View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020241 | AI War 2 | Bug - Gameplay | Sep 6, 2018 9:50 pm | Sep 7, 2018 10:14 am | |
Reporter | Ovalcircle | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.767 Newly In Stock, By Zenith | ||||
Summary | 0020241: Game Breaking bug! Can't build Command stations on other planets | ||||
Description | Just move the Colony ship to the planet on the right and watch as you have 0 Command stations to build. Edit: I just want to clarify this is happening to everyone and isn't one of those "do something weird and this happens" bugs. | ||||
Tags | No tags attached. | ||||
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Checked the Colony Ship, the Command Stations, and the Build Menus - I don't see anything wrong in XML for this so far. |
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Here's where X4000 broke it: The infrastructure menu can now be seen properly on enemy planets. Additionally, items within it that are not buildable on enemy planets -- like energy collectors -- should no longer show up. Now mobile builders are actually more useful! Thanks to RocketAssistedPuffin for reporting. Tempfix: I added the following tag to command stations in XML: can_be_built_on_enemy_planets="true" Note that I haven't tested if this'll let me make stations without blowing up the AI ones, this is intended as a temporary measure. I used Oval's save for testing this out and I could build the logictics station (only one I gave the tag to for test) |
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I was just going to leave this for Chris in the morning, but malkiel's proposed fix works and the player can't build command stations on planets without killing the AI command station first. Chris, feel free to redo this yourself in a fashion you like more later |
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here's the file for anyone not comfortable with modding XML themselves. KDL_Ships_PlayerStructures.xml (20,851 bytes)
<?xml version="1.0" encoding="utf-8"?> <root> <entity graphicsdone="true" name="HumanHomeCommandStation" is_command_station="true" special_entity_type="HumanHomeCommand" voice_group="Ark" gimbal_icon_size_multiplier="2" draw_in_galaxy_view="true" is_critical_infrastructure="true" tags="ShowsOnNormalDisplayMode,DirectBuilder" visuals="assets/_finalgamemeshes/buildings/commandstations/humanhomecommandstation/humanhomecommandstation.prefab" icon_name="Official/King" y_offset_of_icon="20" uses_large_health_bar="true" category="Ship" size_scale="3.4" rotation_z_of_ship="-27.432" y_offset_of_ship_emission_and_hit_point="-10" y_offset_of_ship_in_formation="9" collision_priority="10000" display_name="Human Home Command Station" description="Your command center. You live here. If this is destroyed, you lose." player_loses_if_any_die="true" build_menus="Infrastructure,Defenses,ZenithTraderUnits" constructor_name="Home Command" sensor_range_in_hops="0" is_scout="true" starting_mark_level="Markless" strength="200" squad_cap="1" hull_points="64000" shield_points="180000" speed="Immobile" metal_cost="200000" energy_consumption="0" armor_mm="120" albedo="0.7" mass_tx="7" metal_storage="2000000" aip_on_death="90" salvage_percentage_per_second="1" salvage_recovery_percentage="40" allied_speed_multiplier="2" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" priority_as_ai_target="MajorFullGameObjective" priority_as_frd_target="MidNasty" priority_to_protect="MajorFullGameObjective" > <resource_production type="Metal" amount="800"/> <resource_production type="Energy" amount="50000"/> <metal_flow purpose="ClaimingNeutrals" throughput="900" increase_per_mark_level="100"/> </entity> <entity graphicsdone="true" name="HumanHomeCommandStationCore" voice_group="Ark" gimbal_icon_size_multiplier="2" draw_in_galaxy_view="true" is_critical_infrastructure="true" tags="ShowsOnNormalDisplayMode,DirectBuilder" visuals="assets/_finalgamemeshes/buildings/commandstations/humanhomecommandstationcore/humanhomecommandstationcore.prefab" icon_name="Official/King" y_offset_of_icon="20" uses_large_health_bar="true" category="Ship" size_scale="3.4" rotation_x_of_ship="-62.1" y_offset_of_ship_emission_and_hit_point="-10" y_offset_of_ship_in_formation="9" collision_priority="10000" display_name="Human Home Command Station