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« on: June 06, 2017, 07:00:02 PM »
Preface: Downloaded the mod about a week ago, loving every second. I've spent most of that time figuring out how to alter the mod to suit my taste, such as giving the New Republic the Venator with extra spawned bombers and etc. (now just have to get rid of the tie fighters that come with it). The major thing I've altered is increasing the number of planets in the FTGU campaign exponentially. My one and only critique was the relatively low number of planets available for some of the campaigns. I've had great success adding planets and connecting them through trade routes, testing thoroughly, and everything has been working great. I even managed to transport a few planets from Republic at War into ICW with the .alo, .ted, .ala and etc, and they've worked wonderfully.
Issue: Just today I came across a new problem. I must have hit some kind of limit to how many trade routes can be in a campaign file. I started getting repeat crashes after a recent bout of modding, and after some work I narrowed the problem down to the Campaign_FTGU.xml file. I can't add any more routes between planets, any of them. As soon as I add just 1 more past the "limit" the game crashes after a few seconds on the startup screen. Is there an actual limit to the number of planets and routes? I'm going to keep fiddling with the files to see if I can work around this.
Additionally: In the base game and some mods I see that "trade routes" seem to not be the same as what connects planets for hyperspace travel, or I am not seeing the route lines. Like in Republic at War you can travel from certain planets without seeing the trade route lines, while other planets are connected by clearly visible colored lines which are trade routes and twice the speed as normal travel. Essentially my map is a big collection of planets all connected by a visible spider web of .05 width lines. When neutral the planets are connected by a very thin line that almost looks like a dotted line when looking at the full galaxy map. When conquered the planets are connected by a similar, but colored line, as well as the trade route hyperspace blip effect. Is there a different method of connecting planets which may avoid the "limit" issue I'm having?
In my head "trade route" and "how to get from one planet to another" means the same thing. Hopefully the very foundation of my alterations aren't the cause of this (i.e don't put in 100 new trade routes).