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Messages - Cpt.Ohu

#136
Seen it. I'll try and put something together.

Other than that:I managed to fix the errors on repeated loading Pawn wandering doesn't occur, the Pawns behave normally after leaving the ship, even after entering by the loading dialog.

Ship turrets work for me, I wasn't able to recreate the UI error or the not-moving error.

I think I can release an update this week.
#137
Looks fantastic. With your permission I'd put together some additional Defs and make a ship module out of this with adjusted values and descriptions. It'll then be posted in the thread with proper credit.
#138
Quote from: SirTokaryev on May 05, 2017, 10:31:54 AM
Planetary Governor is null

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

System.NullReferenceException: Object reference not set to an instance of an object
  at Corruption.CorruptionStoryTracker.InitializeTitheCollection () [0x00000] in <filename unknown>:0
  at Corruption.CorruptionStoryTracker.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

Planetary Governor is null

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)

System.NullReferenceException: Object reference not set to an instance of an object
  at Corruption.CorruptionStoryTracker.InitializeTitheCollection () [0x00000] in <filename unknown>:0
  at Corruption.CorruptionStoryTracker.Tick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.WorldObjectsHolder.WorldObjectsHolderTick () [0x00000] in <filename unknown>:0
  at RimWorld.Planet.World.WorldTick () [0x00000] in <filename unknown>:0
  at Verse.TickManager.DoSingleTick () [0x00000] in <filename unknown>:0

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 42)
...
Quote from: SirTokaryev on May 06, 2017, 09:43:55 AM
can't load savefile after building tithes container. Log file is huge, I sent in PM link to log file.

Both noted and fixed for the next update.
#139
Quote from: Raizen on May 04, 2017, 11:02:16 PM
I really like your mod! is it possible to make implants shoot projectiles? I can only make them melee but not range. :C
Also, can you add broadside as turrets that we can mount like mortars ? :D I would love to try and help with the drawing.

I was already fiddling with shooting mechadendrites, but so far I didn't have any success.
#140
Thank you for sticking with the mod and that explanation.

Of course this can't be the long-term solution and I'm working on replacing at least the loading system (50% done).

Ship turrets not working is new, care to send me the log when the UI disappears by pm?

#141
Tau having psykers isn't intended, seems I didn't set their probability level low enough.

As for normal traits: I don't want to clutter the trait tab. The psyker level is a trait in itself, just a custom defined one. The pawn alignment tab shows a few of those.
#142
It will be set to a lower rate. But still high enough to account for its usefullness. You'll have to burn a lot of chemfuel to maintain such a simple ship. Maybe there are advanced ships which take other fuel types and consume way less down the line.
#143
Generally, think in tiles. One tile ingame should take 64x64 px. The dropship from the base mod is 512x256 px, with a drawing mesh of 9x5 tiles to make it a bit bigger. The Valkyrie with its protruding wings is 512x512 on a 9x9 tile mesh.

Basically,  think about how many tiles your spaceships body should take up, how many tiles wide the wings should be, and calculate the corresponding canvas size from that. With setting drawing sizes there's also some leeway for small deviations.
#144
The pawn wandering is a known issue stemming from the way I applied the droppod-system on ship loading. I'm now rewriting the code to fix this. I got to the point where Pawns are again able to think for themselves, but the reason for this bug eludes me.

Fuel consumption and travel speed will be put in the XML with proper explanation. Currently the ship burns 1 fuel per tick, and both landing/launching already take 200 ticks each.
#145
Thank you for your kind words and your report.

The race labelling was originally put in like that because from an Imperial  point of view,  Mechanicus and Sorotitas are still human,  just as the Tau are considered one race, even though they are divided by castes. If it helps clarity, I'll put something in brackets after the Base name.

The hauling issue is noted, seems like an oversight in the defs, just like the confusing descriptions.

The book texture stuff probably stems from a problem with the dropship mod, since this mod contains an earlier and modified version of it.

I haven't yet found the origin of the leak, but I'm on it.

The psyker probability is still in testing mode, where it is picked with a simple randomize code. Interesting that this isn't that random after all. I will put in a new formula which follows a more Gaussian distribution.
#146
I have overdone it with the fuel consumption. With a rate of 100, the ship spends 1 Fuel per Tick, which is 60 fuel per second.

Speed isn't in yet, but it will be another spec in the next update, so any combination of high/low fuel consumption and high/low speed is possible.
#147
I'll check that. Currently I'm restructuring the ships mod within the corruption mod and changing the loading system, so I'll try to find the reason for the leak along the way.
#148
Quote from: AngleWyrm on May 02, 2017, 01:54:19 AM
Quote from: Cpt.Ohu on May 02, 2017, 01:40:01 AM
As for the fuel stuff , I'm currently trying to balance it out better,also with regard to the world map objects. Eventually you'll have to land your ships somewhere and can't park them like Caravans, since the fuel will run out.

What is their operating radius, there and back?
They're not one-way disposable items are they?
Is the range the same for every model of ship?
Can fuel be carried on board to trade storage space for range?

They are aircraft, not one-shot pods. So they should be reusable.

Fuel capacity, fuel consumption and speed can all be defined per Ship model. Carrying extra fuel in the cargo wasn't on my radar so far. Maybe I'll add that as reserve. To make a somewhat realistic system I'll have to account consumption and speed by cargo load. Any input on how to balance this is welcome.

Quote from: Edixo on May 02, 2017, 04:56:40 AM
Okay, so I can do one launch bug-free before shit starts fucking up.

Seems like it. I haven't found a way to prevent the cargo loading bug. It was intended for one way loading after all. I'll change the entire system so you set the desired cargo another way.
#149
Yeah, one big problem is the system I'm using comes from the drop pods, which do not consider the possibility of reloading anything. That's the reason why on reloading the cargo that's already in behaves weirdly. In the long term, I'll have to come up with an alternative system to account for this stuff.

As for the fuel stuff , I'm currently trying to balance it out better,also with regard to the world map objects. Eventually you'll have to land your ships somewhere and can't park them like Caravans, since the fuel will run out.
#150
Thank you for putting together that EPOE patch.

The selection error for the other dropship is an error in the listing code. I'll go fix that. Generally I'm currently trying to shift around the ships dll for this mod, because atm it's part of the big DLL.

Since  ist  texture loading is also part of this problem, I hope I can fix both simultaneously