View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0023313 | AI War 2 | Crash/Exception | Jun 17, 2020 6:19 pm | Jun 18, 2020 5:01 pm | |
Reporter | Lord Of Nothing | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 2.074 FInt Hotfix | ||||
Fixed in Version | Beta 2.076 Hotfix | ||||
Summary | 0023313: Saves refusing to load. (Modded game) | ||||
Description | Okay, something weird. The game is modded. I think it's probably not the cause here. Basically, after a little while of running my current game, any save made from it cannot then be loaded, and when making the save, various errors come up relating to shot positions. At first I did wonder if the mod was involved as the errors seemed to involve beam shots, but in the case embodied in the attached files, some of the debug lines are from a planet with no modded entities on (Bawst). Nothing like this has happened to me before the most recent patches. The debug is (Unless I've done something REALLY stupid) simply from loading tst, running it for a few minutes, saving as tst4, and attempting unsuccessfully to load tst4. Only running for a few seconds is fine, the resulting save is loadable (That's how I produced tst in the first place.) As usual also attached is the version of the modified file used so they can be loaded (I noticed that some saves will simply load fine even with the mod disabled now, merely removing modded entities, but for some reason I'm not even going to try and understand, these will not). (It's currently placed into...steamapps\common\AI War 2\XMLMods\LON\GameEntity ) If I get this in an unmodded game I will update the report. | ||||
Tags | No tags attached. | ||||
related to | 0023314 | resolved | Chris_McElligottPark | Save will not load (gives error) |
related to | 0023308 | resolved | Chris_McElligottPark | Saves won't load |
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TSR_Ships_LON_MoreSpire.xml (30,520 bytes)
<?xml version="1.0" encoding="utf-8"?> <root> <entity name="SpireRailFrigate" tags="SpireRailFrigate" visuals="Assets/_DLC1/FallenSpire/Spire1Frigate/SpireFrigate.prefab" visuals_bundle="exp1_the_spire_rises" icon_name="Official/Spire_Frigate" gimbal_icon_size_multiplier="1.5" voice_group="Spire" uses_large_health_bar="true" category="Ship" size_scale="7.4" visuals_scale_multiplier="3.2" y_offset_of_icon="30" collision_priority="3000" display_name="Spire RailFrigate" description="A variant on the smallest of the fully military ships used by the Spire. Instead of the near ubiquitous Spire Coilbeam, this variant mounts an array of less damaging but longer ranged railguns." starting_mark_level="Mark1" cost_for_ai_to_purchase="5000" strength_multiplier="1.4" hull_points="300000" shield_points="300000" speed="Normal1" armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="6" metal_cost="200000" energy_consumption="22500" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" should_never_be_captured_by_another_faction="true" priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy" > <system name="Railcannon1" display_name="Spire Heavy Railcannon" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="37500" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Misery" shot_type_data="HeavyBeamInvisible" beam_length_multiplier="1" > </system> <system name="Railcannon2" display_name="Spire Railcannon" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="7500" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Normal" shots_per_salvo="10" fires_salvos_sequentially="false" shot_type_data="HeavyBeamInvisible" beam_length_multiplier="1" > </system> </entity> <entity name="SpireRailDestroyer" tags="SpireRailDestroyer" visuals="Assets/_DLC1/FallenSpire/Spire2Destroyer/SpireDestroyer.prefab" visuals_bundle="exp1_the_spire_rises" icon_name="Official/Spire_Destroyer" gimbal_icon_size_multiplier="1.5" voice_group="Spire" uses_large_health_bar="true" category="Ship" size_scale="11" visuals_scale_multiplier="3" y_offset_of_icon="30" collision_priority="3500" display_name="Spire RailDestroyer" description="The second-smallest of the fully military ships used by the Spire. Instead of the near ubiquitous Spire Coilbeam, this variant mounts an array of less damaging but longer ranged railguns, firing advanced payloads that slow most