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Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Mon Feb 25, 2013 4:17 pm
by shark
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...
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Mon Feb 25, 2013 5:55 pm
by UltraMantis
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.
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Mon Feb 25, 2013 11:37 pm
by nataryeahbuddy
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?
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Wed Feb 27, 2013 1:33 am
by speedoflight
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.
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Wed Feb 27, 2013 1:44 am
by nataryeahbuddy
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.)
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Wed Feb 27, 2013 2:07 am
by kartoFlane
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)
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Wed Feb 27, 2013 10:31 pm
by nataryeahbuddy
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.
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Sat Mar 02, 2013 6:46 am
by Vhati
Invalid XML
Advanced Battle Systems v1.1.ftl
data/blueprints.xml.append
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Sat Mar 02, 2013 9:37 pm
by nataryeahbuddy
Vhati wrote:Invalid XML
Advanced Battle Systems v1.1.ftl
data/blueprints.xml.append
Does it break the game?
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Sat Mar 02, 2013 9:47 pm
by Vhati
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.