I wasn't able to reproduce the CTD with the current branches. I tried:
starting a new game
loading an older save
I will need your Player.log to check the error: In your file explorer enter as the "path": %appdata% (with the %) go one folder up (AppData\Roaming -> AppData) go into LocalLow (AppData -> AppData\LocalLow) go into Pavonis Interactive\TerraInvicta (AppData\LocalLow -> AppData\LocalLow\Pavonis Interactive\TerraInvicta
There you should find the Player.log, please send this to me via message.
To anyone who might come across this later and think you're having a related problem: you are not, unless you're a moron like me. I realized that I had added the wrong folder into the game's Mods/Disabled folder before trying to enable.
Hello, this mod is very simplistic, I only add some templates to the text-files, and I don't think what you intend can be done this way as it would require changes to the game's code. So even though I would very much like that, I don't see how I can supply it.
The exotic matter production techs should use the material science category. This makes more sense and spreads out the tech categories a bit more. I would consider making "Advanced Plasma Weapons" part of the military science category as well. Also, the mk4 and mk5 weapons should have the icon numerals photoshopped to match the names. I don't mind reusing the modules, but using the same icons is confusing. Alternatively, use the alien icons.
It would be appreciated if you made a somewhat toned down version of the mod with the following: 1. No Energy-Matter conversion tech (which seems somewhat inherently unbalanced.) 2. No "Mk5" weapons with better than alien performance. (I like the idea of being able to match aliens with sufficient research and infrastructure, but exceeding them seems a little excessive.)
These final two suggestions are mostly a matter of taste, so I completely understand if you don't want them in the main mod.
EDIT: Additional suggestion. In the base game, the aliens only gain exotics via their wormhole. If humans are able to generate exotics via facility, then aliens should have access to a similar tech. With the current version of the mod, a player with ~15 advanced exotic matter fusers will actually *outproduce* the aliens in exotics. For my own use, I have given the alien nanofactories a small exotic production (0.05 for T2, 0.1 for T3). but a dedicated module might be better.
I have changed the science categories, just forgot to update the nexus mod for a while.
The issue with the images is, that I can't simply put a png into the folder, instead it seems I would have to modify the delivered asset bundles, and as far as I understood it, this is currently not possible in a modular way, so this would break the mod with every game update touching that bundle, and make it incompatible with all other mods using the same asset bundle. I have never done asset-bundle/graphics modding though, so perhaps I understood something wrong here: https://github.com/TROYTRON/ti-mods
This has now been officially implemented into the game and confirmed to be working by the devs, though not yet by modders. It also currently (as of 0.2.04) has a major bug preventing existing mods from being updated properly. Official tutorial also TBD.
Also, I could, a the most, "paint them in", using the alien modules sounds good, I will give it a try.
With the exotics you are of course correct, I haven't yet had the time to do any kind of balancing, and yes, the Synthesiser is quite cheaty. I 'm thinking about toning it down to be able to support 2-3 colliders. Also I will probably have to increase the AM/EM cost of the advanced buildings quite significantly.
Thanks for the suggestions.
As becoming stronger than the aliens, this is in my opinion a pretty constant theme in the X-COM games, but I think it should not be to big of an issue to remove some projects.
Glad to hear the categories have been updated. I'll be using the mod in my next playthrough. (Albeit with the Mk5 plasma and matter synth removed.)
I believe that unity asset studio has a method of making modular asset bundle patch files, but it is entirely understandable if you don't want the additional install complexity that probably creates. In addition to using the alien icons, you could try using an asset viewer to look for unused icons in the base game. It isn't uncommon for games to have image assets which have either been replaced, but not fully deleted, or added but not yet fully implemented.
Ok, managed to insert the new pictures for the Exotics building, the Synthesiser and the Plasma weapons. Tough I noticed that the MKIV/MKV is not readable for the cannons, as there is a UI element in front of them :/
And uhm... don't expect to much of them. I thought if a AAA game studio can label rendering a AAA game ending in red or green a significant difference, I could certainly do the same in this mod.
