View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0023386 | AI War 2 | Bug - Other | Jul 12, 2020 12:51 pm | Jul 13, 2020 1:26 pm | |
Reporter | ArnaudB | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.096 Space Engineering | ||||
Fixed in Version | 2.097 Below Minimum | ||||
Summary | 0023386: Saved games demands mods even disabled ones | ||||
Description | So in a completely absurd manner, a saved game apparently ask for mods even if it was disabled when the game started and was saved. It STILL refuses to load the game even after enabling the mod in settings. The save cannot be loaded. | ||||
Tags | No tags attached. | ||||
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CMP_StartingBattlestationDesigns.xml (15,075 bytes)
<?xml version="1.0" encoding="utf-8"?> <root> <!-- Designs Rules, are as follow: each starting battlestation has a thematic, each encourages the player to try a specific tactic, they need to be usable both defensively and offensively rather than outrageously good at either, they should avoid having multiple turrets of the same tech-type, they shouldn't have turrets that plain conflict with their purpose even as filler. Each design has three turrets --> <!-- Turret Cap is: "ship_cap_group" DIVIDED BY 5 in the game. This is a property of the turret units stats : multiplier_to_all_fleet_caps="0.2" It compensates the 5 times cost, health and attack boost of the turrets. This was done in vanilla a while ago to reduce the number of turrets to build, for ease of use and performance. Made for v.2.008 - by ArnaudB --> <!-- *Normal size: name="SubverterTurret" - turn AI into allies - tech name="MakeshiftTurret" - fast building weak, explodes then releases drones - raid name="InterceptorTurret" - sniper with bonus vs fast moving - ambush name="SeekerTurret" - Long range missiles vs high mass - concu name="MicroConcussiveMissileTurret" - missiles spam vs 70-less armor - concu name="TranslocatorTurret" - generalist pushing away - disruptive name="JammerTurret" - jam weapons for 70-less armor - disruptive name="ImploderTurret" - hit healthier targets harder - fusion name="FusionTurret" - Rapid-fire ignore shielding - fusion name="BlasterTurret" - All-rounder no bonus - generalist name="CounterSniperTurret" - Long range with bonus vs distant - Subterfuge name="AblativeTurret" - bonus vs high albedo - Generalist name="HailstormTurret" - fire exploding grenades bonus vs thin armour - Splash name="VampireTurret" - self-healing with low damage - subterfuge name="ScrapTurret" - cheap no shield high damage die in 15sec - raid name="AcidTurret" - increase damage on multiple enemies - Tech name="HarmonicTurret" - Gain bonus damage the more Harmonic on planet - tech name="DeathgripTurret" - Tractor turrets with bonus vs caught - Melee name="ShredderTurret" - Very short range high damage - Melee name="RuffianTurret" - Cheap and resist sniper fire - Raid name="BastilleTurret" - Fragile with bonus damage under shield - Ambush name="BulwarkTurret" - Durable and decoy - Melee *Large size: name="CrusherTurret" - attract and kill in aoe - Melee name="EMPTurret" - MassParalyzer - ambush name="HoloceneMissileTurret" - Planet-wide slow plasma aoe - concu name="FuseballTurret" - high-damage shield-bypass - Fusion name="MiniFortress" - all-around fortress - Generalist name="BlitzkriegTurret" - All-rounder with drones upon death- Raid name="SolarFlareTurret" - Slow mass paralyze large enemies - Subterfuge name="GeminiTurret" - Two weapons vs small and vs large - Tech --> <fleet_design name="Mod_TakeoverDefenses" display_name="Takeover Defenses" description="A potent mix designed to turn the enemy number against itself. Has slightly less turrets than its kind due to two turrets sharing the same technology." design_logic="InitialPlayerBattlestation" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="RevealerBattlestation" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="AcidTurret" ship_cap_group="Turret" weight="100" min="30" max="30"/> <ship_membership name="SubverterTurret" ship_cap_group="Turret" weight="100" min="30" max="30"/> <ship_membership name="HailstormTurret" ship_cap_group="Turret" weight="100" min="50" max="50"/> <ship_membership name="EMPTurret" ship_cap_group="Turret" weight="100" min="10" max="10"/> <ship_membership name="TractorArray" ship_cap_group="OtherDefense" weight="100" min="10" max="10"/> <ship_membership