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Everything posted by MDHansen
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I didn't even read the red text in your post, expecting it to be the TaF version error. I do apologize. It does look like you have entered something the game/TaF can't read and/or understand, hence the "was not present in the dictionary" I am running the game perfectly fine using UAD opt4 and TaF, just for reference. edit: actually, you could try to reinstall ML and run the game again so ML recompiles the files it needs. Something is clearly missing, as I can understand it. Mind you I am no programmer
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See my post above
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TaFisnt working as of latest patch, because of (most likely) changes to barbettes, and/or other changes interfering. Downgrade UAD to former patch. See my thread here for a how-to https://forum.game-labs.net/topic/44057-if-you-need-to-downgrade-uad-version-after-an-update/#comment-787219
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Looks like todays update (opt5) update did something funky to the files, and throwing some errors at game start and loading a save (stuck at loading ships). I'll post a log entry in a few. I know you are away, just letting you know [16:07:38.461] [TweaksAndFixes] HarmonyLib.HarmonyException: Patching exception in method null ---> System.ArgumentException: Undefined target method for patch method static bool TweaksAndFixes.Patch_Ship_c::Prefix_GenerateRandomShip_b__562_13(Il2Cpp.ComponentData c, Single& __result) at HarmonyLib.PatchClassProcessor.PatchWithAttributes(MethodBase& lastOriginal) at HarmonyLib.PatchClassProcessor.Patch() --- End of inner exception stack trace --- at HarmonyLib.PatchClassProcessor.ReportException(Exception exception, MethodBase original) at HarmonyLib.PatchClassProcessor.Patch() at HarmonyLib.Harmony.<PatchAll>b__11_0(Type type) at HarmonyLib.CollectionExtensions.Do[T](IEnumerable`1 sequence, Action`1 action) at HarmonyLib.Harmony.PatchAll(Assembly assembly) at MelonLoader.MelonMod.HarmonyInit() in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\MelonMod.cs:line 40 at MelonLoader.MelonEvent.<>c.<Invoke>b__1_0(LemonAction x) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 174 at MelonLoader.MelonEventBase`1.Invoke(Action`1 delegateInvoker) in D:\a\MelonLoader\MelonLoader\MelonLoader\Melons\Events\MelonEvent.cs:line 143 ---- [16:09:41.295] [TweaksAndFixes] During invoking native->managed trampoline System.TypeInitializationException: The type initializer for 'TweaksAndFixes.Patch_Ship' threw an exception. ---> System.TypeLoadException: Could not load type '_AddRandomPartsNew_d__579' from assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at TweaksAndFixes.Patch_Ship..cctor() --- End of inner exception stack trace --- at TweaksAndFixes.ShipM.GenerateArmorNew(Single armorMaximal, Ship shipHint) at DMD<Il2Cpp.Ship::GenerateArmor>(Single armorMaximal, Ship shipHint) at (il2cpp -> managed) GenerateArmor(Single , IntPtr , Il2CppMethodInfo* ) [16:09:41.299] [TweaksAndFixes] During invoking native->managed trampoline System.TypeInitializationException: The type initializer for 'TweaksAndFixes.Patch_Ship' threw an exception. ---> System.TypeLoadException: Could not load type '_AddRandomPartsNew_d__579' from assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at TweaksAndFixes.Patch_Ship..cctor() --- End of inner exception stack trace --- at TweaksAndFixes.Patch_Ship.Postfix_SetDraught(Ship __instance) at DMD<Il2Cpp.Ship::SetDraught>(Ship this, Single value, Boolean updateHull) at (il2cpp -> managed) SetDraught(IntPtr , Single , Byte , Il2CppMethodInfo* ) [16:09:41.299] [TweaksAndFixes] During invoking native->managed trampoline System.TypeInitializationException: The type initializer for 'TweaksAndFixes.Patch_Ship' threw an exception. ---> System.TypeLoadException: Could not load type '_AddRandomPartsNew_d__579' from assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at TweaksAndFixes.Patch_Ship..cctor() --- End of inner exception stack trace --- at TweaksAndFixes.Patch_Ship.Postfix_SetDraught(Ship __instance) at DMD<Il2Cpp.Ship::SetDraught>(Ship this, Single value, Boolean updateHull) at (il2cpp -> managed) SetDraught(IntPtr , Single , Byte , Il2CppMethodInfo* ) [16:09:41.310] [TweaksAndFixes] During invoking native->managed trampoline System.TypeInitializationException: The type initializer for 'TweaksAndFixes.Patch_Ship' threw an exception. ---> System.TypeLoadException: Could not load type '_AddRandomPartsNew_d__579' from assembly 'Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null'. at TweaksAndFixes.Patch_Ship..cctor() --- End of inner exception stack trace --- at DMD<Il2Cpp.Ship::ChangeHull>(Ship this, PartData data, Store store, ShipType manualShipType, Boolean byHuman) at (il2cpp -> managed) ChangeHull(IntPtr , IntPtr , IntPtr , IntPtr , Byte , Il2CppMethodInfo* ) [16:09:41.317] [TweaksAndFixes] During invoking native->managed trampoline Il2CppInterop.Runtime.Il2CppException: System.NullReferenceException: Object reference not set to an instance of an object. --- BEGIN IL2CPP STACK TRACE --- System.NullReferenceException: Object reference not set to an instance of an object. at Part.