1.6 Bug Aquatic World Mastery doesn't work

With Torians in the game now, there's often lots of Aquatic planets to conquer. I've taken several from the Torians, and culture flipped the one they colonized deep in my territory.

I've had the Aquatic World Mastery tech for a few turns now, but all these planets are still suffering from -50% raw production. Perhaps this is just a bug for captured Torian planets?

I find it hard to believe this is intended.

.. neilkaz ..

46,055 views 17 replies
Reply #1 Top

Has anyone else observed this? Perhaps it is just for captured Torian planets that it doesn't work? Devs? Anyone? 

Reply #2 Top

Very strange, I have played then several times (most not full games, just swimming around ;) ) But i have not seen that problem.  I think i recall seeing the -50 on the planet description but when i looked at its rw production it was OK (i.e. no -50).  I'll try a new quick start and check it out when i get home.   BTW are you ruining the latest opt in -1.61.2?

Reply #3 Top

It is not working in my most recent game 1.61 beta  and this has nothing to do with capturing Torian worlds.       Researching Aquatic Mastery no longer gives production bonus or tourism bonus.

 

 

 

Reply #4 Top

This was from a game prior to the opt-in. The 1.61 opt-in didn't fix the problem but maybe I needed to launch a new game (just as I needed to have the fix for Eager working).

My current game doesn't seem to have Torians and I see no Aqua planets so I won't be able to test myself. I don't want to restart another game since this is my first attempt playing Godlike and I have a decent start.

To avoid any misunderstandings. I was playing my custom race and conquered Aquatic Torian planets and when I researched the tech, I still had -50% RP.

Hmm...when did 1.61.2 come out?

Reply #5 Top

Quoting neilkaz, reply 4

Hmm...when did 1.61.2 come out?
End of neilkaz's quote

Friday i think

 

** EDIT **Man, i don't know where my head and eyes are at but i misread your post.  I thought you were playing the torians.   I do believe you are correct, AqM not working for other races

Reply #6 Top

Well i started my game late Friday night so it should be the latest.... didn't realize there was a 1.61 2

 

Reply #7 Top

Quoting Taslios, reply 6

Well i started my game late Friday night so it should be the latest.... didn't realize there was a 1.61 2

 
End of Taslios's quote

 

I got a support email (wrt another issue) saying there was a push to the op in.  The 1.61.2 i read by looking at the ver # (properties) of the exe

Reply #8 Top

Ok to "try" and make up for my dear dummy (wrong) previous responce, i took a quick look at planet trait defs xml

 <Techs>
          <Option>ColonizationFocus1</Option>    **Aq woeld
        </Techs>
        <RaceTrait>                                            *  
          <Option>AmphibiousAbility</Option>    **  This race trait section appears to be what broke it
        </RaceTrait>                                          *

Reply #9 Top

Quoting neilkaz, reply 4

This was from a game prior to the opt-in. The 1.61 opt-in didn't fix the problem but maybe I needed to launch a new game (just as I needed to have the fix for Eager working).

My current game doesn't seem to have Torians and I see no Aqua planets so I won't be able to test myself. I don't want to restart another game since this is my first attempt playing Godlike and I have a decent start.

To avoid any misunderstandings. I was playing my custom race and conquered Aquatic Torian planets and when I researched the tech, I still had -50% RP.

Hmm...when did 1.61.2 come out?
End of neilkaz's quote

There was only one "1.6.1" released to the public.  The extra dot two is an internal build version.  

For changes like this, you need to start a new game.  IF you are still seeing the problem after starting a new game, please let us know.  

Reply #10 Top

Quoting pshaw, reply 9

For changes like this, you need to start a new game. IF you are still seeing the problem after starting a new game, please let us know.
End of pshaw's quote

 

Well here you go, New game Mods off (unlock just to get there quicker)

http://content.screencast.com/users/a0152570/folders/Jing/media/63e9bc0c-eab3-46af-88ba-20cbd223ae5f/2016-02-29_1726.png

 

http://content.screencast.com/users/a0152570/folders/Jing/media/4af8b95a-f982-490c-bc58-ab5a8c939fa8/2016-02-29_1727.png

 

You can see it have the teck but the planet still is -50% raw production

if i delete

<RaceTrait>  

     <Option>AmphibiousAbility</Option>    **  This race trait section appears to be what broke it
</RaceTrait>

 it works

need to add back in as an OR function

<Prerequ>
        <Techs>
          <Option>ColonizationFocus1</Option>
        </Techs>

 

Ticket ID #JPU-166-97659

Reply #11 Top

I can confirm the bug occurs in my game 1.61.