name="TachyonArray" ship_cap_group="OtherDefense" weight="100" min="5" max="5"/> </fleet_design> <fleet_design name="Mod_ArtilleryDefenses" display_name="Artillery Defenses" description="A mix focused on long range without compromise. Expensive and difficult to build under fire as enemy sniper assets will focus on all infinite-range turrets." design_logic="InitialPlayerBattlestation" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="RevealerBattlestation" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="SeekerTurret" ship_cap_group="Turret" weight="100" min="50" max="50"/> <ship_membership name="InterceptorTurret" ship_cap_group="Turret" weight="100" min="50" max="50"/> <ship_membership name="CounterSniperTurret" ship_cap_group="Turret" weight="100" min="50" max="50"/> <ship_membership name="TritiumSniperTurret" ship_cap_group="Turret" weight="100" min="50" max="50"/> <ship_membership name="TractorArray" ship_cap_group="OtherDefense" weight="100" min="10" max="10"/> <ship_membership name="TachyonArray" ship_cap_group="OtherDefense" weight="100" min="5" max="5"/> </fleet_design> <fleet_design name="Mod_RaidDefenses" display_name="Pirate Defenses" description="A mono-tech mix of cheap turrets to bring around everywhere." design_logic="InitialPlayerBattlestation" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="ShieldwallBattlestation" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="MakeshiftTurret" ship_cap_group="Turret" weight="100" min="60" max="60"/> <ship_membership name="ScrapTurret" ship_cap_group="Turret" weight="100" min="60" max="60"/> <ship_membership name="RuffianTurret" ship_cap_group="Turret" weight="100" min="60" max="60"/> <ship_membership name="BlitzkriegTurret" ship_cap_group="Turret" weight="100" min="12" max="12"/> <ship_membership name="TractorArray" ship_cap_group="OtherDefense" weight="100" min="10" max="10"/> <ship_membership name="TachyonArray" ship_cap_group="OtherDefense" weight="100" min="5" max="5"/> </fleet_design> <fleet_design name="Mod_ShieldtoyDefenses" display_name="Shieldtoy Defenses" description="A mix playing with shields and forcefield to tactically deal extremely high damage. Has slightly less turrets than its kind due to two turrets sharing the same technology." design_logic="InitialPlayerBattlestation" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="ShieldwallBattlestation" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="PlasmaTurret" ship_cap_group="Turret" weight="100" min="8" max="8"/> <ship_membership name="ImploderTurret" ship_cap_group="Turret" weight="100" min="40" max="40"/> <ship_membership name="BastilleTurret" ship_cap_group="Turret" weight="100" min="50" max="50"/> <ship_membership name="JammerTurret" ship_cap_group="Turret" weight="100" min="50" max="50"/> <ship_membership name="TractorArray" ship_cap_group="OtherDefense" weight="100" min="10" max="10"/> <ship_membership name="TachyonArray" ship_cap_group="OtherDefense" weight="100" min="5" max="5"/> </fleet_design> <fleet_design name="Mod_OverkillDefenses" display_name="Overkill Defenses" description="An exclusive focus on large turrets with a battlestation specialized in getting them up and running." design_logic="InitialPlayerBattlestation" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="EngineeringBattlestation" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="CrusherTurret" ship_cap_group="Turret" weight="100" min="10" max="10"/> <ship_membership name="MiniFortress" ship_cap_group="Turret" weight="100" min="10" max="10"/> <ship_membership name="SolarFlareTurret" ship_cap_group="Turret" weight="100" min="10" max="10"/> <ship_membership name="GeminiTurret" ship_cap_group="Turret" weight="100" min="10" max="10"/> <ship_membership name="TractorArray" ship_cap_group="OtherDefense" weight="100" min="10" max="10"/> <ship_membership name="TachyonArray" ship_cap_group="OtherDefense" weight="100" min="5" max="5"/> </fleet_design> <fleet_design name="Mod_HarmonyDefenses" display_name="Harmonic Defenses" description="A mono-turret pick taking advantage of the unique mechanics of its turret. Guaranteed local domination once enough turrets are built. Not nearly as good when economical constraints limit numbers." design_logic="InitialPlayerBattlestation" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="RevealerBattlestation" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="HarmonicTurret" ship_cap_group="Turret" weight="100" min="200" max="200"/> <ship_membership name="TractorArray" ship_cap_group="OtherDefense" weight="100" min="10" max="10"/> <ship_membership name="TachyonArray" ship_cap_group="OtherDefense" weight="100" min="5" max="5"/> </fleet_design> <!