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Huge Decimal Point Bug (Approval) in New Patch

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8 years ago
Jan 31, 2017, 1:15:36 AM
vahouth wrote:
WeaponizedCaffeine wrote:

Hi guys!


This is going to be addressed soon (I don't know when exactly though) but I think we're going to make something like -5 (if I am to believe the current value in the XML)

What you guys can do until the next patch is to tweak the values so you can play with the factions without being crushed by disapproval:


1. Open the directory Steam\steamapps\common\Endless Space 2\Public\Simulation

2. Open this file:SimulationDescriptors with a text editor of your choice such as Notepad++

3. Find this line (I think it should be around line 94)

<Property Name="HappinessPenaltyPerRepresentative"             BaseValue="15"  MinValue="Negative"/>

4. Change the BaseValue to the number you see fit! 


I hope this helps!

Even a -5 seems too much especially since the bonus per pop for representatives in the senate is a +2.

I think it is only fair for the negative value to be the same, or at least half the positive value.

I can't seem to find the SimulationDescriptors file in Open the directory Steam\steamapps\common\Endless Space 2\Public\Simulation  i can just see 2 files Battles and Discovery...strange

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8 years ago
Jan 28, 2017, 10:52:56 AM

probably should set a bit lower negative approval (like -3 ) per missing representative, but have it increase on higher difficulties.

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8 years ago
Jan 28, 2017, 10:31:41 PM
Kweel_Nakashyn wrote:
WeaponizedCaffeine wrote:

Hi guys!


This is going to be addressed soon (I don't know when exactly though) but I think we're going to make something like -5 (if I am to believe the current value in the XML)

What you guys can do until the next patch is to tweak the values so you can play with the factions without being crushed by disapproval:


1. Open the directory Steam\steamapps\common\Endless Space 2\Public\Simulation

2. Open this file: SimulationDescriptors[ColonizedStarSystem].xml with a text editor of your choice such as Notepad++

3. Find this line (I think it should be around line 94)

<Property Name="HappinessPenaltyPerRepresentative"             BaseValue="15"  MinValue="Negative"/>

4. Change the BaseValue to the number you see fit! 


I hope this helps!

The current value in this file is allready 5.


The problem is in 

[[YOUR DRIVE]]:\SteamLibrary\SteamApps\common\Endless Space 2\Public\Simulation\SimulationDescriptors[Government].xml


line 26:

<Modifier TargetProperty="HappinessPenaltyPerRepresentative"    Operation="Multiplication"     Value="3"      Path="./ClassEmpire/ClassStarSystem"   /> 

To fix it, change this value to 1.

(or change the original value said by WeaponizedCafeine to 2, that would do -6 total)


Thank you so much for this one! :D

Updated 8 years ago.
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8 years ago
Jan 30, 2017, 6:55:34 AM
Kweel_Nakashyn wrote:

The current value in this file is allready 5.


The problem is in 

[[YOUR DRIVE]]:\SteamLibrary\SteamApps\common\Endless Space 2\Public\Simulation\SimulationDescriptors[Government].xml


line 26:

<Modifier TargetProperty="HappinessPenaltyPerRepresentative"    Operation="Multiplication"     Value="3"      Path="./ClassEmpire/ClassStarSystem"   /> 

To fix it, change this value to 1.

(or change the original value said by WeaponizedCafeine to 2, that would do -6 total)

I think you are the best!!!

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8 years ago
Jan 30, 2017, 10:44:06 AM
Kweel_Nakashyn wrote:
WeaponizedCaffeine wrote:

Hi guys!


This is going to be addressed soon (I don't know when exactly though) but I think we're going to make something like -5 (if I am to believe the current value in the XML)

What you guys can do until the next patch is to tweak the values so you can play with the factions without being crushed by disapproval:


1. Open the directory Steam\steamapps\common\Endless Space 2\Public\Simulation

2. Open this file: SimulationDescriptors[ColonizedStarSystem].xml with a text editor of your choice such as Notepad++

3. Find this line (I think it should be around line 94)

<Property Name="HappinessPenaltyPerRepresentative"             BaseValue="15"  MinValue="Negative"/>

4. Change the BaseValue to the number you see fit! 


I hope this helps!

