Public education event does not get the right bonuses
The benevolent choice speaks about a 10% lower income and a 15% morale boost. It would have been quite costly already, but I actually get only 5% morale boost. We need this fixed.
The benevolent choice speaks about a 10% lower income and a 15% morale boost. It would have been quite costly already, but I actually get only 5% morale boost. We need this fixed.
No one? This is a significant bug. I found where it seem to lie, in "data/Game/IdeologicalGalacticEventDefs.xml", line 307
Do I have to mod it myself?
Hey Edrin, thank you for reporting this bug. I'll add it to our backlog now.
Was there anything else you found?
Thank you.
Nothing for now!
I agree this needs fixed
I really hate that event. There is no good choice you can pick. Each of them has some drawback, and most of them involve money. In my past experience with this game, money is critical. If you go in the red, your production gets cut in half.
I checked this event and confirmed the bug. I also checked the other two choices and found the malevolent choice is also bugged. It gives 5% bonus to production instead of the claimed 10%. It looks like someone used 5% on all the second parts of the changes instead of the % that should have been used.
If anyone is interested, I have a mod that fixes these two bugs and others that are supposed to change population. I reported the population change bugs in 2019. They were fixed in a later opt-in, but the final release broke some of them again. I reported that, but they haven't been fixed.
There are also numberous events that are totally or partially useless for synthetic and silicon-based races. The events change things like morale, growth and/or amount of food. None of those affect synthetics. Food isn't used by silcon-based races. I either modified one or two of the choices in the event or replaced the event with one that has better choices.
I have combined all these changes into one mod to avoid having numberous small mods. I don't have a summary of all the changes. Anyone who wants to know will have to search through the files in the game directory of the mod. The changes will be easy to find since all of them have a comment explaining what was done. The comments all contain the text MOD: to make it easy to find. Searching for mod: (all 4 characters) will take you right to them. NOTE: the files with "Synthetic" in the name don't have comments since the whole file is new.
If you want to play with my bug fixes and changes now, you can download the mod here.
Thank you, I will check that out.
checking out that mod myself Old-Spider. does it also address my pet peeve of the misuse of term production when the bonus is maxmanufacturing a lot of the time?
copy/paste from my steam post
To address a couple of your points, I have a mod on Nexus that provides an Administrator Training Institute that works for synthetics, and there's also an excellent mod that reworks the mercenaries, also, I think, available on Nexus mods.
Hey Schism. I reported a similar bug/typo here: https://discord.com/channels/299942486095167489/300081817263013896/840279220915929118
""Precursor Power Plant crisis" for the malevolent check success it states that the affected planet gains +15% ship production. It actually gains +15 ship production (not percent)."
if you fix this bug, but ignore the issue i brought up about productivity and other descriptions which are the same issue and bug, i would start posting about that a lot.
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