Correcting incorrect or imprecise descriptions of abilities, spells, etc.

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Rodmar18

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Abilities_DLC3.xml

Equanimity of Mind
MEDITATION_DESCRIPTION@STATUS_EFFECT
"This unit has meditated and gained Equanimity of Mind {bonus} until the end of combat."
{bonus} can take one of the following value: 2[fire/], 2[physic/], 2[spirit/], +2[def/], +2[resist]
Issue: it's more about QoL for localizators than being more precise.
- Phrasing is odd even ni English (I think), and it isn't a gift for localizators either, because of the diversity of the bonus (that could very well appeal different phrasings);
- Moreover, the inclusion of '+' sign can cause some inconsistency in the formatting as compared to other statuses. For instance, in German, it is litteraly translated into "has received 2[fire/] from Equanimity of Mind", quite a odd phrasing.

Suggestion:
1) Remove the '+' sign; if needed, a localizator can add it.
2) As the 5 possible bonuses fall into two categories: melee damage bonus and defensive bonus, we could if possible split this status into two internal statuses, e.g. Melee_Equanimity and Defence_Equanimity, such as:
MEDITATION_MELEE_DESCRIPTION
"This unit has meditated and gained a +{bonus} melee damage bonus until the end of combat."
MEDITATION_DEF_DESCRIPTION
"This unit has meditated and gained +{bonus} until the end of combat."
In both cases, the status effect would be named "Equanimity of Mind", as currently.


Chilled
Chilling effects are cumulative and last for 2 turns.
In one case however, I got hint that the Frostling Totem's effects last for 3 turns. Or was this caused by 4 stacked effects (this Halfling Hunter had a 40% Frost Weakness, and this confirms the x4 stacked effects: 40 - 80 = -40).
 

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Rodmar18

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About G48d in Balance mod:

BAL_ABILITIES.xml

Cause Fear
(-400 morale) -> (-400[happiness/])

Skills_Warlord.xml

Berserk
Units with MCI are not listed along with not affected units. It is in Cause Berserk.
In French, I copied the line in Cause Berserk into Berserk.
 

Rodmar18

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Skills_Dreadnought.xml

Overload
DESCRIPTION@OVERLOAD
"[...]Target Machine deals {overloadDamageBonus} damage until end of combat[...]"
Suggestion:
"Target Machine deals {overloadDamageBonus} damage in main damage channel until end of combat"
Reason: a Flame Tank will receive +10 damage bonus both to its Flame-thrower (fire) and Ram (physical) attacks, but none to secondary channel opened by Star Blades. Same for Canons as respect to secondary ranged damage.
Note: eventually, precise "with all its attacks, until end of combat".
 

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Rodmar18

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I'd like to second Gladis's concern about incomplete navigation and ships' descriptions.
But as for now, let's begin with some obsolete information:

Produce Ironclad Warship
DESCRIPTION@PRODUCE_IRONCLAD
"[...] If Shipbuilding has been researched, units now also embark on Ironclads instead of Coasters or Frigates."
Suggestion:
"[...] Units now also embark on Ironclads instead of Galleons."
Reason (as Gladis wrote):
1) Produce IronClad Warship requires Advanced Seafaring (not Shipbuilding, btw), so it has been researched already;
2) With Advanced Seafaring, units embark on Galleons, no more on Frigates, and certainly not on Coasters.
 

Rodmar18

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(playing with PBEM & SP Balance mod)

The description for Levitating doesn't tell anything about the +1 Vision range. I don't know where a player can know why their Lost Souls get 4 Vision rnage instead of 3. Perhaps, same oversight with Flying ability?

Frostling RG Prophet Economic
UPUGRADE_DESCRIPTION@ECONOMIC_FROSTLING_RACE_UPGRADE_4
{CastleGoldExtra} has no value. It should be: +5[gold/], according to Dev notes.
Note that {CastleManaExtra} and the other static variables gets the correct value.
 

Rodmar18

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@Hiliadan :

1) What about tracking any hidden "hindered" effect and adding them in the ability descriptions? See the difference between Berserk and Intimidating Shout on the screenshots. Also remember that an official loading tip specifically advises to think about using an ability even if the target would probably resist it, just to benefit from its "resist case" effect (e.g. hindered); yet, the player is never informed when he has to choose a new ability/skill. Only tactical tooltips provide this information.

