[0.42-09/11] Iridium techs: no Marketing hover tips; rectangular options & rounded singletons

This is the 0.42-09/11 emergency patch-to-the-patch.  On the plus side, Iridium constructor no longer crashes on Create Starbase.  Yaay!

But Iridium's tech tree is riddled with inconsistencies.  Nomenclature: X = Expansion, N = Engineering, C = Economics.

These bugs confound the Influence Gambit approach with Iridium.

  • Economics/Marketing improvements have no hovertips.  You can't see their stats, which disrupts planning.
    • Cm2 Marketing: cannot see Iridium Store, Galactic Showcase, Starbase Market
    • Cm3+: affects all tech levels in the Marketing branch!!  I can't read any of them ...
  • Diplomacy Specialization have no hovertips (and are disabled) :
    • Both choices are disabled, which eliminates all downstream improvements.
      • This may be intended -- but it contrasts with Altarian, where many of the +influence growth starbase modules are in the Diplomacy branch.  Since the hovertips are disabled, I can't read the improvements to see what I'm missing.

These are minor UI annoyances, which will surely get fixed as a byproduct of further tech tweaking.

  • Rectangular options (should be rounded rectangles to denote choice):
    • Xi3 Industrial Specialization/2 of 3
    • Xm6 Manufacturing Focus/all 3
    • Xr7 Technological Focus/Communications Focus
    • Xr8 Research Mastery/both
    • Xf5 Agricultural Optimization/Sustainable Agriculture
    • Xt4 Environmental Optimization/2 of 3
    • Xc8 Colonization Focus
    • Ns5 Sensor Optimization/Sensor Miniaturization
    • Ns7 Energy Field Focus/2 of 3
    • Nl5 Life Support Optimization
    • Nl7 Support Field Focus, /Low Mass Support Systems
    • Nl9 Life Support Mastery, /Support Mass Reduction
  • Rounded singletons (should be rectangles to denote lack-of-choice):
    • Xm8 Industrial Expertise
    • Xm9 Quantum Power
    • Xr8 Integrated Research
    • Xr10 Beyond Mortality
    • Xt7 Habitat Improvement
    • Ns8 Subspace Sensors
    • Nl4 Range Extension
    • Nl6 Market Extension; Long Range Convoys
    • Nl7 Exploration Extension
    • Nl10 Lossless Support Systems
  • and I didn't even bother to look at Warfare or Economics trees.
9,139 views 4 replies
Reply #1 Top

I will pass this on to Paul, thanks for the feedback! :)

Reply #2 Top

Altarian's [0.42-09/11] tech tree has a bug caused by a typo in [StarbaseModuleDef.xml].

  • It4 (Investment, tourism, tier 4) Enjoyment does not give Recreation Center.
  • It5 Interstellar Tourism gives Orbital Resort.  But since it upgrades from Recreation Center, you still can't build it.

Cause:

  • [AltarianTechDefs.xml] gives the <GenericName> as EnjoymentTech.  <Prerequ> tags must use this string verbatim.
    • [AltarianTechDefs.xml] InterstellarTourism correctly specifies <Prerequ><Techs><option>EnjoymentTech</option>.
    • [StarbaseModuleDef.xml] RecreationCenter incorrectly specifies <Prerequ><Techs><option>Enjoyment</option>.

I edited my own [StarbaseModuleDef.xml], but the change has no effect.  I infer:

  • GC3 doesn't actually read the .xml files directly.  Instead, these files are pre-compiled into GC3.bin(?), and it slurps that in.
Reply #3 Top

Quoting Gilmoy, reply 2
I edited my own [StarbaseModuleDef.xml], but the change has no effect.

Did you start a new game? The previous Stardock-games stored certain XML-files within the save-game, in order to prevent changes to those files from breaking the saves. I haven't tested yet, if that is also the case with GalCiv 3, but it is very likely.

Reply #4 Top

Confirmed: Starting a new game does show my local XML mod(s).  Giljoyment gives Recreation Center!  next, I'll really rename it to that