You have to update your OP with instruction for non US/UK users.
BTW after that I did your import/export instruction I still had those 80+ error messages in game.
I noticed that I did import/export only on 8387 file. I did it again on 8387-L044 and now the game is working fine with no error messages.
You should update your OP with this information so it could become retard-proof
mr.WHO wrote:YEEEAAAHHAA, it's working like a charm
You have to update your OP with instruction for non US/UK users.
I will include a non-English locale compatability fix in the next release of Changeling.
mr.WHO wrote:BTW after that I did your import/export instruction I still had those 80+ error messages in game.
I noticed that I did import/export only on 8387 file. I did it again on 8387-L044 and now the game is working fine with no error messages.
You should update your OP with this information so it could become retard-proof
The L044 file should not be present, it is deemed redundant as of v2.1 of EES. I think that is made clear in the associated readme (as pointed out here)
When installing the chageling tool, do i need to put the 7047 and 8387 files into the t folder in the main directory? i haven't done it atm and after importing the game data(i just choose the whole TC directory, right?) and re-export it, the 2 error messages still pop up
When installing the chageling tool, do i need to put the 7047 and 8387 files into the t folder in the main directory? i haven't done it atm and after importing the game data(i just choose the whole TC directory, right?) and re-export it, the 2 error messages still pop up
Well firstly, anyone that calls anyone else a noob (except perhaps in jest) is an intollerant/impatiant idiot, we all have to learn at one time or another.
With regards to the processing of 7047-Lxxx files and 8387 files it should be just a matter of common sense. You operate on the files that are in the appropriate location in the game directory tree.
In addition, I should re-iterate that under Operating Systems such as Vista and Windows 7 the Changeling tool should be run with Administrative rights. If you are doing this already (and operating on the files in the game directory) then there could be an issue caused by a Virtual Store version of your file existing (I wish Microsoft had not introduced that concept)
kptkirk wrote:oh shit it now goes from 2 message to 440+ XD
Sounds like you have general installation issues, probably caused by installing Fake patches by direct extraction into the game directory under Vista/Windows 7. When you do so, the Virtual Store comes into play and generally causes mega-confusion full-stop.
As a rule of thumb... when running any mod/script tool run it with administrative rights, and when extracting mod/script fake patches either run the archive browsing tool (e.g. 7-Zip file manager) as administrator or extract to a separate directory first then copy the files into the game directory.
If you wish to try to undo this Virtual Store rubbish then you need to find the directory C:\Users\<User Name>\AppData\Local\VirtualStore and move it's contents to the root of your C drive (i.e. C:\).
kptkirk wrote:oh shit it now goes from 2 message to 440+ XD
Sounds like you have general installation issues, probably caused by installing Fake patches by direct extraction into the game directory under Vista/Windows 7. When you do so, the Virtual Store comes into play and generally causes mega-confusion full-stop.
As a rule of thumb... when running any mod/script tool run it with administrative rights, and when extracting mod/script fake patches either run the archive browsing tool (e.g. 7-Zip file manager) as administrator or extract to a separate directory first then copy the files into the game directory.
If you wish to try to undo this Virtual Store rubbish then you need to find the directory C:\Users\<User Name>\AppData\Local\VirtualStore and move it's contents to the root of your C drive (i.e. C:\).
I didn't use the fake patch method, i used the zip files and extracted them into the relavent folders.
I have changed some of the...well a lot of the Tships Tlasers Tmissiles and Tcockpit stats since i decided to rebalance the game myself. does that have anything to do with it?
Edit: for the script folder i used the CMOD 1 but removed the -CMOD as i got CMOD without AWRM mod
Last edited by kptkirk on Mon, 18. Apr 11, 16:50, edited 1 time in total.
kptkirk wrote:I didn't use the fake patch method, i used the zip files and extracted them into the relavent folders.
That is the fake patch method, it does not explicitly mean you are using CAT/DAT files.
kptkirk wrote:I have changed some of the...well a lot of the Tships Tlasers Tmissiles and Tcockpit stats since i decided to rebalance the game myself. does that have anything to do with it?
Could have an impact, but that is outside of the realms of a basic help post.
Fundamentally, if you do not follow my recommendations in my previous post then I can not provide you with assistance.
