Closed schirkan closed 2 years ago
Hi, thanks for the comment. I've applied most of the code changes on my local repo, but there is one issue: I'm not sure it's possible to have a single SpaceStart json that works for both vanilla and DLC, given the different techs. Maybe I should make two separate jsons, one called SpaceStartDlc and ther othe SpaceStartVanilla. I could also try to implement some filtering to simply ignore techs that dont exist in the current version of the game. Hmm.
Hi! I had the same thoughts and tried option two. Adding "try+catch" around tech activation works great.
Maybe the "Advanced Start" needs adjustments too, because some buildings were moved in the tech tree.
Updated. Thanks for the proposal!
I updated the AdvancedStart mod to make it dlc compatible. Testet successfully with latest version (514967), DLC enabled and default AdvancedStart.json-config.
Unfortunately I could not get the complete solution build on my machine. So here are my changes:
AdvancedStartPatch.cs
Fix using for new version of PLib (4.8.1)
Make the class non static and fix OnLoad function
Add missing argument of type string
AdvancedStartOptions.cs
Get baseDir with alternative method
mod_info.yaml
Make it DLC compatible
Add new file
mod.yaml
Add Description
SpaceStart.json
Due to the new tech tree of the DLC there are some techs missing in the SpaceStart config. This is the list of all techs available in base game AND the DLC (according to the tech database)
These items seem to be exclusive to the base game (I could not get them activated)
These items are exclusive to the DLC (according to the tech database)