-- <fleet_design name="Mod_ShieldStartingDefenses" is_partial_record="false" display_name="Shield (adjusted) Defenses" description="Start with an extra forcefield on your home planet, and some very powerful turrets in small quantities. Also snipers. Adjusted to actually give supplementary forcefields on top of its innate forcefield. Pound the enemy into the ground from behind cover piece by piece, if not necessarily quickly. The ultimate in defence." design_logic="InitialPlayerBattlestation" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="ShieldwallBattlestation" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="PlasmaTurret" ship_cap_group="Turret" weight="100" min="10" max="10"/> <ship_membership name="TritiumSniperTurret" ship_cap_group="Turret" weight="100" min="50" max="50"/> <ship_membership name="ForcefieldGenerator" ship_cap_group="OtherDefense" weight="100" min="2" max="2"/> <ship_membership name="TractorArray" ship_cap_group="OtherDefense" weight="100" min="7" max="7"/> <ship_membership name="TachyonArray" ship_cap_group="OtherDefense" weight="100" min="5" max="5"/> </fleet_design> <fleet_design name="Mod_EclecticStartingDefenses" is_partial_record="false" display_name="Eclectic (Adjusted) Defenses" description="Wow this is all over the place. Engineering boosts, some regular turrets, minefields, extra tractor beams, and some mobile sentry frigates. Be prepared for anything! Adjusted to be all over the place in a more refined manner. Has a few engineers to help building a few powerful turrets and some minefield meant for stalling. With sentry frigates for company this design is best used on the offensive." design_logic="InitialPlayerBattlestation" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="EngineeringBattlestation" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="CombatEngineer" ship_cap_group="Strike" weight="100" min="10" max="10"/> <ship_membership name="PlasmaTurret" ship_cap_group="Turret" weight="100" min="10" max="10"/> <ship_membership name="BeamCannon" ship_cap_group="Turret" weight="100" min="10" max="10"/> <ship_membership name="ParalysisMinefield" ship_cap_group="OtherDefense" weight="100" min="24" max="24"/> <ship_membership name="TractorArray" ship_cap_group="OtherDefense" weight="100" min="10" max="10"/> <ship_membership name="SentryFrigate" ship_cap_group="OtherDefense" weight="100" min="2" max="2"/> </fleet_design> <fleet_design name="Mod_MinelayerStartingDefenses" is_partial_record="false" display_name="Minelayer (adjusted) Defenses" description="Large numbers of all the kinds of minefields, plus area-of-effect type turrets, for when you really want to booby-trap the heck out of your homeworld. Adjusted to focus on damage potential with mines, making it easier to use and move around. Anti-energivore turrets serves to deal with high-threats targets that bypass mines. A small group of spider turrets finishes rounding out this quirky mix. Drag enemies into mines with this tractor-armed station." design_logic="InitialPlayerBattlestation" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="EnsnarerBattlestation" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="NucleophilicTurret" ship_cap_group="Turret" weight="100" min="50" max="50"/> <ship_membership name="SpiderTurret" ship_cap_group="Turret" weight="100" min="20" max="20"/> <ship_membership name="Minefield" ship_cap_group="OtherDefense" weight="100" min="24" max="24"/> <ship_membership name="AreaMinefield" ship_cap_group="OtherDefense" weight="100" min="24" max="24"/> <ship_membership name="TachyonArray" ship_cap_group="OtherDefense" weight="100" min="5" max="5"/> </fleet_design> Not actually modified on account of serving as the basis for adjusting the others fleets. <fleet_design name="Mod_WebbedStartingDefenses" is_partial_record="false" display_name="Webbed Defenses" description="This mix is great against cloaking ships, ships with weak engines, groups of small ships, and ships with high energy operation costs. Not adjusted yet as this serves as the comparison basis to make others station useful. Still remains a very versatile mix able to deal with all kinds of