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[1.6.1.4-1.7] [Code] Tweaks and Fixes v3.16.7: bugfixes, new features for players, support for modders (including new nations and better AI ship generation!)


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Posted
8 hours ago, flaviohc16 said:

@NathanKell I'm playing with NAR, but i think this is your bug reader than OBarao's one:

 

When I check the "add crew" box, it doesn't work with mothballed ships like it works on vanilla, so i need to add manually the crew of all my mothballed ships, and it's a pain in late years with big fleets.

Sorry, I don't quite understand what you mean. Can you send a save with complete reproduction steps?

 

  

8 hours ago, Peksern said:

Btw, did you find the reason for the upgraded Guns in battle, while they shouldn't be upgraded? :) (If not, it's fine. I can imagine you currently have different priorities. Then it might be just a humble reminder. 😊)

 

Sorry, need a save and repro steps that reproduce the problem reliably on loading that save. (Did you already send this and I forgot?)

Posted
8 minutes ago, NathanKell said:

Sorry, need a save and repro steps that reproduce the problem reliably on loading that save. (Did you already send this and I forgot?)

Yep, I did. But not a problem: Here is a link to google drive: https://drive.google.com/drive/folders/1fHHnsGfiCL6Ihgs34ntfaiHmRFyME3BU?usp=sharing

 

The Save was done before the newest update.

To reproduce: Upgrade a ship, but not its mark guns (don't push the button). Then go in battle with that ship: It will have the upgraded guns anyway. Perhaps this only happens when upgrading some, but not all guns (for example the secondaries or casemates, but not the main guns - but I am not sure about that)

  • Like 1
  • NathanKell changed the title to [1.6.0.7] [Code] Tweaks and Fixes v3.14.0: bugfixes, new features for players, support for modders (including new nations and better AI ship generation!)
Posted (edited)

Thanks Peksern! And oops. :D 

 

20 hours ago, NathanKell said:

In other news, while trying to fall asleep last night, I came up with an enhancement for the predefined designs system. My idea is the following: multiple sets of predefined designs. The highest-priority set would have human-designed (and much better) ships, and only after they are used would the game fall back to the predefined designs made with the batch generator. If players desire variety, the game could switch to the batch ships on a random chance, not just when the manually-created designs were used up.

I say this because even with the work we've put into making the ship generator smarter, a human will still be better (and regardless, is likely to make a prettier ship). So it would be nice to prioritize those ships, without requiring players to have them all sitting in their Shared Designs collection. That said, because the number of these ships will always be small, as above I would support a random chance to ignore these designs, for those players who want variety in their campaigns.

Thoughts?

I implemented this. See readme.

Edited by NathanKell
Posted
11 hours ago, Peksern said:

Yep, I did. But not a problem: Here is a link to google drive: https://drive.google.com/drive/folders/1fHHnsGfiCL6Ihgs34ntfaiHmRFyME3BU?usp=sharing

 

The Save was done before the newest update.

To reproduce: Upgrade a ship, but not its mark guns (don't push the button). Then go in battle with that ship: It will have the upgraded guns anyway. Perhaps this only happens when upgrading some, but not all guns (for example the secondaries or casemates, but not the main guns - but I am not sure about that)

Thanks, this was super helpful! Figured it out and fixed. *(%@ super dumb typo where I was very carefully copying the gun grade over from the refit design to the refitted ship...but then never actually adding it to the list of gun grades on the new ship, so it poofed at the end of the function. 😂

These means that all actually-refitted ships (rather than the refit design) have the issue. If you want to fix it in your own save it's pretty simple:

  1. Convert your save to json
  2. Open the save and search for the FIRST instance of "refitDesignName": "<your refit design name>", for example "refitDesignName": "Oakland (1909) - 2",
  3. Find the "turretCalibers" section below it. Copy that from [ to ] which will copy a bunch of things with diameter/length/etc. The stuff we really care about is turretPartDataName, that's where I encode the old gun grade. For example "turretPartDataName": "gun_6_x1;2",
  4. Verify that further down in this ship entry the vesselName is the same as the refitDesignName.
  5. Now, find all other ships referincing that refitDesignName and replace their "turretCalibers": [ .... ] sections with what you copied. Or just change the differences to match the design (in this example, we'll change "turretPartDataName": "gun_6_x1;3", to "turretPartDataName": "gun_6_x1;2",

That will apply the correct gun grades to each instance of the refit design.

