclusion...
Roses are #FF0000
Violets are #0000FF
All of our mods
are belong to you.
UltraMantis
Posts: 2141
Joined: Thu Sep 20, 2012 3:17 pm

Re: [MOD][UPDATED] Advanced Battle Systems v1.1

Postby UltraMantis » Mon Feb 25, 2013 5:55 pm

This has been answered by Matthew in the Tech Support forum.

Part of the way asteroid density is calculated is to take into account player's shield level. In normal circumstances it only goes to 4 and the asteroids work as intended. Once you have level 5 shields, the asteroid management code is thrown a number it wasn't supposed to cope with and the result is the insane asteroid shower.

It's shields beyond level 4 that cause the astreoids to go berzerk.
Report spam using the handy Report Button Mod.
nataryeahbuddy
Posts: 176
Joined: Sun Jan 20, 2013 1:37 am

Re: [MOD][UPDATED] Advanced Battle Systems v1.1

Postby nataryeahbuddy » Mon Feb 25, 2013 11:37 pm

UltraMantis wrote:This has been answered by Matthew in the Tech Support forum.

Part of the way asteroid density is calculated is to take into account player's shield level. In normal circumstances it only goes to 4 and the asteroids work as intended. Once you have level 5 shields, the asteroid management code is thrown a number it wasn't supposed to cope with and the result is the insane asteroid shower.

It's shields beyond level 4 that cause the astreoids to go berzerk.


Should I add an events.xml file to get rid of asteroids then?
My most popular mod! Over 290 Downloads!
Advanced Weapons and Shields!
My second most popular mod! Over 240 Downloads!
Advanced Battle Systems!
An awesome ship with custom graphics and two new weapons!
F-22A Raptor for FTL
speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: [MOD][UPDATED] Advanced Battle Systems v1.1

Postby speedoflight » Wed Feb 27, 2013 1:33 am

Will be great if u could make an event that detects the power of the shields, and if it is 5, disable the asteroids... lol. I know its a lot to ask, but i dont even know if this can be done.

Anyways, i think its worthy the mod enough to get rid of the asteroids.. go for it.
My currently mods / wips ->
ImageImage
nataryeahbuddy
Posts: 176
Joined: Sun Jan 20, 2013 1:37 am

Re: [MOD][UPDATED] Advanced Battle Systems v1.1

Postby nataryeahbuddy » Wed Feb 27, 2013 1:44 am

I don't think I can do the "detect 5 shields thing." sorry! :(

I'll probably get to it on the weekend so you should check the topic then. (Sunday probs.)
My most popular mod! Over 290 Downloads!
Advanced Weapons and Shields!
My second most popular mod! Over 240 Downloads!
Advanced Battle Systems!
An awesome ship with custom graphics and two new weapons!
F-22A Raptor for FTL
User avatar
kartoFlane
Posts: 1488
Joined: Mon Jan 14, 2013 10:20 pm

Re: [MOD][UPDATED] Advanced Battle Systems v1.1

Postby kartoFlane » Wed Feb 27, 2013 2:07 am

Why not? It is possible to check a system's level (IS does that with miniboss ships), you could just check if the player's shields system is at level 10, then disable the asteroids (if that's possible)
Superluminal2 - a ship editor for FTL
nataryeahbuddy
Posts: 176
Joined: Sun Jan 20, 2013 1:37 am

Re: [MOD][UPDATED] Advanced Battle Systems v1.1

Postby nataryeahbuddy » Wed Feb 27, 2013 10:31 pm

kartoFlane wrote:Why not? It is possible to check a system's level (IS does that with miniboss ships), you could just check if the player's shields system is at level 10, then disable the asteroids (if that's possible)


Yes, but the events would be random, so you might have 5 shields BEFORE you can check, etc., and I'm not even sure if you can disable them in the middle of the game. I could disable asteroids after a certain sector (4 or 5 maybe), since you probably get 5 shields around sector 6.
My most popular mod! Over 290 Downloads!
Advanced Weapons and Shields!
My second most popular mod! Over 240 Downloads!
Advanced Battle Systems!
An awesome ship with custom graphics and two new weapons!
F-22A Raptor for FTL
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [MOD][UPDATED] Advanced Battle Systems v1.1

Postby Vhati » Sat Mar 02, 2013 6:46 am

Invalid XML

Advanced Battle Systems v1.1.ftl
data/blueprints.xml.append
  • <title...>...</type>
nataryeahbuddy
Posts: 176
Joined: Sun Jan 20, 2013 1:37 am

Re: [MOD][UPDATED] Advanced Battle Systems v1.1

Postby nataryeahbuddy » Sat Mar 02, 2013 9:37 pm

Vhati wrote:Invalid XML

Advanced Battle Systems v1.1.ftl
data/blueprints.xml.append
  • <title...>...</type>


Does it break the game?
My most popular mod! Over 290 Downloads!
Advanced Weapons and Shields!
My second most popular mod! Over 240 Downloads!
Advanced Battle Systems!
An awesome ship with custom graphics and two new weapons!
F-22A Raptor for FTL
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: [MOD][UPDATED] Advanced Battle Systems v1.1

Postby Vhati » Sat Mar 02, 2013 9:47 pm

nataryeahbuddy wrote:Does it break the game?
The game's engine tolerates a lot of errors.

But invalid XML breaks tools that do proper parsing, like the SavedGame editor, and it hinders the development of new tools.