Why is it taking so long to apply mod?

I'm basically just messing with a few simple things like, amount of squads come from captal ships, and getting rid of frigate factories so they aren't used in multiplayer anymore. With just those two things the game gets stuck trying to apply the mod. No mini dump. I have it in proper order of modfilename-->gameinfo--> texts. Why does the game get hung up like this on some mods but not others?

9,298 views 17 replies
Reply #1 Top

You did something wrong and the game is in a loop.

Reply #2 Top

hmm.. dang. I'll have to figure that one out. I'll just go back and add one piece at a time, hopefully that way I can figure out which one has the error

Reply #3 Top

Keep in mind that if you are running Sins in fullscreen, the error popup sometimes appears "behind" the window the game is running in. Alt-tabbing reveals it, otherwise it looks like the game stalled. And usually if you do something wrong in the .entity files, you get a minidump. Logic loops are very rare, and personally I've never had them and I've broken the game a gazillion times during my modmaking. :)

Reply #4 Top

Should be running in dev mode anyway ;) You can easily check by checking your debug folder (which will generate massive log files if it's looping).

Reply #5 Top

Yeah, I can never get dev mode to work :waaaa: I'll try fixing it up though, thanks.

Reply #6 Top

lol, I have tried making multiple mods before, and either my computer sucked to much and it wouldn't load, or I have had about 5 loops out of 12 tries.

Reply #7 Top

in my limited experience of modding sins, the usual cause of a looping effect is errors in entity files with the engine looking for a particular line having a particular text and the entity not having that text in it at that line.

I usually set the debug and logoutput to TRUE and use window mode, and with each error that occurs I edit the particular entity in the line with the first error and change it to what the engine wants, then terminate the engine and load again with the updated files

harpo

 

Reply #8 Top

oh... would it have anything to do with me getting rid of the frigate factory line then? :blush:

Reply #9 Top

... yeah that could be it.

Just to be clear though, are we talking about the line in the playerrace.entity?

Reply #10 Top

yeah, I got rid of it to enforce me and my friends multiiplayer rule about there being no frigates.

Reply #11 Top

from what I have read in the forum, the engine REQUIRES the frigate factory, but you might be able to disable it by increasing the costs and logistics slot requirements to levels above the planet avalability eg 80 logistics slots 100,000 credits 10,000 metal 10,000 crystal and also altering the galaxyscenariodef so that the factory is not spawned, but this is going to cripple the ai which requires the factory to be usable.

harpo

 

Reply #12 Top

Will try that out and report back with the results, thanks. Or would it be better to delete the ships in the factory?

Reply #13 Top
deleting the ships will cause the same problem as the engine requires the ships and frigate factory to be in the game. harpo
Reply #14 Top

Ok, so rediculous costs for the stuff then. Thanks. I was originally hoping to get rid of the frigat factories and in another update add a new building. Ah well.

Reply #15 Top

You can't remove the frigate factory from the playerrace file, but you can make it so that you can't build it. The best way would be to give the frigate an research prerequisite which you can't get such as a researchsubject from one of the other races.

btw exactly what did you mean with the frigate factory line. All you could do is just this for every playerrace.entity:

entities
 planetModuleInfo
  Page:0
   count 9 - change to 8
   entityDefName "PLANETMODULE_TECHORBITALMETALEXTRACTOR"
   entityDefName "PLANETMODULE_TECHORBITALFRIGATEFACTORY" - remove this line.
   entityDefName "PLANETMODULE_TECHORBITALCOMBATLABORATORY"
   entityDefName "PLANETMODULE_TECHORBITALTRADEPORT"
   entityDefName "PLANETMODULE_TECHORBITALCULTURECENTER"
   entityDefName "PLANETMODULE_TECHORBITALCRYSTALEXTRACTOR"
   entityDefName "PLANETMODULE_TECHORBITALCAPITALSHIPFACTORY"
   entityDefName "PLANETMODULE_TECHORBITALNONCOMBATLABORATORY"
   entityDefName "PLANETMODULE_TECHORBITALREFINERY"
  Page:1
   count 7
   entityDefName "PLANETMODULE_TECHORBITALGAUSSDEFENSE"
   entityDefName "PLANETMODULE_TECHORBITALHANGARDEFENSE"
   entityDefName "PLANETMODULE_TECHORBITALREPAIRPLATFORM"
   entityDefName "PLANETMODULE_TECHORBITALJUMPBLOCKER"
   entityDefName "PLANETMODULE_TECHORBITALSHIELDGENERATOR"
   entityDefName "PLANETMODULE_TECHORBITALCANNON"
   entityDefName "PLANETMODULE_TECHDEEPSPACEMINE"

Reply #16 Top

yeah I did exactly that, removed the line and changed the count to 8.

 

That making it part of a research is a good idea. I'll probably make it an advent research since me and friends dont play advent.

Reply #17 Top

strange, then there shouldn't have been any problems.

I'll try and test it myself.