threats." design_logic="InitialPlayerBattlestation" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="RevealerBattlestation" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="SpiderTurret" ship_cap_group="Turret" weight="100" min="50" max="50"/> <ship_membership name="MLRSTurret" ship_cap_group="Turret" weight="100" min="50" max="50"/> <ship_membership name="NucleophilicTurret" ship_cap_group="Turret" weight="100" min="50" max="50"/> <ship_membership name="TractorArray" ship_cap_group="OtherDefense" weight="100" min="7" max="7"/> <ship_membership name="TachyonArray" ship_cap_group="OtherDefense" weight="100" min="5" max="5"/> </fleet_design> --> </root> CMP_StartingFleetDesigns.xml (6,216 bytes)
<?xml version="1.0" encoding="utf-8"?> <root> <!-- A combination of starting options for fleets. These do not override existing fleets but are additions. The design philosophy for most is meant to reflect vanilla fleets: *Starting fleets have a theme or playstyle for the player to try out. *they have no more and no less than four ship-lines. *All shiplines start with max cap, with one exception. *Ships should avoid sharing tech-type. -If this isn't the case, due to lack of alternative or for thematic reasons, the second shipline will have its cap at the minimum value. -Frigates can NEVER share a tech-type. *Starting fleets have a clear weakness Note: Lone Fleet starts are meant more for fun and testing purposes than regular play. Were the option to exist the clearly named "Cheat Fleet" (Botnet start) would disable achievements when chosen. If you don't want the option, just delete it in the XML or comment it out. Canevas: This mod was first and foremost made for my own enjoyment. I will accept constructive criticism and suggestion that would make the fleets more interesting to play or less cheesy. I will not take demeaning comments. Made for v.1313 (beta branch) - by ArnaudB --> <fleet_design name="EliteStartingFleet" display_name="Elite Fleet" description="An uniquely expensive and powerful strike force filled with few but powerful ships. Fast to respond. Hard to kill. Slow to kill high-values targets." design_logic="InitialPlayerFleet" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="TransportFlagship_Agile" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="Devestator" ship_cap_group="Frigate" weight="100" min="2" max="2"/> <ship_membership name="Ramifier" ship_cap_group="Frigate" weight="100" min="2" max="2"/> <ship_membership name="Suppressor" ship_cap_group="Frigate" weight="100" min="4" max="4"/> <ship_membership name="IonDisruptor" ship_cap_group="Frigate" weight="100" min="2" max="2"/> </fleet_design> <fleet_design name="StalkingStartingFleet" display_name="Kamikaze Fleet" description="A fragile and suicidal group with an overwhelming opening salvo. It can easily kill high-values targets and die just as easily." design_logic="InitialPlayerFleet" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="TransportFlagship_Cloaked" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="AutoBomb" ship_cap_group="Strike" weight="100" min="25" max="25"/> <ship_membership name="Porcupine" ship_cap_group="Strike" weight="100" min="40" max="40"/> <ship_membership name="Ram" ship_cap_group="Strike" weight="100" min="15" max="15"/> <ship_membership name="SiegeFrigate" ship_cap_group="Frigate" weight="100" min="2" max="2"/> </fleet_design> <fleet_design name="HydraStartingFleet" display_name="Epidemic Fleet" description="Seek the biggest battles and grow stronger from the jaws of defeat. Not nearly as good when all is well." design_logic="InitialPlayerFleet" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="TransportFlagship_Starter" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="VanguardHydra" ship_cap_group="Strike" weight="100" min="20" max="20"/> <ship_membership name="StingrayHydra" ship_cap_group="Strike" weight="100" min="60" max="60"/> <ship_membership name="ParasiteHydra" ship_cap_group="Strike" weight="100" min="15" max="15"/> <ship_membership name="WarbirdFrigateHydra" ship_cap_group="Frigate" weight="100" min="2" max="2"/> </fleet_design> <fleet_design name="InterdictionStartingFleet" display_name="Interdiction Fleet" description="A force meant to keep enemy ships in place and give them a pounding that they won't remember. Preferably due to death rather than a failure to hurt them." design_logic="InitialPlayerFleet" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="TransportFlagship_Starter" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> <ship_membership name="Zapper" ship_cap_group="Strike" weight="100" min="25" max="25"/> <ship_membership name="Nanoswarm" ship_cap_group="Strike" weight="100" min="25" max="25"/> <ship_membership name="Spider" ship_cap_group="Strike" weight="100" min="40" max="40"/> <ship_membership name="Raider" ship_cap_group="Strike" weight="100" min="40" max="40"/> </fleet_design> <!