The current value in this file is allready 5.


The problem is in 

[[YOUR DRIVE]]:\SteamLibrary\SteamApps\common\Endless Space 2\Public\Simulation\SimulationDescriptors[Government].xml


line 26:

<Modifier TargetProperty="HappinessPenaltyPerRepresentative"    Operation="Multiplication"     Value="3"      Path="./ClassEmpire/ClassStarSystem"   /> 

To fix it, change this value to 1.

(or change the original value said by WeaponizedCafeine to 2, that would do -6 total)


Oh damn you're right!

I just provided the base value thinking it'd be 15 for you guys because I've heard a lot of people complaining about Representative Approval penalties but I didn't think to look at the government type specifically.

Good catch on this one, it'll teach me to pay more attention when looking things up next time  (to be fair I was in some kind of rush but that's no excuse!)

I'll edit my post to give the option to change the multiplication!

(Now I feel bad )

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8 years ago
Jan 30, 2017, 11:28:07 AM

Well, I just tried to put 5 there but failed, then I use Agent Ransack for the value's name and saw it was multiplied only for dictatorship, easy as that.

Do NOT feel bad, we have prod files whereas you have the juicy dev files ! :)

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8 years ago
Jan 30, 2017, 1:05:16 PM

While on this subject can you please clarify from where does the number of representatives in a system come from?
I have system that has 10 population and another that has 5 population and both have 7 representatives (Horatio dictatorship).


Should this number depend on population?

The number of representatives has direct impact on approval as we just see so trying to work that out.

Shouldn't small systems have less representatives?

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8 years ago
Jan 31, 2017, 12:46:49 AM
samsonazs wrote:

While on this subject can you please clarify from where does the number of representatives in a system come from?
I have system that has 10 population and another that has 5 population and both have 7 representatives (Horatio dictatorship).


Should this number depend on population?

The number of representatives has direct impact on approval as we just see so trying to work that out.

Shouldn't small systems have less representatives?

I was wondering about this as well.  It doesn't seem to scale at all to the population numbers like most senates/parliaments with representative voting.  It doesn't need a change or anything but it would be good if people knew how it worked.  If it's not proportional and there's something causing different numbers of representatives, maybe add it to the political breakdown screen when pressing space on a system? 


Comparing pops and the breakdown screen on a few games now, it looks like it just creates a rep when an action is taken that affects a certain party.  It's still proportional in the approval % split between parties but it's a bit out of whack with per representative approval hits.

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8 years ago
Jan 27, 2017, 10:23:57 PM
WeaponizedCaffeine wrote:

Hi guys!


This is going to be addressed soon (I don't know when exactly though) but I think we're going to make something like -5 (if I am to believe the current value in the XML)

What you guys can do until the next patch is to tweak the values so you can play with the factions without being crushed by disapproval:


1. Open the directory Steam\steamapps\common\Endless Space 2\Public\Simulation

2. Open this file: SimulationDescriptors[ColonizedStarSystem].xml with a text editor of your choice such as Notepad++

3. Find this line (I think it should be around line 94)

<Property Name="HappinessPenaltyPerRepresentative"             BaseValue="15"  MinValue="Negative"/>

4. Change the BaseValue to the number you see fit! 


I hope this helps!

The current value in this file is allready 5.


The problem is in 

[[YOUR DRIVE]]:\SteamLibrary\SteamApps\common\Endless Space 2\Public\Simulation\SimulationDescriptors[Government].xml


line 26:

<Modifier TargetProperty="HappinessPenaltyPerRepresentative"    Operation="Multiplication"     Value="3"      Path="./ClassEmpire/ClassStarSystem"   /> 

To fix it, change this value to 1.