targets." starting_mark_level="Mark1" cost_for_ai_to_purchase="21000" strength_multiplier="1.4" hull_points="600000" shield_points="600000" speed="Normal1" armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="8" metal_cost="480000" energy_consumption="30000" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" should_never_be_captured_by_another_faction="true" priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy" > <system name="Railcannon1" display_name="Spire Heavy Gravitic Railcannon" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="108000" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Misery" shot_type_data="HeavyBeamInvisible" beam_length_multiplier="1" base_engine_stun_per_shot="6" engine_stun_to_engine_gx_less_than="23" max_engine_stun_seconds="6" added_target_evaluator="EngineDamageAsMinorPart" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="7" multiplier="3" /> </system> <system name="Railcannon2" display_name="Spire Gravitic Railcannon" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="6000" range="EssentiallyInfinite" shot_speed="VeryFast" rate_of_fire="Normal" shots_per_salvo="10" fires_salvos_sequentially="false" shot_type_data="HeavyBeamInvisible" beam_length_multiplier="1" base_engine_stun_per_shot="6" engine_stun_to_engine_gx_less_than="20" max_engine_stun_seconds="6" added_target_evaluator="EngineDamageAsMinorPart" > </system> </entity> <entity name="SpireRiotCruiser" tags="SpireRiotCruiser" visuals="Assets/_DLC1/FallenSpire/Spire3Cruiser/SpireCruiser.prefab" visuals_bundle="exp1_the_spire_rises" icon_name="Official/Spire_Cruiser" gimbal_icon_size_multiplier="1.5" voice_group="Spire" uses_large_health_bar="true" category="Ship" size_scale="13" visuals_scale_multiplier="3" y_offset_of_icon="30" collision_priority="4000" display_name="Spire Riot Control Cruiser" description="A midsized Spire warship that has traded a substantial portion of it's armament for a focused gravity generator and a massive array of advanced tractor beams." starting_mark_level="Mark1" this_unit_gets_direct_science_upgrades_from_central_fleet="true" cost_for_ai_to_purchase="17000" strength_multiplier="1.4" hull_points="1200000" shield_points="1200000" speed="Normal1" armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="10" metal_cost="640000" energy_consumption="25000" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" should_never_be_captured_by_another_faction="true" priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy" > <system name="HeavyBeamCannon" display_name="Spire Coil Beam" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="60000" range="AboveAverage1" shot_speed="Normal" rate_of_fire="Devourer" shot_type_data="HeavyBeamInvisible" beam_length_multiplier="1.3" hits_all_intersecting_targets="true" shots_detonate_immediately="true" is_coilbeam="true" > </system> <system name="GraviticCore" display_name="Gravity Drain" category="Passive" base_gravity_speed_multiplier="0.7" gravity_hits_engine_gx_less_than="18" gravity_range="AboveAverage3" > </system> <system name="TractorBeam" display_name="Tractor Beam" category="Passive" tractor_range="AboveAverage1" tractor_count="20" tractor_count_added_per_mark="10" tractor_hits_albedo_less_than="0.6" tractor_hits_engine_gx_less_than="18" > </system> </entity> <entity name="SpireLInterdictor" tags="SpireLInterdictor" visuals="Assets/_DLC1/FallenSpire/Spire4Battleship/SpireBattleship.prefab" visuals_bundle="exp1_the_spire_rises" icon_name="Official/Spire_Battleship" gimbal_icon_size_multiplier="1.5" voice_group="Spire" uses_large_health_bar="true" category="Ship" size_scale="18" visuals_scale_multiplier="3" y_offset_of_icon="30" collision_priority="4500" display_name="Spire Light Interdictor" description="A large Spire warship with relatively light armament, but equipped with a moderately powerful gravity generator." adds_black_hole_effect_for_entities_with_engine_gx_less_than="14" starting_mark_level="Mark1" cost_for_ai_to_purchase="34000" strength_multiplier="1.4" hull_points="1800000" shield_points="2400000" speed="Normal1" armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="12" metal_cost="2560000" energy_consumption="75000" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" should_never_be_captured_by_another_faction="true" priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy" > <system name="HeavyBeamCannon" display_name="Spire Coil