Author Topic: Civilian Industries  (Read 11138 times)

Offline Endovior

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Re: Civilian Industries
« Reply #75 on: May 20, 2020, 08:54:53 AM »
I updated to v2.044; got a different error, and one that does seem to be a mod problem.



There's an error about a missing method for "TachyonBlastPlanet", which spams constantly, and makes the Civilian Industry fail to spawn.

Spoiler for Relevant Error Log:
5/20/2020 8:51:36 AM
Error in thread for execution context 'executionContext'
MissingMethodException
void Arcen.AIW2.External.BadgerFactionUtilityMethods.TachyonBlastPlanet(Arcen.AIW2.Core.Planet,Arcen.AIW2.Core.Faction)
===STACK FRAMES (with file info)===
FILE   METHOD   IL_OFFSET   NATIVE_OFFSET   LINE_NUMBER   COLUMN_NUMBER
   <DoWorldSecondLogic_FromSimBGThread>b__2   1   55   0   0
   DoForFactions   18   107   0   0
   DoWorldSecondLogic_FromSimBGThread   102   738   0   0
   DoWorldStepLogic_FromSimBGThread   380   1210   0   0
   Execute   186   487   0   0
===RAW STACK TRACE===
  at Arcen.AIW2.External.EntitySimLogicImplementation+<>c__DisplayClass45_0.<DoWorldSecondLogic_FromSimBGThread>b__2 (Arcen.AIW2.Core.Faction faction) [0x00001] in <b3272b01b6b34d3dadbb867325241287>:0
  at Arcen.AIW2.Core.World_AIW2.DoForFactions (Arcen.AIW2.Core.Faction+ProcessorDelegate Processor) [0x00012] in <a760605bb393499392d3be94cf03ad2c>:0
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldSecondLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x00066] in <b3272b01b6b34d3dadbb867325241287>:0
  at Arcen.AIW2.External.EntitySimLogicImplementation.DoWorldStepLogic_FromSimBGThread (Arcen.AIW2.Core.ArcenSimContext Context) [0x0017c] in <b3272b01b6b34d3dadbb867325241287>:0
  at Arcen.AIW2.External.SimExecution.Execute () [0x000ba] in <b3272b01b6b34d3dadbb867325241287>:0

  at System.Environment.get_StackTrace () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, System.Boolean IncludeStackTrace, Arcen.Universal.Verbosity Verbosity) [0x00000] in <f8b9c768b9c7431a93185395b11c2405>:0
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.DebugLogDestination Destination, Arcen.Universal.Verbosity Verbosity) [0x00000] in <f8b9c768b9c7431a93185395b11c2405>:0
  at Arcen.Universal.ArcenDebugging.ArcenDebugLog (System.String Message, Arcen.Universal.Verbosity Verbosity) [0x00000] in <f8b9c768b9c7431a93185395b11c2405>:0
  at Arcen.Universal.ArcenDebugging.LogException (System.Exception e, System.String message, Arcen.Universal.Verbosity verbosity) [0x00000] in <f8b9c768b9c7431a93185395b11c2405>:0
  at Arcen.AIW2.External.SimExecution.Execute () [0x00000] in <b3272b01b6b34d3dadbb867325241287>:0
  at Arcen.AIW2.External.ArcenSimPlanningContext.InnerRun () [0x00000] in <b3272b01b6b34d3dadbb867325241287>:0
  at Arcen.AIW2.External.ArcenExecutionContext.InnerRun () [0x00000] in <b3272b01b6b34d3dadbb867325241287>:0
  at Arcen.AIW2.External.ArcenThread.InternalActualThreadFunction () [0x00000] in <b3272b01b6b34d3dadbb867325241287>:0
  at System.Threading.ThreadHelper.ThreadStart_Context (System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
  at System.Threading.ExecutionContext.RunInternal (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state, System.Boolean preserveSyncCtx) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
  at System.Threading.ExecutionContext.Run (System.Threading.ExecutionContext executionContext, System.Threading.ContextCallback callback, System.Object state) [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0
  at System.Threading.ThreadHelper.ThreadStart () [0x00000] in <1f0c1ef1ad524c38bbc5536809c46b48>:0

Offline StarKeep

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Re: Civilian Industries
« Reply #76 on: May 20, 2020, 09:38:52 AM »
Turns out there was a change to a few more functions that I missed; one of which being the Tachyon burst functionality. I haven't had time to personally play for a few days now, so I'm really sorry about that.

Hotfix

Fixed some more patch-related bugs.

Offline Endovior

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Re: Civilian Industries
« Reply #77 on: May 20, 2020, 11:08:17 AM »
Turns out there was a change to a few more functions that I missed; one of which being the Tachyon burst functionality. I haven't had time to personally play for a few days now, so I'm really sorry about that.

Hotfix

Fixed some more patch-related bugs.

No need to apologize; there's a lot of new modding-related changes coming out these days, so there's a lot of stuff for you to do to keep on top of them. Hopefully, the changes should make things easier for you going forwards.

Offline facc00

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Re: Civilian Industries
« Reply #78 on: May 22, 2020, 02:35:17 AM »
So the hotfix doesn't seem to be a link or anything and the main download is still the april version.

Offline StarKeep

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Re: Civilian Industries
« Reply #79 on: May 22, 2020, 08:40:23 AM »
Main download link is automatically updated to any new versions I push out, but the url remains the same. So while the post hasn't been updated in a while, the download link is giving you a new version from may 21st.