2) What about following the writing style of DLC3, and backward-using the [anger/]:mad: icon replacer instead of the [happiness/]:D icon replacer everytime a modifier is negative and morale/happiness will drop? E.g., any "-20% [happiness/]:D" would be changed into "-20% [anger/]:mad:" (or "+20%[anger/]", I should check this).
I know, replacers that are included into {...} variables won't be changed this way, but perhaps, these variables could be replaced with hard written percentages and icon replacers in the descriptions. Yes, that's a little more work ahead, but on the other hand the game is quite old now, and it won't be balanced by Triumph Studios anymore, will it?

I volunteer for the review and correction for both (in English for first point, in all languages for second point).
 

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Rodmar18

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Interface.xml

Typo in English; not impacting localization.

CITY_HAPPINESS_REDUCED@SPELL_CITY_DAMAGE
RACE_RELATION_REDUCED@SPELL_CITY_DAMAGE
RACE_RELATION_REDUCED_NO_TURNS@SPELL_CITY_DAMAGE

Current text: "Hapiness"
Corrected text: "Happiness"
 

Rodmar18

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Skills_Warlord.xml

DESCRIPTION@RANGED_COMMAND
Current text: "All units in the Hero's Army gain {rangedcommandRangedPhysicalStrengthBonus} Ranged strength."
Suggested text: "All units in the Hero's Army gain {rangedcommandRangedPhysicalStrengthBonus} Ranged strength in main damage channel."
Reason: the {} variable is equal to "+1" and despite its name is not always of physical type. Moreover, it doesn't apply to every damage channel.

Recruit Human Archer in Domain of Winter: Shoot Bow > 10 Physical = 8 + 1 (DoW) + 1 (Ranged Command)
Veteran Draconian Flamer in Domain of Winter: Fire Bomb > 6 Physical / 10 Fire = 4/7 + 0/2 (xp) + 1/1 (DoW) + 1/0 (Ranged Command)
Recruit Draconian Engineer in Domain of Winter: Blunderbuss > 9/9 = 7/8 + 1/1 + 1/0 | Grenade > 6/5 = 4/4 + 1/1 + 1/0
Recruit Human Priest: Spirit Rays > 10 Spiritual = 8 + 1 (DoW) + 1 (Ranged Command)
QED


About Nourrishing Meal (and Fortifying Meal in PBEM & SP Balance mod):

When both abilities affect an unit, the later gains an effect which name is the same Nourrishing Meal (Fortifying Meal), and which is sourced to itself.
Let's recall those effects:
Nourrishing Meal heals, increases max life and grants a morale bonus until end of battle.
Fortifying Meal heals, resets Throw Chicken (if a Halfling), increases max life, grants a morale bonus and the Bolster passive, solace-like ability until end of battle.
(Bolster is sourced to Fortifying Meal, as expected)

Yet, the info displayed for these effects is the one already displayed for the active ability.

Would it be possible to have a dedicated effect that would replace the "Meals" in a target unit's panel? Note that as undead can only be healed, they shouldn't gain this effect.
For instance:

Reinvigorated:
"This unit is satiated and content, it gains +15 max [hp/] and +{} [happiness/] until the end of the battle."
(source: Nurrishing Meal)


Reinvigorated:
"This unit is satiated and content, it gains +15 max [hp/], +{} [happiness/], and Bolster until the end of the battle."
(source: Fortifying Meal)


Abilities_DLC2.xml

MARK_BLOOD_SACRIFICE_DESCRIPTION@ACTIVE_ABILITY_TOUCH
Current text (PBEM & SP Balance mod): "all friendly non-Machince units are healed"
Suggested text: "all friendly units are healed" + append with "[br/][br/]Machines can be marked but cannot benefit from this ritual."
Reason: 1) Typo 2) It's not obvious that a machine can be marked for a blood sacrifice.
(Note: the new status effect description is fine)
 

Rodmar18

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Abilities.xml

INFLICT_EXHAUSTING_FATIGUE_DESCRIPTION@ACTIVE_ABILITY_MODIFIERS
Current text:
"Units suffering from Exhausting Fatigue have {exhaustingfatigueStrengthPenalty} strength and {exhaustingfatigueMoralePenalty}."
Suggested text:
"Units suffering from Exhausting Fatigue have {exhaustingfatigueStrengthPenalty} melee strength and {exhaustingfatigueMoralePenalty}."

