Snoopy/Dale unofficial patch

Thanks to a poster at Apolyton, a pattern has been found, replicate and the bug found. It is a definite code error. :)

Fixed and will appear in the next version.

This just leaves the WB placing rivers on map edge crash, which an ex-Firaxian confirmed is in the EXE. :(

Dale. I can't tell if this is about my post. Anyway, I hope I'm wrong but....I'm not sure we're talking about the same thing. In the trade route management screen of the domestic advisor I can use the +/- buttons down to about row 12 to assign/ de-assign transports to particular routes but if I go down to around row 18 the +/- buttons don't work. In addition I can't select ANY of the transports because they are on the bottom row of this particular screen. This is only a problem when there are lots of routes and therefore many rows on this screen.
 
You issue is still unconfirmed, and hence why it's not on the list yet. An issue needs to be confirmed as a bug first and then it gets fixed for this patch. :)
 
You issue is still unconfirmed, and hence why it's not on the list yet. An issue needs to be confirmed as a bug first and then it gets fixed for this patch. :)

So I need some else to observe the same prob... ?

:confused:

Anyone...?!
 
So I need some else to observe the same prob... ?

:confused:

Anyone...?!

No, Snoopy and I need to check it out, and check out the code to see if/what the code error is.

It's unconfirmed as Snoopy and I haven't had time to confirm it's an actual code bug. :)
 
Dale. I can't tell if this is about my post. Anyway, I hope I'm wrong but....I'm not sure we're talking about the same thing. In the trade route management screen of the domestic advisor I can use the +/- buttons down to about row 12 to assign/ de-assign transports to particular routes but if I go down to around row 18 the +/- buttons don't work. In addition I can't select ANY of the transports because they are on the bottom row of this particular screen. This is only a problem when there are lots of routes and therefore many rows on this screen.


Actially when there many routes this screen is unusable and simply need redesigning.

Try to find trade route! They are appear in absolutly rundom order and to find desired become extrimelly hurd.

My advice, replace and unit it with trade screen in F1, so there options to sort trade routes.
F1 trade screen is horrible to.
One can not select transport from this screen and when amount cities increese it take full minute from pressin F1 to screen appear.
Who the hell coded and tested that?
 
No, Snoopy and I need to check it out, and check out the code to see if/what the code error is.

It's unconfirmed as Snoopy and I haven't had time to confirm it's an actual code bug. :)

Oh. O.K. Thanks. :)

BTW I do agree with Mutineer's comments. But if the screen actually worked it would still be a usable tool. I just don't know how anyone manages those trade routes any other way....! :confused:
 
What about this bug I found more than three weeks ago (it's not in the "Bug Reports" forum because at that time, the "Bug Reports" forum wasn't created yet)? I'm stunned no one else is talking about it.
 
What about this bug I found more than three weeks ago (it's not in the "Bug Reports" forum because at that time, the "Bug Reports" forum wasn't created yet)? I'm stunned no one else is talking about it.

I posted in your thread Blkbird, I'm not seeing what you think is a bug.
 
Alright Dale, stomped another bug. Thanx to BlkBird to finding this one.

To recreate the bug in umodded Col2.

Start a game, open World Builder, create a City next to a forest, and give yourself a Wagon Train. Get some Lumber stored up and get a Dock or somthing built until it is just about done, make sure it requires only 4 Hammers to be finished. Take all the Lumber out of the City and put it in your Wagon Train. Take 3 Lumber out of the Wagon Train and put it back in the city. Put a none Expert Carpenter on the Carpenter's Shop.

You should now be producing 4 Hammers, your Dock requires 4 Hammers, and the Dock says it will be done next Turn. If you end your turn however, you will find that even though your 3 Lumber were used, you only got a single Hammer, and now your Dock will take another 3 Turns to finish.

Thankfully, this was very easy to fix. The problem is that the Yield is removed from the City's Storage before the Production is calculated.

To fix it, go into CvCity's doTurn() and move doProduction() above doYield().
Code:
void CvCity::doTurn()
{
	PROFILE_FUNC();

	CvPlot* pLoopPlot;
	int iI;

	if (!isBombarded())
	{
		changeDefenseDamage(-(GC.getDefineINT("CITY_DEFENSE_DAMAGE_HEAL_RATE")));
	}

	setLastDefenseDamage(getDefenseDamage());
	setBombarded(false);

	AI_doTurn();

	bool bAllowNoProduction = !doCheckProduction();

	doSpecialists();

	// PatchMod: ? START
	doProduction(bAllowNoProduction);
	// PatchMod: ? END

	doYields();

	doGrowth();

	doCulture();

	doPlotCulture(false, getOwnerINLINE(), getCultureRate());

	// PatchMod: ? START
	//doProduction(bAllowNoProduction);
	// PatchMod: ? END

	doDecay();

	doMissionaries();

	doRebelSentiment();

We kill bugs dead. :band:
 
Ahh...... good flyswat. :D

Noted thanks for that.
 
O, I'm not done yet bro. ;)

I got a few hours, so I'm surfing the forums looking for posted bugs and seeing if I can fix them.

Got one I'm not sure about, origionally post in this thread.

Basicly, Bonuses, like Silver, are only valid on certain Terrains and Features, like Snow and Tundra. If they are placed on a Plot that doesn't meet the Terrain or Feature requirements, then the Bonus's change to its Yield isn't applied in CvPlot calculateNatureYield().

