Customized ships using the wrong default ship design name. For example, when attempting to customize "Cutting Principle", it is using "Concluding Words M15" as the default ship design name: Concluding Words comes from: AltarianPaladin_Na
Mark Short
T67 Cutting Principle finally showed up. I purchased 2 Elerium from the market on T66 as I have not had any this entire game and suspected that this is a factor. Something appears broken in this build as Piercing Breeze uses the CutterBlueprint blueprint and the only component "required" is BeamWeapon. Yet, even when having ability to build BeamWeapons, it never shows up in the build queue. <img src="https://cdn.stardock.us/forums/6/39/639228/5d0830b2-d
T66 and none of the Beam Weapon ships are showing up in the build queue. Not one during the entire game. :( no - Piercing Breeze no - Point of Light no - Cutting Principle
There is something hosed with the ship builds again. The Piercing Breeze (beam weapon) ships are not showing up in the build queue. :( This is a case where I am intentionally researching beam tech over kinetic or missiles. But the beam ships never show up in the build queues.
The following need to be corrected. I submitted fixes to grammar issue previously, but appears these remained uncorrected. The " to," should be removed as it is an improper use of a preposition and the comma is rarely needed before "and".
+3 Control Per Turn is too much for a leader/unit trait attribute. I suspect it was meant to be +1 instead.
The following is in LeaderTraitText.xml. 'HS=HS_ColonyGrossIncomess' should be: 'HS=HS_ColonyGrossIncome' instead.
There are some issues in the XML files that I will post in a followup. One thing I noticed when reviewing changes is the unneeded introduction of tabs in the XML files. :( This has to be annoying even for the other devs who work on the code base.
Hey devs. You really need to fix this. I do not have a history of raising non-issues. I set the game aside for the past month or two and tried again last night. Using anything other than the canned default Galaxy settings are a disaster. I don't know how this all became broken, but players have no real control over these settings anymore. It is like there is a disconnect between what the UI saves to the XML configs - vs - how those values are no
Thank you kindly.
This is an example of it being wrong, in-game:
This is the exact details. The following in the red rectangle are wrong and are not "per turn". The only one correct is line 242 (influence).
In the previous, see where Control is used? Well, if it was +10 Control "per turn", it would be using ControlPerTurn instead. However, ControlPerTurn is not used in any of the LeaderTraitDefs.
@RammaStarDock I have been reviewing the changes made to the Leader Trait Descriptions in LeaderTraitText.xml. In regards to +10 Control "per turn", the "per turn" is wrong.
FYI - After running a diff of the latest Data files, I can confirme that at least some of my suggested corrections / fixes have been incorporated into "(INSIDERS BUILD ONLY) v2.71". Not entirely sure of the exact number just yet, but happy to see at least some of them have made it into the pipeline.
[quote who="RammaStardock" reply="3" id="3937032"] Sharing this thread with the team for the suggested fixes, Thank you [/quote] That is the best I could hope. Thank you kindly.
Words don't seem sufficient to offer any solace for your loss. Very, very sorry.
I have never seen this happen in the game. If I had, I would have defintately reported it. Very strange indeed....
[quote who="Grathocke298" reply="1" id="3935753"] I think it's hilarious about the preposition. Especially since there is a trait about that. Good job! [/quote] "... assigned to." was the most common tooltip violator, which made my eyes bleed every time I read the description, in game. My original intention was to just focus on the missing / incorrect descriptions. But ultimately, my OCD got the best of me and I had to fix it as well. [e di
[quote who="Jodet3359" reply="3" id="3936151"] ' Faster animated movement, without teleporting to the target hex. I still want to see the path traversed.' I would like this too. Maybe you could just slow down the 'Fast Move' a bit? I wou
The issues with the Leader Trait description strings has previously been reported. However, I am following up and providing direct access to the XML files where it has been fixed or corrected. Added missing tooltip trait descriptions, for example: "Irresponsible with money." changed to: "Irresponsible with money.[BR][BR]-40% [HS=HS_ColonyGrossIncome]Income[/HS] when assigned as Governor." Edited
[quote who="RammaStardock" reply="1" id="3935191"] Currently this is being investigated as there were a lot of changes made from the ground up in the latest update [/quote] Very good sir. I have run through 20 or more test-case scenarios where I could not find one case where these values were used. If they were really being used, I should be able to generate a Galaxy Map of 8 Med
[quote who="valkdrvr" reply="6" id="3935202"] Dang - if they tested things before releasing............ [/quote] I know, right? All they had to do was open the Ship Designer from the Main Menu and should have been able to tell something was not right! Despite the gas-lighting on the Steam forums, to me it was obvious something was broken.
[quote who="Old-Spider" reply="7" id="3935216"] I've run the game with and without the mod I made. The mod seems to fix the problem and doesn't cause a problem that I could see. Here is what is available to build at a shipyard without the mod. Here is what is available with the mod.<img style="cursor: point