Krynn Diplomacy tech tree bug

Uh, is this thing on?

Found a bit of a bug that only affects one tech tree, but is fairly problematic early-game. The Krynn, as well as any race using the Krynn tech tree, start off with Universal Translator appearing to be already researched. The problem is, it doesn't work - alien races speak untranslated, you cannot trade with them, and so on.

Playing around with other races, I didn't find any others with this problem (although I didn't try them all). More confusing is that, if I start as another race (in this case Altarian) and research the tech normally, I can trade it to the Krynn, even though, going by my own experience, they should 'have' the technology already.

Trying out different galaxy sizes, it didn't seem to make a difference (although it took a while to notice the problem on excessive galaxy size, lemme tell you).

 

Additionally, since this is my first time posting a bug here, please feel free to smack me with a trout if I did it wrong.

10,112 views 12 replies
Reply #1 Top

Is also affecting the Yor tech tree as well.

Reply #2 Top

Hi Guys,

 

a bug has snuck in those two tech-trees. I couldn't repro the bug, but I certainly found a structural error in both trees' XML. It worked anyway for me, but I fixed it in my bufix mod. Since I couldn't reproduce the issue to begin with I can't guarantee that fixes your problem, but why not give that mod a try and see whether that solves it for you? (and tell me afterwards)

Only applies to new games unfortunately, not savegames.

Cheers

Reply #3 Top

Is this in the latest opt-in patch beta 5 patch 2 (0.82.4.0)?

Quoting FWN, reply 2

Hi Guys,

a bug has snuck in those two tech-trees. I couldn't repro the bug, but I certainly found a structural error in both trees' XML. It worked anyway for me, but I fixed it in my bufix mod.
End of FWN's quote

This is nice that you are able to fix with a mod, however, that defeats the beta process :(

Reply #4 Top

Quoting Seilore, reply 3
Is this in the latest opt-in patch beta 5 patch 2 (0.82.4.0)?
End of Seilore's quote
Yes

Quoting Seilore, reply 3
This is nice that you are able to fix with a mod, however, that defeats the beta process
End of Seilore's quote
No it doesn't.

1) I filed a ticket
2) The devs can (and actually are doing so) use my mod to find and fix bugs in the next patch.
3) Modding is an official part of the game. Shouldn't it too be tested? 

Basically, that mod is a structured, concentrated form of feedback, making it easier for the devs to manage and deal with XML based bugs, since I already did the legwork of collecting the intel needed.

What's more: Virtually all XML based bugs produce reliably reproducible errors. Let's take the Krynn Labor Mission bug for example. That's a classic paradox logic bug (mutually exclusive conditions). The result is a 100% predictable impossibility to ever upgrade to the Labor Mission building. The End. This Tech-Tree one is the oddest I have encountered so far (and yes, my mod also fixes the Labor Mission bug).

If you still believe this beats the beta process, please state your arguments on which you base that opinion: I seriously can't see it and would like to understand your point.

Cheers

Reply #5 Top

Quoting FWN, reply 4

If you still believe this beats the beta process, please state your arguments on which you base that opinion: I seriously can't see it and would like to understand your point.
End of FWN's quote

It defeats the purpose as if people are using your mod to "fix or correct" issues this may hide or cover up other issues that aren't reported or cause secondary issues unaccounted for in the game.

However, if they aren't interested in reporting bugs in game then they can use the mod that you worked hard on and I'm sure is appreciated.

Reply #6 Top

Quoting Seilore, reply 5
It defeats the purpose as if people are using your mod to "fix or correct" issues this may hide or cover up other issues that aren't reported or cause secondary issues unaccounted for in the game.

However, if they aren't interested in reporting bugs in game then they can use the mod that you worked hard on and I'm sure is appreciated.
End of Seilore's quote
Actually, that's what I'm curious about and don't understand:

a ) There is not a single bug my mod fixes where I personally didn't make sure it's reported
b ) Well ... I guess it's easier if I quote Kael on this:

"Thank you so much for putting this together. We are going through it here at Stardock and will get the fixes included in the next patch."

Post 8 on the link to the Steam Discussion where I maintain the mod.

Reply #7 Top

Quoting FWN, reply 6

Actually, that's what I'm curious about and don't understand:

a ) There is not a single bug my mod fixes where I personally didn't make sure it's reported
b ) Well ... I guess it's easier if I quote Kael on this:

"Thank you so much for putting this together. We are going through it here at Stardock and will get the fixes included in the next patch."
Post 8 on the link to the Steam Discussion where I maintain the mod.
End of FWN's quote

Okay if I'm wrong I apologize, just trying to locate as many bugs in the unaltered game as possible.  Thanks again.

Reply #8 Top

Thanks for posting a ticket.  I found the bug also in the Yor tech tree when making a customer race and using Yor tech.  I was looking to post it today but you've already done it.  Thx. 

Reply #9 Top

Quoting Seilore, reply 7
Okay if I'm wrong I apologize, just trying to locate as many bugs in the unaltered game as possible.
End of Seilore's quote
That's ok. If you are trying to find all the bugs you can for the heck of it, why not check the mod out for yourself? (Not necessarily to use it, but it ships with an index file detailing each of the 117 XML bugs I've been able to find and fix.)

Reply #10 Top

Tried the mod, and it worked. Thank you very much, FWN.

Really, thank you both, FWN and Seilore. The level of dedication you're showing here, each in your own way, is really commendable. :)

Reply #11 Top

The bug is from

    <RootNode>true</RootNode>

that is included in the YorTechDefs and KrynnTechDefs xml files under their respective Universal translator techs for some reason.


Root node should only be appearing in the 'insertracenameTechTree entry to start your tech tree up.
Very easy fix, just a data entry bug.

Reproduced the bug the following ways.

Start game as Yor.
Start game as custom race copied from Yor.
Start game as custom race created fresh using Yor tech tree.

Reply #12 Top

We are going to fix this Monday before we switch the patch to public.