Large total conversion mods.
It seems to have all teams working for one homewrld in PvP.
Yeah, I've never tried PvP. Maybe I can see if I can separate the goals between forces, should be doable.
Over the week I've tried to bodge separate stuff in, I seem to have gotten two separate stockpiles (I'm running tow mods, Homeworld and a Homeworld-Variant I've been changing variable names and stuff in), but as yet I haven't overcome command conflicts. Looking at existing PvP stuff, I think to properly work PvP it might have to work as a scenario.
I separated everything out between forces: Each force now has its own status and stockpile. It all seems to work fine, but I'm just one person so it's hard to test well. If you would like to help, you can download an alpha version here: https://www.dropbox.com/s/5ssw61obc8g9lvf/homeworld-reloaded_0.2.0.zip?dl=0
Please let me know if it works for you, or if I missed something. I'll try to get some ppl together to test myself as well, and when I'm satisfied I'll release this to the mod portal.
I'll test it out today, I'd bodged a working clone to run in tandem, but this'll work better.
And I have a bug. I was at the point I'd hit 2000 population. https://imgur.com/a/t7nb8Pu
Looks like a bug in the tier increase code. I'll fix it, but it's probably going to be after Christmas.
OK, I fixed the bug and gave it a test in single player, so it should be playabe now. Here's the new version: https://www.dropbox.com/s/0jjqs9eabx10dcp/homeworld-reloaded_0.2.1.zip?dl=0
And another round of crashes. I can't find any reason like the last one. https://imgur.com/a/eSBxvP8
Can't find an obvious cause for this one. Can you get me the log file? It might also help if I knew what was happening at the time: New players, new forces, recent changes to config, etc.
Log: https://pastebin.com/zwLWwQ2f
There was nothing abnormal, that I could find. This log is from try two, the second player had just joined cause the save was just pre-crash.
I tried a bunch of things, running it in single-player, clearing stockpile, removing and replacing the mod itself, nothing makes a difference, but it runs fine in other games. What's the highest percentage of current that population can grow in one tick? I'm at 34 hundred some pop, but if it was that, I'd think clearing stockpile would prevent it, right? The second force is not near an upgrade point. I could send the save if you like, but I dunno how badly it'll break sans other mods.
Pop normally grows 10% max, and takes 2x the requested resources. If you send me the save, I can sync the mods from it without issue, but if it only happens in multiplayer, I'm not sure if I will be able to reproduce it.
I'll get that zipped up and too you in a few hours. And, no, it happens in singleplayer too, not just multiplayer.
https://drive.google.com/open?id=1-yEuDIZzGbPblg_7HWzSfbkGJ21F8du-
There, that's the save. It should crash about fifteen seconds in.
Found an error with the version upgrade code. It should be better now: https://www.dropbox.com/s/k1js1lb4pef8hs4/homeworld-reloaded_0.2.2.zip?dl=0
Tested for about six hours today, worked fine through multiple upgrades of multiple forces. Only point yet is the final tier, and I'm a bit to go yet. So far, so good.
Good to hear! Let me know if you need anything else.
I did forget, one slight thing, when one force upgrades tier, the message about tier requirement is global, not force.
Fixed that too: https://www.dropbox.com/s/9uu9ptfoc2o937p/homeworld-reloaded_0.2.3.zip?dl=0
I'll probably release this version to the mod portal if nothing else pops up.
FYI, there's also a military requirements setting, that might be more suited for PvP.
I know, I saw the military version, but decided to use the normal as it takes more of it's own resources in the early game (wheat, fish) as opposed to (wheat, iron). What would be cool if possible would be separate teams using separate settings, balance would be a nightmare, but would enable RP runs better (it seems like adding your own configs is pretty easy), which the game I'm in is, I actually just hit an RP issue there, the nation I'm fighting for doesn't allow alcohol, so sending back barrels of it doesn't make much sense, so I edited the localization file to make it "Ethanol".
I'm not familiar with Factorio PvP, what's an RP run?
RP=roleplay. In the current one we are all from separate nations trying to gain access to the rich resources of the archipelago.
Ah, I knew that one but didn't figure it was a thing in Factorio. Awesome!
It should be doable to hack in different requirements per force, the code that checks them already has a force
parameter. The only question is how do you define which force gets which requirements. And balancing would be pretty hard.
Yeah, it was just a thought. Dealing with setting it and the balance would be a nightmare.