Core" description="Your command center. You live here. If another human faction still has their full home command station, you can continue to aid their war efforts. This structure can be destroyed any number of times and emerge again, but with the AI getting angrier and stronger every time." player_loses_if_any_die="true" build_menus="Infrastructure,Defenses,ZenithTraderUnits" constructor_name="Home Command Core" sensor_range_in_hops="0" is_scout="true" starting_mark_level="Markless" strength="200" squad_cap="1" hull_points="88000" shield_points="360000" speed="BelowAverage1" metal_cost="200000" energy_consumption="0" armor_mm="120" albedo="0.9" engine_gx="25" mass_tx="7" metal_storage="2000000" aip_on_death="60" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" immune_to_all_damage_for_seconds_after_creation="480" priority_as_ai_target="MajorFullGameObjective_SlightlyLower" priority_as_frd_target="MidNasty" priority_to_protect="MajorFullGameObjective_SlightlyLower" > <!--Chris says: The human home command station core respawns repeatedly after your death in order to let you keep having a king unit at all. The idea is that you'll get it somewhere safe and continue on with your game, hopefully. --> <resource_production type="Metal" amount="700"/> <resource_production type="Energy" amount="40000"/> <system name="BallisticCannon" display_name="Ballistic Cannon" category="Weapon" firing_timing="OnlyInRange" shots_per_salvo="6" damage_per_shot="800" range="Normal3" shot_speed="Normal" rate_of_fire="Normal" fires_salvos_sequentially="true" shot_type_data="ArmorPiercingShell" target_sorter="Standard" > </system> </entity> <entity graphicsdone="true" name="EconomicCommandStation" is_command_station="true" tags="DirectBuilder" visuals="assets/_finalgamemeshes/buildings/commandstations/economiccommandstation/economiccommandstation.prefab" icon_name="Official/CommandStation_Economic" gimbal_icon_size_multiplier="2" uses_large_health_bar="true" category="Ship" size_scale="1.8" y_offset_of_ship_in_formation="10" y_offset_of_icon="25" collision_priority="10000" display_name="Economic Command Station" description="Planetary command center. If this is destroyed, you lose control of the planet." build_menus="Infrastructure,Defenses,CommandStationUpgrades,ZenithTraderUnits" constructor_name="Command" starting_mark_level="Mark1" max_mark_level="4" tech_cost="OtherToy_Largest" built_by="CommandStations,CommandStationUpgrades" strength="20" squad_cap="10" hull_points="15000" shield_points="40000" speed="Immobile" metal_cost="500" energy_consumption="0" armor_mm="90" albedo="0.6" mass_tx="6" metal_storage="100000" salvage_percentage_per_second="1" salvage_recovery_percentage="5" salvage_recovery_percentage_added_per_mark="2" allied_speed_multiplier="2" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" voice_group="Flagship" can_be_built_on_enemy_planets="true" priority_as_frd_target="MajorPlanetLevelObjective" priority_as_ai_target="MajorPlanetLevelObjective" priority_to_protect="MajorPlanetLevelObjective" > <resource_production type="Metal" amount="350" increase_per_mark_level="250"/> <resource_production type="Energy" amount="10000" increase_per_mark_level="20000"/> <metal_flow purpose="SelfConstruction" throughput="500"/> <metal_flow purpose="ClaimingNeutrals" throughput="900" increase_per_mark_level="100"/> </entity> <entity graphicsdone="true" name="LogisticalCommandStation" is_command_station="true" tags="DirectBuilder" visuals="assets/_finalgamemeshes/buildings/commandstations/logisticalcommandstation/logisticalcommandstation.prefab" icon_name="Official/CommandStation_Logistics" gimbal_icon_size_multiplier="2" uses_large_health_bar="true" category="Ship" size_scale="1.8" y_offset_of_ship_in_formation="10" y_offset_of_icon="25" collision_priority="10000" display_name="Logistical Command Station" description="Planetary command center. If this is destroyed, you lose control of the