Tangential Assimilation MKII (ALPHA?)

it's finally done... mostly...

http://www.filefront.com/17559035/Mercenaries.zip

This mod started as a series of minor changes in preparation for the work on my

new race, but it evolved into something too large to be included with my original plan...

I added ~20 new abilities as well as tweaking the stats for old abilities. I also added

two new structures for each race (three for the advent) one star base each for the

Vasari and Advent, as well as a new upgrade for the Argonev.

Changelog

TEC

Abilities

Capital Ships

Embargo Replaced with Evasive Maneuvers- passively boosts the evasion of all nearby fighters

Gauss Blast range increased to 9000, damage increased to 525/850/1275

Flak Burst range increased to 3600/4200/4800

EMP blast damage increased to 500/950/1150

Incendiary Shells Apply Chance reduced to 30%/50%/50% and converted to deal instant damage

Incendiary Shells now also temporarily reduces armor by 2/3/3 points for 10/10/15 seconds, infinitely stackable

Targeting Uplink range bonus increased to 10%/15%/25% and accuracy bonus increased to 20%/40%/60%

Targeting Uplink now boosts damage by 5%/10%/15%

Structures

TEC mine now does additional shield damage and drains antimatter when upgraded with research

An additional point of research into the Hangar defense turret upgrade gives it the Proximity Fuze ability- bosts accuracy and deals additional damage vs. strikecraft

gauss defense meson bolt cannon ability now does damage directly to hulls

gauss defense platform has three new abilities- explosive shells, nuclear missile and AA missiles

aa missiles does damage to nearby hostile strikecraft

explosive shells allows the platform to deal heavy AOE damage attacks over a wide area

nuclear missile deals heavy damage and temporarily disables regeneration

Argonev Jump Destabilization now does 40%/50%/60% hull damage with research

Novalith Cannon Strikes now periodically "Contaminate" enemy trade ships orbiting the targeted planet

these ships kill population and lower the population cap and trade income of enemy planets they visit

 

VASARI

Abilities

Capital Ships

Phase Out Hull damage increased to 500, duration increased to 8/12/16

Phase Out Hull now also drains 50 AM from enemy targets upon reversion to real space

Gravity Warhead moved to Marauder, replacing Subversion

Gravity Distortion now grants invulnerability to the effects of Star Base destabilization

Gravity Warhead's slot has been replaced with Amplify Missile Phasing- a passive AOE ability that boosts the shield bypass chance of phase missiles

Phase Missile Swarm now deals additional damage directly to the hulls of targets in addition to its regular damage

Frigates

Overseer now has a new ability- Absorptive Armor

Absorptive Armor reduces incoming damage, boosts shield mitigation and regeneration rates, and converts energy weapon damage to antimatter

Jump Degradation is now a passive ability

Jump Degradation now causes incoming ships to lose a percentage of their antimatter and hull points upon exiting phase space

Structures

Orkulus Detabilization damage increased to 35%/42%/52% and additionally increases the jump departure range by 10%/20%30%

Missile Defense Platform has 4 new abilities- Nanite ECM, Nanite Micromines, Nanite Shrapnel, and Reintigration

Reintigration is a channeling healing ability that is available after unlocking both the Hangar Defense and Repair Platform structures

Nanite Shrapnel allows the platform to deal AOE hull damage and armor reduction upon attacking

Nanite ECM hampers nearby enemy vessels (i.e. reducing accuracy)

Nanite Micromines jams the weapons of nearby enemy fighters

Hangar Defense Platform has 4 new abilities- Inertial Field, Reintigration, Nanite Micromines, and Phase Anomaly

Inertial Field slows nearby enemy ships

Phase Anomaly randomly phases out nearby friendly fighters upone being attacked, and increases their evasion upon reverting to real space

ADVENT

 

This is an updated version of my original mod. I added ~20 new abilities as well as

tweaking the stats for old abilities. I also added two new structures for each

race (three for the advent) one new star base each for the Advent and Vasari as

well as a new upgrade for the Argonev. The defensive structures for all races

now have ~four abilities each, and the Overseer and the Subjugator have been

modified to make them more effective at their roles. For personal convenieance

during testing, I merged this with the diplomacy version of the dynamic combat

mod, including the particle effects.

There are no new graphics or particle effects. Many of the strings are present, but some are

not yet added. The research tree suffers the most from this, especially due to the

lack of cost balancing; because of issues with the arrow connectors, I decided to postpone

changing anything costwise... the research tree was enough of a pain as it was. This mod is

also only compatible with the latest version of Diplomacy, due to the usage of the new effects

in several of the abilities.

10,566 views 12 replies
Reply #1 Top

I like the changes, especially in regards to the TEC defensive structures. I'm interested in trying them out.

Download?

Reply #2 Top

Quoting ViperVenom117, reply 1
I like the changes, especially in regards to the TEC defensive structures. I'm interested in trying them out.

Download?
End of ViperVenom117's quote

Download: external link (at the top of the thread)

Reply #3 Top

I'm currently trying to get my siege platforms up and running- they are intended to help the Vasari primarily, as their SP will be cheaper and faster to construct than the others, but I'll put them in for the other races; with all of the new defense upgrades, it only makes sense to have a high level turtle slayer.

Reply #4 Top

Quoting gruntmaster1, reply 2

Quoting ViperVenom117, reply 1I like the changes, especially in regards to the TEC defensive structures. I'm interested in trying them out.

Download?

