Human default colony ship design, some module sizes are wrong - Bug? How do I solve that?

Hi,

After some months off from GalCiv, I reinstalled GalCiv II Twilight and started a game as the humans and found something weird. that might be a bug.

After starting a new game and directly going to the shipyard and choose to upgrade the default colony ship and move the mouse cursor over the by default installed sensors it shows that their size is 5 but in my list of available modules it is 11 (other modules are wrong as well). If I remove the sensors from the ship no size points are credited to the capacity it still show 56 of 60 used. If I Alt-Tab out of the game and back into it the size points for the installed modules are displayed correct but if I sum up all the sizes of the by default installed modules it is 92 but the default cargo hull has only a capacity of 60!

Cargo Hull Capacity 60

Installed parts:

4 x Basic Support Size 5 = Size 20

2 x Colony Module Size 20 = Size 40

1 x Hyperdrive Size 21

1 x Sensors Size 11

Sum = Size 92

 

My game is up to date. Any hotfix for that?

 

Cheers

Xi

 

Update:

Found some more weird things regarding ship designs. The default constructor ship has a construction module on it but in my list of available modules there is no construction module.

Same goes for other ship designs and ship designs of other races! And by the way it is also the case in GalCiv II Dread Lords & Dark Avatar.

10,714 views 12 replies
Reply #1 Top

Default designs have many "fake" modules added purely for symmetry or flavor. As far as the game is concerned, there are actually only one or none at all of those components (ex: colony ships only have one colony module, regardless how many colony module graphics are on the image).

Reply #2 Top

As to the construction modules, a ship is only allowed one. Once you place a construction module on a ship it is removed from the 'available' list.

Reply #4 Top

Quoting kryo, reply 1
Default designs have many "fake" modules added purely for symmetry or flavor. As far as the game is concerned, there are actually only one or none at all of those components (ex: colony ships only have one colony module, regardless how many colony module graphics are on the image).
End of kryo's quote

 

Oh gosh ... I really would have preferred WYSIWYG!

 

But there are still at least two real bugs.

If you remove a (fake) colony pot the size is credited to the hulls capacity, meaning after you did so you will have enough free capacity to for example fit another engine. This should not be possible because this engine is no fake one and by fitting it the sum of all installed functioning modules goes up to 77 and therefore exceeds the hull capacity of 60.

Beside that the size display of the by default mounted modules like the "Basic Support" is displayed incorrect until you tab out of the game and back in.

 

Anyways, thanks for the enlightenment. :)

 

Cheers

Xi

Reply #5 Top

Quoting Xiskio, reply 4

If you remove a (fake) colony pot the size is credited to the hulls capacity, meaning after you did so you will have enough free capacity to for example fit another engine. This should not be possible because this engine is no fake one and by fitting it the sum of all installed functioning modules goes up to 77 and therefore exceeds the hull capacity of 60.

Beside that the size display of the by default mounted modules like the "Basic Support" is displayed incorrect until you tab out of the game and back in.
End of Xiskio's quote

Hmmm, very intriguing. I've tried now multiple times to replicate that (having modules with a sum of 77 installed on a hull that only allows 60) but couldn't get this to work. In fact, I couldn't even find a single game-designed ship that has these phantom-parts on it. How will I be able to find one?

EDIt:

Okay, found one, not all races have these "additional" modules. But taking them away doesn't subtract any points at all, as well as these phantom parts don't give their ability to the ships. So it seems that there is no way to exeed the normal points a hull will offer the player. It's nothing but a display artifact.

Reply #6 Top

Quoting jacklv, reply 3
...a tree on acid.
End of jacklv's quote

:O    I thought it was a bird! but now that you say it yes.... well... :blush:  birds live in trees, isn't it? 

Reply #7 Top

Quoting Maiden666, reply 5

...

Okay, found one, not all races have these "additional" modules. But taking them away doesn't subtract any points at all, as well as these phantom parts don't give their ability to the ships. So it seems that there is no way to exeed the normal points a hull will offer the player. It's nothing but a display artifact.
End of Maiden666's quote

 

I can recreate that every time. Here is exactly what I do:

1. Startup Twilight (v2.03 / no Mods installed)

2. In the Options dialog I have unticked the following:

- Remove functional parts when upgrading a ship design

- Auto design ships for player

3. Start "New Game" with default settings and choose the Humans (spend ability points wherever you want)

4. Choose Drengin and Torian with Beginner difficulty and start the match.

5. Click on the Shipyard button

6. Choose Colony Ship and click on "Upgrade"

7. Remove one of the colonization modules. You will see that the cargo load bar on the top will drop down to 36!

Hm, all right, now that I looked a little closer at the resulting ship I realized that it has no more colonization capability even so it still has a colonization module equipped. Call it a bug or whatever but the fact that if you unequip one of the colonization modules and getting the hull capacity credited is very confusing for the player and lead at least to my confusion.

Reply #8 Top

You also need to take into consideration your level of miniaturization. As you raise your miniaturization the size is going to change. I belive what your doing there is having no miniaturization skill and your messing around with default skins which were probably made with miniaturization inculded on it to give you a boost at the very start. This is also the reason why you cant really make anything better than the default stuff until you reasearch the miniaturization stuff.

Reply #9 Top

Hm, all right, now that I looked a little closer at the resulting ship I realized that it has no more colonization capability even so it still has a colonization module equipped.
End of quote

Then you took off the real colony module and left the fake one on. Try taking the other one off and see what happens.

Reply #10 Top

Then you took off the real colony module and left the fake one on. Try taking the other one off and see what happens.
End of quote

There isn't a 1:1 correspondence between the model and the actual components. They're both the same model and the game does not include any jewelry piece for colony models, so whichever one you remove first will count as the "real" one (I think our art guys just put them together with all parts unlocked then we took the shipcfg files and assigned them to the base ships).

If you're not playing metaverse games though there are mods that make fake parts readily available.

 

 

Reply #11 Top

Since I was labeled a troll, thats my new name. The troll

Thanks for telling the game designers about the problem. I never play the Terrans, two things you could do. Either play$ the Terrans, play against them, or take them off. I would leave them on, as a more challenging opponent. This is still not enough to fight the Iconians, Torians, or the Thalans.

Reply #12 Top

There's a number of other interesting features regarding some of the default ships (in DL and DA). For example, the hull of the medium "Battle Axe" ship is actually a small hull, no matter what race you play as. Also, on some of the ships that have "fake" weapons, the weapons actually 'fire' during combat, albeit solely as a visual effect (for instance, one ship that used only beam weapons had fake missiles fire during the combat viewer). Is this possible to replicate with your hull mod, Kryo? For instance, putting "fake" photon torpedoes on a Star Trek-esque ship could let it have both the torpedoes and phasors without actually having to have two weapons types. It always irritated me a little that my faux Enterprise had to use only one or the other.

They're both the same model and the game does not include any jewelry piece for colony models, so whichever one you remove first will count as the "real" one
End of quote

Really? In my experience it seemed like the fake was removed first.

Is there any way to distinguish between these fake components and the real ones when upgrading a ship? I often upgrade off the core designs, which may be useless but look cool, but I often accidentially remove some of the fake components and can't replace them.

Since I was labeled a troll, thats my new name. The troll
End of quote

Sorry about that. I'm afraid I fell victim to stereotyping - you posted 5 or 6 responses in several different threads, wrote a great deal in caps lock, and made a number of rather insulting comments that didn't have much to do with the thread (like grousing at Stardock for nerfing the DA Korath in TOA) - and I just assumed you were a forum troll, who often do that sort of thing. Sorry.