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Seed Module weights too much?

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11 years ago
Sep 27, 2013, 10:01:39 PM
I decided to come back to the game after some time of playing other things, so I bought the Disharmony DLC and started new game playing as Pilgrims, normally I play my custom faction but this time just wanted to quickly see what changed since my last session with the game (and of course to test some of the features added by DLC). As always when starting a new game in ES at first I went to ship design menu to create my custom designs (well, there is not much to customize at the start of the game but I like my ships named as I like at least smiley: smile), and then I encountered this issue:



On colonization/transport class hull, mass of Seed Module is equal 66, combine that with playing a faction with level 2 Wasted Space trait (like Pilgrims) and you end up without ability to create colonization ship designs as the capacity of transport class hull is equal 64 when you have this trait. On bigger hulls same problem exist, just the numbers are different.
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11 years ago
Sep 29, 2013, 1:44:10 AM
Small quirks like this still exist in Disharmony. Most have been rooted out, but some like this remain. When this was discussed last we just suggested that the Pilgrim's transport receive an additional 5% tonnage bonus on seed modules.



As for the larger hulls, I do not believe this poses any sort of problem as the trait is referring to space that is wasted.



So until then just don't delete the starting colony ship design smiley: stickouttongue
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11 years ago
Sep 29, 2013, 12:34:35 PM
Stealth_Hawk wrote:
Small quirks like this still exist in Disharmony. Most have been rooted out, but some like this remain. When this was discussed last we just suggested that the Pilgrim's transport receive an additional 5% tonnage bonus on seed modules.


Is fixing it only for Pilgrims would be enough? After all you can add Wasted Space trait to every faction when creating a custom one.



As for the larger hulls, I do not believe this poses any sort of problem as the trait is referring to space that is wasted.


Well, maybe on much bigger hulls (didn't researched that far yet in this session), but on corvette and destroyer this problem still exist.
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11 years ago
Sep 29, 2013, 7:19:25 PM
Really?!



I remeber vaguely testing customSophons(their tonnage bonus is worse ) with wasted space, just to see if the tonnage increace actually backfired badly(like this).



It sees this memory was faulty.

.
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11 years ago
Sep 29, 2013, 7:44:54 PM
jcraft wrote:
Is fixing it only for Pilgrims would be enough? After all you can add Wasted Space trait to every faction when creating a custom one.



True. But raising the transport's tonnage by 3 will solve it well enough.

Well, maybe on much bigger hulls (didn't researched that far yet in this session), but on corvette and destroyer this problem still exist.[/QUOTE]



I disagree. As I said, I think that by picking wasted space II, you must be prepared to suffer the draw-backs. If the corvette can't fit armor, repair, and power modules, then that just balances a trait that was too OP anyways. (Every bit as OP as Optimal Structure)
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11 years ago
Sep 30, 2013, 9:00:25 AM
Stealth_Hawk wrote:
I disagree. As I said, I think that by picking wasted space II, you must be prepared to suffer the draw-backs. If the corvette can't fit armor, repair, and power modules, then that just balances a trait that was too OP anyways. (Every bit as OP as Optimal Structure)


Yeah, you're right, I kinda forgot that tonnage must be balanced with all modules in mind and not just for the seed mod smiley: smile
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11 years ago
Sep 30, 2013, 10:35:29 AM
Increased cost of the Module to force player to use the Colonisation Hull - I found that in release notes for 1.1.17



DarkMeph
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11 years ago
Sep 30, 2013, 1:58:53 PM
DarkMeph wrote:
Increased cost of the Module to force player to use the Colonisation Hull - I found that in release notes for 1.1.17



DarkMeph




Yes, that was a big feature of Disharmony from my perspective. But when the player can't use ANY of the default hulls with the seed module, we have problems.
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11 years ago
Jan 3, 2014, 11:47:51 PM
Sorry to bump an old thread but are there any plans to fix this bug. I can't make custom colony ships with the Pilgrims because of this. I deleted the original design and can't make a new Colony ship template.
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11 years ago
Jan 5, 2014, 1:25:29 PM
I do not believe it has been fixed. I suggest posting in the tech support forum.



DarkMeph
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11 years ago
Jan 5, 2014, 1:31:43 PM
I personally don't see why Transports must have less Tonnage than Corvettes. Giving them a higher Hull weakness should be sufficient to make them unappealing as combat ships.

Using Transports for sieges/invasions or supportships is not that abstract.
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11 years ago
Jan 5, 2014, 9:13:14 PM
Go to ShipDescriptor.xml



Find the following entry















Change that -.40 to -0.50.



It is a temporary fix, but probably close to what the devs would do.



We should put together a buglist. The single bug per thread method in the other forum just doesn't work. Too many things get lost.
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11 years ago
Jan 8, 2014, 5:56:16 PM
thuvian wrote:
Go to ShipDescriptor.xml



Find the following entry





Change that -.40 to -0.50.



It is a temporary fix, but probably close to what the devs would do.



We should put together a buglist. The single bug per thread method in the other forum just doesn't work. Too many things get lost.




I changed it to -0.50 and started a new game but that didn't fix it.
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11 years ago
Jan 8, 2014, 8:46:18 PM
It worked just fine for me.



If you are using Disharmony:

...\Endless Space\Public_xp1\Simulation\ShipDescriptor.xml

If you are using base

...\Endless Space\Public\Simulation\ShipDescriptor.xml



Make sure you are editing the correct ship and the syntax is unaltered.



I've attached my fixed ShipDescriptor.xml file (for Disharmony) if you want to just overwrite yours. (You'll have to unzip it and put it in the appropriate location.)
ShipDescriptor.zip
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11 years ago
Jan 9, 2014, 4:46:24 PM
thuvian wrote:
It worked just fine for me.



If you are using Disharmony:

...\Endless Space\Public_xp1\Simulation\ShipDescriptor.xml

If you are using base

...\Endless Space\Public\Simulation\ShipDescriptor.xml



Make sure you are editing the correct ship and the syntax is unaltered.



I've attached my fixed ShipDescriptor.xml file (for Disharmony) if you want to just overwrite yours. (You'll have to unzip it and put it in the appropriate location.)




Yup, that was my problem. I was editing the base game config, not Disharmony, stupid me. Thanks! smiley: biggrin
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