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Reply #301 Top

Will do thanks LOL

Reply #302 Top

Started my first proper test game with 0.4, Immense Map, all 11 AI + occasional Minors, Normal Difficulty(Vanilla Genius). Initialy thought I got a pretty decent start, after scouting out properly, got 5 fairly close neighbours that have pened me in with 31 colonies (usually hit 50+ before that happens), Ferengi, Borg, Dominion, Romulans and Tholians, Borg and Dominion hate me already after 91 turns lol. Going to be interesting game for sure!

Met 2 minors and they seem to only have 1 & 2 colonies, which is not right they should have been gifted 4 colony ships by now, will have to look into that before I shut the game off for the night.

Reply #303 Top

Playing same kind of game with all players on an immense with tight clusters. Was lucky to get 4 precursor worlds in the two clusters I basicall own. Have the ferengi, Romulans and Klingons as neighbors so not too bad. Game hung on turn 102 with "Player 13" showing and never advancing to n ext turn. had to exit, will try loading an auto save after dinner to see if I can rescuer the game.

BTW, you ended up taking out all units that protect anomalies and ship graveyards not just the precursor anomaly ones. That by design? That makes a big differences in the early stages of the game, I ended up with 8 survey ships and got at least 5 extra colony ships really early on. I always buy the mercenary survey ship that gives 100 credits per anomaly when its available and in this game it has definitely paid for itself :-)

Reply #304 Top

Quoting Wotan2a, reply 303

BTW, you ended up taking out all units that protect anomalies and ship graveyards not just the precursor anomaly ones. That by design? That makes a big differences in the early stages of the game, I ended up with 8 survey ships and got at least 5 extra colony ships really early on. I always buy the mercenary survey ship that gives 100 credits per anomaly when its available and in this game it has definitely paid for itself
End of Wotan2a's quote

Yep, AI avoids any anomoly that is guarded. So untill SD fix that...

 

Quoting Wotan2a, reply 303

Playing same kind of game with all players on an immense with tight clusters. Was lucky to get 4 precursor worlds in the two clusters I basicall own. Have the ferengi, Romulans and Klingons as neighbors so not too bad. Game hung on turn 102 with "Player 13" showing and never advancing to n ext turn. had to exit, will try loading an auto save after dinner to see if I can rescuer the game.
End of Wotan2a's quote

I had a game hang during early testing of 0.4. Verified my files, 5 corrupted. Been fine since. Any chance you can post the Debug.err? Or did you reload already?

Reply #305 Top

Reloaded already, playing ok so far. Was not sure i could verify file integrity with all the changes made. I assume if i do i will have to reload the mod and start over?

Reply #306 Top

So I debuged the Minor Race issue, none of them are building the Improvement that grants free colony ships, hopefully I fixed that. I did see one Minor race with 5 Planets though, the Antarans! Nausicans had 4! They must of got real lucky with Anomolies! They had decent power scores too.

This is from that game:

Updated 0.4 again, for the Minor fix and added the data for Two Way Alliances.

Reply #307 Top

Quoting Wotan2a, reply 305

Reloaded already, playing ok so far. Was not sure i could verify file integrity with all the changes made. I assume if i do i will have to reload the mod and start over?
End of Wotan2a's quote

Na, you just have to reinstall the folder:- For your Game Directory and Cosmetic Changes - For Your Game Directory if your using the cosmetic flavors.

Reply #308 Top

One interesting side effect of removing the encounters at anomalies and ship graveyards. As stated I got 6 or 7 survey ships early on and those ships went on automatic. As they uncover space junk and anomalies my cash keeps growing, since cash rewards are a percentage of your treasury, I am now getting cash in the range of 9,000 to 25,000 credits per encounter because my treasury has grown to over 500,000. This is by turn 200 with no precursor economic planet and just one planet with a +50% boost to money that generates about 150 credits but I do sell back every ship I get from graveyards. My settings are on common for normal anomalies and rare for precursor anomalies.

I would suggest making the cash rewards a lower percentage or even a flat number if you are going to leave the encounters off, alternatively, maybe tone down the number of survey ships awarded :-) 

Reply #309 Top

Horemevore, is there a way I can change the relics back to being guarded? While I like the idea it just seems off to have the good ones unguarded. 

Reply #310 Top

Quoting Wotan2a, reply 308

I would suggest making the cash rewards a lower percentage or even a flat number if you are going to leave the encounters off, alternatively, maybe tone down the number of survey ships awarded :)  
End of Wotan2a's quote

Urm, the Encounters protected Ship Graveyards and Precusor anomolies, not the "Credit" ones. But i can take a look.