(or change the original value said by WeaponizedCafeine to 2, that would do -6 total)

Updated 8 years ago.
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8 years ago
Jan 31, 2017, 1:24:04 AM
shrike81 wrote:
vahouth wrote:
WeaponizedCaffeine wrote:

Hi guys!


This is going to be addressed soon (I don't know when exactly though) but I think we're going to make something like -5 (if I am to believe the current value in the XML)

What you guys can do until the next patch is to tweak the values so you can play with the factions without being crushed by disapproval:


1. Open the directory Steam\steamapps\common\Endless Space 2\Public\Simulation

2. Open this file:SimulationDescriptors with a text editor of your choice such as Notepad++

3. Find this line (I think it should be around line 94)

<Property Name="HappinessPenaltyPerRepresentative"             BaseValue="15"  MinValue="Negative"/>

4. Change the BaseValue to the number you see fit! 


I hope this helps!

Even a -5 seems too much especially since the bonus per pop for representatives in the senate is a +2.

I think it is only fair for the negative value to be the same, or at least half the positive value.

I can't seem to find the SimulationDescriptors file in Open the directory Steam\steamapps\common\Endless Space 2\Public\Simulation  i can just see 2 files Battles and Discovery...strange

Those are directories.  If no files are showing in the root of the Simulation directory, maybe you have xml's hidden?  Try clicking view, checking on file extensions and hidden items.  See if they appear then.

Updated 8 years ago.
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8 years ago
Jan 31, 2017, 8:39:11 AM

To me, these values are outputed by the game engine, so not in xml (or the input -> game engine -> output change names).

They made this for a few values that are slow to compute.


This may be the second max number of representative not in senate, no ?

(so if you have ecologists 10, scientifics 9, industrials 4, religious 2, this may be a 9 ? Or second + third maybe ?)


If somebody have values to show, like their local senate composition + value of the malus, maybe we could guess that number ?

Updated 8 years ago.
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8 years ago
Feb 1, 2017, 3:15:54 AM

I've been tinkering around with the files mentioned to change the happiness approval to something that satisfies all conditions.

My understanding is that from 0.2.0 to 0.2.3 the Multiplication amount to HappinessPenaltyPerRepresentative for dictatorships was added at "3" and the HappinessPenaltyPerRepresentative for all government types (and Anarchy) was raised from 0.5 to 5.

The combination of both of these caused massive issues for dictatorships.

Assume the 5 penalty is intended to be kept for all governments then it's only the multiplicative amount for dictatorships that needs to be changed.

Changing it in "SimulationDescriptors[Government]" from "3" to "0.4" seems to work pretty well in my opinion.  (each is then -2 approval per absent senator instead of -5 or actually -15 after multiplication in 0.2.3)  Much more than 0.4 risks other government choices become vastly superior imo the approval issues become to big an issue and the benefits (+50% dust only 1 law) aren't good enough in comparison.

Dictatorships become playable again and the other government types are left untouched which isn't the case if you alter the "SimulationDescriptors[ColonizedStarSystem]" file.

Updated 8 years ago.
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8 years ago
Feb 1, 2017, 7:32:36 AM

One main thing here is that this disapproval comes from representatives.

To fully understand the problem we need to know where the number of representatives in a system comes from as that is also a huge factor.

If you would have only 2 representatives in a system then even with both being not in senate it would be -30. (still big).


So does anyone understand where the number of representatives in a system comes from?

I doesn't look to be the same for different government types or maybe it is linked with factions.

Population number doesn't seam to have any impact on this.

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8 years ago
Feb 1, 2017, 9:16:54 AM

It's a beaten horse I think, Amplitude surely fixed the problem in their build and winter the patch is coming.


It's the same calculation for all 4 regimes in the vanilla game / no mod. Dictorship get this multiplied by 3 and number of representative per population changes, by regime.

The values of some variables change ; beside this, the calculation is exactly the same.


The disapproval value is calculated by system with:

- HappinessPenaltyPerRepresentative * RepresentativeWithoutPartyInSenateCount


Base value of HappinessPenaltyPerRepresentative is 5, multiplied by 3 if dictorship in the SimulationDescriptors[Government].xml file.


