We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
You are using an out of date browser. It may not display this or other websites correctly. You should upgrade or use an alternative browser.
I have most of the old Archievements and got a few of the new ones (Patron, Mad Scientist, Stellar Trophy).
Do you have any mods installed?
Even mods as simple as a namelist will affect the checksum, preventing you from joining multiplayer with people not on the same state and gaining archievements.
Checkllist:
*Any checksum altering mods? (you can see checksum in ;P lobby)
*Game on Ironman AND on standard or higher difficulty?
*Are the game started in the correct patch? (i.e cang get new cheevos if it started in 1.3)
Note: I use a lot of mods and still get achievment, mostly cosmetic. I do hoever check/alter them to be compliant and not break the checksum.
You are right, I only use one or two cosmetic mods and this one : "plenty map mods" that gives you the ability to see the type of travel and fleet size of the enemies, and I think that this one in particular should give me some trouble
You are right, I only use one or two cosmetic mods and this one : "plenty map mods" that gives you the ability to see the type of travel and fleet size of the enemies, and I think that this one in particular should give me some trouble
You are right, I only use one or two cosmetic mods and this one : "plenty map mods" that gives you the ability to see the type of travel and fleet size of the enemies, and I think that this one in particular should give me some trouble
Map modes are part of a .txt File under the Common directory. As such any mods there affect the Checksum.
the checnsum calculation can be quite "undifferentiated" in that area.
I really wish there was some proper guidlines when it comes to modding. Like Namelist breaking achievments, you'd think it would be easy to put them in a separate directory, and let the game know that that was "safe". Same with a bunch of other stuff.
I really wish there was some proper guidlines when it comes to modding. Like Namelist breaking achievments, you'd think it would be easy to put them in a separate directory, and let the game know that that was "safe". Same with a bunch of other stuff.
It is a .txt file. Same as the Event Scripts, techfiles and Edict files. Logic indicates that thus it will be processed the same. And thus a Namelist could contain code.
If it could contain code, it is not safe. The last century had plenaty of examples in wich viruses infiltrated via presumably "save" paths.
It is a .txt file. Same as the Event Scripts, techfiles and Edict files. Logic indicates that thus it will be processed the same. And thus a Namelist could contain code.
If it could contain code, it is not safe. The last century had plenaty of examples in wich viruses infiltrated via presumably "save" paths.
Oh, I know its a text, with a special encoding. file, but the way the system is set up, where you flag changes in .txt or .lua files in certain direcories as achievmentbreaking, lend to think that they can use a single directory for namelists, witch is not "tagged" as essential. After all, I can inject "code" into Y_localization files when you add new categories of flags as an example, without it breaking achivements, so there the .txt = code = not safe argument goes out the window.
While it techicly be code, its more of a very simple ruleset actually, when you look at it. A ruleset that references info from other places, and while I am not a programmer, hiding a "virus" in such simplistic code, would be nearly impossible as far as i know.
achievement_colonize = {
id = 1
possible = {
is_ironman = yes
}
happened = {
num_owned_planets > 1
}
In that example, it tells you that if you own more than one planet, you will get the achievment. Thats's it. Dont matter how, just getting a sectond planet is enough. If you kept one planet, got a protectorate and integrated them down the line, you'd still get the achievment. or conquest. The vast majority thou, will get their 2nd planet via colonization, so that rule is more than good enough.
My idea would be treating namelists like flags/symbols (thoose also hava a .txt file defining their category, if A.I can use it, and IRRC if they are visible in the flag selector) and have a directory outside the "common" one to draw from. (This is what actually breaks achievments, since it has overlaying rule that any change/new .txt file in the common directory is to be treated as a game altering mod)
So lets say we created a "namelist" folder outside the "common" one and they told the game to draw from that instead, the game would parse namelists as, well, nameklists without breaking the achievments, meaning more imersive, Ironman compatible modsd for all of us.
Disclaimer: I do not know if it is an engine limitation that demands namelists to be kept in the "common" folder, so this is merely my wish.
This is also why most gamechanging mods break achiements, they simply edits files in the "wrong" folders.
Oh, I know its a text, with a special encoding. file, but the way the system is set up, where you flag changes in .txt or .lua files in certain direcories as achievmentbreaking, lend to think that they can use a single directory for namelists, witch is not "tagged" as essential. After all, I can inject "code" into Y_localization files when you add new categories of flags as an example, without it breaking achivements, so there the .txt = code = not safe argument goes out the window.
directory
name = common
sub_directories = yes
file_extension = .txt
directory
name = common
sub_directories = yes
file_extension = .lua
directory
name = common
sub_directories = yes
file_extension = .csv
directory
name = events
sub_directories = yes
file_extension = .txt
directory
name = map
sub_directories = yes
file_extension = .lua
And namelists are of course in a subdirectory of common.
The issue with taking it out?
How would Multiplayer work if only one side (wich may not be the host) has the namelist for an empire? It is the host that has to generate the map.
We would actually need two checksum (systems). One for archeivements and one for Multiplayer.
Well, multiplayer already needs the same mods to be compatible anyhow, but I see your point.
Still, makes me wish we had a custom directory for the SP stuff.
How does MP handle custom Flags? Upload or blank space ? If the former, no problem, namelists could do the same, if the later, replace with standard phenotype namelist.
Or as it currently is, require the same mods as the other players.
I think PDX is smart enough to find a way for it to work given time.
How does MP handle custom Flags? Upload or blank space ? If the former, no problem, namelists could do the same, if the later, replace with standard phenotype namelist.
Or as it currently is, require the same mods as the other players.
As far as I can tell:
The host creates a game, as it would with a SP game.
Then every client is given a copy of the savegame (while the game is force-paused, of course).
So it would depend on if that is trasmitted with the savegame or not.