1.2 patch changes

Well its that time again, so I figured I'd make a thread dedicated to everything needed to update mods to the latest patch. From the change log it looks like abilities will need some work, and the new pirate changes probably mean a lot of new stuff in the gameplay.constants file, among others. I'll start posting specifics when I get home, but if anyone else is a head of me please share with the community.

Mod breaking changes are below. For the entire list of all changes, see myfist0's excellent post.

New Lines

Player.Entity files
Adds new GameEventSound:QuestEnded (Beta 1.2)

Thanks to Zombierus for the following info.

Gameplay.constants
Adds new PlayerAITable->BuildMines (Beta 1.2)
Adds new PlanetData->minPropagatedCultureRate (Beta 1.2)
Adds new PlanetData->culturePropagationPerc (Beta 1.2)
Adds new PlanetData->cultureDecayRate (Beta 1.2)
Adds new pirateRaidDef->raidCost:0-4 (Beta 1.2)
Adds new playerDiplomacyAIDef->tradeBonusRatePerTrip (Beta 1.2)
Adds new playerDiplomacyAIDef->tradeBonusCap (Beta 1.2)
Adds new playerDiplomacyAIDef->tradeBonusDecayRate (Beta 1.2)

Entity.Manifest

Note: Easiest way to bring this up to date is to use harpo's manifest maker, but if that is not an option.

Thanks to myfist for the following info.

Added

entityName "RESEARCHSUBJECT_PIRATE_ARMOR2.entity"
entityName "RESEARCHSUBJECT_PIRATE_WEAPONS2.entity"
entityName "RESEARCHSUBJECT_PIRATE_HPMAX2.entity"
entityName "RESEARCHSUBJECT_PIRATE_HYPERSPACE_CHARGEUPTIMEDECREASE.entity"
entityName "RESEARCHSUBJECT_PIRATE_ARMOR3.entity"
entityName "RESEARCHSUBJECT_PIRATE_WEAPONS2.entity"
entityName "RESEARCHSUBJECT_PIRATE_HPMAX3.entity"
entityName "RESEARCHSUBJECT_PIRATE_ARMOR4.entity"
entityName "RESEARCHSUBJECT_PIRATE_WEAPONS4.entity"
entityName "RESEARCHSUBJECT_PIRATE_HPMAX4.entity"
entityName "RESEARCHSUBJECT_PIRATE_FINAL_UPGRADE.entity"
entityName "RESEARCHSUBJECT_PIRATE_WEAPONRANGE.entity"
entityName "RESEARCHSUBJECT_PIRATE_ABILITYACCESS_EMBARGO.entity"
entityName "BuffAbilityGuidanceSelf.entity"

Removed

entityName "AbilityPirateFlakBurst.entity"
entityName "AbilityPirateIncendiarySlug.entity"
entityName "AbilitySprintPirate.entity"
entityName "BuffPirateIncendiarySlugTarget.entity"
entityName "RESEARCHSUBJECT_PIRATE_WEAPONSCOOLDOWNS1.entity"
entityName "RESEARCHSUBJECT_PIRATE_REGEN1.entity"
entityName "RESEARCHSUBJECT_PIRATE_ABILITYACCESS_SPRINT.entity"
entityName "RESEARCHSUBJECT_PIRATE_ABILITYACCESS_INCENDIARY_SLUG.entity"

 

40,258 views 32 replies
Reply #1 Top

So, is there any information on what changed available?

Reply #2 Top

the only change that I have found in the entity files is in the playerRACE.entitys with the addition of one line

    GameEventSound:QuestEnded ""

harpo

 

Reply #3 Top

A lot of things with pirates were changed as well. Even if you haven't modded the pirates, some of these changes are in the gameplay.constants file as well. Otherwise the only change that will cause an error will be the one harpo mentioned. It should also be place below the QuestFailed line like so.

    GameEventSound:QuestFailed "EVENTTECH_QUESTFAILED"
    GameEventSound:QuestEnded ""

 

Reply #4 Top

So, I can turn on the Pirates without being spammed with bounty for no good reason? Assuming I can get the blasted patch to download.

