Don't bother with Alpha 12 stuff yet. I will release more information / Tutorial videos about it by then. 06.04.2020 | v1.6.5 Implemented "WarpTarget" in preparation for Alpha 12. Implemented some workarounds around GalaxyMode... Fixed issues around GalaxyMode. You have to press F5 (reload the page) every time a patch comes out to apply the changes.
Hopefully fixed some annoying bugs I experienced myself sometimes. There will be eventually another patch when A12 is released, explaining some things more. 12.04.2020 | v1.6.9 Added more user mistake checks to prevent broken export. Added jQuery to the project. Fixed "- null" exports. Massive Performance Boost if working in eWSSC for hours and switching between Playfields a lot... Removed alert regarding using Alpha 12 features such as GalaxyMode and StarClass. The end is near. Fixed "undefined" exports. NOTE: such user mistakes have to be corrected manually but I added at least a "default" safety fallback. If you forget to add Planet Templates I will insert a "Temperate" template. If you forget to add a Moon Template I will add a "Moon" template and if you forget to add a OrbitTemplate I will add a "SpaceEmpty" template to your Sectors.yaml. Those are generic templates from the Vanilla base game. You have to press F5 (reload the page) every time a patch comes out to apply the changes.
Hello there, here the dumb again I encounter new issue: When I launch scenario generated from SSG, no problem, It can be played. But when I make some change with eWSSC tool, I export it, replace the sector file but...... nope. In the scenario menu, when I select the scenario's line i want to start, the popup windows appear (an error occured send mail YES-NO-Obiwan Kenobi) and then I must cheat to launch the scenario but its is "broken" and unplayable (last try, no planet info, no access to galaxy view) Galaxy mode box is not checked ( as you can see in the sector file, it's set to false) So, here the 2 sectors files (before and after changes) and the log file. I try to watch each file, the layout / format is not the same on the modified file (exemple, planet coordonates). Can it be the problem ? Did I missed something, or I am the most unlucky man here ? Thanks
Hello @D33Ps thanks for the report. I have to check it out once I have a bit more time, sorry. I think someone else mentioned a similar problem and the issue was, that SSG is using global coordinates, even for playfields inside. eWSSC is using relative coordinates, like it also works ingame. A little mess... since Alpha 12 isn't 100% compatible with SSG anyways (I think), I didn't test it myself for long time. Anyways, once I tested it, I'll let you know.
Copy that, thanks for your answer! Did someone has already asked to manage starter planet from eWSSC? (will be faster than modify the yaml file, and less risky Also, with SSG, I noticed that, when you define a sector in the system population menu, it's in fact a system solar and when you create a sector with any sector config file, it create a complete sector with multiple solar system. I guess that is the result from updates (was a good choice), but maybe a new feature in SSG can be added? ==> can we have the possibility to choose how many system solar will be generated with the seed choosed? I dont know if i must post my question in the thread for SSG at https://empyriononline.com/threads/alpha-8-solar-system-generator.38168/ I thank you again
Hum indeed. But does it mean that eWSSC will follow the same path and being useless ? Because eWSSC need SSG. Sum up, if we want a personalised scenario, until further notice we must use the premade in the scenario folder and manually modify it, Am I right ?
As long as I'm active in Empyrion, eWSSC will be active. eWSSC = customizing a fixed Sectors.yaml SSG = randomizing a Sectors.yaml Especially with Alpha 12 a fixed Sectors.yaml means you know how it should look like. TL;DR: for a fixed Sectors.yaml you don't need SSG or anything. It's like a white paper. So build and shape an universe you like.
24.05.2020 | v1.7.0 Added more Type variations. Updated documentation. Removed fixed StarClass dropdown since you can set your own StarClasses. Fixed export rejection bug. You have to press F5 (reload the page) every time a patch comes out to apply the changes.
Hello Masters of the Empyrion Universe, while working with eWSSC a lot of annoying things were discovered but my time is very limited right now. The main issue for all the troubles is the maintenance and burden of old legacy stuff (I hate legacy). So let me announce that I started to split it into a legacy and up to date version. If you have super old burdens yourself with only Sectors as universe, you can go here: https://empyrion-homeworld.net/tools/ewssc-legacy I won't change anything on that and won't update it anymore. More over I will remove the Sectors and the optional GalaxyMode in the current up to date eWSSC version in the next update. There are many reasons why you should ditch the old Sectors style, GalaxyMode: False, etc., the screenshot below is of course one of it That being said, the v2 version of eWSSC will not only concentrate on better support for the new galaxy but also hopefully rework some annoying stuff, which is going on now. Mainly handling the inconvenient WarpTarget mess and Light Year <> AU calculation. 08.06.2020 | v1.9.9 Added background image on landing page. Added GasGiant and GasGiantRing import/export logic. (GasVariant, GasSize) Prevent GasGiant and GasGiantRing to be targatable by warplines. Added all missing Sector Types. Fixed minor things. Preparation for eWSSC v2. Split into Current and Legacy version. The legacy version is too much work to maintain, while the game is progressing faster for galaxies. Use the up to date eWSSC Tool for that. You have to press F5 (reload the page) every time a patch comes out to apply the changes.
09.06.2020 | v1.9.95 Exporting all parameters by default now (gas variant, gas size). Fixed corrupt export, when SectorMapType is empty You have to press F5 (reload the page) every time a patch comes out to apply the changes.
Two issues I found with eWSSC that needs fixing: 1. When using the auto fill feature for things like allow/deny lists, it doesn't clear the partial text string. If you manually clear the partial text string, it removes everything in that list (even though the items still appear in the list). To see this in action: a. add some things to deny list b. type in text string, add an item this way c. remove text string, note that items in deny list still appear d. click to another sector, than back to the sector you were looking at, deny list empty 2. GasGiant Setup will appear to bleed through and add itself to every sector you edit after editing the gasGiant setup, see file attached, lines 311-328
29.06.2020 | v1.9.99 Fixed exporting GasGiant for all playfield types. You have to press F5 (reload the page) every time a patch comes out to apply the changes.
So, say I'm using your autofill to add some playfield template. I type in temp for 'Temperate2', and add temprate2 by clicking it. It still shows 'temp' in my autofill box, and if I clear it, I also clear my Temperate2 value. This is rather annoying to have to retype all my template twice because I hit backspace on a auotfill value that technically isn't needed. What I would expect is if I select an autofill value form your dropdown, you clear the search string. That way I'm not mislead by something that I want to clear, but actually doesn't matter.
Noob workflow question for anyone here. So the video talks for a minute or two on on how to start from scratch to create a sectors.yaml file (green button at top), but that's it. It seems you need to have your scenario/playfields already set up (from Empyrion Playfield Designer for example). So I need to get at least a basic scenario defined with at least one planet before doing this as there are no templates yet. Right? I dont really want to just throw one of the example sscenario's into this per se as I want to have just bare minimums so I can get my head around this whole thing and not get overwhelmed. "Small moves"
You can also use the default planet templates without having to include them in your scenario. I don't remember if ewssc is set up to use that though.
I think that's how that's working with your "Scenario for custom configs" workshop scenario. It's pulling default playfields in (since there are none defined) .Trying to look at various articles, videos, posts here, etc, gets really confusing for the noob as the whole galaxy thing changed the whole game and overall workflow. Much of what has been put out there was based on older fixed playfields and one solar system from everything prior to A10. All I want to do at this point is create the most basic of a "clean" scenario/system/playfield and build from there. I thought Ewssc was the first step in setting that up, but apparently it's not.