I have thought a bit more about the synthesiser in my current playthrough, and I'm very annoyed with how the bombardment works at this time. I get about one suicide frigate/corvette per week visiting my mining sites that are well protected. Still they randomly destroy some structures(despite a 75% damage reduction) which would not happen in the space combat. I would have preferred to have something like an orbital mining rig, but at this moment we cannot define an actual income for the basic resources. So I will leave the synthesiser as is, at least until defending outposts is made practical.
It is essential to drop speed to 3 when being bombarded or a bug will cause the attacker to get a massive damage multiplier. Conversely, if you are the attacker than set the speed to 5 to easily destroy enemy bases. (This is most effective with nuclear torps, because their start damage multiplier is already so high.)
13 comments
I just started modding TI today and have been adding mods one a time, so I'm reasonably certain this one is the cause of the crash.
I'm using the current validation branch (0.3.56).
I wasn't able to reproduce the CTD with the current branches. I tried:
- starting a new game
- loading an older save
I will need your Player.log to check the error:In your file explorer enter as the "path":
%appdata% (with the %)
go one folder up (AppData\Roaming -> AppData)
go into LocalLow (AppData -> AppData\LocalLow)
go into Pavonis Interactive\TerraInvicta (AppData\LocalLow -> AppData\LocalLow\Pavonis Interactive\TerraInvicta
There you should find the Player.log, please send this to me via message.
Best regards,
Damocles66
The mod works fine; I'm just a massive dummy.
A repair bay that actually works for ships other than the one its equipped on??
this mod is very simplistic, I only add some templates to the text-files, and I don't think what you intend can be done this way as it would require changes to the game's code. So even though I would very much like that, I don't see how I can supply it.
It would be appreciated if you made a somewhat toned down version of the mod with the following:
1. No Energy-Matter conversion tech (which seems somewhat inherently unbalanced.)
2. No "Mk5" weapons with better than alien performance. (I like the idea of being able to match aliens with sufficient research and infrastructure, but exceeding them seems a little excessive.)
These final two suggestions are mostly a matter of taste, so I completely understand if you don't want them in the main mod.
EDIT: Additional suggestion.
In the base game, the aliens only gain exotics via their wormhole. If humans are able to generate exotics via facility, then aliens should have access to a similar tech. With the current version of the mod, a player with ~15 advanced exotic matter fusers will actually *outproduce* the aliens in exotics. For my own use, I have given the alien nanofactories a small exotic production (0.05 for T2, 0.1 for T3). but a dedicated module might be better.
I have changed the science categories, just forgot to update the nexus mod for a while.
The issue with the images is, that I can't simply put a png into the folder, instead it seems I would have to modify the delivered asset bundles, and as far as I understood it, this is currently not possible in a modular way, so this would break the mod with every game update touching that bundle, and make it incompatible with all other mods using the same asset bundle. I have never done asset-bundle/graphics modding though, so perhaps I understood something wrong here:
https://github.com/TROYTRON/ti-mods
- This has now been officially implemented into the game and confirmed to be working by the devs, though not yet by modders. It also currently (as of 0.2.04) has a major bug preventing existing mods from being updated properly. Official tutorial also TBD.
Also, I could, a the most, "paint them in", using the alien modules sounds good, I will give it a try.With the exotics you are of course correct, I haven't yet had the time to do any kind of balancing, and yes, the Synthesiser is quite cheaty. I 'm thinking about toning it down to be able to support 2-3 colliders. Also I will probably have to increase the AM/EM cost of the advanced buildings quite significantly.
Thanks for the suggestions.
As becoming stronger than the aliens, this is in my opinion a pretty constant theme in the X-COM games, but I think it should not be to big of an issue to remove some projects.
I believe that unity asset studio has a method of making modular asset bundle patch files, but it is entirely understandable if you don't want the additional install complexity that probably creates. In addition to using the alien icons, you could try using an asset viewer to look for unused icons in the base game. It isn't uncommon for games to have image assets which have either been replaced, but not fully deleted, or added but not yet fully implemented.
And uhm... don't expect to much of them. I thought if a AAA game studio can label rendering a AAA game ending in red or green a significant difference, I could certainly do the same in this mod.
I tried with the 3d models, but no luck there.