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Bug Reports & Support / Assorted Minor Fixes
« on: February 16, 2024, 06:44:55 PM »
This game is too fun for its own good! I've been continuing to play rather than writing reports when I first run into something, and finally took the time to write it all up. Ordered with code-side stuff first, rules-side stuff second, and roughly in order of impact within that distinction.
Code:
No-rule-found error in LOCR Miners:
LOCR Miners has an issue with when it selects an Organics planet. The code searches for a world with abundant organics, but LOCRMsurveyOrganics looks for plentiful organics, leading to a no-rule-found error.
Probably make the change code-side to keep it as a good find, and maybe consider adding a backup rule for old saves?
(Also the miner calls the organics and volatiles deposits 'ultra-rich' instead of 'plentiful', which does sound better but is contrary to the Domain Colonial Ministry standards he's allegedly referencing. )
Minor changes to Luddic Majority, one possible bug and two possible description changes:
-Bug-wise, I noticed that since High Command doesn't actually have the 'military' tag, Luddic Majority is re-enabled when you upgrade to it. I'm not sure if this is deliberate, and if not, whether it's more appropriate to add the tag to High Command, or add an additional check in Luddic Majority.
-If you make a deal with the Church, the description of the disabled condition always includes it. This shows up on Church worlds too, which reads awkwardly since it doesn't actually apply to them like the description indicates. Probably just check if the market is player-owned to include that line.
-Really just ease-of-reading, but the fact that the description still says +1 after beating the Church is a bit awkward. I initially missed the text saying it would be doubled at the bottom, and thought something had gone wrong. It'd be nice if the values in the description had the multiplier included.
(Also, purely a suggestion, but thoughts on sticking Luddic Majority on Jangala and Mazalot? It'd get disabled on Jangala so that's purely flavor, and if left active on Mazalot it shouldn't have any major economic impact.)
Rules:
Hesperus Shrine lock-out:
At Hesperus shrine, if you're initially denied access then trying to come back will route you through lppHesperausGetMeExcubitor. But when it fires PickGreeting, PKOakGreeting takes priority if you have the planetkiller. This means you cannot access the shrine the normal way so long as you have the PK in your possession.
I think the most appropriate way to approach this might be to remove PKOakGreeting as an independent greeting, and just make pk_giveKnights a PopulateOption. That way nothing should get locked out.
Sentinel inaccessible dialog:
In the Sentinel questline, I noticed two distinct chunks of dialog that aren't commented out, but never get called through the rules.
The more noticable of the two is when you confront Skiron about the AI fleets the second time. If you don't have a Heg commission, it flows correctly. But if you do, PKSentinelConfrontFoundFleetAIB routes to PKSentinelConfrontFoundFleetAIB rather than PKSentinelConfrontFoundFleetAIB2, which results in her ordering the room cleared... and then the dialog oddly repeating and her ordering you to leave. You never get to have the proper discussion about confronting her about the AI and getting the neat bits of dialog there.
The other one isn't noticable in the game, and I only call it out because it looks like the lack of routing isn't deliberate. PKSentinelStayHere is routed to with $option == pk_sentinelAskStayHere, while PKSentinelStayHereTrust is routed to by $option == pk_sentinelHubB1, which looks like the options were renamed and that got missed. As a result, you're never able to pick up infirm from Sentinel. Changing StayHereTrust's option should re-open the chain as-written.
Passage to Volturn dialog issue:
This one showed up on Reddit, but I couldn't find a bug report for it. In Passage to Volturn if you hand over the old man, and then 'let it go' with the kid in anhCheckCompletionOnlyKid it calls anhCompleteDelivery, but the text of that includes the old man being there and saying thanks. That's incongruent with him allegedly being in Diktat custody, and it doesn't read like he's a force ghost.
Probably just needs an additional unique line of dialog added, since the 'what we gotta do' option does read correctly.
Code:
No-rule-found error in LOCR Miners:
LOCR Miners has an issue with when it selects an Organics planet. The code searches for a world with abundant organics, but LOCRMsurveyOrganics looks for plentiful organics, leading to a no-rule-found error.
Probably make the change code-side to keep it as a good find, and maybe consider adding a backup rule for old saves?
(Also the miner calls the organics and volatiles deposits 'ultra-rich' instead of 'plentiful', which does sound better but is contrary to the Domain Colonial Ministry standards he's allegedly referencing. )
Minor changes to Luddic Majority, one possible bug and two possible description changes:
-Bug-wise, I noticed that since High Command doesn't actually have the 'military' tag, Luddic Majority is re-enabled when you upgrade to it. I'm not sure if this is deliberate, and if not, whether it's more appropriate to add the tag to High Command, or add an additional check in Luddic Majority.
-If you make a deal with the Church, the description of the disabled condition always includes it. This shows up on Church worlds too, which reads awkwardly since it doesn't actually apply to them like the description indicates. Probably just check if the market is player-owned to include that line.
-Really just ease-of-reading, but the fact that the description still says +1 after beating the Church is a bit awkward. I initially missed the text saying it would be doubled at the bottom, and thought something had gone wrong. It'd be nice if the values in the description had the multiplier included.
(Also, purely a suggestion, but thoughts on sticking Luddic Majority on Jangala and Mazalot? It'd get disabled on Jangala so that's purely flavor, and if left active on Mazalot it shouldn't have any major economic impact.)
Rules:
Hesperus Shrine lock-out:
At Hesperus shrine, if you're initially denied access then trying to come back will route you through lppHesperausGetMeExcubitor. But when it fires PickGreeting, PKOakGreeting takes priority if you have the planetkiller. This means you cannot access the shrine the normal way so long as you have the PK in your possession.
I think the most appropriate way to approach this might be to remove PKOakGreeting as an independent greeting, and just make pk_giveKnights a PopulateOption. That way nothing should get locked out.
Sentinel inaccessible dialog:
In the Sentinel questline, I noticed two distinct chunks of dialog that aren't commented out, but never get called through the rules.
The more noticable of the two is when you confront Skiron about the AI fleets the second time. If you don't have a Heg commission, it flows correctly. But if you do, PKSentinelConfrontFoundFleetAIB routes to PKSentinelConfrontFoundFleetAIB rather than PKSentinelConfrontFoundFleetAIB2, which results in her ordering the room cleared... and then the dialog oddly repeating and her ordering you to leave. You never get to have the proper discussion about confronting her about the AI and getting the neat bits of dialog there.
The other one isn't noticable in the game, and I only call it out because it looks like the lack of routing isn't deliberate. PKSentinelStayHere is routed to with $option == pk_sentinelAskStayHere, while PKSentinelStayHereTrust is routed to by $option == pk_sentinelHubB1, which looks like the options were renamed and that got missed. As a result, you're never able to pick up infirm from Sentinel. Changing StayHereTrust's option should re-open the chain as-written.
Passage to Volturn dialog issue:
This one showed up on Reddit, but I couldn't find a bug report for it. In Passage to Volturn if you hand over the old man, and then 'let it go' with the kid in anhCheckCompletionOnlyKid it calls anhCompleteDelivery, but the text of that includes the old man being there and saying thanks. That's incongruent with him allegedly being in Diktat custody, and it doesn't read like he's a force ghost.
Probably just needs an additional unique line of dialog added, since the 'what we gotta do' option does read correctly.