Simple XML Errors

Howdy all. Now that 1.02 is out, I am in the process of going through and checking if various bugs related to xml errors have been corrected, and if not then fixing them in my personal mod. I figured I'd start this thread in an attempt to consolidate and concisely list all the simple typos and oversights I've found.

Anyone who wishes to contribute would be welcome, but please try to keep balance discussions out. I'm sure the devs get inundated with that stuff, which is cool and all, but I'm trying to keep this short and simple, focused exclusively on coding errors.

Thanks in advance.

EDIT: As of the update to 1.02 Beta, all of the issues listed here have been corrected. :)

 

  • Issue: (YorTechDefs.xml) Yor Mining specialization doesn't work due to a missing scope entry.

Currently:

<InternalName>YorPlanetarySpecialization3</InternalName>

<Stats>
      <EffectType>Mining</EffectType>
      <Target>
        <TargetType>StrategicResource</TargetType>
      </Target>
      <BonusType>Flat</BonusType>

Should be:

<Stats>
      <EffectType>Mining</EffectType>
      <Scope>Global</Scope>
      <Target>
        <TargetType>StrategicResource</TargetType>
      </Target>
      <BonusType>Flat</BonusType>

 

  • Issue: (StarbaseModuleDefs.xml) Promethion and Thulium Extractor Modules are tagged for antimatter, not Promethion/Thulium.

<TargetType>StrategicResource</TargetType>
        <StrategicResourceType>Antimatter</StrategicResourceType>

Should be:

<TargetType>StrategicResource</TargetType>
        <StrategicResourceType>Promethion </StrategicResourceType> or <StrategicResourceType>Thulium</StrategicResourceType> as appropriate.

 

Will add more as I come across them/remember.

5,273 views 2 replies
Reply #1 Top

With the new smaller mass revisions to kinetic weapons, I think that this is just an oversight (as opposed to intentional balance choice):

  • Issue: (ShipComponentDefs.xml)

 All kinetic weapons are now KineticMass 6,

<EffectType>KineticMass</EffectType>
      <Value>6</Value>

except the two prototype weapons, which are still mass 24 and 30.

Hopefully not already breaking my own request for no balance issues! :)

Fixed!

Reply #2 Top

Some more: All Fixed!

  • Issue: (RaceTraitsDefs.xml) Agile bonus is applying as a multiple, not flat. So you start out with some % of 0, which is still 0, and with Jamming later the effects are minimal.

 <EffectType>Jamming</EffectType>
      <Scope>Global</Scope>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>

Should be:

 <EffectType>Jamming</EffectType>
      <Scope>Global</Scope>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>

 

  • Issue: (ShipComponentDefs.xml) Shield punch is only affecting 0.5 points of armor, instead of 50%.  EDIT: Incorrect assumption on my part.

<EffectType>IgnoreShield</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>0.5</Value>

Should be:

EffectType>IgnoreShield</EffectType>
      <Target>
        <TargetType>Ship</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>0.5</Value>

 

  • Issue: (ImprovementDefs.xml) Solar Power Plant incorrectly lists the Antimatter Plant in the preclusion list, meaning that you can build a Solar plant and then build an Antimatter plant, but cannot build a Solar plant after you've built an Antimatter plant.

<InternalName>SolarPowerPlant</InternalName>

<Preclusions>
      <Improvement>SolarPowerPlant</Improvement>
      <Improvement>FusionPowerPlant</Improvement>
      <Improvement>AntimatterPowerPlant</Improvement>
      <Improvement>QuantumPowerPlant</Improvement>
    </Preclusions>