Beam" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="24000" range="AboveAverage2" shot_speed="Normal" rate_of_fire="Devourer" shot_type_data="HeavyBeamInvisible" beam_length_multiplier="1.3" hits_all_intersecting_targets="true" shots_detonate_immediately="true" is_coilbeam="true" > </system> <system name="GraviticCore" display_name="Gravitic Core" category="Passive" base_gravity_speed_multiplier="0.8" gravity_hits_engine_gx_less_than="14" gravity_range="EssentiallyInfinite" > </system> </entity> <entity name="SpireInterdictor" tags="SpireInterdictor" visuals="Assets/_DLC1/FallenSpire/Spire5Dreadnought/SpireDreadnought.prefab" visuals_bundle="exp1_the_spire_rises" icon_name="Official/Spire_Dreadnought" gimbal_icon_size_multiplier="1.5" voice_group="Spire" uses_large_health_bar="true" category="Ship" size_scale="40" visuals_scale_multiplier="2.2" y_offset_of_icon="30" collision_priority="5000" display_name="Spire Interdictor" description="An enormous Spire warship with relatively light armament, but equipped with an extremely powerful gravity generator." adds_black_hole_effect_for_entities_with_engine_gx_less_than="23" starting_mark_level="Mark1" cost_for_ai_to_purchase="67000" strength_multiplier="1.4" hull_points="3600000" shield_points="4800000" speed="Normal1" armor_mm="180" albedo="0.7" engine_gx="22" mass_tx="15" metal_cost="5120000" energy_consumption="75000" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" should_never_be_captured_by_another_faction="true" priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy" > <system name="HeavyBeamCannon" display_name="Spire Coil Beam" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="48000" range="AboveAverage3" shot_speed="Normal" rate_of_fire="Devourer" shot_type_data="HeavyBeamInvisible" beam_length_multiplier="1.3" hits_all_intersecting_targets="true" shots_detonate_immediately="true" is_coilbeam="true" > </system> <system name="GraviticCore" display_name="Heavy Gravitic Core" category="Passive" base_gravity_speed_multiplier="0.6" gravity_hits_engine_gx_less_than="23" gravity_range="EssentiallyInfinite" > </system> </entity> <entity name="ImperialSpireSuperDreadnought" tags="SpireSuperDreadnought" visuals="Assets/_DLC1/FallenSpire/Spire5Dreadnought/SpireDreadnought.prefab" visuals_bundle="exp1_the_spire_rises" icon_name="Official/Spire_Dreadnought" gimbal_icon_size_multiplier="1.5" voice_group="Spire" uses_large_health_bar="true" category="Ship" size_scale="75" visuals_scale_multiplier="6.9" y_offset_of_icon="30" collision_priority="10000" display_name="Imperial Spire Super Dreadnought" description="A brobdingnagian Spire warship. Even the vast resources of the trans-galactic Spire civilisation could only produce very limited numbers of these warships. They are more than a match for even AI Core Fleet units, and may be the most powerful mobile entities in the known universe." starting_mark_level="Mark7" tech_upgrades_that_benefit_me="Unused" does_not_use_multipliers_from_mark_level="true" cost_for_ai_to_purchase="67000000" strength_multiplier="1.4" hull_points="2000000000" shield_points="2000000000" speed="VeryVeryLittle2" armor_mm="180" albedo="0.7" engine_gx="25" mass_tx="25" metal_cost="25600000" energy_consumption="50000" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" should_never_be_captured_by_another_faction="true" priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy" > <system name="HeavyBeamCannon" display_name="Spire Sunslayer Coil Beam" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="200000000" range="High2" shot_speed="Normal" rate_of_fire="Devourer" shot_type_data="HeavyBeamInvisible" beam_length_multiplier="1.3" hits_all_intersecting_targets="true" shots_detonate_immediately="true" is_coilbeam="true" > </system> <system name="MassDriver" display_name="Spire Heavy Plasma Driver" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="4000000" range="InsanelyHigh" shot_speed="VeryFast" rate_of_fire="Devourer" fires_salvos_sequentially="true" shot_type_data="MassDriver" > <outgoing_damage_modifier based_on="mass_tx" comparison_type="AtLeast" compared_to="5" multiplier="100" /> </system> <system name="LaserPulse" display_name="Spire Skycleaner Laser Pulse" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="4000000" range="High2" shot_speed="Normal" rate_of_fire="Devourer" shots_per_salvo="200" fires_salvos_sequentially="false" shot_type_data="LaserPulse_DeepBlue" > </system> </entity> <!