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Will the new patch break already existing mods ?

18 Jun 2015, 13:40 PM
#1
avatar of SlaYoU

Posts: 400

I read in the patchnotes that some elements in the editor will be changed / moved. And i also remember Relic broke quite a lot of existing maps when WFA was released.

I just hope they won't break mods with this.
18 Jun 2015, 13:46 PM
#2
18 Jun 2015, 14:07 PM
#3
avatar of eliw00d
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Posts: 756 | Subs: 8

@SlaYoU
The changes are for the User Interface (UI).

@chipwreckt
How is "k" helpful?
18 Jun 2015, 14:08 PM
#4
avatar of SlaYoU

Posts: 400

jump backJump back to quoted post18 Jun 2015, 14:07 PMeliw00d
@SlaYoU
The changes are for the User Interface (UI).

@chipwreckt
How is "k" helpful?


Ok, i misread then, i thought they were changing the objects hierarchy too. Good news then, thanks for the answer, and btw, thanks to the useless angry cat who posted before you, you just made your way in my "ignore dickheads" script on tampermonkey, gratz.

PS: just found the line that rose my concern:
"Much of the data in racebps has been moved to a new army category that is moddable giving modders greater controls over each army’s tech tree."
18 Jun 2015, 14:16 PM
#5
avatar of eliw00d
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Posts: 756 | Subs: 8

Since racebps was not a moddable category before, it should not break any mods.
18 Jun 2015, 14:20 PM
#6
avatar of SlaYoU

Posts: 400

jump backJump back to quoted post18 Jun 2015, 14:16 PMeliw00d
Since racebps was not a moddable category before, it should not break any mods.


Makes sense, thanks :)
18 Jun 2015, 14:24 PM
#7
avatar of eliw00d
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21 Jun 2015, 17:46 PM
#8
avatar of trigg

Posts: 139

jump backJump back to quoted post18 Jun 2015, 13:40 PMSlaYoU
I read in the patchnotes that some elements in the editor will be changed / moved. And i also remember Relic broke quite a lot of existing maps when WFA was released.

I just hope they won't break mods with this.

One of the previous patches broke some of my tuning mods, in the sense that they would not build without some corrections. Curiously, you could still play the published version, so I was able to make the repairs at my leisure.

IIRC it was because they renamed or moved some field(s) in the attribute tree.
22 Jun 2015, 02:27 AM
#9
avatar of eliw00d
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Posts: 756 | Subs: 8

Whenever a patch comes out, it is a good idea to open the Attribute Editor and look for any warnings or errors (View > Output). They are very descriptive, which allows you to pinpoint any possible conflicts.

For example, if something has been set to null, when it should have a value, that could cause issues. So, you can go through the list of warnings or errors and make sure stuff like that is fixed.
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