planet." build_menus="Infrastructure,Defenses,CommandStationUpgrades,ZenithTraderUnits" constructor_name="Command" starting_mark_level="Mark1" max_mark_level="4" tech_cost="OtherToy_Largest" built_by="CommandStations,CommandStationUpgrades" strength="20" squad_cap="10" hull_points="15000" shield_points="40000" speed="Immobile" metal_cost="500" energy_consumption="0" armor_mm="90" albedo="0.6" mass_tx="6" metal_storage="100000" salvage_percentage_per_second="1" salvage_recovery_percentage="20" salvage_recovery_percentage_added_per_mark="10" allied_speed_multiplier="3.5" allied_speed_multiplier_added_per_mark="0.5" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" voice_group="Flagship" can_be_built_on_enemy_planets="true" priority_as_frd_target="MajorPlanetLevelObjective" priority_as_ai_target="MajorPlanetLevelObjective" priority_to_protect="MajorPlanetLevelObjective" > <resource_production type="Metal" amount="150" increase_per_mark_level="30"/> <resource_production type="Energy" amount="10000" increase_per_mark_level="5000"/> <metal_flow purpose="SelfConstruction" throughput="500"/> <metal_flow purpose="ClaimingNeutrals" throughput="900" increase_per_mark_level="100"/> </entity> <entity graphicsdone="true" name="MilitaryCommandStation" is_command_station="true" tags="DirectBuilder" visuals="assets/_finalgamemeshes/buildings/commandstations/militarycommandstation/militarycommandstation.prefab" icon_name="Official/CommandStation_Military" gimbal_icon_size_multiplier="2" uses_large_health_bar="true" category="Ship" size_scale="1.8" y_offset_of_ship_in_formation="10" y_offset_of_icon="25" collision_priority="10000" display_name="Military Command Station" description="Planetary command center. If this is destroyed, you lose control of the planet." build_menus="Infrastructure,Defenses,CommandStationUpgrades,ZenithTraderUnits" constructor_name="Command" starting_mark_level="Mark1" max_mark_level="4" tech_cost="OtherToy_Largest" built_by="CommandStations,CommandStationUpgrades" strength="20" squad_cap="10" hull_points="50000" shield_points="90000" speed="Immobile" metal_cost="500" energy_consumption="0" armor_mm="140" albedo="0.7" mass_tx="6" metal_storage="100000" salvage_percentage_per_second="1" salvage_recovery_percentage="2" salvage_recovery_percentage_added_per_mark="2" allied_speed_multiplier="2" allied_speed_multiplier_added_per_mark="0.25" allied_attack_multiplier="1.5" allied_attack_multiplier_added_per_mark="0.5" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" voice_group="Flagship" can_be_built_on_enemy_planets="true" priority_as_frd_target="MajorPlanetLevelObjective" priority_as_ai_target="MajorPlanetLevelObjective" priority_to_protect="MajorPlanetLevelObjective" > <resource_production type="Metal" amount="140" increase_per_mark_level="20"/> <resource_production type="Energy" amount="10000" increase_per_mark_level="5000"/> <metal_flow purpose="SelfConstruction" throughput="500"/> <metal_flow purpose="ClaimingNeutrals" throughput="900" increase_per_mark_level="100"/> <system name="MissileLauncher" display_name="Missile Launcher" category="Weapon" firing_timing="OnlyInRange" shots_per_salvo="6" damage_per_shot="800" range="ExtremelyHigh" shot_speed="Normal" rate_of_fire="VeryLow" fires_salvos_sequentially="true" shot_type_data="GuidedMissile" target_sorter="Standard" > </system> </entity> <entity graphicsdone="true" name="EnergyCollector" tags="EnergyCollector" visuals="assets/_finalgamemeshes/resources/EnergyCollector/EnergyCollector.prefab" icon_name="Official/Energy" gimbal_icon_size_multiplier="0.75" category="Ship" size_scale="1.5" collision_priority="900" display_name="Energy Collector" description="Harnesses the local ambient Energy sources." behavior="Stationary" cap_is_per_planet="true" cannot_traverse_wormholes="true" starting_mark_level="Markless" built_by="Infrastructure" strength="200" squad_cap="1" hull_points="4000" shield_points="12000" speed="Immobile" armor_mm="10" albedo="0.2" mass_tx="0.6" metal_cost="80000" energy_consumption="0" ship_or_structure_explosion_sfx="StructureMidsize_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion" voice_group="Civilian" priority_as_ai_target="MinorResourceGeneration" priority_as_frd_target="IgnoreMe" priority_to_protect="MidFavoriteToy" > <resource_production type="Energy" amount="150000"/> <metal_flow purpose="SelfConstruction" throughput="500"/> </entity> <entity graphicsdone="true" name="MatterConverter" visuals="assets/_finalgamemeshes/resources/MatterConverter/MatterConverter.prefab" icon_name="Official/MetalBecomesPower" gimbal_icon_size_multiplier="0.75" category="Ship" size_scale="1.5" collision_priority="900" display_name="Matter Converter" description="Converts a significant