Quoting Larsenex, reply 309

Horemevore, is there a way I can change the relics back to being guarded? While I like the idea it just seems off to have the good ones unguarded.
End of Larsenex's quote

Yep check the Anomoly files, i only commented the code out, just uncomment it.

 

 

Reply #311 Top

Quoting Horemvore: "Urm, the Encounters protected Ship Graveyards and Precusor anomolies, not the "Credit" ones. But i can take a look."

Understood, the issue is created by not having the ship graveyards protected. The initial survey ship can just charge in and get the ships provided, initially those are survey ships to a great extent. As stated I got 8 in the first 20 turns which means i get a ton of cash from anomalies after that. I now am pegged at 999,999 credits and just not moving since at this point every anomaly gives me over 25,000 credits. Never had this much cash available in any game as the Federation before so I am pretty sure it is a result of that change.

Couple other observations:

1. Cavern Complex planet states that you get 20% planet defense bonus, in reality it is 2%. Code not working there, written as .02 instead of .2 maybe?

2. Agriculture Optimization specialization in the Federation tech tree only gives one choice instead of the usual three.

Reply #312 Top

Updated 0.4 again:-


Xenophobic added to Tholians and Breen.
Incorperated Two Way Alliances mod.
Removed Influence Placement from AI Homeworld Governor.
Added some new Anomolies.
Adjusted Precursor Wealth, Manufacturing and Influence Anomolies to provide a flat bonus.
Adjusted Credit Anomolies to gift a Range rather than a Best of.

Reply #313 Top

Quoting Horemvore, reply 312

2. Agriculture Optimization specialization in the Federation tech tree only gives one choice instead of the usual three.
End of Horemvore's quote

Intentional

Quoting Wotan2a, reply 311

1. Cavern Complex planet states that you get 20% planet defense bonus, in reality it is 2%. Code not working there, written as .02 instead of .2 maybe?
End of Wotan2a's quote

I have noticed that, the code is right, its some internal code messing with it:


    <EffectModifier>
      <EffectType>PlanetaryDefense</EffectType>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>0.2</Value>
    </EffectModifier>

Reply #314 Top

Quoting Horemvore, reply 313


Quoting Horemvore,

2. Agriculture Optimization specialization in the Federation tech tree only gives one choice instead of the usual three.



Intentional


Quoting Wotan2a,

1. Cavern Complex planet states that you get 20% planet defense bonus, in reality it is 2%. Code not working there, written as .02 instead of .2 maybe?



I have noticed that, the code is right, its some internal code messing with it:


    <EffectModifier>
      <EffectType>PlanetaryDefense</EffectType>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>0.2</Value>
    </EffectModifier>

End of Horemvore's quote

 

a 0.2 Multiplier does give 20% Bonus to your Planetary Defense,

so if you have 0% you get 0%*1.2=0%,

if you have 10% you get 0.1%*1.2=0.12%

if you want 10% added to Planetary Defense you need to change the BonusType to Flat

(so its the same as with Resistance/Jamming etc)

Reply #315 Top

Quoting mortili, reply 314


Quoting Horemvore,






Quoting Horemvore,



2. Agriculture Optimization specialization in the Federation tech tree only gives one choice instead of the usual three.



Intentional






Quoting Wotan2a,



1. Cavern Complex planet states that you get 20% planet defense bonus, in reality it is 2%. Code not working there, written as .02 instead of .2 maybe?



I have noticed that, the code is right, its some internal code messing with it:


    <EffectModifier>
      <EffectType>PlanetaryDefense</EffectType>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Multiplier</BonusType>
      <Value>0.2</Value>
    </EffectModifier>



 

a 0.2 Multiplier does give 20% Bonus to your Planetary Defense,

so if you have 0% you get 0%*1.2=0%,

if you have 10% you get 0.1%*1.2=0.12%

if you want 10% added to Planetary Defense you need to change the BonusType to Flat

(so its the same as with Resistance/Jamming etc)

End of mortili's quote

 

I'll check that out, thanx for the info.

 

More work done on 0.4:-


Added 3 Anomolies from More Anomolies Mod by Deathwynd.
Change Precusor references in Techs, Anomolies, Colonization Events and Planet Traits to Iconian.

Reply #316 Top

Quoting mortili "

a 0.2 Multiplier does give 20% Bonus to your Planetary Defense,

so if you have 0% you get 0%*1.2=0%,

if you have 10% you get 0.1%*1.2=0.12%

if you want 10% added to Planetary Defense you need to change the BonusType to Flat

(so its the same as with Resistance/Jamming etc)"

 

I never noticed that it was a multiplier and not a flat bonus. It's a bit confusing since the defense stat is also written as a percentage. Will have to reread the planet screen when it comes up as I am pretty sure it is written as 20% Planetary Defense as opposed to additional 20% times your own Defense strength. 

