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
Mark Short
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
[quote who="Old-Spider" reply="5" id="3935200"] I've reviewed this and found 52 places where ship was used in ShipClassDefs.xml when it probably shouldn't be there. A quick search and replace fixed it for me in a mod. I haven't tried the mod to see if anything was messed up by the change. I think it will take more than a quick fix to fix it and make sure it didn't break anything. [/quote] I think the "Ship" suffix is
[quote who="RammaStardock" reply="4" id="3935190"] Hello Dorian, this has been relayed to the team accordingly, it may take a bit before the fix is introduced as most of the office will be out for a week on holiday [/quote] If it just gets fixed at all I would be very happy!
Through much trial and error, I feel it is safe to say that players (even modders) have very little control over Galaxy Map generation. Via manual manipulation of the Prefs.ini, MapSizeDefs.xml, and StarClusterQuantityDefs.xml, players have: questionable control over the number of Sectors generated via StarClusterQuantityDefs.xml for example, I can get the Galaxy (shown below) generated by setting 'Ma
For example, the following results in the corresponding map being generated. In this case, I explicitly set 8 Medium Sized Sectors to be generated. But that is not what I get. Huge 2928  
The following (StarClusterQuanityDef.xml , not what is contained in MapSizeDefs.xml ) appears to dictate number of sectors being generated. For 'Huge' maps using the 'Many' setting, it appears to be capped at 10 Max Sectors. I would much prefer for the UI to let me set this value myself rather than all of this senseless obfuscation. &l
This is more than just 'amiss'. Galaxy Map Generations is currently broke in v2.7. With the following UI Settings: Large Galaxy (which is really Huge Galaxy, internally) Max Setting for Sectors Max Setting for Distance from other Civilizations Using the default number of Civs for the map size (16 Civs) I encounter the Iconians on T3. From the map below, their home planet is practically adjacent to my own.
And the following value? It means nothing in v2.7. PlayerStartingLocationSetting= StartAloneInSector I encountered the Drengin on turn 2!
1. As far as sector generation, there needs to be a value more definitive than "Many" in the UI. This is just nuts! 2. The following are the settings from most recent "prefs.ini", yet I cannot tell they are even being used. Note that 'GalaxySize=Huge' below is a result of 'GalaxySize=Large' in the UI. The 'Large' category no longer exists in the XML files and was replaced by 'Huge'. (a complete
Agreed. Do not believe it impairs runtime functionality. But for modding purposes, having access to the schema validation is very helpful.