<UpdatePartScale>b__191_0 (Ship+TurretCaliber x) [0x00000] in <00000000000000000000000000000000>:0 at System.Data.Listeners`1+Func`2[TElem,T1,TResult].Invoke (T1 arg1) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.Enumerable.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00000] in <00000000000000000000000000000000>:0 at Part.UpdatePartScale (Ship ship) [0x00000] in <00000000000000000000000000000000>:0 at Part.UpdateCollidersSize (Ship shipHint) [0x00000] in <00000000000000000000000000000000>:0 at Part.GunBarrelLength (PartData data, Ship ship, System.Boolean update) [0x00000] in <00000000000000000000000000000000>:0 at GunData.Range (Ship ship, PartData partData, System.Int32 index) [0x00000] in <00000000000000000000000000000000>:0 at Part.WeaponRange (PartData data, Ship ship, System.Nullable`1[T] shellType) [0x00000] in <00000000000000000000000000000000>:0 at Part.WeaponRange (PartData data, Ship ship, System.Nullable`1[T] shellType) [0x00000] in <00000000000000000000000000000000>:0 at System.Func`2[T,TResult].Invoke (T arg) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.EnumerableSorter`2[TElement,TKey].ComputeKeys (TElement[] elements, System.Int32 count) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.EnumerableSorter`2[TElement,TKey].ComputeKeys (TElement[] elements, System.Int32 count) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.EnumerableSorter`1[TElement].Sort (TElement[] elements, System.Int32 count) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.OrderedEnumerable`1+<GetEnumerator>d__1[TElement].MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.Enumerable+WhereSelectEnumerableIterator`2[TSource,TResult].MoveNext () [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.List`1[T]..ctor (System.Collections.Generic.IEnumerable`1[T] collection) [0x00000] in <00000000000000000000000000000000>:0 at System.Linq.Enumerable.ToList[TSource] (System.Collections.Generic.IEnumerable`1[T] source) [0x00000] in <00000000000000000000000000000000>:0 at Ship.CWeap (System.Boolean force) [0x00000] in <00000000000000000000000000000000>:0 at Ship.FromStore (Ship+Store store, System.Nullable`1[T] manualId, Ship manualDesign, Player manualPlayer, System.Boolean isSharedDesign) [0x00000] in <00000000000000000000000000000000>:0 at GameManager+<LoadCampaign>d__102.MoveNext () [0x00000] in <00000000000000000000000000000000>:0 --- END IL2CPP STACK TRACE ---
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>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
MDHansen replied to Nick Thomadis's topic in General Discussions
yes. AI runs away almost no matter what now. I could adjust this in params before (1.5 maybe), and just recently no matter what I do, it doesn't work. If anything is on your priority list, please move it down, and put this in top. For the first time in 2400hrs I'm gonna put this game aside, and wait until this is fixed. -
in \STEAM\steamapps\common\Ultimate Admiral Dreadnoughts\MelonLoader\Il2CppAssemblies you are missing the files highlighted in yellow. Try to reinstall ML and run the game, somehow they didn't get added when ML ran the first initial time.
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Well, apparently it fixed itself. Not sure how or why. Downloaded the beta, then went back to last optimized, and huzzah, all fine😝 Not doing anything different to the resource file than I have before. Crisis averted I guess😬
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Probably not. Its annoying though😑 ill keep digging
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hm.. seems to be the weather maybe. Just realized my last 20+ battles has always been nice weather, although the weather info in top says otherwise. But even a completely unmodded game I get this. superduperweird
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[16:17:23.449] [UnityExplorer] [Unity] Material 'BadMaterial' with Shader 'Unlit/Color' doesn't have a texture property '_MainTex' I've seen this in my logs lately, pops up during fights, the colours in fights are a bit off. Like it says, it seems to be missing shaders and/or shadows. I don't edit anything in the sharedassets except the submarine texture2d and the corresponding sprite, replacing the submarine with a cogwheel in the tech tree. Also, I have run the game completely vanilla, by deleting all files manually and verified, no luck. @NathanKell poking you here since you might perhaps know what this is(?)
