I've noticed that when a Precursor Anomaly is successfully researched ONLY the survey ship gets XP. not the entire fleet. Is this intentional or an oversight? XP for all anomalies except precursor ones is defined like this: OnArriveAtAnomaly Ship <span style="color: #ff0000;"
BuckGodot
[quote who="Horemvore" reply="20" id="3639324"] Quoting BuckGodot, reply 19 Twas for testing purposes only, I assure you. Ofc ofc [e digicons]:)[/e] [/quote] Hahaha! Actually, it was. :) When I just did that insane (well, excessive ;)) 100+ colony test, I fo
I can confirm that this is indeed GONE as of the 1.8 opt-in! [e digicons]:rofl:[/e] [e digicons]:rofl:[/e] [e digicons]:rofl:[/e] (there's a new bug about things not showing up right away on the planet info screen, but that's of much much much less concern) So thanks for fixing this, Stardock!!! [e digicons]:thumbsup:[/e]
While doing some brute force testing on this (cheating up 100 colony ships and sending them out into the night), I did notice one very odd thing. The planetary event that can add a tile to a planet (Swamped) will NOT add that tile to a planet until either the initial planetary info screen is closed or something is done to the planet (a building ordered or a project started). Then that tile will suddenly pop up on the screen. This makes me think there is some sort of buffer
Well, I cheated up over 100 colony ships and played (on a v limited basis) for almost 100 turns. Got repeated versions of ideological events of both the base game AND the ones in the append version of this mod. Near as I can tell, all colonies are showing whatever affect they are supposed to be showing from ideological choices whether it is is from the base game or the mod. Did notice one strange thing which I will mention in the other thread. On any of the ones that
Doing further testing, I've found that if someone builds something on a planet or chooses a planetary project, then the info will pop up on the status screen as it is supposed to.
As found out after some discussion in the thread [Bug] 1.8 Beta Preview - Colonization Events , the modifications to a planet due to the ideological choices that are presented to a player when a planet is colonized are not showing up in the inital planetary information window that is shown upon colonization. Once the planet is clicked on again afterwards, however, then the info is being displayed as normal. Here are three scree
The lack of updating the Colonization effect on initial colonization does indeed show up in an unmodded game. I'll start a new thread, along with a ticket submission, when I get a chance.
Horemvore, I can confirm that events are working on the original version of your mod, but they do NOT show up until one clicks back on a planet AFTER initial colonization . This is obviously super weird, but your original mod still seems to be working as it is supposed to. Gonna go back and see if this behavior is happening on the standard base game after dinner tonight.
OHHHHHH!!!! I see what is going on! WHEN A COLONY IS INITIALLY COLONIZED THE EFFECTS BEING APPLIED TO A COLONY FROM THE COLONIZATION EVENT DO NOT SHOW UP ON THE INITIAL SCREEN ! ONCE YOU GO BACK TO A PLANET, THEN THEY DO! No wonder it looked like that they weren't there. Not sure if this is happening under the append version or not. Think I'll check. EDIT:::
Nope, still not getting any colonization effects applied to my colonies, core or new. I have a lot of mods running, so the next thing I am going to try is disable them ALL and then try the game unmodded and see what happens. Then just load this mod and see what happens. And so on and so on.
[quote who="Horemvore" reply="6" id="3639177"] Well I just booted a game with the replace method, First event was vanilla Comet, 2nd event was House Like Trees from my mod, -50% maintenace was applied, 3rd event was Underwater Habitats from my mod and that also applied Research and Influence gain of 20%. Did not test further as 2 out of 2 says its working [e digicons]:)[/e] <a href="https://www.dropbox.com/s/x2ti2znxj7gjr5s/Colonize%20Events%20Beta%201.8.rar?dl=1" target="_se
Actually, I'm not getting them with the STANDARD colonization events, either, when I did a full replace. Odd. Gonna look into this more deeply, I think.
[quote who="Horemvore" reply="4" id="3639175"] Im now going to try the replace method and see if that works, could be they have linked what ever round robin code is in the dll's to a specific xml file or something. [/quote] Just tested this and sadly it is NOT working at the moment. I get the ideological benefit, but nothing that is supposed to be happening to the planet itself.
From what I recall, this is very similar to how it was in GC II. The Class info is different from GC II, though.
Rename stars as well? Ah, HELL YEAH!!!!
Uncolonized Planet List We've added a great new feature that lists out planets you've discovered but haven't colonized yet. This will help you expand your empire faster. ===== Is it my birthday today? No? But I got a present anyway!!! :D :D :D (next up - same featrue for planets colonized by other
One last thing that is probably unimportant. but I wanted to mention all the same. I noticed that the "InternalName" and the "GenericName" are exactly the same in your tech block. I have no idea how finicky GC III is about that, but I've noticed in all of Stardock's tech trees xmls, they never appear to be duplicated. Not that I recollect at any rate. They'll even do something like: KrynnKrynnTourismTech</InternalName
Decided to make a separate post. :) Here is my suggested corrections (bolded in red): SurianTechDefs.xml SurianTranswarp SurianTranswarp Surian Transwarp_Name Surian_Tree Surian
There's a few errors here, actually. In fact, I'm surprised the game loaded at all. First off, you're missing a " " tag in that tech (it should be after the Fortification tag). The lack of that is causing my game to hard crash each and every time. That might just be a copy-n-paste error, but the xml block as written isn't going to run. Secondly, I agree with everyone else about getting rid of the specialization. I
The nice thing about doubling, tripling, etc is that one doesn't have to exhaust all events before a repeat is seen. Don't particularly like the current system where one has to go through ALL events before there is a chance of one repeating. If that behavior isn't changed soon(-ish) I might keep the 4x (or more) version permanently! :) (Thanks for the shoutout, BTW - Much appreciated :))
For folks who find this bug ultra annoying, I do have a pseudo-fix by way of a mod: [1.7.1] [MOD] Colonization Kludge - A kludgy pseudo fix for the current Colonization Bug What I did was copy the 30 colonization events 10 times and threw them into a modified xml file. Running that mod will give folks 330 colonies to colonize which should cover most cases. :) As with most mods, it does
[quote who="EazyWin" reply="8" id="3638361"] Quoting BuckGodot, reply 6 If you want a bit more of a surgical approach, go into a faction tech tree and set the Research Cost for a tech to 0, That tech will then be automatically learned upon the start of a game. This lets one custom tailor which techs are learned
If you want a bit more of a surgical approach, go into a faction tech tree and set the Research Cost for a tech to 0, That tech will then be automatically learned upon the start of a game. This lets one custom tailor which techs are learned at startup and not just gift all of the techs that are age specific. As for each age, in the base game, it takes 12 techs to reach the Age of War, 64 techs to reach the Age of Ascension, and 128 techs to reach the Age of Victory. <
[quote who="Horemvore" reply="3" id="3638087"] They basicly made the PrecursorPlanetPercentOfHabitable a dead define. You will always get the minimum amount of precursor worlds set with MinPrecursorPlanets, cause 0.01 (1%) is always less that the minimum. Just do a calculation off the MaxHabitablePlanets which is 55 for medium. Even immense maps you always get the minimum, 0.01 of 300 = 3, minimum = 10. [/quote] Unless one has already upped the number of MaxHabitab