Hello,
as I am not really content with the state the precursor events are in right now - Some are totaly bugged, if you are not the first to find the homeworld... - I started to change a few mechanics.
1. Precursor quests can only be started by human players.
2. Vanilla Anomaly spawning mechanic (for filling up missing anomalies) has been disabled.
3. Instead of the Vanilla Anomaly spawning there is now the Project spawning mechanic previously used by MEM.
4. There are no longer anomalies on the Precursor homeworlds. Instead the according events appear through on_actions when surveying.
+ some minor fixes of missing global flags
I am in dire need ob people to test this mod. As there are so many possible situations it is nearly impossible to test it alone.
If you encounter problems, I need to know what is the current state of your precursor quest and what exactly is not working. Best would be to upload your save (if you just use this mod and otherwise play vanilla)
Please note that this mod is still in an experimental state. A new game is advised as effects to ongoing games are unpredictable.
UPDATE: Changed global flags according to point 2 of Risa´s bug report.
Original Post:
as I am not really content with the state the precursor events are in right now - Some are totaly bugged, if you are not the first to find the homeworld... - I started to change a few mechanics.
1. Precursor quests can only be started by human players.
2. Vanilla Anomaly spawning mechanic (for filling up missing anomalies) has been disabled.
3. Instead of the Vanilla Anomaly spawning there is now the Project spawning mechanic previously used by MEM.
4. There are no longer anomalies on the Precursor homeworlds. Instead the according events appear through on_actions when surveying.
+ some minor fixes of missing global flags
I am in dire need ob people to test this mod. As there are so many possible situations it is nearly impossible to test it alone.
If you encounter problems, I need to know what is the current state of your precursor quest and what exactly is not working. Best would be to upload your save (if you just use this mod and otherwise play vanilla)
Please note that this mod is still in an experimental state. A new game is advised as effects to ongoing games are unpredictable.
UPDATE: Changed global flags according to point 2 of Risa´s bug report.
Original Post:
In my last game I observed some minor and major flaws in the official precursor fix that - though potentially making it possible to finish it - does it in a very inconvenient way.
I played in a huge galaxy with a medium amount of ai empires.
First thing to mention is that th first time i got an anomaly-spawning event was somewhere around 120 years in, which seems a bit late in the game, for my tase atleast.
The second problem is one that is shared with all the anomalies out there. If you do not instantly research them after finding them it is a pain to find them again. They are not shown when having zoomed out at max distance. And in a medium zoom in they are hard to spot with all the ressource numbers around. Everyone searching for that one single anomaly in a huge galaxy knows what I´m talking about. Also they aren´t listed anywhere. Anomalies deserve to be listed somewhere in my opinion. This should either be in the situation log or in a new list for easy access.
Third problem is potential spawning of multiple instances of the same Project because the anomalies are spawned on a random world and not all of the precursor anomalies + resulting projects are valid for all planet classes. This in itself is not a major problem but it ruins immersion to find the same cruiser wreckage again and again.
You also seem to take over unresearched anomalies from integrated subjects. It´s a bit weird. I cannot confirm it personally, because i only found anomalies of my own precursor chain but some people already wrote about finding different anomalies as well.
All these problems made me want to go back to the unofficial fix we made for MEM - that has been removed now that the official one was released.
For those who do not already know how our´s worked. We checked if and if yes which precursor chain was active for a player and then used multiple mean_time_to_happen events to spawn projects the player not already has on fitting random planets inside the player empire´s space. They had a build in blocker flag to prevent multiple projects from spawn simultaneously and provide a gap between spawns. These Events also had multipliers depending on game years to make them more likely to happen, the later you are in the game.
So, why do I like our solution more than the vanilla one?
You get only projects, you did not have already (which should be intended, since the writing is really good). You can easily track them with your situation log, since we spawn projects instead of anomalies that lead to them.
Why did i write this post in the modding forum?
I am intending to make a seperate mod using our already working fix from MEM + disabling the vanilla fix. Additionally to this I´d like to try to fix some of the problems with chain events not being completed as they should. (This is more of a problem the precursor quests had since release)
I just want to know if there are at all people around interested in such a fix. If not i can just use it myself and do not have to care about uploading it to steam and keeping it updated.
+ If there are people around that have already found specific problems in the precursor event code. Feel free to tell me about your findings.
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