Offline Endovior

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Re: Civilian Industries
« Reply #80 on: May 22, 2020, 09:57:17 AM »
The devs are really breaking a lot of stuff with new changes! It was working for a while there, but v2.047 again gives an error on game start; apparently the game is upset about the lack of Mark Level specifications for Civilian Industry?



Spoiler for Relevant Error Log:
5/22/2020 9:49:00 AM   specialFactionContext_17_SKCivilianIndustry Error: System.MissingFieldException: Field 'Arcen.AIW2.Core.GameEntityTypeData/MarkLevelStats.StrengthPerSquad' not found.
  at SKCivilianIndustry.SpecialFaction_SKCivilianIndustry.DoLongRangePlanning_OnBackgroundNonSimThread_Subclass (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.External.ArcenLongTermIntermittentPlanningContext Context) [0x00073] in <38bbf35e47f6403bab76ee1f183ecd35>:0
  at Arcen.AIW2.External.BaseSpecialFaction.DoLongRangePlanning_OnBackgroundNonSimThread (Arcen.AIW2.Core.Faction faction, Arcen.AIW2.Core.ILongRangePlanningContext Context) [0x00076] in <c3a9e45aa47c45169953ddab9ce44878>:0
  at Arcen.AIW2.External.SpecialFactionPlanning.Execute () [0x00077] in <c3a9e45aa47c45169953ddab9ce44878>:0

Offline StarKeep

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Re: Civilian Industries
« Reply #81 on: May 22, 2020, 10:33:03 AM »
It looks like they changed how one accesses unit strength values; shouldn't be too bad to fix.

Offline StarKeep

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Re: Civilian Industries
« Reply #82 on: May 22, 2020, 10:37:41 AM »
Hotfix

Quick release for compatibility with the latest update. Untested; will be able to test and confirm by this evening.

Based on person and posted test results; the (untested) has been removed from this Hotfix. Thank you guys.
« Last Edit: May 22, 2020, 06:47:11 PM by StarKeep »

Offline facc00

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Re: Civilian Industries
« Reply #83 on: May 22, 2020, 01:16:43 PM »
Thank you gor the quick reply.  When I open the zip folder and look at last modified it says 4/5/20 which is why I was thinking its not updated.  In fact it still shows that same date with a download of the main link from the front page.  Please advise.

Offline Endovior

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Re: Civilian Industries
« Reply #84 on: May 22, 2020, 02:33:35 PM »
(untested)Hotfix

Quick release for compatibility with the latest update. Untested; will be able to test and confirm by this evening.

Tried the new version, didn't get the error on startup, and it seems to be running fine half an hour in.

Thank you gor the quick reply.  When I open the zip folder and look at last modified it says 4/5/20 which is why I was thinking its not updated.  In fact it still shows that same date with a download of the main link from the front page.  Please advise.

I confirm that the version linked in the OP is the newest available version, compatible with the current release.

Offline facc00

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Re: Civilian Industries
« Reply #85 on: May 22, 2020, 03:40:19 PM »
Sorry the main folder was old but the files inside were new.  Derp for me!

Offline StarKeep

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Re: Civilian Industries
« Reply #86 on: June 10, 2020, 09:45:13 AM »
PSA that the latest change breaks the mod. I'll be working on an update with a few functional changes that are a bit large-scale, since this is a good excuse to do so.

Offline Fritz1776

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Re: Civilian Industries
« Reply #87 on: August 27, 2020, 08:37:19 PM »
This looks super cool. Hope it gets updated sooner rather than later so I can mess with it myself.

Offline StarKeep

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Re: Civilian Industries
« Reply #88 on: August 28, 2020, 09:33:46 PM »
Updated

Update Instructions: Delete the existing Civilian Industries dll from GameData\ModdableLogicDLLs.

I truly have been taken over by so many projects, including the rework of this mod; to the point where I just couldn't put this off any longer.
No new features, but fully functional, for the latest version of the game. Please enjoy, and I'm terribly sorry that you waited so long for minimal payoff.

Offline StarKeep

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Re: Civilian Industries
« Reply #89 on: September 02, 2020, 12:57:52 PM »
Civilian Industries - V 0.6.4 - Power Play
Save Compatible


(Early download located in the main post, for those who would be interested in it before the next game update.)

Lowered the overall number of mobile ships that Civilians can output.
-The exact decrease is not documented, on account of me overhauling an absolutely ancient scaling function for the capacity that was unwieldy and scary. I've estimated it to be around 50% less.

Cost Scaling and Stockpiling
-Previously, unit costs would increase as they neared their capacity, eventually costing 200% of their base cost.
-This seemed silly in hindsight, and has been removed.
-Along with this, the minimum and default stockpiling percentage has been changed to 300%.

Barracks reworked
-Now capped at 1 per planet.
-Now starts at 20% increase, scaling up by 5% per Mark Level.
-Now marks up with Command tech.
-Now increases the maximum Protector capacity on it and adjacent planets by 1 at Mark 7.

Code Optimizations
-Civilians should no longer absolutely chug your saves by late game!
-A bunch of old code has been optimized to be multiplayer-ready.

Raid Notification
-You are now given a notification box whenever a raid is about to fire, letting you know how close it is to firing, and what planets its aimed at.

Protectors
-Have all received notable buffs.
-Some may still be too weak; and will be buffed up over time after some additional testing.

Resources
-Replaced real names and puns with references to other fictional materials.
-Now display what Technology is used for which resource.

 

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