Ongoing Bug/Balance/Text issue list for XML files...

Since we don't have a coherent method for bug reporting, I'd like to keep this topic pinned.

I'm hoping we can collect a whole bunch of quick fixes to get implemented.

 

Please, list here three things for an issue:

1. Issues which are plainly a bug, balance, or text problem. Explain why. Mark what patch release you find it in.

2. The XML file where the problem exists.  Give the full path name to the file, from the top GC3 directory.

3. What the proper value or text should be. Make a good guess based on your experience as to what this should be.

 

In each post, do just a single issue.

ONLY report things that have all three of the above for them.  DO NOT report program bugs or behavior issues or the like. This is just for things that can be fixed with an XML change.

This will take some effort to identify the problem, so please don't put anything here you haven't done the appropriate archeology on.

 

Here's a suggested template:

 

<Name of Bug/Issue>

Issue:  

Found in Patch: 

File Location: 

Proposed Fix: 

8,960 views 5 replies
Reply #1 Top

Generic Farm Improvement Balance/Text Issue

Issue:  For the entire Farm improvement series, there are two problems.

  • Description text is confusing, and doesn't fit with what the improvement is doing. "These minerals boost the yield of farms when used as a fertilizer." doesn't make any sense for the actual Farm Improvement itself.
  • Level bonus is non-existent.

Found in Patch:  3.9

File Location:   

DLC/EXP2_Crusade/Game/TradeResourceDefs.xml    (FarmL1, FarmL2, FarmL3 labels)

DLC/EXP2_Crusade/English/Text/TradeResourceText.xml     (FarmL1_ShortDec, et al labels)

Proposed Fix: 

Change text to read:

(for FarmL1)   "Turns fertile land into productive farm."

(for FarmL2)   "Advanced farm producing even better food yield."

(for FarmL3)   "High-tech farm producing massive yields."

Add per-level bonus of flat +0.2 population per level for all three farm improvements.

Reply #2 Top

Generic Economic Building Stats

Issue:  The basic series of Economic buildings have strange adjacency settings and are not properly balanced.

  • Adjacency types are not in line with the other main (production/research) style.
  • poor progression in value
  • Problem is in Crusade & Retribution, but not in base game.

Found in Patch: 3.9

File Location:

DLC/EXP2_Crusade/Game/ImprovementDefs.xml

DLC/EXP4_Retribution/Game/ImprovementDefs.xml

(MarketCenter, ShoppingCenter  labels in both)

Proposed Fix:

For Market Center:

1. Drop the base structure's Influence bonus

2. Drop the Approval adjacency

3. Add Population Adjacency of +1

4. Add Wealth Adjacency of +1

5. Change base structure's wealth bonus to +20% for ColonyGrossIncome

For ShoppingCenter:

1. Add Wealth Adjacency of +1

 

 

Reply #3 Top

Generic Singular Economic Building Stats

Issue:  The set of colony or galaxy unique Economic buildings are not properly balanced and have wrong attributes.

  • Base bonuses not in line with other Economic buildings (including other unique ones)
  • Inability to move colony-unique buildings
  • Problem is in Crusade & Retribution, but not in base game.

Found in Patch: 3.9

File Location:

DLC/EXP2_Crusade/Game/ImprovementDefs.xml

DLC/EXP4_Retribution/Game/ImprovementDefs.xml

(Bank, FinancialSector, GalacticStockExchange  labels in both)

Proposed Fix:

For Bank:

1. Drop the structure's Influence bonus

2. Change Weath attribute to flat +4 (from +25%) for ColonyGrossIncome

3. Change per-level bonus to flat +0.5/level (from +5%/level)

4. Remove Indestructible status (allow it to be destroyed)

For FinancialSector:

1. Add Influence attribute of +2

2. Lower Wealth Adjacency from +4 to +3

3. Change per-level bonus from +5% to +7.5%

For GalacticStockExchange:

1. Change Influence attribute to +50%, from existing flat +1

2. Change Wealth Adjacency from +3 to +4

 

 

 

Reply #4 Top

Ideology Point Generation Improvement Unbalanced

Issue: the number of Ideology points that the various Ideological improvements generate isn't in any way scaled to the number of available planets to build them on.