Download: external link (at the top of the thread)
End of gruntmaster1's quote

Oops lol I always forget about the external link thing ;P

Reply #5 Top

Some other things I forgot to mention:

Victory cruises

each race has access to a "Victory Cruise" which is essentially a souped up envoy frigate with abilities that provide insane boosts to economic and industrial output- but then, given the cost of launching one...

In any event, these cruisers are meant to be the economic equivalent of late game superweapons, but given the nature of the game, I'm certain they need more tweaking...

Mercenaries

each race has a new tactical structure that is available from the noncombat research tree.  This structure can "hire" mercenary fleets, for a hefty fee, instantly spawning TEC style frigates at the planet.  Aside from having unique abilities, the merc frigates are primarily intneded to give economic players a useful method of building respectable fleets without having to exert time and money in the combat tree.

Industrial Insurrection

All industrial (refineries, factories, etc.) structures now have the chance of "sabotage" or "worker's strikes" that can cripple your economy.  This works by having a small (1%) chance of activating every 100 seconds or so.  Research can improve the resistance to this by increasing the period at which the ability calculates the random chance.

Industrial insurrections paralyze the structure, but don't cause any other disturbances.  Sabotage, though even more sporadic than strikes, not only disables all work, but also damages the structure and anything (friend or foe) around it.  The whole mechanism is meant to counteract the economic benefits of large empires (the chance is so small that a single refinery can escape for a long time, but the mass hordes of factories, refineries and trade ports of late game empires are much more vulnerable)

Espionage

The other new tactical structure is an "assassin's guild" of sorts; you can "contract" missions to sabotage enemy planets in the same star system; these missions cost a lot of money, and are not guaranteed success- the ability gives a buff to the target that periodically checks a random (30%) opportunity to sabotage orbiting structures, defenses, ships, or even the planet itself.

Culture centers can protect against this via a researchable ability.  Thsi ability randomly (and periodically) attempts to remove the buffs that spawn the sabotage.  While this offers some protection, as the whole system is random, there is no guarantee that anything will happen, or when; you could, through luck, escape a dozen sabotage attempts without any investment in counter espionage, and could just as easily succumb to several sabotage missions even though you have a culture center in orbit.

I also added many descriptions to old research upgrades (i.e. changing "increases HP by 5%" to something more interesting)

On another note, the Vasari Siege Platform is almost complete, and I've also added most of the missing strings.  Hopefully I'll have the newer version up in a few days.

Reply #6 Top

A bug has come up.  Whenever one builds the merc barracks structure for any of the races, the game minidumps.  I've checked out the files in the eclipse entity validator, but they aren't catching anything...

Reply #7 Top

I've just tried adding the files to the "playertech" file; no go... does anyone have any experience with modding the FleetBeacon ablility?  The entity validator isn't catching anything, but the game always crashes when I place a Mercenary building...

Reply #8 Top

I'm glad you are using the entity validator. Unfortunately, it doesn't know everything and doesn't replace the dev.exe.

Does the dev.exe report any errors before mini-dumping? Is it mini-dumping when you build the structure or after you activate the abilities? If it's after you build the structure, then have you tried removing the abilities? 

A little more info and posting the mercenary entity and associated ability and buff files would help us help you more.

Reply #9 Top

The game minidumps when I place any of the Mercenary structures.  Actually, I've compared the relevant ability files to the fleetbeacon file... I had set them as ultimate abilities.  I've changed that, but have yet to test it.  As for errors, here's the log.

On a side note, I can't figure out how to get the research arrows to not go over research pips.  It isn't a lethal error, but it looks horrible...

c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(300): assert! [m_aiUseTime == AIUseTime::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(309): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(300): assert! [m_aiUseTime == AIUseTime::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(300): assert! [m_aiUseTime == AIUseTime::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(300): assert! [m_aiUseTime == AIUseTime::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(300): assert! [m_aiUseTime == AIUseTime::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(300): assert! [m_aiUseTime == AIUseTime::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(300): assert! [m_aiUseTime == AIUseTime::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(300): assert! [m_aiUseTime == AIUseTime::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(300): assert! [m_aiUseTime == AIUseTime::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(300): assert! [m_aiUseTime == AIUseTime::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(309): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(309): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(309): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(301): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(309): assert! [aiUseTargetCondition == AIUseTargetCondition::Invalid]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(279): assert! [NeedsSingleTarget()]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IAbility.cpp(289): assert! [m_researchPrerequisites.HasSubject(m_baseSourceResearchSubject)]
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IBuff.cpp(2002): assert! [isFilterValid]
Failed to convert '' to an enum value.
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\Interfaces\IResearchSubject.cpp(114): assert! [m_Tier == researchWindowLocation.pos.m_X]
Entity Ref not found: BuffDiplomaticRepercussionsPhaseSpawner
c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS\Entity\EntitySystemHelpers.cpp(714): assert! [thisBuff != 0]

Reply #10 Top

I just tested the mercenary structure- it works!

Reply #11 Top

... for the Vasari.  I'm getting a minidump with the TEC structure.  I've compared the abilities to the Vasari equivalents, but they are essentially identical (the only differences lie in the string and research references) and the structure itself... the structure without the abilities works fine, while the first ability causes an instant minidump... the second ability on the list causes a minidump only when the structure is selected.  Also, the entity validator isn't working- it won't recognize the manifest file even though it is in the reference folder...?

Reply #12 Top

I don't read manifest files... Also there is an updated version of the tool that you should download for some of the debug errors you are seeing above like research tier and ai use time.

Also, if you add or remove files you need to select the menu option Project/Clean... to revalidate.