Sorry for the long response. I've been troubleshooting the Cap. Ships for the mod... I've gotten these errors, which I cannot comprehend:
Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IAbility.cpp(279)
NeedsSingleTarget()
Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2344)
(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)
Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\GS/Entity/Interfaces/IBuff.cpp(2344)
(instantAction.instantActionTriggerType == InstantActionTriggerType::AlwaysPerform) || (instantAction.instantActionTriggerType == InstantActionTriggerType::OnChance)
Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/Archive/TextFileArchive.cpp(183)
*stringSrc == _T('"')
Assert @ c:\projects\Perforce\SinsDiplomacy\main\CodeSource\Engine/DataStructures/DynamicVector.h(172)
i >= 0
I'm guessing there is some sort of logical fallacy that the game engine is rejecting, but I can't think of what it is...
btw, is there any way to add new weapon types? I really only need to add two.. I suppose I could just steal the two new types from the Advent and Vasari SBs and rename the string to reflect the change, but I'd rather not do that if there is an alternative.