Now that function takes a Bool arg to ignore the Plot's Feature, so I don't see any problem with that side of it, but it does seem kinda messed up when I place a Silver Bonus with World Builder and the Tile doesn't then produce any Silver Yield.

The main problem is with the Map Scripts placing Silver, Cotton, and others on Plots that don't allow their bonus to Yield output, but I am leaning toward that use of the Valid Terrain in calculateNatureYield() as a bug as well, if for no other reason then the limit it puts on World Builder Scenarios.

Dale, I'm curious as to your opinion on this being included in the Bug Patch Mod?
 
Yeah the biggest culprit is iron on grass and plains (can't mine it, so it's useless).

However, on another forum in another place, a couple of months ago we labeled it as a balance problem not a bug per se. Because the resource was appearing where it was supposed to be appearing (according to settings). Because it's a settings change it shows the actual code is working.

As for the WB, technically it's working too. The settings just let you place it in unbalanced positions. So it's not really a bug either.

As for silver, personally I also think for balance it shouldn't be available on every mountain, only on silver resources (silver is WAY too abundant in the game). But again, that's a balance thing. :p
 
Well, there one more for you, bug/feature.

One can not add colonist to city if city food suply is below sertan level and food income negative. (city is not going to starvation next turn). (even if added colonist improve food count).
It is very annoing.
There was cases when to replace convert with farmer or fisheman and had to get 9 specialists out of city and was not able to put them all back.

Current work around is to bring some food befor adding, but it is still extrimelly unnoing.

You had to get into food neitrall first, even if adding citisen will put city into food positive.
 
Well, there one more for you, bug/feature.

One can not add colonist to city if city food suply is below sertan level and food income negative. (city is not going to starvation next turn). (even if added colonist improve food count).
It is very annoing.
There was cases when to replace convert with farmer or fisheman and had to get 9 specialists out of city and was not able to put them all back.

Current work around is to bring some food befor adding, but it is still extrimelly unnoing.

You had to get into food neitrall first, even if adding citisen will put city into food positive.

That's actually deliberate and not broken.
 
Define not broken, when you need to fidle for 10 minutes with city just to add one colonist to it it is broken.

Find some other mechanism to prevent starvation abuse, like remebering total population in case of starvation. Current mechanism is just unnoing and stuped.
 
Move an existing colonist to farmer/fisherman, and you'll be able to add more colonists. That what I do. Takes all of..... 5 seconds? ;)
 
Alright Dale, stomped another bug. Thanx to BlkBird to finding this one.

To recreate the bug in umodded Col2.

Start a game, open World Builder, create a City next to a forest, and give yourself a Wagon Train. Get some Lumber stored up and get a Dock or somthing built until it is just about done, make sure it requires only 4 Hammers to be finished. Take all the Lumber out of the City and put it in your Wagon Train. Take 3 Lumber out of the Wagon Train and put it back in the city. Put a none Expert Carpenter on the Carpenter's Shop.

You should now be producing 4 Hammers, your Dock requires 4 Hammers, and the Dock says it will be done next Turn. If you end your turn however, you will find that even though your 3 Lumber were used, you only got a single Hammer, and now your Dock will take another 3 Turns to finish.

Thankfully, this was very easy to fix. The problem is that the Yield is removed from the City's Storage before the Production is calculated.

To fix it, go into CvCity's doTurn() and move doProduction() above doYield().
Code:
void CvCity::doTurn()
{
	PROFILE_FUNC();

	CvPlot* pLoopPlot;
	int iI;

	if (!isBombarded())
	{
		changeDefenseDamage(-(GC.getDefineINT("CITY_DEFENSE_DAMAGE_HEAL_RATE")));
	}

	setLastDefenseDamage(getDefenseDamage());
	setBombarded(false);

	AI_doTurn();

	bool bAllowNoProduction = !doCheckProduction();

	doSpecialists();

	// PatchMod: ? START
	doProduction(bAllowNoProduction);
	// PatchMod: ? END

	doYields();

	doGrowth();

	doCulture();

	doPlotCulture(false, getOwnerINLINE(), getCultureRate());

	// PatchMod: ? START
	//doProduction(bAllowNoProduction);
	// PatchMod: ? END

	doDecay();

	doMissionaries();

	doRebelSentiment();

We kill bugs dead. :band:

Just wondering - Will this affect the case where I have no lumber in a town, but a carpenter and lumberjack who off-set each other. If we do production first, won't it show that I have no lumber in my town, and thus not produce hammers, even if I'm chopping a tree?
 
Dale. I can't tell if this is about my post. Anyway, I hope I'm wrong but....I'm not sure we're talking about the same thing. In the trade route management screen of the domestic advisor I can use the +/- buttons down to about row 12 to assign/ de-assign transports to particular routes but if I go down to around row 18 the +/- buttons don't work. In addition I can't select ANY of the transports because they are on the bottom row of this particular screen. This is only a problem when there are lots of routes and therefore many rows on this screen.

Confirmed bug. Once you hit row 11 you can't select transports anymore.
 
Move an existing colonist to farmer/fisherman, and you'll be able to add more colonists. That what I do. Takes all of..... 5 seconds? ;)

It's definately broken. I think it's possible to add a colonist if you have -1 food but not if you have -3. It doesn't make sense. At least there should be an option to turn this off, because I'm tired of moving several colonists just because I want to add a farmer.
 
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