I've been getting these errors with aggravating regularity: Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/Archive/Archive.h(264) elementCount == data->Size() Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/DataStructures/FixedArray.h(118) i Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(279) NeedsSingleTarget() I've also recieved
TrooperScooper7
Here's a site I found. The irony of the Obama administration is that as capitalists call him socialist, socialists call him elitist. http://www.wsws.org/articles/2010/au0g2010/pers-a11.shtml
Socialism looks good on more than paper- look at Norway and Sweden's labor parties. The whole purpose of socialism is to overcome the evils of corporate ownership. The fact that corporations have consistently demonstrated their inability to think in the long term and have consistently bought our government is a clear indication of the failure of our society. Deregulation led to the Great Depression and the current recession- deregulatiuon sponsored by the lobbyists and
Regarding Socialism “ The economic anarchy of capitalist society as it exists today is, in my opinion, the real source of evil.” “ The real purpose of socialism is precisely to overcome and
First, I was wondering how to add weapons nodes to structures (what modeling program to use, requisite plugins,etc). I'd also like to know how to use the particle forge, as I can't figure it out. If someone can point me in the direction of a good guide, or give me a rundown on how to use it then I could start messing around with FX, but until then I'm stuck coding. I've been getting several errors in debugging. Here they are: Assert @ c:\projects\Perforce
Yes, it's taking a while to write, but after that I'm in the figurative home stretch for a while. Poor Kol just can't seem to get a break...
CHAPTER SIXTEEN THE PERFECT STORM The Ninth Siege of Hygeia was one of the largest and most brutal battles in the TEC-Imperial wars, with more men and women dying in a single fleet than had died in all of the previous battles combin
I have a few questions. First, is it possible to add weapon types without replacing anything already in game? Second, can the "statCountType" be changed to allow for new structures or ship types? Also if anyone can explain how the pirate data in the .constants file works I'd appreciate it. Aside from that, does anyone know the hardcoded limits (assuming there are hardcoded limits- my only experience is with Medieval 2) i.e. max number of entity files, etc.
CHAPTER FIFTEEN THE SOUND OF DEFEAT In orbit over Firrendir, the Chairman and his staff watched silently as their fleet was demolished. They listened speechlessly as Kol surrendered. They considered carefully as the aliens withd
I've been busy trying to get the mod for this to work. Currently I'm working on the more extraneous features, which I hope to get functional by Sunday. I'll post it when I get it done. After that, I'll get the next few chapters up. I've got a very specific idea of what to do but I can't articulate it well while I'm distracted by the mod, so I need to get that out of the way.
Ok, what about the HasWeaponLevels Line in the ship's files?
Is iit possible to apply new weapons effects with abilities using the "OnWeaponFired" trigger i.e. so that the Cluster Warheads ability changes the Javelis' missile effects during its duration?
A thought I just had: If I rearranged the entity file entries would that do anything to narrow down the scope of the problem? I assume that the game loads things in the same order as the manifest, but I could be wrong. The main problem I have right now is that these errors are slowing down my debugging stomp, due to the fact that I cannot fix them at the moment and they always appear first, presumably because they appear in the files that load first.
It also is permanent; to my knowledge the "Create Frigate" spawn is temporary. As to the cap. ship thing, I'm not sure how to do that. Could you tell me?
One more thing- I figured the best way to repay informatyion is with information, so here's something that might heelp you: you know the "FkeetBeacon" ability? Well, aside form spawning random ships (weighted for specific ships at will) it can also be used to always spawn up to TWO frigates in varying amounts (or specific amounts) by using this code: spawnShips minFleetPoints 10.000000 maxFleetPoints 10.000000 required
I'm not trying to make a fighter ability buff (yet). As to the "OnChance" thing, that is precisely what it is; I've fixed it.
I've decided to go with my original plan; I'm not entirely happy with it, but... CHAPTER FOURTEEN FIRST CONTACT Kol waited impassively as the envoy from the enemy made its way into the hangar bay. At least they are willing to talk... H e had risked everything on the
I've been busy coding the mod for this, that, and I'm not entrely sure where to go with this... I've got a vague notion of what I'd like to do, but my main issue is how to get Kol out of the mess I put him into. I'm presently debating whether to take the Star Wars route, the James Bond route, or the GRRM route.
More errors: Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(289) m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)
A, I think I know where the mesh error is coming from: I added weapons to a structure that didn't have them before. As to the others, I can't say. I'll have to check the files again.
Not sure if this is useful, but you can make weapons and abilities affect only shields or only hull all of the time quite easily- just change the damage type to AFFECTS_ONLY_HULL or AFFECTS_ONLY_SHIELDS.
I've bewen working on a new race. Most of the coding is done, but I am currently stuck because of these errors: Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(279) NeedsSingleTarget() Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2344) (instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionT
Ok. I'm just about done coding my new race, but I still have to troubleshoot it, which will take quite a while..
I figured that it was something like that... I'm planning to incorporate it into my Mercenary mod (so they desert after a while), but I need to understand how it works to do that... so do they switch only to allied factions, same race factions, enemy factions, or some combination of the three?
I've got a Diplomacy related question: you know that line at the end of a frigate file, the one that the new envoy cruiser use? What exactly does it do? Here it is: allegianceDecreasePerRoundtrip 0.000000 As to the spawning ship thing, check out the Fleet Beacon (Vasari Phase Gate Ship Spawner) ability; one of the little side mods I'm working on is a mercenary recruiting building using similar abilities, but it can easily be reworked to spawn any frigate (or g