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I have indeed been playing around a little with those some time ago, but left it alone at some point. (mostly because I forgot all about my "project" after the summer vacation). Thanks for the info👍 Also, nice TaF update ref alliances and war
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I was just about to post that I seem to remember some issues there earlier
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This is the issue I had 1.5 years back when I started looking in to adding nations, but couldn't because "home population"*, and consequently no crew or proper army, is 0 because the province file was not loaded/used by the game, hence province editing wouldnt work. Until Nathan and TaF arrived. The insane gdp is (most liekly) because you set crew funding to 0, wich would give you a trillion isk becaause it was counting the beans in positives, instead of spending on crew. (some code thing, dont ask me lol) If you say you didn't edit the provinces.csv, then I'm not sure what could be wrong. *ref your Greek and Portoguese home population
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>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
MDHansen replied to Nick Thomadis's topic in General Discussions
Pretty much this. I know we are the admiral, and not the gunnery officer, but still. Asimple autotargeting on/off. -
Would it be a lot of work to make it so; 1. Ongoing research is always on top? 2. Your nation is always on top in Politics list. More of a if/when you get the time to have a rummage through the ones and zeroes, so to speak
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>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
MDHansen replied to Nick Thomadis's topic in General Discussions
because all nations share the same tech tree. there is no individual techs for individual countries. in my private extensive mod, I have moved all hulls in to their own "tree" (dd/tb , cl, ca, bc, bb) and the "hull strength" is only just that, different hull bonuses. I have then made so that any country always unlocks a hull in the different hull techs every time. Not historically correct, but that is to no concern for me -
But i did, sooo many times😮💨😅 and it has to be the players.csv, once removed all was fine. Ill rexheck it with a fresh pair of eyes, with glasses and a pint of Monster 😬 I did ofc remove sweden in the "minor" section below
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Getting this message on the new update 1.6.0.5opt, and TaF 3.8.3 -the duplicate key "sweden" appears on this update, and not the previous 1.6.0.5. No changes has been done inbetween updates. [13:55:44.601] [TweaksAndFixes] During invoking native->managed trampoline Il2CppInterop.Runtime.Il2CppException: System.ArgumentException: An item with the same key has already been added. Key: sweden --- BEGIN IL2CPP STACK TRACE --- System.ArgumentException: An item with the same key has already been added. Key: sweden at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x00000] in <00000000000000000000000000000000>:0 at System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) [0x00000] in <00000000000000000000000000000000>:0 at GameData.PostProcessAll () [0x00000] in <00000000000000000000000000000000>:0 --- END IL2CPP STACK TRACE --- at Il2CppInterop.Runtime.Il2CppException.RaiseExceptionIfNecessary(IntPtr returnedException) in /home/runner/work/Il2CppInterop/Il2CppInterop/Il2CppInterop.Runtime/Il2CppException.cs:line 36 at DMD<Il2Cpp.GameData::PostProcessAll>(GameData this) at (il2cpp -> managed) PostProcessAll(IntPtr , Il2CppMethodInfo* ) For reasons unknown when I booted the game back up again this message didn't appear🤔 What the..! its back again. I am so confused
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Go offline with steam thrn launch it from steam. Saying that, using the .exe won't corrupt your game, so something else is to blame
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No there was just a "parts" in there and I initially thought it relevant. Found out it (most likely) wasn't. Thanks for the update👍
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yup, back then I could force a TF battle (Meeting) 100/100 times. Still though, even now, I can (slightly) more often than not, force a TF battle.
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Last update 1.6.04 messed up my campaign
MDHansen replied to Shakeyvick's topic in General Discussions
It's easy to stop steam from updating your game. Properties->updates->"only update game when I launch it" and copy the game .exe from the folder to your desktop and run the game from there. If you need to revert, see below https://forum.game-labs.net/topic/44057-if-you-need-to-downgrade-uad-version-after-an-update/#comment-787219 -
>>>v1.6 Feedback<<< (Latest version: 1.6.0.6 Optx6)
MDHansen replied to Nick Thomadis's topic in General Discussions
I'll take Steam (and reddit) reviews for what they are, mostly useless and overrepresented by basement trolls. Saying that, there is plenty to improve in the game, most certainly. I'll make my personal review once they declare the game finished.