First off, the CE data mod has the Github files from the Spell Checking repository, this increases the file size more than twenty-fold (~1.26 to 28.58 MB). Unless you are using the host file as the repository (I don't know how GitHub works exactly), these files should be safe to remove.
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data\.git
data\.dropbox
data\README.md
Next, there is a bug where an Non-Elite ship appears instead when a player re-enters a Fleet Controlled beacon after defeating the Elite ship there. I tested and figured out that if you made the Fleet events link to the main eventList, that it'll not load a non-elite ship (as intended). If you change the Fleet events to the format example I did below, this should fix this common problem.
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Disclaimer: I do not recommend copying this code verbatim, as though it did give me the results I wanted during testing, those results may not be what you wanted, as this skips the initial 'The Rebels have already taken this beacon!" event. Modify it to suit the mod's needs.
<eventList name="FLEET_EASY">
<event load="C_FLEET_LIST"/>
</eventList>
<eventList name="FLEET_EASY_DLC">
<event load="C_FLEET_LIST_DLC"/>
</eventList>
<eventList name="FLEET_HARD">
<event load="C_FLEET_LIST"/>
</eventList>
<eventList name="FLEET_EASY_BEACON">
<event load="CE_FLEET_BEACON_LIST"/>
</eventList>
<eventList name="FLEET_EASY_BEACON_DLC">
<event load="CE_FLEET_BEACON_LIST_DLC"/>
</eventList>
[Add "<img planet="NONE" back="BG_WARNING_TARGETING_FLEET"/>
" to all events linked to "C_FLEET_LIST(_DLC)" and "CE_FLEET_BEACON_LIST(_DLC)"]
[Add "You've found the long-range relay but the Rebels got here first!" to all event text in "CE_FLEET_BEACON_LIST(_DLC)"]
The rest of the issues I have can be easily summed up in a single code box, in order of importance:
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- On-board Science Lab (Zoltan Research Facility) and possibly Socialising (Mantis) at the start beacon allows a battle to have a Friendly ASB (Have seperate eventLists?) Is the Friendly ASB used to change the planet image due to Hyperspace?
- You can summon your ASB in an Asteroid Field by either faking a surrender, or using the Internal Generator and another Combat Augment.
- Hostile Ships equipped with the FTL Jammer don't actually slow down your FTL Drive.
- The Ancient Sector in CE Infinite doesn't spawn as its sectorDescription isn't on the "OVERRIDE_HOSTILE" list for when AE is enabled, you may also have to check the rarityLists for any missing entries.
- A mere suggestion, you can make dedicated blueprintLists (i.e. "CE_SOCIAL_HUMAN" for "human") for each Alien race to prevent socialising from getting the Diplomatic Immunity achievement.
- I've checked the Endless Loot code, and found that the Crystal Sector doesn't account for any of the EL weapons. (I don't know if rannl can program this in) With no Crystal weapon having EL variants, this means that the Crystal weapons appear less often compared to when EL is not installed.
- The blueprint files for EL also contain data from both Vanilla and CE (+Infinite) apparently, perhaps after running the program with the new CE files, adding any manual changes done in the past, and setting the files to ".xml" instead of ".append" would significantly reduce file size. (EL has a ton of issues, but I believe they can't be fixed without modifying rannl's program.)