Need Assistance: Simple mod having SMM problems

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Chemix
Posts: 4
Joined: Mon Mar 10, 2014 9:47 am

Need Assistance: Simple mod having SMM problems

Post by Chemix »

Hi,
I've been working on a little mod to slow down the fleet a little. However, I have gotten two problems in SMM when trying to validate the .ftl file.

1: "! Unsupported top-level folder: Data/"

I tried including an empty resources folder in case the problem occurred when zipping the single folder, but it just gives me another message, same as the first, but with the resource folder.

2: This mod doesn't append. It clobbers.

Inside is a modified Events.xml, which I saved from Notepad ++ as Events.xml.append, so I don't know why this is happening, I certainly don't want to replace the entire Events.xml with my tiny little adjustments, and I would like it to be as compatible as possible.

Any help that you can give would be greatly appreciated. And I have to say, this is a wonderful community you've got here.
rannl
Posts: 334
Joined: Sun Nov 25, 2012 11:13 pm

Re: Need Assistance: Simple mod having SMM problems

Post by rannl »

Try changing you directory names to lower case:
instead of
Data/ Resources/
use
data/ resources/
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TaxiService
Posts: 204
Joined: Mon Dec 23, 2013 6:04 pm

Re: Need Assistance: Simple mod having SMM problems

Post by TaxiService »

Welcome to the forums, brotha! -‿· I downloaded your .ftl and found out that your issues are simply a matter of folder organization!

Try doing this:
- Put your events.xml.append file in a folder called "data", make sure that its "d" is lowercase.
- Compress that folder
- Change its extension to .ftl

If you validate it SMM should say it has no problems! ◠‿◠ The issue was simply the capital D in the folder name (and then that other useless Resources folder).

As far as I know, the only folder names allowed in a .ftl file are:
  • audio
  • data
  • fonts
  • img
  • mod-appendix
Always make sure that these are the only folders in the .zip's top level and you shouldn't have any more problems of this kind. ·‿·
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Chemix
Posts: 4
Joined: Mon Mar 10, 2014 9:47 am

Re: Need Assistance: Simple mod having SMM problems

Post by Chemix »

Thank you so much for the help, it worked!
Chemix
Posts: 4
Joined: Mon Mar 10, 2014 9:47 am

Re: Need Assistance: Simple mod having SMM problems

Post by Chemix »

If possible I'd like to know a little bit more about how the fleet works. Setting the pursuit to -3 delays them 3 turns, but once they show up, they're just as fast as ever. I was wondering if there would be a way to set up all systems like the nebula beacons, where there pursuit progresses 1/3 of its regular speed. Ideally I'd like to make it half it's regular speed or switch between the 1/3 and the full speed, alternating each jump, making a lurching progression across the sector.
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Sleeper Service
Posts: 2275
Joined: Sun Mar 24, 2013 8:49 pm

Re: Need Assistance: Simple mod having SMM problems

Post by Sleeper Service »

Nope, thats not possible. You can only effect fleet pursuit with the delay tag or by sectors type. Everything beyond that is hard coded.

Nebula type sector / not nebula type sector effect how much the nebula in the corresponding sector slow the fleet.

You cold turn the entire galaxy into nebula, that would be as close as you can get to your desired goal.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
Chemix
Posts: 4
Joined: Mon Mar 10, 2014 9:47 am

Re: Need Assistance: Simple mod having SMM problems

Post by Chemix »

If I were to turn the whole galaxy into a nebula, and replace the nebula backgrounds with regular ones, could I then make a new sector type to serve the purpose of the old nebula sectors?
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Sleeper Service
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Re: Need Assistance: Simple mod having SMM problems

Post by Sleeper Service »

Yeah, that would work. But it would eliminate visual nebula indication from the entire game.
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Working on a sci-fi deckbuilder nowadays.
Other games I made.
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