  • Like 1
Posted (edited)
2 hours ago, NathanKell said:

These means that all actually-refitted ships (rather than the refit design) have the issue. If you want to fix it in your own save it's pretty simple:

Yes, sorry, forgot to mention the step of "actually refit the ship" :D ... actually I won't repair that savegame, simply because I updated UAD to latest version and now I am patiently waiting for the next update of NAR, whenever the Baron will release it. :D

 

Edited by Peksern
  • Like 1
Posted
5 hours ago, Peksern said:

Yes, sorry, forgot to mention the step of "actually refit the ship" :D ... actually I won't repair that savegame, simply because I updated UAD to latest version and now I am patiently waiting for the next update of NAR, whenever the Baron will release it. :D

 

I mean, NAR worked fine, that's how I loaded your save.

Posted
3 hours ago, Peksern said:

But not with the current update 1.6.0.7. :) 

Uh, yes with the current update. As I said, that's what I tested it on and fixed TAF on, per the changelog :P 

Posted
3 minutes ago, NathanKell said:

Uh, yes with the current update. As I said, that's what I tested it on and fixed TAF on, per the changelog :P 

yeah, I'm gonna waiting for NAR. :D

Posted

Added a patch to the MessageBox system to fix too-large boxes (from adding many new nations, for example). It will split the text reasonably, and put the extra text in the scrollbox that's already used in some boxes (like the tension-increase-from-fleets message), assuming the message doesn't already have a scrollbox. Going from this:

Screenshot_2024-09-20_155523.png?ex=6705

 

to this:

image.png?ex=670637f5&is=6704e675&hm=66e

  • Like 4
  • NathanKell changed the title to [1.6.0.7] [Code] Tweaks and Fixes v3.14.2: bugfixes, new features for players, support for modders (including new nations and better AI ship generation!)
  • NathanKell changed the title to [1.6.0.7] [Code] Tweaks and Fixes v3.15.0: bugfixes, new features for players, support for modders (including new nations and better AI ship generation!)
Posted (edited)

@o Barão @brothermunro that means you should be able to release for 1.6.0.7 without worrying that players will mistakenly select a design usage mode that would cause the game to break. So you can just go ahead and release, without needing the predefined ships packs (though making those is good, of course). :) 

 

Edit: because of this. "support forcing players to only be able to choose AI Design Usage: Slow when creating campaigns, allowing mods to be used with 1.6.0.7 even without predefined designs"

Edited by NathanKell
  • Like 3
  • NathanKell changed the title to [1.6.0.7 Optx4] [Code] Tweaks and Fixes v3.15.1: bugfixes, new features for players, support for modders (including new nations and better AI ship generation!)
  • NathanKell changed the title to [1.6.0.7 Optx4/5] [Code] Tweaks and Fixes v3.15.2: bugfixes, new features for players, support for modders (including new nations and better AI ship generation!)
Posted (edited)

Hey @NathanKell, I am pretty sure the following is TAF 3.15.2

Design a ship named XYZ
Build / Not Build any, doesn't matter
Refit XYZ
"Copy" Refitted XYZ 
Almost all the component weights and resistances does not carry over.
If you add stuff to get to new max available tonnage and try to build, it will say Overweight
It is somehow not copying something,

Better example,
I have designed a HC, built a number. and refitted the design, all is well
If i try to copy the refitted variant the tonnage goes from 14/992/15000 to 11824/15000
Clicking each component and weapon to fix it does not help...

Also, when I go into ship designer,

I get:

[11:27:48.950] [TweaksAndFixes] Could not find Armaments components list!

Might be related...

Edited by Lamb Chop
Posted

Greetings! I'm curious if you could help me. Basically, this is my post from Steam. 

No Research Results pop-up

If there's a "Meeting" event on the same turn as any Research completion, if you choose to fight/battle manually, you won't get any Research completion/results pop-up. Which appears only if you auto-battle/withdrawn etc, after all those "Meeting" events are done in this way. So, basically if you have to fight manually, you won't know anything about newly developed tech on the same turn, unless you'll have to guess/compare/search the design screen etc. Sometimes it's very uncomfortable. Please, give higher priority to the Research Results pop-up, compared to "Meeting" events. Or fix it in any other way you see fit.

I'm still not aware if this a bug or intended, or any other scenario ) So, as I mentioned, I'm curious if you know anything about it. Would much appreciate any info)

Posted
3 hours ago, FunkyPumpkinツ said:

Greetings! I'm curious if you could help me. Basically, this is my post from Steam. 

No Research Results pop-up

If there's a "Meeting" event on the same turn as any Research completion, if you choose to fight/battle manually, you won't get any Research completion/results pop-up. Which appears only if you auto-battle/withdrawn etc, after all those "Meeting" events are done in this way. So, basically if you have to fight manually, you won't know anything about newly developed tech on the same turn, unless you'll have to guess/compare/search the design screen etc. Sometimes it's very uncomfortable. Please, give higher priority to the Research Results pop-up, compared to "Meeting" events. Or fix it in any other way you see fit.

