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1.55.377081 - Custom Civs broken

1.55.377081 - Custom Civs broken

Citizens not showing to load into constructor - too much Crime to blame

This is one I have never seen before.  Five citizens show up for Constructor draft.  However there are 10 citizens on the planet.  Luckily the one I want showed up.  Here is saved game before I loaded constructor.  The save shows this error, it did not reset to a normal screen.

https://www.dropbox.com/s/423ih89hubc9lip/Supernova%20Insider%201.55.377081.2018.GC4Sav?dl=0

BTW - you'll notice I got one of those humongous home sectors. 

34,583 views 35 replies
Reply #26 Top

It's a very complicated bug for me to understand why it happens that every new 'Sovereign' leader has the 'Cruelty' icon with the 'Malevolence' tooltip. Actually all leaders you can recruit has many traits. But there are specific traits for governors, for diplomats, for citizens, for units and for leaders. They are all named like this in the LeaderTraitText.XML (leader_trait, unit_trait, citizen_trait etc.).

So what we see is that only the sovereign leader, which is actually assigned as your governor while playing with a custom civ always have the malevolence trait. While it's unclear for me if 'malevolence' is a used trait at all or something from the past.

What I see is when I search for 'malevolence' trait in the LeaderTraitText.XML file I only find this one:

  <StringTable>

    <Label>UnitTrait_Focus_Name</Label>

    <String>[ICON=Cruelty_Icon] Malevolence</String>

  </StringTable>

  <StringTable>

    <Label>UnitTrait_Focus_Dec</Label>

    <String>Increases Malevolence ideology and +2 Diligence</String>

  </StringTable>

 

So it seems the wrong description on the tooltip is from the above string. But the icon shown is the Cruelty_Icon from the GFX>Stats folder.

 <UnitTrait>

    <InternalName>UnitTrait_Focus</InternalName>

    <DisplayName>UnitTrait_Focus_Name</DisplayName>

    <Description>UnitTrait_Focus_Dec</Description>

    <Icon>CrueltyIcon.png</Icon>

    <Stats>

      <EffectType>Diligence</EffectType>

      <Scope>Local</Scope>

      <Target>

        <TargetType>Unit</TargetType>

      </Target>

      <BonusType>Flat</BonusType>

      <Value>2</Value>

    </Stats>

    <Triggers>

      <OnEvent>OnRecruitLeader</OnEvent>

      <Target>

        <TargetType>Faction</TargetType>

      </Target>

      <Lifetime>Instant</Lifetime>

      <Modifier>

        <EffectType>IdeologyProgressivism</EffectType>

        <Target>

          <TargetType>Faction</TargetType>

        </Target>

        <BonusType>Flat</BonusType>

        <Value>1</Value>

      </Modifier>

    </Triggers>

    <Preclusions>

      <UnitTrait>

        <Option>UnitTrait_Pacifism</Option>

      </UnitTrait>

    </Preclusions>

  </UnitTrait>

There is indeed a UnitTrait named Focus in the LeaderTraitDefs.XML, so I suppose this is related. On the other hand, in that case, I don't know if it is intentional that all new custom sovereign governor leaders has the (non-working) Focus trait.

Sovereign trait for example is a Leader Trait and not a Unit Trait. And there is also a Leader Trait names Focused (not Focus).

So I want to know what do sovereign governor leaders are supposed to have for kind of traits at start?

Reply #27 Top

Cablenexus - I'm pretty sure it got messed up when they redid Culture and Ideologies for the latest builds, since that's when the Custom Civs started having issues.  You've done a great job of showing how convoluted some of these linked properties can be.  RammaStardock told me that they're looking into it, so hopefully we'll be able to look at the revised XML and see the fix.   

Reply #28 Top

I don't have an immediate answer to this.  I'm noodling a solution though.

Reply #29 Top

Nice catch. Thank you!

Fixed internally.

Reply #30 Top

Do you eventually want to share the solution? It took me hours to dive into all XML files trying to understand how to solve this manually but I failed. A nice way to learn to mod at least. Thanks in advance.

Reply #31 Top

Quoting Frogboy, reply 29

Nice catch. Thank you!

Fixed internally.

My Hero!

Reply #32 Top

Quoting Frogboy, reply 29

Nice catch. Thank you!

Fixed internally.


But you didn't put the fix in 1.60 so I can test 8C  

Reply #33 Top

It won’t break a saved game. You’d need a new game.

Reply #34 Top

Quoting Frogboy, reply 33

It won’t break a saved game. You’d need a new game.

I tried 2 new games with saved Custom races and 1 new game with a totally new Custom race.  Every starting governor had Malevolence as their starting ideology.

https://www.dropbox.com/s/t18k0ftegjsmzn0/Supernova%20Insider%201.60.388302.3001.GC4Sav?dl=0

Reply #35 Top

Same for me, when creating a custom civ it still has the 'Cruel' icon with the 'Malevolence tooltip'