portion of Metal into Energy. This process is inefficient, so you should strive to control enough territory to provide the Energy you need." behavior="Stationary" cap_is_per_planet="true" cannot_traverse_wormholes="true" starting_mark_level="Markless" built_by="Infrastructure" strength="200" squad_cap="40" hull_points="2000" shield_points="4000" speed="Immobile" metal_cost="1250" energy_consumption="0" armor_mm="10" albedo="0.2" mass_tx="0.6" ship_or_structure_explosion_sfx="StructureMidsize_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion" voice_group="Civilian" priority_as_ai_target="MinorResourceGeneration" priority_as_frd_target="IgnoreMe" priority_to_protect="SlightlyLessExpendable" > <resource_production type="Metal" amount="-500"/> <resource_production type="Energy" amount="50000"/> <metal_flow purpose="SelfConstruction" throughput="500"/> </entity> <entity name="SpaceDock" tags="StationaryConstructor,SpaceDock,DocksBuilder" visuals="assets/_finalgamemeshes/humanbuildings/spacedock/spacedock.prefab" icon_name="Official/SpaceDock" gimbal_icon_size_multiplier="1.5" category="Ship" is_critical_infrastructure="true" visuals_scale_multiplier="1.6" size_scale="1.28" collision_priority="1000" display_name="Space Dock" description="Stationary facility that can produce Fleet Ships like Fighters, Bombers, and Missile Corvettes." behavior="Stationary" special_entity_type="Builder" build_menus="FleetShips" constructor_name="Dock" constructor_description="Stationary facility that can produce Fleet Ships, like Fighters, Bombers, and Missile Corvettes." starting_mark_level="Mark1" max_mark_level="4" tech_cost="OtherToy_Normal" built_by="Infrastructure" can_be_built_on_enemy_planets="true" strength="200" squad_cap="4" cap_is_per_planet="true" hull_points="4000" shield_points="8000" speed="Immobile" metal_cost="35000" energy_consumption="500" armor_mm="90" albedo="0.2" mass_tx="3" ship_or_structure_explosion_sfx="StructureLarge_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion" voice_group="Civilian" priority_as_ai_target="MidNasty" priority_as_frd_target="NotDangerous" priority_to_protect="MidFavoriteToy" > <metal_flow purpose="SelfConstruction" throughput="500"/> <metal_flow purpose="BuildingShipsInternally" throughput="2000" increase_per_mark_level="1000"/> </entity> <entity name="StarshipConstructor" tags="StationaryConstructor,StarshipConstructor,DocksBuilder" visuals="assets/_finalgamemeshes/humanbuildings/starshipconstructor/starshipconstructor.prefab" icon_name="Official/Starship_Constructor" gimbal_icon_size_multiplier="1.5" size_scale="1.20" is_critical_infrastructure="true" y_offset_of_icon="10" category="Ship" collision_priority="1000" display_name="Starship Dock" description="Stationary facility that can produce Starships, which are larger than Fleet Ships and often provide the core of a human fleet." behavior="Stationary" special_entity_type="Builder" build_menus="Starships" constructor_name="Starships" constructor_description="The primary way to build Starships. Be sure to build these! They form the centerpiece of many strike forces you'll use." starting_mark_level="Markless" built_by="Infrastructure" can_be_built_on_enemy_planets="true" strength="200" squad_cap="1" cap_is_per_planet="true" hull_points="8000" shield_points="16000" speed="Immobile" metal_cost="80000" energy_consumption="5000" armor_mm="90" albedo="0.2" mass_tx="3" ship_or_structure_explosion_sfx="StructureLarge_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion" voice_group="Civilian" priority_as_ai_target="MidNasty" priority_as_frd_target="NotDangerous" priority_to_protect="MidFavoriteToy" > <metal_flow purpose="SelfConstruction" throughput="500"/> <metal_flow purpose="BuildingShipsInternally" throughput="5000"/> </entity> <entity graphicsdone="true" name="HomeHumanSettlement" tags="HomeHumanSettlement" visuals="assets/_finalgamemeshes/humanoddities/HomeHumanSettlement/HomeHumanSettlement.prefab" icon_name="Official/HomeHumanSettlement" gimbal_icon_size_multiplier="0.75" category="Ship" is_critical_infrastructure="true" size_scale="1" collision_priority="900" display_name="Home Human