  • All are "one per planet" improvements, that leaves the number of planets on a map as the relatively low upper bound of how many can be built. This is further constrained by the general empire size limits Governments place on a Player.
  • Larger maps inherently can generate far more Ideology points than smaller ones, so small maps don't make anywhere near as much use of the Ideology tree as gameplay would want. 
  • For anything but the very largest maps, building Ideology improvements is virtually useless for anything other than those improvements secondary attributes - the main reason being pointless (literally). 
  • Example: An good-size empire of 20 planets can, in the current setup, generate a maximum of 2 ideology point per turn.  Which, given the very quick escalation of Ideology Ability costs, means that this number is mostly irrelevant.  By the time you'd have a 20-planet empire and the production to build all those ideology improvements, you're looking at a minimum Ideology Ability cost of 50+.  It can easily take even a large empire 50+ turns to acquire a single Ideology Ability solely through improvement point generation.  With game turns almost never exceeding 500 and often under 200, that's unreasonable.
  • As ideological events drop radically in number after the initial planet colonization phase is over, production of Ideology points drops to near zero.  Thus, Ideology is much less of a dynamic after about turn 50.
  • Few games end with more than a half-dozen Ideology Abilities chosen, out of the possible 100+

Found in Patch: 3.9, all versions.

File Location:

data/English/Text/ImprovementText.xml

data/Game/ImprovementDefs.xml

DLC/EXP2_Crusade/English/Text/ImprovementText.xml

DLC/EXP2_Crusade/Game/ImprovementDefs.xml

DLC/EXP4_Retribution/English/Text/ImprovementText.xml

DLC/EXP4_Retribution/Game/ImprovementDefs.xml

This applies to the ElevationFoundation, MissionaryCenter, TempleofEnlightenment, PreparednessCenter, ArbitrationCenter, IntimidationCenter, CitadelofRevenue, DeathFurnace labels in all versions.

Proposed Fix:

Increase the per-turn generation of Ideology improvements, and scale this INVERSELY to the size of the map (or, more exactly, the number of colonizable planets).

I think the most relevant scaling factors are HabitablePlanets and ExtremePlanets (from MapSetupDefs.xsd). There's a fudge factor here that has to be played out, but, personally, I think that each improvements should be generating close to 1 Ideology point per turn for the mid-sized maps.

E.g.  take the existing values, then multiply by the following formula: 

1000/(HabitablePlanets+ExtremePlanets)

Thus, for example, the current MissionaryCenter generates 0.1 Benevolent per turn.  For a small map which has maybe 20 total colonizable worlds on it, that would mean it would really generate 5 points per turn. Which is fine, since on that map, you're unlikely to have more than 6 or so worlds until very late game.

Conversely, if you had a map with 200 colonizable worlds on it, you're more likely to have 20 such worlds in your empire relatively soon, so having each one potentially generate 0.1 * 1000 / 200 = 0.5 points per improvement would be scalable.

The exact scaling number (1000 in the formula above) is the tweakable one, but the formula should be roughtly that.

Reply #5 Top

Avatar/RG-278 corrections

Issue:  the mercenary ship Avartar-278 has text misreferences, and should not give a bonus to planetary raw production.

  • In some places, it is references as "RG-278" while in others, "Avatar-278"
  • The +5 bonus is to raw production, which is seriously, radically unbalanced and not in line with other Mercenary ship bonuses, let alone those for the 1st tier ships.

Found in Patch: 3.9  Mercenaries expansion

File Locations:

data/English/Text/EXP1_MercenaryComponentText.xml

data/English/Text/EXP1_MercenaryText.xml

DLC/EXP1_Mercenaries/Game/EXP1_MercenaryComponentDefs.xml

Proposed Fix:

Simply standardize on all references as "RG-278". Search and replace "Avatar-278" with "RG-278" in all the files above.

Change the bonus from ProductionPoints (which goes to raw production) to MaxManufacturing (which goes to just social and shipyard production). This means that it affects only Manufacturing, not Research or Income.

This change is in the Tier1MercenaryComponent15 in DLC/EXP1_Mercenaries/Game/EXP1_MercenaryComponentDefs.xml