EDIT: As a thought, if you were using the "sample" EES/MARS datafiles included with Changeling to generate your game version of the EES/MARS datafiles then that will be why your configuration is totally up the creek without a paddle. You should have imported the originally installed datafiles not those in the Changeling directory. They are there for test purposes not for fixing any given installation.
kptkirk wrote:EDIT: As a thought, if you were using the "sample" EES/MARS datafiles included with Changeling to generate your game version of the EES/MARS datafiles then that will be why your configuration is totally up the creek without a paddle. You should have imported the originally installed datafiles not those in the Changeling directory. They are there for test purposes not for fixing any given installation.
ooooooops that is why dangerous stuff need to be kept out of my reach
the error messages are now gone many thx for ur help =)
Roger L.S. Griffiths wrote:EDIT: As a thought, if you were using the "sample" EES/MARS datafiles included with Changeling to generate your game version of the EES/MARS datafiles then that will be why your configuration is totally up the creek without a paddle. You should have imported the originally installed datafiles not those in the Changeling directory. They are there for test purposes not for fixing any given installation.
ooooooops that is why dangerous stuff need to be kept out of my reach
the error messages are now gone many thx for ur help =)
kptkirk wrote:Hi, quick question does it change the ware in all the ships already in the universe or only newly spawned ships will be affected?
EES only affects ships newly spawned by Jobs (or by scripts that explicitly use/require EES)
Thanks
and another question poped up.....
I should be able to edit the 8387 file to change the priorities it choses. i am guessing thatthe number column on the left in order is the prioritie and the number next to it is the laser which matches the weapen in Tlaser?
i want to let common wealth ships to use their beam weapens, should i place it above the usual small small weapens such as HEPT?
started a new game to see what it can do(haven't changed any bias value). first argon titan i came across have plasma beam cannon and cluster flack array. was fun to watch it murder stuff is that 1 of the 4 possible default load out?
kptkirk wrote:started a new game to see what it can do(haven't changed any bias value). first argon titan i came across have plasma beam cannon and cluster flack array. was fun to watch it murder stuff is that 1 of the 4 possible default load out?
There are no specific loadouts as such, loadouts are determined based on probabilistic calculations. Beam weapons are the maximum loadout.
kptkirk wrote:I should be able to edit the 8387 file to change the priorities it choses. i am guessing thatthe number column on the left in order is the prioritie and the number next to it is the laser which matches the weapen in Tlaser?
If you want to edit the 8387 file then I strongly suggest using the Changeling tool as the structure of the datafiles is a bit complicated.
In Changeling, the further down the list a weapon is the more powerful/preferable it is considered. To increase the probability of a given laser being selected you need to increase the bias accordingly.
Roger L.S. Griffiths wrote:If you want to edit the 8387 file then I strongly suggest using the Changeling tool as the structure of the datafiles is a bit complicated.
In Changeling, the further down the list a weapon is the more powerful/preferable it is considered. To increase the probability of a given laser being selected you need to increase the bias accordingly.
Thanks.
So for example
in the pirate laser part: SS_LASER_CHANGELING_UNKNOWN_13 [20]
the 13 is the laser no 13 in Tlaser which is ion Pulse Gen and [20] is the chance it get pick. and to increase that chance i need to increase the value in the bracket?
And how does it determain how many it will fit? since it will suck having 8 PPC and 32 impulse ray emitter on a destoryer
Roger L.S. Griffiths wrote:There are no specific loadouts as such, loadouts are determined based on probabilistic calculations. Beam weapons are the maximum loadout.
Since that was the very first ship i came across i guess i am rather lucky
kptkirk wrote:So for example
in the pirate laser part: SS_LASER_CHANGELING_UNKNOWN_13 [20]
the 13 is the laser no 3 in Tlaser which is ion Pulse Gen and [20] is the chance it get pick. and to increase that chance i need to increase the value in the bracket?
Basically yes, but if you import the game data you will see the actual in-game laser names in the tool.
kptkirk wrote:And how does it determain how many it will fit? since it will suck having 8 PPC and 32 impulse ray emitter on a destoryer
That part is hard coded in the EES scripts, suffice to say if three turrets have the same weapon compatability list they will all be loaded out with the same options (cargo space limits allowing).
There is 1 thing that i thihk would be nice and should be consider for the future. atm in Improved Race the ships spawn by that mod have the default script load out which is like type of guns and thats it. So maby making it compatible with IR so there will be a large number of ships that each of them are equiped by EES.
kptkirk wrote:Thx again. i should be good for a while
There is 1 thing that i thihk would be nice and should be consider for the future. atm in Improved Race the ships spawn by that mod have the default script load out which is like type of guns and thats it. So maby making it compatible with IR so there will be a large number of ships that each of them are equiped by EES.
It is more the case of the other way round, IR would need to call the appropriate EES loadout script rather than using the hard-coded loadout algorithms.
One of the features I have "kind of" planned for changeling is the auto modification of scripts to make them use EES.