[Bug] 1.8 Beta Preview - Colonization Events

I have noticed with this patch(1.8) any additional Colonization Events added through the appened method(Have not checked the replace method yet) have stop working. You get the Colonization Pop up, you can select your choice, you gain Cuture points but any benefit or negative are not applied. They work fine if I revert to 1.71.

24,522 views 21 replies
Reply #1 Top

Yes this seems to be the case in my game as well. I hope you can fix it for 1.8.

Reply #2 Top

There is no bug in the code my end :(

Reply #3 Top

Quoting Horemvore, reply 2

There is no bug in the code my end :(

Hopefully you and the devs can figure out something bcuz it is nice to have the added events as I was growing tired of the old ones and it adds a bit more flavor to the game.

Reply #4 Top

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.

Reply #5 Top

Quoting Horemvore, reply 4

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.

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.

Reply #6 Top

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 :)

Colonize Events Beta 1.8

Try this.

Reply #7 Top

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.

Reply #8 Top

Quoting Horemvore, reply 6

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 :)

Colonize Events Beta 1.8

Try this.

Interesting.  I'll try it and let you know what happens. :)

 

Reply #9 Top

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.

Reply #10 Top

Quoting BuckGodot, reply 9

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.

Oddness, in my test I had all my mods enabled (All the Trek Stuff + My Stand Alones). I'll do soem more testing after work tomorrow, as for today its 12.50am here so bed be calling!

Reply #11 Top

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:::

Here is an example of what I am talking about:

The one on the left is a snapshot taken immediately after colonization. The one on the right is the one when I clicked back on the planet after initial colonization.

Weird.  Not entirely sure this is happening each and every time thougjh. 

Reply #12 Top

How are the turn times about turn 100? Mine are so bad I can walk away go cook something and come back and still not be done. 

 

Horemvore, is your mod ready for 1.8? It has all the regular events in addition to yours correct?

Reply #13 Top

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.

Reply #14 Top

Possibly related: 

When I change focus for a planet, the build times do not change immediately.  If I exit and come back they update.  If I stay there and keep clicking different focus changes, the values displayed change, but are always one click behind.  Again, this will update if you exit and return.

+1 Loading…
Reply #15 Top

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.

Reply #16 Top

Quoting Larsenex, reply 12

How are the turn times about turn 100? Mine are so bad I can walk away go cook something and come back and still not be done. 

 

Horemvore, is your mod ready for 1.8? It has all the regular events in addition to yours correct?

Yep and Yep

 

Reply #17 Top

Quoting BuckGodot, reply 11

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:::

Here is an example of what I am talking about:

Reduced 78%
Original 729 x 271



The one on the left is a snapshot taken immediately after colonization. The one on the right is the one when I clicked back on the planet after initial colonization.

Weird.  Not entirely sure this is happening each and every time thougjh. 

Hmm when I initialy spotted this I was 30+ turns into a game before i paid attention and actualy saw that an event wasnt applied. So i thought hmm, a buged event, I then went to check the other planets and saw that any that had my custom events were not getting applied. Some of them planets had been colonized 20+ turns ago. What ever is going on its definatly weird.

I'll do a bit of testing after work.

Reply #18 Top

Quoting BuckGodot, reply 11

Here is an example of what I am talking about:



I see that the event i supplied popped up, and that you took the malevolent choice. You evil, evil man. }:) :thumbsup:

Reply #19 Top

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 add a planetary tile, that tile is NOT added until either something is built on the planet/a planetary project is chosen.  Most odd.  

Aside from that. there will be several ideological choices that won't show up on a planetary info screen no matter what is going on.  Like the one that adds +1 ideology per turn, or instance.  Or the ones that affect military production.  Or the ones that only boosted ideology and didn't touch the planet at all.

Regardless, things look to be working using the append mod, outside of the bug that is already being discussed.

Quoting Thecw, reply 18


Quoting BuckGodot,

Here is an example of what I am talking about:

Reduced 78%
Original 729 x 271




I see that the event i supplied popped up, and that you took the malevolent choice. You evil, evil man. }:) :thumbsup:

Twas for testing purposes only, I assure you. ;) 

Reply #20 Top

Quoting BuckGodot, reply 19

Twas for testing purposes only, I assure you.

Ofc ofc :)

Reply #21 Top

Quoting Horemvore, reply 20


Quoting BuckGodot,

Twas for testing purposes only, I assure you.



Ofc ofc :)

Hahaha!  

Actually, it was. :)  When I just did that insane (well, excessive ;)) 100+ colony test, I found I consistently used the Pragmatic version of that event.  Me and 25% hits to approval at startup don't mix. ;)  Sure, it's negligible in the later game (once approval relics and whatnot are hooked up), but I detest approval hits in the beginning and early-mid game.  I suppose if I got that event once I had my Approval Relic system set up, I might consider it.  Otherwise, nah.

Also Moar Food doesn't do much for me. In fact, I'm looking at ways to cripple food production on my home mod as runaway population is making researching techs a bit too easy for me even when I play with various game settings.  But that's a conversation for another thread. ;)