Settlement" description="~*~" behavior="Stationary" cap_is_per_planet="true" cannot_traverse_wormholes="true" starting_mark_level="Markless" strength="200" squad_cap="1" hull_points="40000" shield_points="50000" speed="Immobile" metal_cost="80000" energy_consumption="0" armor_mm="120" albedo="0.4" mass_tx="2" aip_on_death="5" ship_or_structure_explosion_sfx="StructureMidsize_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion" voice_group="Civilian" priority_as_ai_target="IrreplaceableAIPIncreaser" priority_as_frd_target="IgnoreMe" priority_to_protect="Irreplaceable" > <resource_production type="Metal" amount="280"/> </entity> <entity graphicsdone="true" name="HumanCryogenicPod" tags="HumanCryogenicPod" visuals="assets/_finalgamemeshes/humanoddities/cryotubes/cryotubes.prefab" icon_name="Official/CryoTubes" gimbal_icon_size_multiplier="0.75" category="Ship" is_critical_infrastructure="true" size_scale="0.6" collision_priority="900" display_name="Human Cryogenic Pod" description="~*~" behavior="Stationary" cap_is_per_planet="true" cannot_traverse_wormholes="true" starting_mark_level="Markless" strength="200" squad_cap="1" hull_points="5000" shield_points="25000" speed="Immobile" metal_cost="80000" energy_consumption="0" armor_mm="40" albedo="0.5" mass_tx="0.01" aip_on_death="1" ship_or_structure_explosion_sfx="StructureMidsize_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion" voice_group="Civilian" priority_as_ai_target="IrreplaceableAIPIncreaser" priority_as_frd_target="IgnoreMe" priority_to_protect="Irreplaceable" > <resource_production type="Energy" amount="5000"/> </entity> <entity name="ZenithPowerGenerator" tags="ZenithPowerGenerator,Capturable" draw_in_galaxy_view="true" visuals="assets/_finalgamemeshes/resources/EnergyCollector/EnergyCollector.prefab" icon_name="Official/Energy" gimbal_icon_size_multiplier="0.75" category="Ship" size_scale="1.5" collision_priority="900" display_name="Zenith Power Generator" description="Ancient Zenith device that harnesses huge amounts of energy from some mysterious source." behavior="Stationary" cap_is_per_planet="true" cannot_traverse_wormholes="true" reverts_to_neutral_on_death="true" balance_planet_seconds_of_metal_to_claim="10" starting_mark_level="Markless" strength="200" squad_cap="1" hull_points="30000" shield_points="70000" speed="Immobile" metal_cost="2500000" energy_consumption="0" armor_mm="80" albedo="0.9" mass_tx="2" aip_on_death="10" ship_or_structure_explosion_sfx="StructureMidsize_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="StructureLostOnOtherPlanet_Explosion" voice_group="Civilian" priority_as_ai_target="IrreplaceableBigAsTheyCome" priority_as_frd_target="IgnoreMe" priority_to_protect="Irreplaceable" > <resource_production type="Energy" amount="600000"/> <metal_flow purpose="SelfConstruction" throughput="500"/> </entity> </root> |
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This seems like a great solution -- in testing, this doesn't allow you to do anything you shouldn't be able to, correct? |
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I tried building a command station on a planet owned by the AI (ie the ai command station still existed) and it failed with an appropriate error message |
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Awesome, sounds good. Thank you! |
Date Modified | Username | Field | Change |
---|---|---|---|
Sep 6, 2018 9:50 pm | Ovalcircle | New Issue | |
Sep 6, 2018 9:50 pm | Ovalcircle | File Added: 20180906214632_1.jpg | |
Sep 6, 2018 9:50 pm | Ovalcircle | File Added: Command station bug.save | |
Sep 6, 2018 9:50 pm | Ovalcircle | File Added: Command station bug.savemet | |
Sep 6, 2018 9:57 pm | RocketAssistedPuffin | Note Added: 0049082 | |
Sep 7, 2018 12:32 am | malkiel | Note Added: 0049084 | |
Sep 7, 2018 12:44 am | Ovalcircle | Description Updated | |
Sep 7, 2018 12:45 am | BadgerBadger | Assigned To | => BadgerBadger |
Sep 7, 2018 12:45 am | BadgerBadger | Status | new => resolved |
Sep 7, 2018 12:45 am | BadgerBadger | Resolution | open => fixed |
Sep 7, 2018 12:45 am | BadgerBadger | Note Added: 0049085 | |
Sep 7, 2018 12:58 am | malkiel | File Added: KDL_Ships_PlayerStructures.xml | |
Sep 7, 2018 12:58 am | malkiel | Note Added: 0049086 | |
Sep 7, 2018 9:25 am | Dominus Arbitrationis | Severity | minor => major |
Sep 7, 2018 10:04 am | Chris_McElligottPark | Note Added: 0049107 | |
Sep 7, 2018 10:12 am | BadgerBadger | Note Added: 0049111 | |
Sep 7, 2018 10:14 am | Chris_McElligottPark | Note Added: 0049113 |