-- Unfortunately doesn't work. <fleet_design name="SpireStartingFleet" display_name="Broken Spire Fleet" description="An initially powerful fleet of sort-of repaired spire ships. Frigates cannot be replaced without a Spire Shipyard. Cannot Mark up." design_logic="InitialPlayerFleet" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="SpireCruiserFlagship" ship_cap_group="Centerpiece" weight="100" min="1" max="1" /> <ship_membership name="SpireFrigate" ship_cap_group="Strike" weight="100" min="12" max="12" /> </fleet_design> --> <fleet_design name="BotnetStartingFleet" display_name="Cheat Fleet" description="A Botnet with all the parasitic power and zero ability to kill guard posts. Purely for (stupidity) fun. This is considered a cheat. If the option existed it would disable achievement when chosen." design_logic="InitialPlayerFleet" weight="100" include_full_cap_of_each_type="true" append_each_ship_description_to_main_description="true" > <ship_membership name="BotnetGolem" ship_cap_group="Centerpiece" weight="100" min="1" max="1"/> </fleet_design> </root> |
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Oh, so this is probably based around the fact that the game does not yet handle the mod status until you restart the game. Basically, I am guessing what happened is: 1. You disabled the mod, but did not restart the program (because why would you). 2. This did nothing, since there was no restart, so when you started the game it had the mod on. 3. Later you restated, and the mod was thus off. 4. You tried to load the savegame, and it said "hey you don't have the mod on," so you turned it back on (but did not restart, because why would you). 5. This also did nothing, because of a lack of game restart, so when you tried to load the game it said you didn't have the mod on again. (Not happened yet, but would now:) 6. But after a game restart, you'd find that this mod was on and things work as expected. ---- All of this was mainly based around the fact that I was going to put in the ability to spot-reload stuff if you were on the main menu, but did not get around to that yet because I wound up going into multiplayer more directly first. I have todo items on mantis about this, but for the moment it can lead to confusing cases like what you see here. |
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Yep. Exactly what happened. I suggest adding a "Applies on restart" in the warning, unless it fix itself (or propose to restart on saving the settings?) |
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Thanks! * The status of the mods and expansions can now be seen during gameplay, but can't be altered. The tooltip notes that you have to go to the main menu to do that. ** Additionally, when you make any changes to the mod or expansion statuses, it now pops up a yes/no prompt that either makes you not commit those changes, or makes you close the game and then restart it yourself (so that overlays will hook in properly). *** This prevents any confusion with things seeming to be disabled, but not really being disabled, etc. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jul 12, 2020 12:51 pm | ArnaudB | New Issue | |
Jul 12, 2020 12:51 pm | ArnaudB | File Added: CMP_StartingBattlestationDesigns.xml | |
Jul 12, 2020 12:51 pm | ArnaudB | File Added: CMP_StartingFleetDesigns.xml | |
Jul 12, 2020 12:51 pm | ArnaudB | File Added: Fight 36.save | |
Jul 12, 2020 12:58 pm | Chris_McElligottPark | Note Added: 0057557 | |
Jul 12, 2020 3:23 pm | ArnaudB | Note Added: 0057560 | |
Jul 13, 2020 1:26 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jul 13, 2020 1:26 pm | Chris_McElligottPark | Status | new => resolved |
Jul 13, 2020 1:26 pm | Chris_McElligottPark | Resolution | open => fixed |
Jul 13, 2020 1:26 pm | Chris_McElligottPark | Fixed in Version | => 2.097 Below Minimum |
Jul 13, 2020 1:26 pm | Chris_McElligottPark | Note Added: 0057570 |