-- Below this is where the SPIRE CITY structures start. This is just to help organise it a little - Puffin ! ************************************************************************************************ ************************************************************************************************ ************************************************************************************************--> <entity name="SpireRailFrigateNeuralNet" tags="SpireCityBuildMenu" visuals="Assets/_DLC1/FallenSpire/SpireFrigateNeuralNet/SpireFrigateNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises" icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireFrigate" gimbal_icon_size_multiplier="1.5" voice_group="Spire" uses_large_health_bar="true" category="Ship" size_scale="7.4" visuals_scale_multiplier="25" y_offset_of_icon="30" collision_priority="810" display_name="Spire RailFrigate Neural Net" display_name_for_sidebar="Neural Net - RailFrigate" description_short="This facility allows the City to build an extra two Spire RailFrigates. They are built via a Shipyard." description="This facility allows the City to build an extra two Spire RailFrigates. If the facility is destroyed, the extra RailFrigates will also be destroyed. The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. They are built via a Shipyard." starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity" cost_for_ai_to_purchase="10000" strength_multiplier="1.2" city_socket_cost="1" base_ship_cap_in_custom_city="2" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="1" hull_points="2000000" shield_points="2000000" speed="Immobile" armor_mm="180" albedo="0.7" mass_tx="6" metal_cost="550000" energy_consumption="17500" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" is_nonfunctional_when_on_planet_not_owned_by_my_faction="true" priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy" ship_type_name_to_grant_more_of_in_custom_fleet="SpireRailFrigate" ship_type_count_to_grant_more_of_in_custom_fleet="2" > <metal_flow purpose="SelfConstruction" throughput="2500"/> <system name="HeavyBeamCannon" display_name="Spire Coil Beam" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer" shot_type_data="HeavyBeamInvisible" beam_length_multiplier="1.3" hits_all_intersecting_targets="true" shots_detonate_immediately="true" is_coilbeam="true" > </system> <system name="LaserPulse" display_name="Laser Pulse" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="20" fires_salvos_sequentially="false" shot_type_data="LaserPulse_DeepBlue" > </system> </entity> <entity name="SpireRailDestroyerNeuralNet" tags="SpireCityBuildMenu" visuals="Assets/_DLC1/FallenSpire/SpireDestroyerNeuralNet/SpireDestroyerNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises" icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireDestroyer" gimbal_icon_size_multiplier="1.5" voice_group="Spire" uses_large_health_bar="true" category="Ship" size_scale="7.4" visuals_scale_multiplier="25" y_offset_of_icon="30" collision_priority="810" display_name="Spire RailDestroyer Neural Net" display_name_for_sidebar="Neural Net - RailDestroyer" description_short="This facility allows the City to build an extra Spire RailDestroyer. It is built via a Shipyard." description="This facility allows the City to build an extra Spire RailDestroyer. If the facility is destroyed, the extra RailDestroyer will also be destroyed. The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. They are built via a Shipyard." starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity" cost_for_ai_to_purchase="10000" strength_multiplier="1.2" city_socket_cost="2" base_ship_cap_in_custom_city="1" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="3" hull_points="2000000" shield_points="2000000" speed="Immobile" armor_mm="180" albedo="0.7" mass_tx="6" metal_cost="550000" energy_consumption="25000" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" is_nonfunctional_when_on_planet_not_owned_by_my_faction="true" priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy" ship_type_name_to_grant_more_of_in_custom_fleet="SpireRailDestroyer" ship_type_count_to_grant_more_of_in_custom_fleet="1" minimum_required_city_level_for_construction="2" > <metal_flow purpose="SelfConstruction" throughput="2500"/> <system name="HeavyBeamCannon" display_name="Spire Coil Beam" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer" shot_type_data="HeavyBeamInvisible" beam_length_multiplier="1.3" hits_all_intersecting_targets="true" shots_detonate_immediately="true" is_coilbeam="true" > </system> <system