Malevolent Ideology (Relentless) Bug

I posted this in the general forum by accident but I wanted to make sure somebody saw it.  If there is a form or method I need to report this type of thing please let me know.

 

I have noticed that when I get the second ideology in the Motivation line for Malevolent (Relentless) it seems to apply the +10 manufacturing bonus to both my homeworld and the first world I founded.  "Relentless +10" clearly appears on the manufacturing tooltip for both planets and the number reflects this.

Additionally, when I get the third ideology in that line (Ruthless) the 100% military production boost is also applied to both the homeworld and first colony.  Even with 100% science allocation, they have "Relentless +10" in manufacturing and the military production is 20 (assuming a full military slider).

Is this intended to affect more than 1 planet?  For reference, this has happened in every game I have played with malevolent (which is only 2) and the first colony is never in the same star as the homeworld.

14,386 views 16 replies
Reply #1 Top

Is your 1st colony always the second in your home system? I believe this has been reported yet not fixed. I need to find the links you would need to supply a proper ticket as I have only done so once and apparently was unnecessary when i finally did.

Reply #2 Top

   These boosts applying to both planets in home system was fixed for a while, then it came back.

    Looks like the +10 to raw manufacturing, instead of raw production, is WAD, based on text.  Which I dislike, as it forces your homeworld to always produce something or use a project.

   Did submit a ticket.

 

Reply #3 Top

yea i noticed that it provided only manufacturing instead of production when i finally decided to go malevolent just for it which is new relative to me and i believe older builds, they should use different symbols for production and manufacturing, that will be an issue brought up endlessly otherwise, not to mention ingame info which i am sure will come later

Reply #4 Top

it not only applies to other planets in your home system, but even to very close planets in other systems as well.

Reply #5 Top

Both malevolent tests were with only 1 habitable planet in the home system (my capital).

 

The first colony is always in another system.  The distance does not seem to be a factor as other nearby systems do not get this bonus.

 

It is always capital and first colony.

Reply #6 Top

Yeah I kinda like this bug :P

BTW, anyone know what the last unlock in this tree does exactly (apart from the production boost, which works right?)? What is the 'culling project' it's supposed to unlock?

Reply #7 Top

<!--<PlanetaryProject>
    <InternalName>ProjectCulling</InternalName>
    <DisplayName>ProjectCulling_Name</DisplayName>
    <ShortDescription>ProjectCulling_Dec</ShortDescription>
    <Icon>GC3_Armor_Tech_Icon.png</Icon>
    <ManufacturingPerBonus>50</ManufacturingPerBonus>
    <Bonus>
      <EffectType>CulturePerTurnMerciless</EffectType>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1</Value>
    </Bonus>
      <Bonus>
        <EffectType>Growth</EffectType>
        <Target>
          <TargetType>Colony</TargetType>
        </Target>
        <BonusType>Multiplier</BonusType>
        <Value>-.25</Value>
      </Bonus>
      <Prerequ>
        <Culture>
          <Option>TerrorTrait</Option>
        </Culture>
      </Prerequ>
  </PlanetaryProject>-->

 

So 1 Malevolent point per turn and -25% pop growth.

Reply #8 Top

Yeah I have a ticket in about the same thing.

Reply #9 Top

Quoting Moogle65535, reply 7

<!--<PlanetaryProject>
    <InternalName>ProjectCulling</InternalName>
    <DisplayName>ProjectCulling_Name</DisplayName>
    <ShortDescription>ProjectCulling_Dec</ShortDescription>
    <Icon>GC3_Armor_Tech_Icon.png</Icon>
    <ManufacturingPerBonus>50</ManufacturingPerBonus>
    <Bonus>
      <EffectType>CulturePerTurnMerciless</EffectType>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>1</Value>
    </Bonus>
      <Bonus>
        <EffectType>Growth</EffectType>
        <Target>
          <TargetType>Colony</TargetType>
        </Target>
        <BonusType>Multiplier</BonusType>
        <Value>-.25</Value>
      </Bonus>
      <Prerequ>
        <Culture>
          <Option>TerrorTrait</Option>
        </Culture>
      </Prerequ>
  </PlanetaryProject>-->

 

So 1 Malevolent point per turn and -25% pop growth.
End of Moogle65535's quote

 

Is that a project or a passive effect? I've never seen the project and I'm wondering if that's a bug.

 

Thanks

Reply #10 Top

it is a planetary project, it should be unlocked by something in the malevolent ideology tree so probably a new bug, although scrolling down on the planetary list doesn't scroll all the way down any more, you have to manually pull the slider down or vice versa i forget now, once there are a lot of things on the list it won't scroll all the way down in one manner.

 

Reply #11 Top

Quoting Goatmeal, reply 5

Both malevolent tests were with only 1 habitable planet in the home system (my capital).

 

The first colony is always in another system.  The distance does not seem to be a factor as other nearby systems do not get this bonus.

 

It is always capital and first colony.
End of Goatmeal's quote

 

this is simply not true. i just wrote one post above you that this bug can affect planets in other systems. proof:

Reply #12 Top
Quoting tesb, reply 11
It is always capital and first colony.
End of tesb's quote

  Interesting,   Previous bug was homeworld system, this one is capital plus first colony.

 

Reply #13 Top

Moogle65535

The three planetary projects (Culling, Sanctuary, and Summit) are disabled. The <!-- at the beginning of the entry up to the --> at the end of the entry indicates a xml comment.

Icrushthee

The reference in the ideology tree to the culling project is a leftover, and does nothing.

Reply #14 Top

Here's two save games, one before and one after, unlocking the Relentless trait that show the bug present in my first colony which was in a different system from my homeworld which was is single habitable world system: https://www.dropbox.com/s/hm2gzc1d33jrazz/Relentless-Bug.7z?dl=0

The planet in question is just south of my homeworld and has a colony ship parked there, starts with an A, forget the full name.

Reply #15 Top

It is the insidious one-off-bug. All the traits that have the TargetOrdinalConstraint property give the effect on the wrong number (one too many) colonies.

The probable cause is that the effect counter is compared to be equal-or-less ( <= ) instead of less-than ( < ), or is initialized to zero while it should be initialized to 1.

The programming (source) fix is probably to change just one character.

Just made a separate support post about it, so SD might pick it up: [1.0][Bug] All traits with TargetOrdinalConstraint property apply effect to 1-too-many colonies.

 

Reply #16 Top

That's really too bad, I'd love to have that project available :D

 

Thanks for the clarification guys! (girls?!)