[Help Request] Enemies spawning with only one weapon?
Posted: Wed May 14, 2014 10:25 pm
So I'm working on a total weapons rewrite. (Hence the reason for that huge spreadsheet I've been passing around.) Is there any known XML error that would cause enemies to spawn with only one weapon? They have up to eight power bars but they always have exactly one weapon, leaving the rest of the power unused. This happens in all sectors, too.
Here's what my mod's doing so far:
- I've got a core set of weapons together that replaces all of the default weapons. This is in blueprints.xml. I'm not .append-ing blueprints.xml, since I don't want any of the existing weapons, but I started with a copy of vanilla blueprints.xml and deleted only the existing weapons so the rest of the code should be intact. These weapons all work, fire properly, etc. I've also added a few weapons to the player ships in blueprints.xml.
- I've cleared all the weapons in dlcBlueprints.xml - this is also not being .appended. I've left one dummy weapon in the blueprintList DLC_WEAPONS because FTL doesn't seem to like empty sets. The rest of the file hasn't been touched.
(I've tried with both of these files as .append and I still get the same issue)
- In both dlcBlueprintsOverwrite.xml.append and autoBlueprints.xml.append I've updated the weaponlists to only have my new weapons. I've tried using a list of all of my weapons, and I've tried using a subset of about four different weapons that don't do anything weird. I haven't touched the events weaponLists, but I figure that wouldn't cause this kind of bug.
- I'm running entirely new sectors and events (the other five files in my mod are sector_data.xml, events.xml.append, events_fuel.xml.append and newEvents.xml.append - but these aren't related to the problem since I get the exact same issue without the files using vanilla events, and when I'm using the Mod Testing Framework.
- I specifically haven't touched any of the any shipBlueprint descriptions anywhere - and the ships are spawning normally, just sans all but one weapon.
Even when the weaponList is exclusively 1 power weapons, they don't do anything - and it doesn't matter where I'm pulling ships from. My events call pirates, but the rebel fleet's elite fighters and MTE's "spawn ships" are also effected. (ships with defined weapons have more than one weapon, but they're broken as I don't have any of the original weapons.)
I've been crunching on this one for hours - I've tried it as all .append and as all no append, I've poured over vanilla files and other mods' weaponLists, and I just can't see what I'm doing wrong. I'll post my mod files if anyone wants, but I'd rather not unless it's necessary. Anyone have any thoughts?
Here's what my mod's doing so far:
- I've got a core set of weapons together that replaces all of the default weapons. This is in blueprints.xml. I'm not .append-ing blueprints.xml, since I don't want any of the existing weapons, but I started with a copy of vanilla blueprints.xml and deleted only the existing weapons so the rest of the code should be intact. These weapons all work, fire properly, etc. I've also added a few weapons to the player ships in blueprints.xml.
- I've cleared all the weapons in dlcBlueprints.xml - this is also not being .appended. I've left one dummy weapon in the blueprintList DLC_WEAPONS because FTL doesn't seem to like empty sets. The rest of the file hasn't been touched.
(I've tried with both of these files as .append and I still get the same issue)
- In both dlcBlueprintsOverwrite.xml.append and autoBlueprints.xml.append I've updated the weaponlists to only have my new weapons. I've tried using a list of all of my weapons, and I've tried using a subset of about four different weapons that don't do anything weird. I haven't touched the events weaponLists, but I figure that wouldn't cause this kind of bug.
- I'm running entirely new sectors and events (the other five files in my mod are sector_data.xml, events.xml.append, events_fuel.xml.append and newEvents.xml.append - but these aren't related to the problem since I get the exact same issue without the files using vanilla events, and when I'm using the Mod Testing Framework.
- I specifically haven't touched any of the any shipBlueprint descriptions anywhere - and the ships are spawning normally, just sans all but one weapon.
Even when the weaponList is exclusively 1 power weapons, they don't do anything - and it doesn't matter where I'm pulling ships from. My events call pirates, but the rebel fleet's elite fighters and MTE's "spawn ships" are also effected. (ships with defined weapons have more than one weapon, but they're broken as I don't have any of the original weapons.)
I've been crunching on this one for hours - I've tried it as all .append and as all no append, I've poured over vanilla files and other mods' weaponLists, and I just can't see what I'm doing wrong. I'll post my mod files if anyone wants, but I'd rather not unless it's necessary. Anyone have any thoughts?