Reply #317 Top

you cant see a Difference in the Planet Screen,

both a Flat and a Multiplier of 0.2 will be shown as 20%

Reply #318 Top

Just had my first CTD on clicking next turn, as opposed to hang, in quite a while. Only errors I can find in the debug script are lines 20 to 110 that keep searching for the same file in different locations and cannot find it and a getTranslation error.

Here is line 20:

Debug Message:  No files found matching mask C:\Users\wotan\Documents\My Games\GalCiv3\Mods\*.gc3wsdata

Here is line 80 for comparison

Debug Message:  No files found matching mask C:\Users\wotan\Documents\My Games\GalCiv3\Mods\Star Trek - Core\Gfx\Improvements\*.gc3wsdata

Goes on like that for a while, never finds it.

The other error is as follows, lines 385 to 395

Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed

The last lines of the debug file do not indicate any issue.

Here are lines 530 to 545

Debug Message: IGC3Player::GetAndClearClickedTurn 6
Debug Message: RequestEndTurn PlayerObjectID 6, Turn #159 on net tick 0
Debug Message: IGC3Player::RequestEndTurn playerID 6 on net tick 0
Debug Message: IGC3Player::GetAndClearClickedRequestEndTurn 6
Debug Message: CPlayerSystem::IterateCurrentPlayer to 4 on net tick 0
Debug Message: IAIOpponent::UpdateAIMovePhaseJob PlayerID 8 on net tick 0
Debug Message: Battle: Consuming random value 1064116827 and seeding the m_battleStream
Debug Message: CBattleSystem::AddBattle ticket 35 attackerID 54437 (Tholian Fleet 54437) defenderID 48467 (Ferengi Fleet 48467)
Debug Message: Battle [Seed 1064116827] [Attacking Fleet 54437] [Defending Fleet 48467] tick 358437
Debug Message: Battle: Consuming random value 1462619998 and seeding the m_battleStream
Debug Message: CBattleSystem::AddBattle ticket 36 attackerID 64304 (Tholian Fleet 64304) defenderID 17806 (Fagara I)
Debug Message: Battle [Seed 1462619998] [Attacking Fleet 64304] [Defending Fleet 17806] tick 358441
Debug Message: Battle: Consuming random value -662173940 and seeding the m_battleStream
Debug Message: CBattleSystem::AddBattle ticket 37 attackerID 65016 (Tholian Fleet 65016) defenderID 65802 (Ferengi Fleet 65802)
Debug Message: Battle [Seed -662173940] [Attacking Fleet 65016] [Defending Fleet 65802] tick 358445
Debug Message: CMobileListener::OnDecommission shipOrFleet 54607

Reply #319 Top

Game will not launch the save at all. Here is the last portion of the .err file if it is of any help. I will launch a new game with the new updates:

ebug Message: CInitializationListener::OnSetContinentsPerPixelDataTail
Debug Message: CGalCiv3Shell::RequestInitializationState from: LoadingContinentTextures to: CreatingContinentData
Debug Message: Popup Manager Update: Unhiding TitleWnd
Debug Message: CInitializationGfxListener::OnCreatingContinentsTail
Debug Message: CInitializationListener::OnSetContinentsDataTailA
Debug Message: CInitializationListener::OnSetContinentsDataTailB
Debug Message: CGalCiv3Shell::RequestInitializationState from: CreatingContinentData to: DoneCreatingContinentData
Debug Message: Popup Manager Update: Unhiding SaveLoadWnd
Debug Message: LOADING GAME: C:\Users\wotan\Documents\My Games\GalCiv3\Saves\\terran.GC3Sav
Debug Message: Popup Manager Update: Unhiding LoadingWnd
Debug Message: CInfluenceSystem::CInfluenceSystem size_influenceMapActual 2359296 size_influenceMapCache 2359296 size_lastTurnOwningPlayerIndex 589824 size_prevOwningPlayerIndex 589824 size_owningPlayerIndex 589824 size_isSectorChanged 9216 size_numOwnedTiles
Debug Message: Save Version: 259 Original BUILD_VERSION_STRING: 1.82 Original BUILD_NUMBER: 428
Debug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: ThalanAssaultFighter
Debug Message: RefreshFighterStats FAILED for AssaultFighterDesign. Could not find ship class: SpaceMonsterAssaultFighter
Debug Message: Save Version: 259 BUILD_VERSION_STRING: 1.82 BUILD_NUMBER: 428
Debug Message: Save Original Platform: Steam
Debug Message: Game Loaded.
Debug Message: TachyonSystem: Attempting to send match report
Debug Message: TachyonSystem: Did not send match report due to CollectGameplayData option
Debug Message: StartGame 0.000000
DebugMessage: TemplateListBoxScrollBarVerticalSBSlider setting size 19 x 0
Debug Message: Popup Manager Update: Unhiding MainGameWnd
Debug Message: InitMapGfx Started...
Debug Message: InitMapGfx finished.
Debug Message: Building tech tree for node: FederationEngineeringTech
Debug Message: Building tech tree for node: FederationColonizationTech
Debug Message: Building tech tree for node: FederationWarfareTech
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: ERROR: GetTranslation() failed
Debug Message: Building tech tree for node: FederationCommunicationsTech
Debug Message: Send MainMapGfxEventTypeLoadingQueueTail