I researched Aquatic just to colonize a specific planet close to my borders but -50 Production is still there.
It's dissapointing because game feels broken so 2 days of playing for nothing.


Please fix it.

Reply #12 Top

Quoting alphaprior, reply 11

I can confirm the bug occurs in my game 1.61.

I researched Aquatic just to colonize a specific planet close to my borders but -50 Production is still there.
It's dissapointing because game feels broken so 2 days of playing for nothing.


Please fix it.
End of alphaprior's quote

Strange.  It's working for me:

Are you sure you started this game under the latest version of 1.6.1?  

I would check PlanetTraitDefs.XML in your GalCiv 3 Game directory and make sure it says this in the section for AquaticWorld:

<ExtremeTypeModifier>
<Prerequ>
<Techs>
<Option>ColonizationFocus1</Option>
</Techs>
<RaceTrait>
<Option>AmphibiousAbility</Option>
</RaceTrait>
<OverrideOr>true</OverrideOr>
</Prerequ>
<Modifier>
<EffectType>ProductionPoints</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0</Value>
</Modifier>
<Modifier>
<EffectType>GoodsAndServices</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.25</Value>
</Modifier>
<Modifier>
<EffectType>Tourism</EffectType>
<Target>
<TargetType>Colony</TargetType>
</Target>
<BonusType>Multiplier</BonusType>
<Value>0.25</Value>
</Modifier>
</ExtremeTypeModifier>

With the bolded bit being the line added late in the 1.6.1 opt-in (just before it was released to everyone).

Reply #13 Top

mmmmhhhh......... a stupid mod was the issue

It's called Planet Traits and instead add them it replaced the entire PlanetTraitsDefs.xml

I replaced the code in the mod with code from the xml in GC3 files.

Although I think it would work just by deleting them entirely and renaming the file so the extra traits are added and don't replace the original xml. Right?

Reply #14 Top

Quoting alphaprior, reply 13
Although I think it would work just by deleting them entirely and renaming the file so the extra traits are added and don't replace the original xml. Right?
End of alphaprior's quote

Yeah, I know which mod you're talking about. :)  I use it all the time, myself  Just go ahead and dump PlanetDefs.xml from the mod, as all the "extra" planet traits are in a separate xml called  Planets_PlanetTraitDefs.xml.  What PlanetDefs.xml in that mod is doing is changing some of the traits of the worlds already found in the base game.

If you want to keep the changes to the base worlds that the mod makes though, you do have to keep the file PlanetDefs.xml in the mod folder and update it like you mentioned in the post.  Renaming it to something else will cause duplication errors.

Reply #15 Top

With all the great mods out there + my own, its getting harder to avoid "conflicts" like this.  Wish there was a better way but what i do on every new release is use WinMerge (great tool btw) to check all the new xml's against the mod directory.

 

Reply #16 Top

Quoting a0152570, reply 15

With all the great mods out there + my own, its getting harder to avoid "conflicts" like this.  Wish there was a better way but what i do on every new release is use WinMerge (great tool btw) to check all the new xml's against the mod directory.

 
End of a0152570's quote

 

Also it would be very helpful for some mods to be independent from game's files.

For example I want to alter an improvement I cannot create a simple xml file with that altered improvement only but the entire code with all improvements.
This is a common problem for modders because the updates and expansions make changes in code like the Aquatic planet mentioned here.

It would be very helpful if the game could recognize the code and I type "PlanetImprovement" in my mod and this one overrides the other "PlanetImprovement" in game's files.

Also something else, the developers could create a check in code. There is already something in the game when something is wrong you get a window reports an error on a certain xml. But it could expand to check the mods compatibility with current game version.

If someone has created his own PlanetTraitsDefs.xml game should check that the code is valid not just errors but issues like the aquatic planet.

Reply #17 Top

Quoting alphaprior, reply 16

Also it would be very helpful for some mods to be independent from game's files.
End of alphaprior's quote

better stated > would be very helpful for ALL mods to be independent from game's files

I am far from an xml/mod expert so gran of salt here.  A while back someone posted about an xml protocol standard that would have made this easy but SD was not using it.  I think they had a good reason but not smart enough to know