name="LaserPulse" display_name="Laser Pulse" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="20" fires_salvos_sequentially="false" shot_type_data="LaserPulse_DeepBlue" > </system> </entity> <entity name="SpireRiotCruiserNeuralNet" tags="SpireCityBuildMenu" visuals="Assets/_DLC1/FallenSpire/SpireFrigateNeuralNet/SpireFrigateNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises" icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireFrigate" gimbal_icon_size_multiplier="1.5" voice_group="Spire" uses_large_health_bar="true" category="Ship" size_scale="7.6" visuals_scale_multiplier="28" y_offset_of_icon="30" collision_priority="815" display_name="Spire Riot Control Cruiser Neural Net" display_name_for_sidebar="Neural Net - Riot Control Cruiser" description_short="This facility allows the City to build an extra Spire Riot Control Cruiser. It is built via a Shipyard." description="This facility allows the City to build an extra Spire Riot Control Cruiser. If the facility is destroyed, the extra Riot Control Cruiser will also be destroyed. The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. It is built via a Shipyard." starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity" cost_for_ai_to_purchase="500000" strength_multiplier="1.2" city_socket_cost="3" minimum_required_city_level_for_construction="3" base_ship_cap_in_custom_city="1" added_ship_cap_in_custom_city_per_city_level="1" added_ship_cap_in_custom_city_per_city_level_above_level="5" hull_points="3000000" shield_points="3000000" speed="Immobile" armor_mm="180" albedo="0.7" mass_tx="6" metal_cost="3500000" energy_consumption="750000" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" is_nonfunctional_when_on_planet_not_owned_by_my_faction="true" priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy" ship_type_name_to_grant_more_of_in_custom_fleet="SpireRiotCruiser" ship_type_count_to_grant_more_of_in_custom_fleet="1" > <metal_flow purpose="SelfConstruction" throughput="3500"/> <system name="HeavyBeamCannon" display_name="Spire Coil Beam" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer" shot_type_data="HeavyBeamInvisible" beam_length_multiplier="1.3" hits_all_intersecting_targets="true" shots_detonate_immediately="true" is_coilbeam="true" > </system> <system name="LaserPulse" display_name="Laser Pulse" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="20" fires_salvos_sequentially="false" shot_type_data="LaserPulse_DeepBlue" > </system> </entity> <entity name="SpireLInterdictorNeuralNet" tags="SpireCityBuildMenu" visuals="Assets/_DLC1/FallenSpire/SpireFrigateNeuralNet/SpireFrigateNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises" icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireFrigate" gimbal_icon_size_multiplier="1.5" voice_group="Spire" uses_large_health_bar="true" category="Ship" size_scale="7.9" visuals_scale_multiplier="30" y_offset_of_icon="30" collision_priority="820" display_name="Spire Light Interdictor Neural Net" display_name_for_sidebar="Neural Net - Light Interdictor" description_short="This facility allows the City to build an extra Spire Light Interdictor. It is built via a Shipyard." description="This facility allows the City to build an extra Spire Light Interdictor. If the facility is destroyed, the extra Light Interdictor will also be destroyed. The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. It is built via a Shipyard." starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity" cost_for_ai_to_purchase="500000" strength_multiplier="1.2" city_socket_cost="3" minimum_required_city_level_for_construction="4" base_ship_cap_in_custom_city="1" hull_points="4000000" shield_points="4000000" speed="Immobile" armor_mm="180" albedo="0.7" mass_tx="6" metal_cost="7000000" energy_consumption="3500000" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" is_nonfunctional_when_on_planet_not_owned_by_my_faction="true" priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy" ship_type_name_to_grant_more_of_in_custom_fleet="SpireLInterdictor" ship_type_count_to_grant_more_of_in_custom_fleet="1" > <metal_flow purpose="SelfConstruction" throughput="8500"/> <system name="HeavyBeamCannon" display_name="Spire Coil Beam" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer" shot_type_data="HeavyBeamInvisible" beam_length_multiplier="1.3" hits_all_intersecting_targets="true" shots_detonate_immediately="true" is_coilbeam="true" > </system> <system