V131 Happiness/Beakers Bug Continues

Txurce

Deity
Joined
Jan 4, 2002
Messages
8,291
Location
Venice, California
I'm now playing my third game with v131. I just noticed the same bug that I did earlier: boosting happiness with gold - that is, buying a colosseum, for example, or paying for CS Friendship with Cultural Diplomacy - results in an instant major science boost.

In my second game - still ongoing - this bug is not occurring. I doubt that it's an occasional bug, because once it appears, it's 100% consistent. I've noticed that it seems to appear later in the game. Could it be triggered by an era, a policy (not Cultural Diplomacy), a finisher, or a GW (not PT)?
 
I've narrowed it down to one culprit: Korea. It seems to happen pretty much right away with them, but not with anyone else. It has nothing to do with the recent +1 specialist, but how the appropriate Korean scientific boosts for buildings and GL/PT are being affected by a fairly recent change in VEM.
 
I've narrowed it down to one culprit: Korea. It seems to happen pretty much right away with them, but not with anyone else. It has nothing to do with the recent +1 specialist, but how the appropriate Korean scientific boosts for buildings and GL/PT are being affected by a fairly recent change in VEM.

Aha! I bet it's the dummy building granting the science in capital for happiness!!
 
Oooh that's why I had difficulty finding this: I hadn't tried testing with Korea. The trait gives science every time a science wonder is built in the capital. It's apparently coded wrong. Instead of searching for buildings with MaxPlayerInstances=1 (only can build one)... it searches for MaxPlayerInstances != -1 (any limitation). Dummy buildings are MaxPlayerInstances=0.

Since this bug is in the inaccessible game core, we must work around it, instead of fixing it. The science bonus has to be the stackable building because we cannot access the AI, which is also in the game core. To avoid it I think we'll have to disable the Korean trait, reverse-engineer how it works, and do it manually. This will take time but should be relatively simple.

I should have this fix in by v132. Thanks for your help in narrowing down the problem! :thumbsup:
 
Oooh that's why I had difficulty finding this: I hadn't tried testing with Korea.

I should have this fix in by v132. Thanks for your help in narrowing down the problem! :thumbsup:

Yes, what happened is that I found the bug playing with Korea in v129 or v130. You then thought you had fixed it, and in my next two games on v131 it seemed that way - because I didn't use Korea. When I tried them again as part of my wide/tal comparisons, it happened again. That's when I thought "uh oh," and did a replay comparison with my saves. After which Seek explained what I had discovered to me.

Sorry you had to dig in the wrong direction. Out of curiosity, would something you did sometime after v126 have caused Korea to go haywire? I don't think it had this problem before.
 
Out of curiosity, would something you did sometime after v126 have caused Korea to go haywire? I don't think it had this problem before.

I think this has to be the new happiness modifier to Science in the capital with the new dummy building.
 
This should be fixed in v131.3 beta. :goodjob:

It turns out I had already reverse-engineered the Korean trait when they were first released. I don't remember why. I just had to adapt it a bit to what was needed here.
 
Well I mean I'd written the code, but had not "activated" it... so all that was required was to activate that, deactivate vanilla, and make a few tweaks.

I currently have it set up so each building in the capital gives :c5science: equal to the cost of the technology which unlocks it. If you play and it feels like too much it's easy to adjust. The Great Library gives 110:c5science: for example. This mainly nerfs early buildings and buffs late ones like the Research Lab, which gave ~200sci in an era where techs cost 10,000. Now it gives 10k, and the Great Library gives only 110 (used to be more).
 
Back
Top Bottom