EXHAUSTED_DESCRIPTION@STATUS_EFFECT
Current text:
"This unit suffers {exhaustingfatigueStrengthPenalty} strength and {exhaustingfatigueMoralePenalty}."
Suggested text:
"This unit suffers {exhaustingfatigueStrengthPenalty} melee strength and {exhaustingfatigueMoralePenalty}."

Reason: strength penalty is -4 Physical, only for melee attacks.
 

Rodmar18

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BAL_ABILITIES.xml

DESCRIPTION@BLIND
Current text:
"Blinded units with Total Awareness only suffer the range handicap, not the flanking handicap."
Suggested text:
"Blinded units in Guard mode or with Total Awareness only suffer the range handicap, not the flanking handicap."

Reason: Blinded doesn't prevent 360° threat zone and retaliation.
 

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Hiliadan

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Jun 17, 2018
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Stuff from p.4 of the old thread:

@Rodmar18:
Please tell me how to write it then:
– (balance mod) Inflict Immobilisation is not written like other inflicts + lack a status description: Immobilized.
Don't know what you mean / does not seem to be a Throw Ice Ball issue:
– Throw Ice Ball : Frost and Fire resistances are not mentionned as when Frozen.
What Cosmic event are you talking about?
– Cosmic Happenings : duration “round” is used whereas it could/should be “turn” (strategic turn), to be consistent with Empire Quests and other global effects.
Not a priority + give me examples when it's not like that:
– Sprint : same as Slayer’s Doubt and Immobilization : no entry for the effect (when Sprint is activated), so you read a ‘Sprint’ in white and a ‘Sprint’ in blue. This is against other non passive abilities. Could add “Uncatchable” “This unit is sprinting and cannot be attacked by opportunity.”
@gladis:
I don't realy get what you want + the picture is gone:
The Beetle´s Command lacks a proper info about unlocking Tame Trolls:

It should be mentioned that you need the Goblin RG Military Prophet.
 

gladis

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Sep 16, 2018
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The description in Beetle Command makes no difference between Beetle and Troll. But you need the RG to produce Trolls.
So it could get the description:
Tame Trolls (with Goblin Military Prophet).
Beetle Command Tame Trolls.PNG
 
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Rodmar18

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If it could help, French version for "Beetle Command" is "Quartier of Big Critters", at least in PBEM!

1) Immobilization:

In BAL_ABILITIES.xml:

Inflict Immobilization
DESCRIPTION@INFL_IMM
"Each melee attack has a chance [resistPhysical/] to immobilize enemy unit for 2 [turn/]."
Issues:
a/ Typo, as the resistance check value is missing;
b/ Status effect not recalled;
c/ Immunities not stated.
Suggestion:
"Each melee attack has a chance (XX[resistPhysical/]) to immobilize target enemy unit for 2 [turn/]. Immobilized units cannot move, but can perform other actions (e.g. attack, retaliate). Elemental, Incorporeal and Machine units cannot be immobilized by harpoons."

Reason: a model could be Throw Harpoons in Abilities_DLC3.xml:
THROW_HARPOON_DESCRIPTION@ACTIVE_ABILITY_RANGED
"Throw harpoons at target enemy unit and cause the target to be Immobilized ({immobilizedStrength}). Immobilized units cannot move, but can perform other actions, for {immobilizedTime}. Elemental, Incorporeal and Machine units cannot be immobilized by harpoons."
Suggestion (speaking of it) :
"Throw harpoons at target enemy unit and cause the target to be Immobilized ({immobilizedStrength}) for {immobilizedTime}. Immobilized units cannot move, but can perform other actions (e.g. attack, retaliate). Elemental, Incorporeal and Machine units cannot be immobilized."
Reason: other Inflict XXX descriptions are phrased this way (the duration is linked to the active ability, not the status effect: Inflict Immolation, Inflict Frozen, Inflict Shocked...).