name="LaserPulse" display_name="Laser Pulse" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="20" fires_salvos_sequentially="false" shot_type_data="LaserPulse_DeepBlue" > </system> </entity> <entity name="SpireInterdictorNeuralNet" tags="SpireCityBuildMenu" visuals="Assets/_DLC1/FallenSpire/SpireDestroyerNeuralNet/SpireDestroyerNeuralNet.prefab" visuals_bundle="exp1_the_spire_rises" icon_name="Official/NeuralNet" icon_overlay="Official/NeuralNet_SpireDestroyer" gimbal_icon_size_multiplier="1.5" voice_group="Spire" uses_large_health_bar="true" category="Ship" size_scale="8.4" visuals_scale_multiplier="35" y_offset_of_icon="30" collision_priority="850" display_name="Spire Interdictor Neural Net" display_name_for_sidebar="Neural Net - Interdictor" description_short="This facility allows the City to build an extra Spire Interdictor. It is built via a Shipyard." description="This facility allows the City to build an extra Spire Interdictor. If the facility is destroyed, the extra Interdictor will also be destroyed. The City Center must be functional for the cap to increase, but a nonfunctional City Center won't decrease the cap. It is built via a Shipyard." starting_mark_level="Markless" build_sidebar_categories_i_am_part_of="SpireCity" cost_for_ai_to_purchase="1000000" strength_multiplier="1.2" city_socket_cost="3" minimum_required_city_level_for_construction="7" base_ship_cap_in_custom_city="1" hull_points="6000000" shield_points="4000000" speed="Immobile" armor_mm="180" albedo="0.7" mass_tx="6" metal_cost="14000000" energy_consumption="5500000" ship_or_structure_explosion_sfx="ShipLostMassive_Explosion" ship_or_structure_explosion_if_on_other_planet_sfx="ShipLargeLostOnOtherPlanet_Explosion" ship_or_structure_explosion_sfx_happens_if_not_mine_and_on_other_planet="true" is_nonfunctional_when_on_planet_not_owned_by_my_faction="true" priority_as_ai_target="BigThreateningWeapon" priority_as_frd_target="BigThreateningWeapon" priority_to_protect="BigFavoriteToy" ship_type_name_to_grant_more_of_in_custom_fleet="SpireInterdictor" ship_type_count_to_grant_more_of_in_custom_fleet="1" > <metal_flow purpose="SelfConstruction" throughput="12000"/> <system name="HeavyBeamCannon" display_name="Spire Coil Beam" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="30000" range="High2" shot_speed="Normal" rate_of_fire="Devourer" shot_type_data="HeavyBeamInvisible" beam_length_multiplier="1.3" hits_all_intersecting_targets="true" shots_detonate_immediately="true" is_coilbeam="true" > </system> <system name="LaserPulse" display_name="Laser Pulse" category="Weapon" firing_timing="OnlyInRange" damage_per_shot="3000" range="High2" shot_speed="Normal" rate_of_fire="Misery" shots_per_salvo="20" fires_salvos_sequentially="false" shot_type_data="LaserPulse_DeepBlue" > </system> </entity> </root> |
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Thank you! * Fixed a bug from the last couple of beta versions (maybe somehow just the most recent one, but that seems unlikely) where any savegame that had shots in flight would fail to load properly. ** All of the saves that were broken and unable to load should now be able to load fine, although we've not tested them exhaustively. Please let us know if you find any more. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jun 17, 2020 6:19 pm | Lord Of Nothing | New Issue | |
Jun 17, 2020 6:19 pm | Lord Of Nothing | File Added: tst.save | |
Jun 17, 2020 6:19 pm | Lord Of Nothing | File Added: tst.savemet | |
Jun 17, 2020 6:19 pm | Lord Of Nothing | File Added: tst4.save | |
Jun 17, 2020 6:19 pm | Lord Of Nothing | File Added: tst4.savemet | |
Jun 17, 2020 6:19 pm | Lord Of Nothing | File Added: ArcenDebugLog.txt | |
Jun 17, 2020 6:19 pm | Lord Of Nothing | File Added: TSR_Ships_LON_MoreSpire.xml | |
Jun 17, 2020 8:44 pm | BadgerBadger | Relationship added | related to 0023314 |
Jun 18, 2020 4:35 am | Lord Of Nothing | Relationship added | related to 0023308 |
Jun 18, 2020 5:01 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jun 18, 2020 5:01 pm | Chris_McElligottPark | Status | new => resolved |
Jun 18, 2020 5:01 pm | Chris_McElligottPark | Resolution | open => fixed |
Jun 18, 2020 5:01 pm | Chris_McElligottPark | Fixed in Version | => Beta 2.076 Hotfix |
Jun 18, 2020 5:01 pm | Chris_McElligottPark | Note Added: 0057368 |