Logo Platform
logo amplifiers simplified

Happiness bonus to dust and science still not working in 1.0.11

Reply
Copied to clipboard!
8 years ago
Jun 13, 2017, 9:56:35 PM

After trying the preview and now the official release I haven't been able to see a single working example of dust and science boost.  This worked in the pre release version fine and seems to be a basic and fundamental mechanic.  It's been brought up a number of times by me and others with no response from the developers that I've seen and it's pretty disappointing that this patch hasn't effected the issue when it's explicitly stated to while there were warnings in the beta for this patch.  Please somebody say something about this and address this issue, I really want to play this game but it's so frustrating with this missing mechanic that was around for the entire pre release.

0Send private message
8 years ago
Jun 14, 2017, 8:28:41 AM

false report as it is. please show details and screenshots if you are confident you have the bug.

it is working fine but there is a minor ui glitch with the research point per turn not refreshing immediately on the  research tab when your pop becomes happy but regardless the point  calculation (progress) is correct.


(repro: 5/5

steps: start new game, check science tab, set toys for boys policy for having  happy empire mod, check back to sceince tab and observe your science is  not showed properly, but if u hover the mouse over it that shows the  correct value (as in screenshot) and if you press next turn the correct  value will be added to the science total

version: 1.0.11 S5 Gold-Public)



Edit: upon further investigation im not so sure any more that dust bonus is applied as well. Needs further investigation it may be bugged indeed

0Send private message
8 years ago
Jun 14, 2017, 10:10:29 AM

Hello,


This issue is fixed on my end, I guess it was a bit late to be pushed along with the rest of the 1.0.11 patch.

But at least, the issue should be resolved for you guys in an upcoming patch.


Cheers,

0Send private message
8 years ago
Jun 14, 2017, 10:28:05 AM

Ok McG here you go:


Turn one as humans 22 science 12 from system 10 from galactic hq:


normal content happiness:

after passing toys for boys, there should now be a net 5 percent bonus (happy 15- toys for boys 10), notice the 19 and happy labeled:


And here is the science tab rounding to 20 but when hovered displaying as 19.8, not the expected 23.1, dust is similarly not effected while food and influence are as you can see in the case of the food ( the influence difference is too small to dispay after rounding):


I've tried moving to the next turn, trying other races, uninstalling and reinstalling etc. nothing. 

0Send private message
8 years ago
Jun 14, 2017, 10:29:14 AM

Weaponized coffee, so you're saying you are recieving the correct ui display and correct bonuses in your game to science and dust without any problems?

0Send private message
8 years ago
Jun 14, 2017, 12:15:49 PM

Ok i've spent some more time with it, loaded up as UE and you are right it does not work but neither was the ui glitched in the way i described above.

Original report confirmed (UE doesn't get any empire level science bonus on happy and as far as i can tell not even dust bonus)


The science bonus applies ok to a custom faction tough (apart from temporal ui glitch)


what a weird bug.


If WC is right we will get this resolved soon (in the next patch?) :)

0Send private message
8 years ago
Jun 14, 2017, 4:58:30 PM

Just for clarification, was this bug actually fixed in 1.0.52 that is currently on beta backup via steam? 


If so I will install the backup and find the xml differences between versions to fix it myself. I really should start keeping hard archives of the various game versions.

0Send private message
8 years ago
Jun 14, 2017, 7:01:26 PM

I don't think it was kornstalx, it hasn't been working for me in any version since the pre release.  I've been paying pretty close attention too.

0Send private message
8 years ago
Jun 15, 2017, 3:41:00 AM

Hey, I looked at this tonight for a few hours and found the problem. Not only were the bonuses to Dust and Science from Empire level not working, but the malus for being unhappy was not working either. I know WeaponizedCaffeine said this would be fixed in a later patch, but I figured I'd go ahead and put this out in the meantime. Mainly for the people it really bothered (like myself).


The bug is a simple <Path> issue in SimulationDescriptors[Empire].xml   First, a bit of mechanics breakdown to explain how this was happening:


Individual Star System happiness gives a modifier to both Food and Influence output at the System level. However, for whatever reason the bonus/malus to Dust and Research is not taken at the System level, it's dictated by the Empire happiness level. The xmls that govern each mechanic are SimulationDescriptors[ColonizedStarSystem].xml and SimulationDescriptors[Empire].xml, respectively. It looks like perhaps at one time all of the happiness calulations (for Food, Influence, Dust, and Science) were goverened in one spot -- at the system level -- but Dust and Science were moved to Empire level for some unknown reason. Why the developers separated the two, I can not postulate, but I can only assume it's because it breaks some design mechanic elsewhere by keeping them all together. It makes more sense in my opinion to have all the Happiness modifiers together so you can see them in one tooltip (at the system screen, or in the "F1" FIDS hover tooltips, like +Food and +Inf currently are). The current way tooltips are displayed means you will never see +Dust or +Science gained from happiness in the system-level tooltips. Those will only be reflected in the upper left main HUD tooltips, and the science screen itself. 


So when correcting this bug it presents a decision -- you can either put all the happiness modifiers for Science and Dust back at the individual system level, or stay with the developers' current intent and keep them separated.


