Wow, you're right. What a mess (3.02)! I agree with your fix.They actually changed the order of denials from 3.02 -> 3.13. In 3.02, the DENIAL_JOKING : DENIAL_NO_GAIN actually came first. The reason they moved it is because of the Vassal issue. So I don't think putting it first again is a problem.
Anyway, I've made a change that should encompass all the situations properly.
Bh
Bhuric, you're display "fix" doesn't work. Here's what it now shows (new game with your .dll)
Ha, fix one thing, something else pops up.
Alright, I'll have to try and see why it's duplicating the Culture there (but oddly not the Espionage).
Bh
Very nice Bhruic. I add my voice of appreciation to the chorus.Changelog:
- Fixed bug where culture/espionage would not display for building popups
- Fixed bug where spies would be ejected from a square when declaring war
- Fixed bug that caused the AI to trade for resources it already had (appears as grossly uneven trades)
- Refixed trade bug
SevenSpirits, the biggest gain with the way the patch put the NO_DENIALs first is that you can't tell if a civ you're at war with or another human is short of resources. Bhruic's fix kept that.
No, look closer, its duplicating the espionage too.
Also, you can demand things you have no use for from your vassals.
Right, after going back to original firaxis release 3.13, the non display of culture/espionage seems to only apply to buildings that "overstretch" the text window. All others are displaying correctly....see this screenshot...
No, it only applied to buildings that you hadn't built yet. Basically, if you were looking at a building that you could construct, but hadn't yet, it wouldn't list the culture/espionage for it. If you'd already built it, then it would. My original "fix" handled the first condition, but caused duplication on the second. The new one (should) work for both.
Bh
How sure are you that they didn't have Horses? They might not have any in their Empire, but it's possible they were trading for them already.
Bh