aliens

Author Topic: [Experimental] Modular rulesets  (Read 19310 times)

Offline luke83

  • Commander
  • *****
  • Posts: 1559
    • View Profile
    • openxcommods
Re: [Experimental] Modular rulesets
« Reply #15 on: November 18, 2012, 07:03:03 pm »
ok  ???, so lets dumb it down  another notch, Is this something i am doing  or a bug or you cant tell?

Offline karvanit

  • Captain
  • ***
  • Posts: 94
    • View Profile
Re: [Experimental] Modular rulesets
« Reply #16 on: November 18, 2012, 07:07:34 pm »
Most likely a bug, can you reproduce the problem reliably? What is your configuration? Can you provide a save that causes it? Are you using modified files? (ruleset, tiles, map)

Offline MKSheppard

  • Colonel
  • ****
  • Posts: 249
    • View Profile
Re: [Experimental] Modular rulesets
« Reply #17 on: March 18, 2013, 11:42:12 pm »
Can you comment in Rulesets, e.g.:

https://This is a comment?

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2162
    • View Profile
Re: [Experimental] Modular rulesets
« Reply #18 on: March 19, 2013, 01:57:49 am »
Yes you can make comments in YAML with # This is a comment

Offline MKSheppard

  • Colonel
  • ****
  • Posts: 249
    • View Profile
Re: [Experimental] Modular rulesets
« Reply #19 on: March 19, 2013, 02:32:00 am »
Any progress towards replacement text strings in the rulesets or are you just waiting until after OXCOM is finally pretty much completable and done for this "chrome"?

Offline Aldorn

  • Commander
  • *****
  • Posts: 750
    • View Profile
Re: [Experimental] Modular rulesets
« Reply #20 on: April 01, 2013, 04:27:48 am »
PS : I answered below to your error, before seing that this error is in fact old of 4 monthes. You certainly fixed it, but as I spent some time to write this answer, I keep it, perhaps it will help someone else in the future...
@SupSuper : modular ruleset are a must, it's a pleasure to modify them or create sub rulesets !

As I met same error message, and you are apparently working on terror missions, I had a look at your ruleset and I saw some errors

Check at lines 3824-3826 : you defined only one itemSet for alienRank 6

You have to define one itemSet for each of three technology advancement levels

Also replace
        itemSets:
          -
            []         
with
        itemSets:
          -
            []         
          -
            []         
          -
            []         


Same at lines 3814-3818
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE

to be replaced with
        itemSets:
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE
          -
            - STR_PLASMA_PISTOL
            - STR_PLASMA_PISTOL_CLIP
            - STR_ALIEN_GRENADE


You should make same correction for TerrorShip

And if you are intended to test other UFOs, I can see following are wrong too
3856
3864
3877
3887
« Last Edit: April 01, 2013, 04:51:05 am by Aldorn »

Offline SupSuper

  • Lazy Developer
  • Administrator
  • Commander
  • *****
  • Posts: 2162
    • View Profile
Re: [Experimental] Modular rulesets
« Reply #21 on: April 01, 2013, 06:28:12 am »
Any progress towards replacement text strings in the rulesets or are you just waiting until after OXCOM is finally pretty much completable and done for this "chrome"?
This will probably come after 1.0 when I focus again on moddability.