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Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Sat Mar 02, 2013 11:08 pm
by kartoFlane
nataryeahbuddy wrote:Does it break the game?
Syntax exists for a reason - to make people's (and machines') lives easier. The fact that FTL* is very liberal when it comes to errors doesn't mean that you can ignore them once you've been made aware of them.
As Vhati says, it breaks tools that expect files to follow a certain pattern, and for example, such a ship wouldn't load 100% properly in Superluminal, either (it'd be missing bits of data, which might lead to a crash in extreme cases) - and it's not my job to account for flat-out wrong format.
relevant gif
edit
@down
Hm, recently I've read somewhere that XML was created with high error tolerance in mind... Guess that source was blatantly wrong, or I mixed it up with another format. Thank you for correcting me, either way
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Sun Mar 03, 2013 7:46 am
by boa13
kartoFlane wrote:The fact that xml format is very liberal when it comes to errors doesn't mean that you can ignore them once you've been made aware of them.
XML is absolutely not liberal when it comes to errors, from the point of view of XML, this file is invalid, period. FTL is the program that is being very liberal here, it ignores many errors in the XML files.
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Sun Mar 03, 2013 3:51 pm
by nataryeahbuddy
@vhati:
I copied most of the stuff from the original blueprints.xml, I think the developers might have done that

Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Sun Mar 03, 2013 4:42 pm
by Vhati
nataryeahbuddy wrote:I copied most of the stuff from the original blueprints.xml, I think the developers might have done that

Yeah, that's the source of most mods' typos.
Thread: [Bug] XML Typos in 1.03.1
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Sun Mar 03, 2013 7:46 pm
by nataryeahbuddy
New in v2.0!
-Asteroid Field Eliminated
-New Background
-XML fixed in blueprints.xml.append (

Vhati)
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Sun Mar 03, 2013 9:04 pm
by Vhati
nataryeahbuddy wrote:New in v2.0!
-Asteroid Field Eliminated
-New Background
-XML fixed in blueprints.xml.append (

Vhati)
The *.ftl file's named 1.2.
There's one remaining "<title...>...</type>" in blueprints on line 3.

Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Sun Mar 03, 2013 11:59 pm
by nataryeahbuddy
Vhati wrote:nataryeahbuddy wrote:New in v2.0!
-Asteroid Field Eliminated
-New Background
-XML fixed in blueprints.xml.append (

Vhati)
The *.ftl file's named 1.2.
There's one remaining "<title...>...</type>" in blueprints on line 3.

lol... I'll fix it
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Wed Mar 06, 2013 9:42 pm
by nataryeahbuddy
SHARK!!!!
Do you know what causes the zerg rush?
Re: [MOD][UPDATED] Advanced Battle Systems v1.1
Posted: Thu Mar 07, 2013 8:48 am
by Vhati
nataryeahbuddy wrote:SHARK!!!!
Do you know what causes the zerg rush?
Looks like he was too busy writing a post about "Keeping the community informed" to complain that modders didn't know what
he knew and that there's a short list of veterans who have to explain things; a list which didn't include him.
shark wrote:Wait until you find out about the weapon bug... Watch out for a zergrush boarding party. [...] And try not to have more than 5 active guns.
I hunted around the forum(s), but couldn't find any mention of zergs, fast boarders, or even 5 weapon slots.
The Asteroid Storm bug was reported
here, btw.
Re: [MOD][NEW UPDATE! 3.3.2013][v2.0] Advanced Battle System
Posted: Sun Mar 10, 2013 2:10 pm
by snowhusky5
If the asteroid bug is fixed in 2.0, why are some of the events still rewritten to avoid the asteroid fields?