I suspect the CandidateCountPerPopulation in the same file is the origin of the changes you see between the 4 regimes.

Democracy = 3

Dictatorship = base value = 1

Empire = base value = 1

Republic forced to 1


So you got lots of candidate for a dictatorship, in combinaison with this *3 for RepresentativeWithoutPartyInSenateCount.

Maybe there is also a glitch in Unity and how CandidateCountPerPopulation works there.


My intuition says there might be a rounding number issue in Unity in the (system population / candidatecountperpopulation) value somewhere there.

If the game rounds this to the disadvantage of the party in power, then you would have -5 mean approval per system on top of this (because 15-5 = 10, mean is 5).


That's because dictatorships calculate packs of 15 bonus/malus and other regimes calculate packs of 5. If it was (say) packs of 0.1, the difference would be minimal.


Plus, maybe those bonus/malus are way to strong too so there might be a balance issue with it:


Currently the less disapproval regimes is the Democracy. They get 3x less candidates and only a -5 from each dude that contest the leading party.

Worse is dicatorship, they get a lot of candidates and each gives -15 for each dude that contest the leading party.


So democracy get 300% less disaproval than a dictatorship.


- dictatorship get lots of candidates

- they attached a -15 malus if a candidate is against the leading political party

- there might be a rounding issue in unity

- and there may be a balance issue.


---


About how RepresentativeWithoutPartyInSenateCount works:

The thing is since the election is calculation heavy, the process is in Unity so the details of this process and the result exports for RepresentativeWithoutPartyInSenateCount is not known atm.


I had hint that is is a clamp of the representative list.

I think it may be number #2 + number #3 (https://www.games2gether.com/endless-space-2/forum/114-bug-reports/thread/23541-wrong-morale-modifier-from-representatives-in-the-senate?page=1#post-225919).

Updated 8 years ago.
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8 years ago
Feb 1, 2017, 12:07:50 PM
Kweel_Nakashyn wrote:


I suspect the CandidateCountPerPopulation in the same file is the origin of the changes you see between the 4 regimes.

Democracy = 3

Dictatorship = base value = 1

Empire = base value = 1

Republic forced to 1

Unfortunately those numbers are not what I see in the game.

I have Horation dictatorship and all of my systems have 7 representatives.

Doesn't matter if it has population 5 or population 13.


Below savegame if you want to take a look:

Representatives.zip


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8 years ago
Feb 1, 2017, 5:06:41 PM

A new patch was just released.


the new patch changes the following as far as I can tell


-3 malus for representative not in senate


x3 multiplier for Dictatorships

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8 years ago
Feb 1, 2017, 5:19:35 PM


satoru wrote:

A new patch was just released.


the new patch changes the following as far as I can tell


-3 malus for representative not in senate


x3 multiplier for Dictatorships


The patch notes seem to say the amount of representatives has been reduced for Dictatorships/Federations to what it doesn't say... it's kinda crucial.  -9 per rep not in dictatorship senate in 0.2.5 is still a lot!  Old saves are borked (you can't e.g. keep 20 reps happy) don't know about new saves depends how many reps are now possible per system.

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8 years ago
Jan 27, 2017, 1:02:16 PM

Oh my! Thanks, the disapproval from Rep not in the Senate was driving me crazy with the Horatio.

However, it seems that there is a bug with the "Suppress" feature: It decreases the "Mutinous" bar but it doesn't consume the 10 Manpower.

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8 years ago
Jan 26, 2017, 6:29:23 PM

I personally find the approval/disapproval from dictatorships to be far too small.  The -30 we were getting before was heavy, I can see the case for that, but -0.5 is so negligible, it's not worth discussing, certainly not to the point where I'd dump turns and turn into propaganda to avoid it.  But to avoid a -15, I might.


Or are you seeing -15 x each missing senator, like if you're missing 3, you get -45 happiness?  I didn't see that sort of behavior in 0.2.0, but I'm still working on getting o.2.3 up and running.

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