Stellaris - [3.7.2][e762] Influence code changes results in influence gained being reset

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HyperLordBender

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Description
[3.7.2][e762] Influence code changes results in influence gained being reset

Game Version
3.7.2

What version do you use?
Steam

What expansions do you have installed?
Synthetic Dawn, Utopia, Leviathans Story Pack, Apocalypse, Megacorp, Distant Stars, Ancient Relics, Lithoids, Federations, Nemesis, Aquatics

Do you have mods enabled?
Yes

Please explain your issue is in as much detail as possible.
If you alter influence so you can hold more of it any game reload will reset the gained influence to the base influence you get at the start of the game. This happens even if the stored influence is below the vanilla cap. I have attached a file for ease of testing, it uncaps influence (which should be vanilla)

Steps to reproduce the issue.
1. Alter max cap of influence
2. start new game
3. add influence
4. save game
5. quite game
6. load the save
7. see issue

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File(s) attached
 

Attachments

  • !_uiod-startrek-new-civilizations-influence.txt
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llamaTic

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Changing the max influence in the 00_strategic_resources.txt file works just fine for me. In fact, I can't seem to break influence at all. I've tried removing the resource category, commenting out the limit and such like you did in your file (why?), etc, all without any issue upon reloading. I'm not really sure what your goal was with commenting out things that are meant to define limits on a resource, in your file, but in any case, this seems to be an issue with your execution of the changes to the influence cap, and not an issue with the influence cap not being respected, itself.

1679544533150.png


I even tried reducing the cap below my added influence, and it only reset to the new max, once I used influence.

1679545491919.png


1679545504819.png
 
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HyperLordBender

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Changing the max influence in the 00_strategic_resources.txt file works just fine for me. In fact, I can't seem to break influence at all. I've tried removing the resource category, commenting out the limit and such like you did in your file (why?), etc, all without any issue upon reloading. I'm not really sure what your goal was with commenting out things that are meant to define limits on a resource, in your file, but in any case, this seems to be an issue with your execution of the changes to the influence cap, and not an issue with the influence cap not being respected, itself.
You did not do the one thing I did: remove the cap. And did you fully shut down the game? And was this via a mod or a game files alteration?
 

llamaTic

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You did not do the one thing I did: remove the cap. And did you fully shut down the game? And was this via a mod or a game files alteration?
I said I even tried commenting out the influence cap and it still worked. Yes, I fully shut down my game and reloaded + saved the same file in multiple sessions.

You said "alter max cap of influence", which I did directly in the game files. So the issue isn't with altering the cap, but possibly modding the cap. Have you tried to completely replace the strategic resources file via mod, rather than just one resource?
 

HyperLordBender

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I said I even tried commenting out the influence cap and it still worked. Yes, I fully shut down my game and reloaded + saved the same file in multiple sessions.

You said "alter max cap of influence", which I did directly in the game files. So the issue isn't with altering the cap, but possibly modding the cap. Have you tried to completely replace the strategic resources file via mod, rather than just one resource?
This report is entirely for mods. Altering base game files is well known to have a different effect than making it a mod
 

llamaTic

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This report is entirely for mods. Altering base game files is well known to have a different effect than making it a mod
Then making a mod that overrides the base game "00_strategic_resources.txt" file results in the desired behavior. A mod that overrides the file as a whole, rather than just trying to override one resource, is still a mod. Without a clearly defined scenario in the initial report, there is too much being left open to interpretation when it comes to testing the issue you are trying to present.

I have edited base game files, and made a mod to override the entire strategic resources file, all working with the exact effect that was desired. If you're trying to override only a single resource, that may well come down to a limitation of the modding capabilities of the game, itself. But to say that it doesn't work, period, is just patently wrong.
 
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