[0.15.1284] Custom Scenario - Forced Traits not always generating on Pawns when set to 100% chance

Started by Gremdavel, September 10, 2016, 02:00:46 AM

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Gremdavel

Yes, in A15c, I'm experiencing similar issues.  It looks like Tynan did fix the bug that the last forced trait would be 100% even if set to a lower percentage, but it looks like there are related bugs.  I am trying to assign 3 forced traits each at 100%.  The last one listed is always 100%, and the other two are NOT 100%.  I *think* the second one listed has a higher chance of appearing when randomizing a starting colonist than the first trait, but it's hard to tell.

Steps to reproduce:

1. Use scenario editor to modify the standard scenario.
2. Change number of colonists from 3 to 1.
3. Add part: forced trait Prosthophile, chance 100%, player starting characters.
4. Add part: forced trait Cannibal, chance 100%, all characters.
5. Add part: forced trait Psychopath, chance 100%, all characters.
6. Continue with map creation, etc., until "Create characters" screen.
7. Try hitting "Randomize" a bunch of times to see trait results

Bottom trait will always be "Psychopath," other 1 or 2 traits seem to have high chance of being Cannibal or Prosthophile, but not certainly.

EDIT:  From what I can tell so far, this only seems to affect character generation on the "Create characters" screen, and not new characters once the game has started.  Wanderers and raiders all appear to have both Cannibal and Psychopath.


(Moderators note (Calahan) - This post was split from the following thread https://ludeon.com/forums/index.php?topic=22722.0)

Calahan

Additional info - This might be connected to a previously reported (and fixed) A14 bug.
Thread - https://ludeon.com/forums/index.php?topic=21729
Mantis - https://ludeon.com/mantis/view.php?id=2590

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@ Gremdavel - Welcome to the forums, and what a great first post! Thank you for the report and detailed reproduction steps. I followed these and was able to reproduce the bug you observed.

(ps. Hope you don't mind but I split your post from the other thread to create this new bug thread with, since the other thread was quite old and the OP didn't contain much info, only a dead link. But as a result of my actions the start of your post doesn't make much sense now as you are replying to my post which is on the other thread. So please feel free to amend your text as necessary if you wish to. And thanks again for reporting this bug).


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