Trouble Modding Minors (Random Ability Bug)

I've made my own list of minor races in RaceConfig.xml with their own unique racial bonuses. However, when I test, I get strange results when I go into the Foreign Relations window and look at their stats in-game. The racial ability values I gave them are there, but those values are assigned to completely different abilities. I gave one race 100% Soldiering in the XML. In one game they had 100% Trading instead. In the next, that same race had 100% Crime instead. It looks like the values are taken and just randomly given to abilities by the game regardless of what ability tags they are assigned to in the XML.

Has anyone else experienced this?
8,334 views 6 replies
Reply #1 Top
Bump. Anyone know if this is a bug, or if there is something I should be doing to get the racial abilities working correctly for minors?
Reply #2 Top
Are the wrong abilities always higher than what you set them to? If so, the races probably have bonuses applied, though of course I don't *know* this.

For example: "I set Soldiering to 100 but it's 120!" Well, do they have Soldiering techs?

Of course, this is just speculation, it's probably an actual bug.
Reply #3 Top
It looks like it's definitely re-assigning the values to different, random abilities. For example, when I gave the race 100 Soldiering, they ended up with some other random ability having 100 (like Crime, an ability I had set to 0 in the XML), while their Soldiering was 0.
Reply #4 Top
Moved to Bug Reports so Cari sees this tomorrow.
Reply #5 Top
Well, nothing in the code looks out of the ordinary to me.  If you send in your mod to [email protected], I'll look at it when I get a chance.
Reply #6 Top
I'll send it in, but it looks like the issue exists without modding enabled with the default minors.

I ran some start game scnarios (modding disabled).

Carinoids had:
Military: 70%
Research: 10%
Influence: 50%
Trade: 4%

Scottlingas had:
Military: 70%
Research: 20%
Influence: 50%
Trade: 4%

But in the XML abilities they have Economic of 100 and Logistics of 4. Everything else is set to 0. They don't start out with any techs. I checked the techs they had researched up to the point I viewed them in the game in debug.err and all the had was Galactic Warfare, Space Militarization, and Starship Defenses. None of which give the above bonuses. In fact, they should have had a defense bonus of 10 for Starship Defenses, but it wasn't listed in the minor races report (meaning 0?).

In the mod games I'm seeing this in, the minors start out with the same bonuses as the ones above: Military, Research, Influence, Trade even when I don't give them anything for those in the XML. The list goes on from there if I give them higher bonuses in other abilities. Next will come Diplomacy, Hit Points, Repair, Sensors, etc. It's interesting to note that this is the order the abilities appear in RaceConfig.xml.