Reply #320 Top

gc3wsdata - The game looking for that is nothing new, its to do with Steam Workshop.

Do not see anything else out of the ordinary int he logs you posted. I would suggest you verify files, if you using Cosmetic changes, its 9 files I change, +2 for Cache is 11,  fixing more than 11 means something got corrupted. Or 5 without.

Reply #321 Top

I got 14 corrupted files. Was able to reload a previous auto save. last save is still toast.

Reply #322 Top

I started a game, see if I can reproduce a CTD.

Met the Bajorans(Minors) after 20 turns and they have 4 planets already!

Reply #323 Top

First off, thanks for the fantastic MOD!

I'm playing the "h" beta and just encountered the "Iyarran" fraction.  Unfortunately, they do not seem to have a leader or fraction graphic.

Keep up the great work, we are all really enjoying your MOD.

Reply #324 Top

Quoting Dionysis58, reply 323

First off, thanks for the fantastic MOD!

I'm playing the "h" beta and just encountered the "Iyarran" fraction.  Unfortunately, they do not seem to have a leader or fraction graphic.

Keep up the great work, we are all really enjoying your MOD.
End of Dionysis58's quote

Hmm thought I'd fixed that! Will take a look, TY for the report!

Reply #325 Top

Did a bit more work on 0.4 today before heading off to work, updated the file with said changes:

Alpha 0.4 Patch Beta Opt-In (Might be buggy and is unfinished) Download Here

  • Sensor Techs now effect Colonies.
  • Base races have been hidden.
  • Start Date changed to 2150.
  • Vulcan, Andorian & Tellerite changed to Major Factions.
  • Added 8 Ship Appearances 2 each for the new factions and the Iconians.
  • 1 new UI Color, Iconians.
  • Changed Homeworld descriptions to be more informative.
  • Federation changed to United Earth Republic. (To better match the star date & new Factions. More inline with canon for the time period.)
  • Removed Encounters from Anomolies.
  • Tech costs for Age of War increased by 25%.
  • Tech costs for Age of Ascension increased by 50%.
  • Tech costs for Age of Victory increased by 75%.
  • First 3 tiers of Economy Starbase modules reduced by 5%.
  • Economy Ring Production bonus reduced to 7%.
  • Research inflation increased by 4% per tech.
  • Research inflation for beelining one tree further increases techs for that tree by 4% per tech.
  • Increased Max resolutions too show by 4.
  • 30% Speed added to Interceptors.
  • 15% Speed added to Escorts.
  • +5% Speed added to Assaults.
  • -10% Speed added to Capitals.
  • -5% Speed added to Guardians.
  • Starbase Maintenace increased by 2% per starbase (7% now).
  • AI Strategy Tweaks.
  • Minors periodically get Colony ships (Max of 4).
  • Reduced the Minor Race Research, Morale & Production bonuses.
  • Added AI Strategy for Minors.
  • Rebalanced most Traits that used Modifiers, this is to make all traits equaly beneficial in one way or the other. (Have fun relearning how to min/max :) )
  • Xenophobic added to Tholians and Breen.
  • Incorperated Two Way Alliances mod.
  • Removed Influence Placement from AI Homeworld Governor.
  • Added some new Anomolies.
  • Adjusted Precursor Wealth, Manufacturing and Influence Anomolies to provide a flat bonus.
  • Adjusted Credit Anomolies to gift a Range rather than a Best of.
  • Added 3 Anomolies from More Anomolies Mod by Deathwynd.
  • Change Precusor references in Techs, Anomolies, Colonization Events and Planet Traits to Iconian.
  • Changed the Dread Lords into the Iconians. They get Age of Expansion and Age of War techs to start. Possible spawn from turn 150.
  • Changed Lost Treasures Improvements and Components to reflect Iconian Heretige or Star Trek flavor.