In Abilities.xml:

IMMOBILIZED_NAME@STATUS_EFFECT
"Immobilized"
IMMOBILIZED_DESCRIPTION@STATUS_EFFECT
"This unit cannot move, but can perform other actions."
Suggestion:
"This unit cannot move, but can perform other actions (e.g. attack, retaliate)."
Reason: on the model of Frozen: "cannot take any action (e.g. move, attack, retaliate)"

ALSO, pleace check that this status effect is effectively used (in red) when the target is affected by Throw Harpoons or the PBEM Inflict Immobilization ability.
To compare, the Impaired status effect is correctly used when a unit suffers from impairment:
IMPAIRED_DESCRIPTION@STATUS_EFFECT
"The unit is Impaired and suffers {impairedDefensePenalty} and {impairedResistancePenalty}."


2) Throw Ice Ball

In BAL_ABILITIES.xml:

DESCRIPTION@THR_IC_B
"Throw ice balls at target enemy unit and can cause the target to be Frozen (9[resistFrost/]). Frozen units cannot take any action (e.g. move, attack, retaliate) for 2[turn+/]."
(superceding THROW_ICE_BALL_DESCRIPTION@ACTIVE_ABILITY_RANGED in Abilities_DLC3.xml)
Suggestion:
"Throw ice balls at target enemy unit and can cause the target to be Frozen (9[resistFrost/]). Frozen units cannot take any action (e.g. move, attack, retaliate) for 2[turn+/] and resist [frost+/] and [fire+/] damage."
cf in Abilities.xml:

Inflict Freezing Cold
INFLICT_FROZEN@ACTIVE_ABILITY
"Melee and ranged attacks can cause the target to be Frozen. Frozen units cannot take any action (e.g. move, attack, retaliate) for {frozenTime} and resist [frost+/] and [fire+/] damage."
(see also Frost Aura)
Freezing Touch
FREEZING_TOUCH_DESCRIPTION@ACTIVE_ABILITY_TOUCH in Abilities.xml:
"Attempts to Freeze target enemy unit. Frozen units cannot take any action (e.g. move, attack, retaliate) for {frozenTime} and resist [frost+/] and [fire+/] damage."
Frozen
FROZEN_DESCRIPTION@STATUS_EFFECT
"This unit cannot take any action (e.g. move, attack, retaliate) and resists [frost+/] and [fire+/] damage."

Note by the way that we still face a minor inconsistency where some active abilities include duration information in their description (Dominate, Stiffen Limbs) and others don't (Cause Fear, Taunt), and some status effects include duration information (Berserk) and others don't (Blinded) (All these examples from BAL_ABILITIES.xml).
I mean, should every active ability description be phrased like:
"Cause/attempt to cause STATUS for X turns. Affected units suffer (...)" or like:
"Cause/attempt to cause STATUS. Affected units suffer (...) for X turns."?
And every status effect be phrased like:
"This unit suffers (...)" or like:
"This unit suffers (...) for X turns."?


3) Cosmic Happenings:
No particular cosmic event, it's the interface text (and notification):

In Cosmic_Happenings.xml:

HAPPENING_DURATION@COSMICHAPPENING
HAPPENING_ROUNDS_LEFT@COSMICHAPPENING
HAPPENING_DURATION_UNTIL@COSMICHAPPENING
replace "round"
with "turn"
Reason: rounds should be reserved for tactical rounds, and GameConcepts_DLC3.xml always uses "Turns" in its Cosmic Happenings entries.


btw:
In GameConcepts_DLC3.xml:

DESCRIPTION@GREATWOLF, @MARCH_TROLL, @DEVINE_PROPHECY, @FIRE_ROGUE, @MACHINES, @NECRO_PROPHECY, @DIRE_PINGUIN
correct "anounched"
by "announced"
Reason: typo (x7!)


4) Sprint:
Iirc, it's the everlasting issue when an active ability's name and description are used in place of a status effect. Moreover, I'm not even sure Immobilized is ever used.

In Abilities.xml:

SPRINT_NAME@MOVEMENT
"Sprint"
SPRINT_DESCRIPTION@MOVEMENT
"The unit is able to Sprint in combat. Sprinting provides an additional {sprintMovementBonus} and enemy Attacks of Opportunity are avoided."
Please check (I don't have the game at hand) that this status effect is used and not the active ability of same name "Sprint" (check description). Al that I remember is that when a unit uses its active ability, it gets two lines on its info panel: "Sprint" (displayed in white) and "Sprint" (displayed in blue).
Moreover, I'd suggest to change SPRINT_NAME@MOVEMENT value with:
"Sprinting" or "Uncatchable" (displayed in blue)