To fix the bug while leaving the original mechanics unchanged, open \Endless Space 2\Public\Simulation\SimulationDescriptors[Empire].xml and fix the <Path> in the original code below as described below. Change this block (at line #1114):


<!-- Happiness -->
<SimulationDescriptor Name="HappinessStatusEmpire0" Type="HappinessStatusEmpire" IsSerializable="false">
<Modifier TargetProperty="EmpireResearch"     Operation="Percent" Value="-0.3"     Path="ClassEmpire/ClassColonizedStarSystem"/>
<Modifier TargetProperty="EmpireMoney"        Operation="Percent" Value="-0.3"     Path="ClassEmpire/ClassColonizedStarSystem"/>
</SimulationDescriptor>

<SimulationDescriptor Name="HappinessStatusEmpire1" Type="HappinessStatusEmpire" IsSerializable="false">
<Modifier   TargetProperty="EmpireResearch"     Operation="Percent" Value="-0.15"     Path="ClassEmpire/ClassColonizedStarSystem"/>
<Modifier   TargetProperty="EmpireMoney"        Operation="Percent" Value="-0.15"     Path="ClassEmpire/ClassColonizedStarSystem"/>
</SimulationDescriptor>

<SimulationDescriptor Name="HappinessStatusEmpire2" Type="HappinessStatusEmpire" IsSerializable="false">
<Modifier   TargetProperty="EmpireResearch"     Operation="Percent" Value="0.0001"     Path="false,ClassEmpire/ClassColonizedStarSystem"/>
<Modifier   TargetProperty="EmpireMoney"        Operation="Percent" Value="0.0001"     Path="false,ClassEmpire/ClassColonizedStarSystem"/>
</SimulationDescriptor>

<SimulationDescriptor Name="HappinessStatusEmpire3" Type="HappinessStatusEmpire" IsSerializable="false">
<Modifier TargetProperty="EmpireResearch"     Operation="Percent" Value="0.15"     Path="ClassEmpire/ClassColonizedStarSystem"/>
<Modifier TargetProperty="EmpireMoney"        Operation="Percent" Value="0.15"     Path="ClassEmpire/ClassColonizedStarSystem"/>
</SimulationDescriptor>

<SimulationDescriptor Name="HappinessStatusEmpire4" Type="HappinessStatusEmpire" IsSerializable="false">
<Modifier TargetProperty="EmpireResearch"     Operation="Percent" Value=".3"     Path="ClassEmpire/ClassColonizedStarSystem"/>
<Modifier TargetProperty="EmpireMoney"        Operation="Percent" Value=".3"     Path="ClassEmpire/ClassColonizedStarSystem"/>
</SimulationDescriptor>

To this:


<!-- Happiness -->
<SimulationDescriptor Name="HappinessStatusEmpire0" Type="HappinessStatusEmpire" IsSerializable="false">
<Modifier TargetProperty="EmpireResearch"     Operation="Percent" Value="-0.3"     Path="ClassEmpire"/>
<Modifier TargetProperty="EmpireMoney"        Operation="Percent" Value="-0.3"     Path="ClassEmpire"/>
</SimulationDescriptor>

<SimulationDescriptor Name="HappinessStatusEmpire1" Type="HappinessStatusEmpire" IsSerializable="false">
<Modifier   TargetProperty="EmpireResearch"     Operation="Percent" Value="-0.15"     Path="ClassEmpire"/>
<Modifier   TargetProperty="EmpireMoney"        Operation="Percent" Value="-0.15"     Path="ClassEmpire"/>
</SimulationDescriptor>

<SimulationDescriptor Name="HappinessStatusEmpire2" Type="HappinessStatusEmpire" IsSerializable="false">
<Modifier   TargetProperty="EmpireResearch"     Operation="Percent" Value="0.0001"     Path="false,ClassEmpire"/>
<Modifier   TargetProperty="EmpireMoney"        Operation="Percent" Value="0.0001"     Path="false,ClassEmpire"/>
</SimulationDescriptor>

<SimulationDescriptor Name="HappinessStatusEmpire3" Type="HappinessStatusEmpire" IsSerializable="false">
<Modifier TargetProperty="EmpireResearch"     Operation="Percent" Value="0.15"     Path="ClassEmpire"/>
<Modifier TargetProperty="EmpireMoney"        Operation="Percent" Value="0.15"     Path="ClassEmpire"/>
</SimulationDescriptor>

<SimulationDescriptor Name="HappinessStatusEmpire4" Type="HappinessStatusEmpire" IsSerializable="false">
<Modifier TargetProperty="EmpireResearch"     Operation="Percent" Value=".3"     Path="ClassEmpire"/>
<Modifier TargetProperty="EmpireMoney"        Operation="Percent" Value=".3"     Path="ClassEmpire"/>
</SimulationDescriptor>


This will remedy both the bonus and malus issues to Empire-level happiness currently bugged in the game. If someone wants to know how to move all of these functions over to the colony level like I discussed above, I'll be glad to make a separate post with the code to switch on how to do so.


Cheers

0Send private message
8 years ago
Jun 15, 2017, 5:53:46 AM

This post not related to the bug anymore but game design.

Probably they moved science and dust to empire level to give that concept some meaning. Who cares about the overall empire happiness stat at all if it has not effect on your empire in terms of numbers. They didn't want that stat only for "impression" but to have an actual gameplay effect and encourage the player to keep the overall happiness in the positive as much as possible (for the benefit).

Separating dust/science from food/inf bonuses seems very artificial indeed (as Kornstalx spotted).

It may worth considering to give FDSI bonuses on system level AND on empire level also. Obviously lower the bonuses to have the same effect in total. Instead of 15/30 percent bonus give only 8/15 but to each resource and on both levels. 

0Send private message
8 years ago
Jun 15, 2017, 6:07:02 AM

I'm sorry, I didn't mean to derail on a design tangent. It was just something I noticed when I disovered the cause of bug. The Empire XML was erroneously using properties/paths normally referenced in the ColonizedStarSystem XML, like maybe the whole bug was cause by a copy/paste oversight. Regardless of my opions on the actual design, the code snippets I posted above will simply fix the bug mentioned by the original poster.

0Send private message
0Send private message0Send private message
8 years ago
Jun 16, 2017, 1:35:34 AM

Just to be clear that fix is totally working for me, if anyone is bothered by the same issue, try it!

0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message