Still getting a CoQ but this time its complaining about the string format. It would be nice if the log would give information on what line(s) it failed to parse.
Okay, I have no idea what's causing it now. Have you tried replacing the FactionWarfare with an unchanged backup in case it's that, because that error doesn't make any sense. I may have to roll back to the old version and redo the changes without the updated features.
Yep. I started with a completely vanilla game and added the RG configs one at a time until I triggered the CoQ. Whatever is causing this its in the BlocksConfig.ecf.
Last attempt before I roll the thing back. This is literally v1.22 with just CPU and block placement changes and none of the updates from the eleon. It should not cause any errors.
Still CoQing. I ran the new file and the vanilla one through a notepad++ compare plugin and so far haven't found anything glaringly wrong. Out of curiosity what does Place: Free do?
It's a different placement method. Place: Face means that the block will always align to the direction it's being placed at and prevents rotation on all axis. Which for things like Ramps is absolutely retarded because they never EVER go where you want them to go. Place: Free lets you rotate the block on any axis and doesn't align it to whatever it's placed against. Does this version cause any CoQs? https://empyriononline.com/threads/reforged-galaxy.91810/page-7#post-400307
Try using that version, but replace everything one at a time except the blocksconfig. There shouldn't be any problems in it since the only things I changed were the CPU values for the 2x2 and 3x3 CV thrusters and removed Harvest Controller and CV Tool turret from base's tech tree and placement. This version works fine on my end, I even started a fresh game to make sure and got no errors. Have you tried verifying your files? There is a CoQ with the factionwarfare when unloading troops which I need to fix.
Looks like I was still accidentally using v1.31. Not sure how I managed to get the v1.31 and v1.32 archives mixed up but there you go. I can confirm that the game loads using all the v1.31 config files but with the EClassConfig.ecf taken from v1.22 TEST. Adding the v1.31 EClassConfig.ecf gives a CoQ. I am almost temped to throw together an extension for the mod manager I use for Skyrim just to make this easier. Just tested v1.32 and it loads fine. It part of my normal update procedure. I ended up deleting the entire game and redownloading just to be sure. I think I'm done messing with this for the day. Things tend to work better after getting some sleep.
Yes, I confirmed an error on the EClassConfig file for base attack troop transports. It doesn't seem to throw an error for me, but I spotted it while double checking all the changes i'd made, which is weird. So the problem wasn't the BlocksConfig? I'll fix the problem and re-upload a new version.
This is the latest update. See if it still CoQs for you. Changelog: - FactionWarfare was fixed so it no longer throws a CoQ when unloading heavy mechs (because heavy mechs have been removed from troop transports because they get stuck) - Removed a mysterious bracket that appeared in the troop transport entry that seems to be the source of the CoQs. I don't know why it doesn't error for me. - Seperated The two versions of base attack troop transports into a weaker and stronger (normal) version. - Depending on type of Base Attack initiated, you may get either a pair of weak transports or one strong one. - Improved weapon degradation rate. - Increased Epic Rocket Launcher's range to 360m to match the T2 rocket launcher instead of the T1 rocket launcher. - Reduced enemy turret HP slightly. - Added special @spanj mode. Whenever a CoQ appears, it has a new button that says "Eleon please fix!" It doesn't actually do anything about the problem though.
