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Author Topic: Codex 20  (Read 72065 times)

Silver Silence

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Re: Codex 16
« Reply #135 on: July 12, 2013, 07:07:13 AM »

http://scr.hu/0zoz/zwhqy
There's also this that occured. This happened the first time, too. Things just seemed to fail to extract. At first it was an error like "Can not output file", now it can't replace the files that it couldn't output. My solution last time was to open it with Windows' built-in winzip and just drag the folder into place, so I'll try that. It also ended up last time with files being hidden and even deleting the folder to rewrite it like you would do with a mod actually required admin access.


EDIT:
Strange... Using Windows' built-in winzip to extract the codex instead of 7Zip worked fine. Again it asked for admin access to write to the starsector folder which I found weird, but whatever. So, I can now use the Codex. NEXT issue, mods aren't loading properly.
« Last Edit: July 12, 2013, 07:11:45 AM by Silver Silence »
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Gotcha!

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Re: Codex 16
« Reply #136 on: July 12, 2013, 07:12:59 AM »

Same problem I'm afraid, although now there are two lines in log.txt:
Code
> --  starting Codex
> --  configuration loaded

I can imagine that that isn't too helpful. :-\
Also, it didn't create an ogre.log.
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FloW

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Re: Codex 16
« Reply #137 on: July 12, 2013, 07:16:13 AM »

http://scr.hu/0zoz/zwhqy
There's also this that occured. This happened the first time, too. Things just seemed to fail to extract. At first it was an error like "Can not output file", now it can't replace the files that it couldn't output. My solution last time was to open it with Windows' built-in winzip and just drag the folder into place, so I'll try that. It also ended up last time with files being hidden and even deleting the folder to rewrite it like you would do with a mod actually required admin access.

Probably a problem with the access rights then. Simple (and kinda safe) solution: change the owner of the "Codex" and "mods" folder to your user.
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Apophis

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Re: Codex 16
« Reply #138 on: July 12, 2013, 07:32:52 AM »

NEXT issue, mods aren't loading properly.

You have to double click on each mod name to enable it, and then press reload.
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Apophis

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Re: Codex 16
« Reply #139 on: July 12, 2013, 07:41:53 AM »

Same problem I'm afraid, although now there are two lines in log.txt:
Code
> --  starting Codex
> --  configuration loaded

I can imagine that that isn't too helpful. :-\
Also, it didn't create an ogre.log.
Is a bit helpful. It tells me that the problem is before the loading of Ogre (the graphic engine), in the function that loads the mods descriptor.
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FasterThanSleepyfish

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Re: Codex 17
« Reply #140 on: August 01, 2013, 09:06:59 AM »

Actually, that error is an incorrect mod directory address. If you open up the config file, you will find that there is no "C:\Program Files (x86)\Fractal Softworks\Starsector" (or where ever your files are at).

I have a problem now too.

Spoiler
> --  starting Codex
> --  configuration loaded
> --  init OGRE
> --  OGRE root created
> --  OGRE resource loaded
> --  setup OGRE
> --  OGRE scene created
> --  loading GUI
> --  loading OIS
> --  starting
ERROR --  error while searching for files with extension .proj in C:/Program Files (x86)/Fractal Softworks/New folder (2)/Starsector/starsector-core/starsector-core

[close]
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FasterThanSleepyfish

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Re: Codex 17
« Reply #141 on: September 29, 2013, 11:56:04 PM »

Is anyone there? I still have that problem! And, the 0.6 update is breaking it.
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Apophis

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Re: Codex 17
« Reply #142 on: October 03, 2013, 09:37:12 AM »

I'm updating it for 0.6
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Apophis

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Re: Codex 18
« Reply #143 on: October 05, 2013, 04:41:01 AM »

uploaded version 18
changelog:
compatible with Starsector 0.6.1, now the balancing value is supplies/day (previously was fleet-points)
more log messages

download Codex 18

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Gotcha!

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Re: Codex 18
« Reply #144 on: October 05, 2013, 05:30:16 AM »

Whoah, thanks! This version works for me!
Now I reinstalled my OS since last time, so maybe that got something to do with it, but damn, I'm happy.

And Hiigaran Descendants shows up as green! Good times. :D (Even though 2 ships still need a heavy toning down.)
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Apophis

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Re: Codex 18
« Reply #145 on: October 05, 2013, 08:55:34 AM »

glad to know that your problem has been resolved  :)
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FlashFrozen

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Re: Codex 18
« Reply #146 on: October 05, 2013, 10:28:37 AM »

I kinda feel that Supply cost paints a slightly less accurate picture of the ships than using deployment costs, since deployment feels slightly more linear in relation to the ships power, but supply seems to vary a bit from just being either low tech vs high tech.

As an example, the conquest and onslaught both use the same amount of supply, but the conquest costs less to deploy, but we all kinda know the onslaught is better in ways but it feels like that just undermines the conquest,

Though with the new codex, my factions is the most op ever because of low day to day supply usage :D

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FasterThanSleepyfish

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Re: Codex 18
« Reply #147 on: October 05, 2013, 11:11:37 AM »

For some reason, my carrier was a balance of 4.07 O_o
Anyways, thanks for the new update! I spent this morning improving my stuff, and if felt really good to see them fight vanilla ships and sometimes lose!
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Apophis

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Re: Codex 18
« Reply #148 on: October 05, 2013, 01:31:05 PM »

Deployment cost are mostly useless now, they are never a problem.
Instead supplies/day are the limiting attribute because of the low values of logistic.
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FlashFrozen

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Re: Codex 18
« Reply #149 on: October 05, 2013, 01:51:30 PM »

Then it feels like aren't you balancing ships via the reliance of your own character? (high skill high logistics vs new character)
It's like this ship is more powerful for how much it costs to run it/my character can handle vs an absolute of Deployment points where you only get this amount.

Not saying it's wrong, but I feel like supplies/logistics just don't scale the same because it changes xP
Because you could just bring a freighter and then supplies/logistics become almost irrelevant

Though high supply usage does hurt the wallet.
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