Prot wrote:I finally managed to run this mod without crashes, on the latest master branch of the game.
Take it from github EB-Mod.wz
Funny to play, given that i'm was not ready for new stats and the first battle lost to the Nexus on a hard level. Very interesting mod, would be sad if he stops in development.
I just realized that non-fatal errors in Windows are fatal in UNIX so I did not know this mod caused crashes for UNIX people. Namely, the scavengers cause the game to crash in UNIX because they are making invalid templates because of the turret overflow problem. I just started testing WZ in UNIX and it runs much slower and choppy but I’m also using a virtual machine.
BTW It is normal that my builders are trying to build me a cyborg factory, without my order?
And why is the FPS game is very low. Probably because of the many different models of guns and bodies, or modifications to improve the graphics?
Also, I'd like to know better this mod, and it is possible to write algorithms for bonecrusher, that he could play here too.
No that’s a glitch I fixed awhile back but forgot to re-implement. Basically in Nexus.slo I made a function
for building each base structure but for some reason these functions are also applying to human players, I don’t know why. It only happens with cyborg factories and research centers even though the other structures use the exact same code.
I put a fix in by saying only build structure if playerName == Nexus but then “autogame on” only works if the player is named Nexus, otherwise "autogame" will only build 1 of each structure. I just need to add this statement “if playerName == Nexus” back into Nexus.slo. Somehow it got removed (coincidentally I re-added this in yesterday before you mention this so it’s already fixed).
I think FPS might be slow due to scavs. I increased trigger frequency on scavengers so that they build structures and droids much faster. I made ultimate scavengers very challenging but not overwhelming. They will truck rush (crane rush?) and build towers in your base. It’s too bad they cause fatal errors in UNIX so you cannot test them out. In windows they work.
I plan to make a video soon with commentary explaining how stat modding works.