I'm still not aware if this a bug or intended, or any other scenario ) So, as I mentioned, I'm curious if you know anything about it. Would much appreciate any info)

That was a feature / bug ever since I started playing the game...

 

  • Like 1
Posted
14 hours ago, Lamb Chop said:

Hey @NathanKell, I am pretty sure the following is TAF 3.15.2

Design a ship named XYZ
Build / Not Build any, doesn't matter
Refit XYZ
"Copy" Refitted XYZ 
Almost all the component weights and resistances does not carry over.
If you add stuff to get to new max available tonnage and try to build, it will say Overweight
It is somehow not copying something,

Better example,
I have designed a HC, built a number. and refitted the design, all is well
If i try to copy the refitted variant the tonnage goes from 14/992/15000 to 11824/15000
Clicking each component and weapon to fix it does not help...

Also, when I go into ship designer,

I get:

[11:27:48.950] [TweaksAndFixes] Could not find Armaments components list!

Might be related...

Error message is completely unrelated and totally expected--the first frame you enter the cosntructor, the UI isn't fully built yet so TAF can't find a UI element. Thereafter it's fine.

Since you're about the fifth person to be concerned about this message I'm just going to remove it, the feature seems to be working fine so the logging is doing more harm than good.

 

I will see if I can repro the issue you describe (thank you for repro steps!!) but meanwhile if you could upload a save exhibiting the issue that would be helpful.

  • NathanKell changed the title to [1.6.0.7 Optx4/5] [Code] Tweaks and Fixes v3.16.0: bugfixes, new features for players, support for modders (including new nations and better AI ship generation!)
Posted
23 hours ago, Lamb Chop said:

Hey @NathanKell, I am pretty sure the following is TAF 3.15.2

Design a ship named XYZ
Build / Not Build any, doesn't matter
Refit XYZ
"Copy" Refitted XYZ 
Almost all the component weights and resistances does not carry over.
If you add stuff to get to new max available tonnage and try to build, it will say Overweight
It is somehow not copying something,

Better example,
I have designed a HC, built a number. and refitted the design, all is well
If i try to copy the refitted variant the tonnage goes from 14/992/15000 to 11824/15000
Clicking each component and weapon to fix it does not help...

Also, when I go into ship designer,

I get:

[11:27:48.950] [TweaksAndFixes] Could not find Armaments components list!

Might be related...

I can reproduce this consistently. However it is a stock bug. If you save the copied design and exit constructor, save your game, and return to the main menu and load it again, the issue will go away. After a bunch of investigation it appears that there is some bug in how techs are copied and then TechSum gets run on them, for ships cloned via CloneDeisgn. I assume it will be possible to fix since I can reproduce the circumstances in a synchronous way (it's not some artifact of reloading the constructor), but I have yet to find exactly where things are getting screwed up. I'll fix it in some future TAF version if the devs don't fix it themselves. Someone should post about it on the 1.6.0.7 thread since I'm guessing it might be related to the changes mentioned in Optx5 "- Fixed some bugs that prevented to save components when copying designs" since the copy-design path is what's at fault here.

  • Like 1
Posted
9 hours ago, NathanKell said:

I can reproduce this consistently. However it is a stock bug. If you save the copied design and exit constructor, save your game, and return to the main menu and load it again, the issue will go away. After a bunch of investigation it appears that there is some bug in how techs are copied and then TechSum gets run on them, for ships cloned via CloneDeisgn. I assume it will be possible to fix since I can reproduce the circumstances in a synchronous way (it's not some artifact of reloading the constructor), but I have yet to find exactly where things are getting screwed up. I'll fix it in some future TAF version if the devs don't fix it themselves. Someone should post about it on the 1.6.0.7 thread since I'm guessing it might be related to the changes mentioned in Optx5 "- Fixed some bugs that prevented to save components when copying designs" since the copy-design path is what's at fault here.

You are an amazing human being helping me to perform simulated genocide in more efficient ways...

Thank god you are not into Stellaris modding, or god help us all, or the alien scum!

  • Like 2
Posted

You are doing gods work with all of this, I was having serious problems with wars getting drawn out and tension generation being absurd, came to see if you all had worked on this and alas you had.  Wonderful stuff 

Posted

I feel like i'm doing something wrong here, because i have the latest version of TAF, and the latest version of NAR but they don't mix obviously, so i went delving through github for version 3.11.2 of TAF but i ended up eventually, dead-ended at a 404 error. 🥺 Any ideas or suggestions?

  • Like 1

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