Reply #5 Top

Here's what I've found during the Beta 1.2...

Adds aiUseTime->OnlyWhenDebrisWithinRange (Beta 1.2)
Adds aiUseTargetCondition->AntimatterExceedsAmount (Beta 1.2)
Adds new GameEventSound?:QuestEnded (Beta 1.2)
Adds new PlayerAITable->BuildMines (Beta 1.2)
Adds new PlanetData->minPropagatedCultureRate (Beta 1.2)
Adds new PlanetData->culturePropagationPerc (Beta 1.2)
Adds new PlanetData->cultureDecayRate (Beta 1.2)
Adds new pirateRaidDef->raidCost:0-4 (Beta 1.2)
Adds new playerDiplomacyAIDef->tradeBonusRatePerTrip (Beta 1.2)
Adds new playerDiplomacyAIDef->tradeBonusCap (Beta 1.2)
Adds new playerDiplomacyAIDef->tradeBonusDecayRate (Beta 1.2)

 

Reply #6 Top

Alright. I'll have to port over all of my armor/damage changes to a new constants and do some copy-pasta in the player files, then. Nothing big.

Hopefully my total removal of mines doesn't run into any issues with their AI-Mine related changes.

Reply #7 Top

With the Bailknights mod I had to remove/modify the pirate heavy frigate to have all its abilities removed to get it to work. That may help some who may have made some modifications to the pirates outside of abilities.

Reply #8 Top

Quoting JA_394, reply 4
So, I can turn on the Pirates without being spammed with bounty for no good reason? Assuming I can get the blasted patch to download.

Well you might still get bounty, but the AI will now also put bounty on each other if they have worse relations than with you or if another AI already has a sizeable bounty. So in other words, you won't get gained up on by the bounty.

Added everything posted so far to the OP, thanks everyone.

Reply #9 Top

Great! Now all I have to do is wait for the referance files to be released. That, or somehow convert the entity files to the new format. How would I go about doing that? If it's possible?

Reply #10 Top

Quoting JA_394, reply 9
Great! Now all I have to do is wait for the referance files to be released. That, or somehow convert the entity files to the new format. How would I go about doing that? If it's possible?

Yeah, they always include a command line convert data with every patch. Its what powers all the GUI converters (though sadly they haven't been updated yet), but you need to make a batch file to use it in its raw form. I can upload them tomorrow if you don't want to mess with that.

Reply #11 Top

It's not that I don't want to do it myself, it's just that all I'm capable of doing is editing the entity files. Apart from that, I'm useless. I looked at the tutorial on how to go about converting files shortly after I posted, and... Well, let's just say I'm not going to be any good at what I do anytime soon if I can't even figure out how to convert files. But at least I'm being honest about it. Young people these days. Some of em' think they're invincible and outside the rules. But anyway, back to the actual topic, me and a lot of others with my similiar skillset (Or lack thereof, whichever you prefer) would greatly appreciate it.

PS: That tutorial made no sense to me whatsoever. Further proves my point about my lack of knowledge. Heh.

Reply #12 Top

goafan, my released version of the textbin gui works perfectly with the diplomacy 1.2 convertdata BEFORE I started updating the utilities

harpo

Reply #13 Top

Good GUI converts are setup to be pointed to the next automatically. BCExtremes does this as well.

Reply #14 Top

Well, I've added the lines to the Player* files, added my changes to the new gameplay.constants and manifest files... and the game minidumps with no error upon trying to start a game. I disabled my gameplay constants entirely and still the errorless crash occurs a few seconds after entering the loading screen.

As the minidumps don't provide me any useful information and I have no errors to work from... any ideas what else might be doing this?

Reply #15 Top

Quoting IskatuMesk, reply 14
Well, I've added the lines to the Player* files, added my changes to the new gameplay.constants and manifest files... and the game minidumps with no error upon trying to start a game. I disabled my gameplay constants entirely and still the errorless crash occurs a few seconds after entering the loading screen.