Don't know if this is with RG or if I did something wrong... wanted to check RG out, so I subscribed to Ravien's blank scenario, set it up and dumped the RG configs into it. On load, got a CoQ error, here's the part where the log goes south: Code: 19-14:00:42.289 10_00 -LOG- Started a new game 19-14:00:42.297 10_00 -LOG- Playing scenario 'Reforged Galaxy' 19-14:00:44.969 10_00 -EXC- System.ArgumentNullException: Value cannot be null. Parameter name: type at Assembly-CSharp.PluginTable.CloseStore (System.String ) [0x0000d] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 at Assembly-CSharp.TreeNodeOptions.FormatImage (Assembly-CSharp.ConditionSettings+VectorCollection ) [0x000cb] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 at Assembly-CSharp.TreeNodeOptions.SelectMenuItem (Assembly-CSharp.ConditionSettings , System.Boolean ) [0x00010] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 19-14:00:45.693 10_00 -EXC- System.Exception: Unknown block name 'Window_v1x1' in action! at Assembly-CSharp.VectorSerializer.OrderView (Assembly-CSharp.VectorStream ) [0x00085] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 at Assembly-CSharp.BookmarkEventArgs.ReduceLine (Assembly-CSharp.ConditionSettings+VectorCollection ) [0x00951] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 at Assembly-CSharp.BookmarkEventArgs.CloseStore (Assembly-CSharp.ConditionSettings ) [0x00010] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 Exception: Block 'DecoBlocks2' not found on block 256 at Assembly-CSharp.PaneResolver.SelectMenuItem () [0x00390] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 at Assembly-CSharp.PaneResolver.RebuildOutline () [0x0000d] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 at Assembly-CSharp.StoreService.FormatImage (System.String , Assembly-CSharp.DriveToken ) [0x002b6] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 at Assembly-CSharp.StoreService+TextFileService.MoveNext () [0x00203] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 at Assembly-CSharp.PageType+TreeNodeSet.MoveNext () [0x0022e] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 at Assembly-CSharp.PageType+ViewType.MoveNext () [0x0015a] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00027] in <5e1dfb686eb345078a588df96401afcc>:0 (Filename: <ecbe9aaecba24daeb1f8f8fd9d5d76d2> Line: 0) 19-14:03:01.941 10_03 -EXC- System.NullReferenceException: Object reference not set to an instance of an object at Assembly-CSharp.PageType.ReplaceDirectory () [0x001bc] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 at Assembly-CSharp.PageType+ConditionHelper.MoveNext () [0x00035] in <ecbe9aaecba24daeb1f8f8fd9d5d76d2>:0 Tried twice, same block errors each time. Hitting "Continue" takes you to infinite loading screen
Are you using the latest version that I just released? If so, how the hell is this causing errors for people, but not me when i'm using the same config? The error that's being thrown always seems to be from Filename: <ecbe9aaecba24daeb1f8f8fd9d5d76d2> Line: 0, which is impossible. It literally says that something on line 0 that doesn't exist is causing an error in a file that's hidden. There's just been an update to A12, so update your A12 and try again. That should fix it, since we'll be using the same version. I thought it might be caused by the ladders being added to RG before they were added to vanilla so you guys were missing the block model. But Ladders were in there but hidden for the last week or so, so it seemed unlikely. Otherwise, I'd report this as an actual bug to the devs since this is starting to look like a bug they've caused since the file being referenced is one that's not named.
That'd be a winner... Patched EGS and got through to the pod landing, but I'll have to wait to play more. That whole work thing, ya know... Oh, and yes, it was the latest version
Wait, so it works now? Make sure that you've re-installed the configs after the update since they're guaranteed to wipe at least the blocksconfig, templates and itemsconfig. If so, then it was probably the Ladders in the config being there a few hours too soon. I also updated the OP with A12's current version and changelogs.
Have it installed as a scenario rather than overwriting the default files directly. I'll drop 'em back in, but the patch shouldn't have overwritten the scenario folder
Yep, looks like the game version was definitely the issue. Epic rocket launcher range is 360m, and unless Epic armor boosts are a thing in base game now, I'd say the configs are loading fine as scenario Was also able to sbp an SV and add drills. Haven't modified my base files I'll try playing for real over the weekend
Ah, the life of modders.... I am nervous about this but I kinda want to try it... A12 Eden has been a spectacular success so do I dare to wonder if I can make it better? I just saw part of Spanj's play through and I was a touch turned off by the reduced drill speeds, but then I just read back on page 6 you mention that the resource rocks have a higher yield to compensate... also, on that page you mention needing to think of SV's as fighter jets with strafing runs and that does not really appeal to me, but I wonder if complex circular strafing(my preferred approach) will still work? I suppose there is only one way to find out... Wish me luck!
You can use both together! The only thing is that because Eden uses SSOR nuggets, you won't get the increased mining yield I don't think. Correct me if I'm wrong on this @Vermillion .