Beta 6.2 -- Missing Approval building "Mega Resort" -- STILL IN 1.0.3

The Superior Recreation technology is supposed to unlock a structure called the "Mega Resort."  I presume it's supposed to be an upgrade to the Amusement Park. I haven't seen this building actually become available in any game I've ever played.

11,055 views 13 replies
Reply #1 Top

The UpgradesFrom tag for the Mega Resort is set incorrectly.

It needs to be changed from this

<UpgradesFrom>Amusement Park</UpgradesFrom>

to this

<UpgradesFrom>AmusementPark</UpgradesFrom>

Reply #2 Top

This is still an issue in 1.0.3.

 

Reply #3 Top

Thank you, we are checking it out here.

Reply #4 Top

Hi

Quoting Gaunathor, reply 1

The UpgradesFrom tag for the Mega Resort is set incorrectly.

It needs to be changed from this

<UpgradesFrom>Amusement Park</UpgradesFrom>

to this

<UpgradesFrom>AmusementPark</UpgradesFrom>
End of Gaunathor's quote

Hi.

Am I to understand you know how to fix it? Still experience the issue. Can you tell me where and what exactly should I change?

Reply #5 Top

Before attempting this you should save the appropriate files so that you can restore them fairly easily

 

The problem is the space between amusement and park 

i believe that should be in improvementdefs.xml

so to fix it would be to search for improvementdefs.xml open it with notepad or a similar text editor search for the words amusement park and replace it with AmusementPark

this will change the core file and not create a mod 

you will need to do this any time they put out a patch or anytime you verify files through steam until stardock actually patches it

Reply #6 Top

Thanks man, I'll try that and I'll just turn off updates in Steam :) Cause, as far as I am familiar with StarDocks. not to say anything hurtful, but it's going to be like 4 zillion patches and 3 years, till game reaches the fine-tuned level

I have another question: regarding approval, as well. As far as I have understood it, the scheme for approval calculation is pretty...how do I say it diplomatically...well you understand...

 

Now it seems to be (base value-penalty)*%boosts, which inevitably leads to sad population in large empires(100 worlds and more), even if you have 1000% boosts - anything multiplied by 0 will be 0(interesting if game crashes on negative numbers).

It should have been  (base+base*%boosts)-penalty. Where can I change that?

Reply #7 Top

This has been talked about  before and unfortunately i dont think you can change the formula  

One good solution i saw though i dont know where the value is buried was to change the LEP from approval to maintenece cost that from what i understood worked really well

Reply #8 Top

I see. I'll look for it up...Or may be people from Stardoc will hand over the information? Derek? What do you say?

And there is another thing, I'd like to clarify(sorry, for such an amount of questions) - I see AI offers me carriers with 3 assault fighters modules even after I've researched high capacity carriers. Now, it's written there, that at high capacity each module contains 5 starfighters. By the explanation, provided in the game, those are exactly like fighters from simple carrier tech. So if I have 2 modules, I have 10 fighters + 70 space(in my case it's 49-researched every squeezing tech possible) as opposed to 9 fighters and 0 saved apace. It seems, that high capacity module is better, but game offers me regular by default In addition, regular module doesn't disappear from the list of possible modules, so where is my mistake? 

Reply #9 Top

Have you started  a new game recently?  The mega resort fix when in a while ago.  However, the fix only applies to newly started games.

Reply #10 Top

No. I continued one of my previous...Ok, that explains some things...And why exacly the fix applies only to the new games? If it is, indeed, a slight change in .xml file?

I have to say, the game really needs fine tuning. Just today, had above 500 turns game(even close to 600), and suddenly Altarians surrender to Drengin, leaving me their "heritage" of 100+ colonies (approval down to 2 instantly!-playing with insane galaxies). The funny part, that although they were in war with Drengin, they had no actual contact (I was in the middle) and I am not sure a single battle went on. In addition the Altarians were 2'nd power, according to statistics, and Drengin - 4'th...Altarians were also in war with Krynn, but they were winning with my help...What exactly is the mechanism of decision making?

In another game - also 400 or so turns, Krynn's suddenly surrendered to me. Yes, there was a war, I was winning....Well...Locally. It was cluster insane galaxy and I managed to throw them out of 1 cluster and was close to conquer half of another. The interesting part is they had 6(!!!!) more under control, wheres I had 1.5 barely. 

 

 

 

 

Reply #11 Top

Saved games keep an internal copy of many of the XML files they were created with, so that old save games are less likely to be broken when the game is patched.

Reply #12 Top

Quoting ForKosigan, reply 10

I have to say, the game really needs fine tuning. Just today, had above 500 turns game(even close to 600), and suddenly Altarians surrender to Drengin, leaving me their "heritage" of 100+ colonies (approval down to 2 instantly!-playing with insane galaxies). The funny part, that although they were in war with Drengin, they had no actual contact (I was in the middle) and I am not sure a single battle went on. In addition the Altarians were 2'nd power, according to statistics, and Drengin - 4'th...Altarians were also in war with Krynn, but they were winning with my help...What exactly is the mechanism of decision making?

In another game - also 400 or so turns, Krynn's suddenly surrendered to me. Yes, there was a war, I was winning....Well...Locally. It was cluster insane galaxy and I managed to throw them out of 1 cluster and was close to conquer half of another. The interesting part is they had 6(!!!!) more under control, wheres I had 1.5 barely. 
End of ForKosigan's quote

Lots of things are wrong regarding the AI behavior, but Stardock is working on it and they are making progress, apparently, according to a post from Frogboy (look for a thread title "I have seen the future...").  I don't know when 1.4 will come out though.  For now, they seem intent on fixing multiplayer bugs before 1.4 is released.  I'm guessing AI coding takes a lot of time.  But it will get there, eventually.  They're good at fixing stuff.  The game has improved a lot since beta.

Reply #13 Top

So...I have finally started a patched game. What is it 1.32 now? Doesn't matter. Observed an interesting detail: ellerium, which was, previously, the most hard to find and scarce resource, now is in such an abundance, that I don't know what the hell to do with it. I don't need regullar ships now, I can go for ellerium beam and arm with it almost all my ships! The Durantium...Well, Oh my God! There are TONES of it,,,I wonder how AI still is willing to negotiate with Durantium as a price. And, of course tones of Durantium causes AI to mass-produce kinetic weapons, instead of missile or beam. In my current game I am half "age of war" in the game and there are races, who haven't researched beam or missile tech yet!!!!!! However Promethean now is really scarce(I have the filling of Stardocs replacing Promethean-related classes with Ellerium) and that sucks. In previous games my most advanced ships ran on prototype hyper-drive, which  was slightly worse, than final engine in the game, but took a loot less place, so the "worse" part was compensated by adding another drive and I still had more place left, then with the most advanced engine :(