As the minidumps don't provide me any useful information and I have no errors to work from... any ideas what else might be doing this?

Where did you put the new line in the player entity file? I think it needs to be directly under the quest failed sound like so.

    GameEventSound:QuestFailed "EVENTTECH_QUESTFAILED"
    GameEventSound:QuestEnded ""

Reply #16 Top

Also, did you regenerate your entity.manifest?

Reply #17 Top

Quoting GoaFan77, reply 15

Quoting IskatuMesk, reply 14Well, I've added the lines to the Player* files, added my changes to the new gameplay.constants and manifest files... and the game minidumps with no error upon trying to start a game. I disabled my gameplay constants entirely and still the errorless crash occurs a few seconds after entering the loading screen.

As the minidumps don't provide me any useful information and I have no errors to work from... any ideas what else might be doing this?
Where did you put the new line in the player entity file? I think it needs to be directly under the quest failed sound like so.

    GameEventSound:QuestFailed "EVENTTECH_QUESTFAILED"
    GameEventSound:QuestEnded ""

 

Yes, that's where I put the line.

Quoting ZombiesRus5, reply 16
Also, did you regenerate your entity.manifest?

 

Regenerate? I used the one from Harpo's resource files and after I encountered problems double checked it vs the Diplomacy base directory entity. They're both the exact same as to be expected, so I am not sure if I need to take extra steps or not. I basically tacked my new stuff onto the end of it and rose the file # accordingly.

 

Also as I had previously removed mines from the TEC build list I re-added them back to be safe and this did not solve the crash, either.

/e I also disabled my pipeline folder entirely as well.

 

/edit There we go, I crashed it a few more times and got an error to appear. Yay!

Assert @ c:\Projects\P4\SinsDiplomacy\Release\CodeSource\Engine/DataStructures/DynamicVector.h(172)

i >= 0

Now... if I can figure out what it means...

Reply #18 Top

Regenerate? I used the one from Harpo's resource files and after I encountered problems double checked it vs the Diplomacy base directory entity. They're both the exact same as to be expected, so I am not sure if I need to take extra steps or not. I basically tacked my new stuff onto the end of it and rose the file # accordingly.

I mean whatever steps you use to generate the entity.manifest. It changed with 1.2 and would need to be updated. If you pulled the latest for 1.2 and re-applied your changes you should be fine in that regard.

Personally I like using a tool to generate the entity manifest versus the manual process.

Reply #19 Top

I did a forum search on that error I managed to get appear, search yielded a post from Major Stress that basically said "panic". So I panicked and deleted a ton of random stuff and now it loads.

Eh. I can't complain I guess. At least I can keep working and I didn't lose much if anything.

Reply #20 Top

Run the dev exe. The ShowErrors option no longer works with the regular exe.

 

:fox:

Reply #21 Top

Hey, here's something I ran into: I spent 15000 credits to have the Pirates raid a planet. More than once. Anyway, after they finally wiped everybody out, the successful mission speech event came on, but it just kept repeating itself over and over and over. I had to delete my save as it became unplayable. I think that qualifies as a bug.

Oh, and Kitkun, did you get your name from the planet Kit-Kunis? I just got finished playing that particular scenario, and I just thought I'd ask.

Reply #22 Top

^You should probably but it in the Diplomacy section as a bug. Though you could just delete the sound reference in the player file so at least you wouldn't hear anything.

Reply #23 Top

Quoting JA_394, reply 21
Oh, and Kitkun, did you get your name from the planet Kit-Kunis? I just got finished playing that particular scenario, and I just thought I'd ask.
:X

 

:fox:

Reply #24 Top

Seems we missed a new entry in the string file.

StringInfo
    ID "IDS_RELATIONSHIPINFOCARD_TRADEBONUSLABEL"
    Value "Trade Bonus:"

Reply #25 Top

Quoting Kitkun, reply 20
Run the dev exe. The ShowErrors option no longer works with the regular exe.

 

 

I was running the dev exe, that's the thing. I was still getting no error 9 out of 10 crashes.