More Unique Components for Vox Populi

[Extension] 3rd and 4th Unique Components for VP - Official thread 88.10

I'll try Rome again and try it again tonight to confirm if its a bug. I'll try a late era to make sure it isn't just getting blocked, I know it was working before I updated since Rome was in my last game before updating and they definitely had Figs.
 
It would indeed be a very strange bug. Rome’s code hasn’t been altered in several months. If something has stopped working then it would be an issue with the .dll
 
Oddly, and relatedly, I am not spawning Flax in my newest Egypt game, in any of my cities. All three cities have Nilometer built. Unless I am super-lucky with later strategics, something is off.
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In that case we have an example of 2 different codes no longer working as intended this version, even though they worked before. One is a resource set by a tile improvement firing a lua hook and the other is a resource set by a building being completed and firing a lua hook.

This looks like something broke w.r.t. Tile:SetResource() in the .dll, and @Gazebo should get involved.

I’ll post a github ticket. In the meantime, if you could do a bit more confirmation by checking the other two instances of SetResource(), that would be great. In other words, could someone try building a Shoshone buffalo pound and an Incan Qullqa, and see if those are broken too?
 
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In that case we have an example of 2 different codes no longer working as intended this version, even though they worked before. One is a resource set by a tile improvement firing a lua hook and the other is a resource set by a building being completed and firing a lua hook.

This looks like something broke w.r.t. Tile:SetResource() in the .dll, and @Gazebo should get involved.

I’ll post a github ticket. In the meantime, if you could do a bit more confirmation by checking the other two instances of SetResource(), that would be great. In other words, could someone try building a Shoshone buffalo pound and an Incan Qullqa, and see if those are broken too?
On it.
Edit: Buffalo Pound works as it should.
Edit2: Unfortunately for my pretty darn awesome start, Qullqa doesn't spawn Coca.
 
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If it matters, I know Indonesia's resources are working as well. I was very excited to see all those sweet plantation resources when I was Rome.
 
Edit: Buffalo Pound works as it should.
That complicates things. I'll troubleshoot this myself when I get home. It could be an issue with just the new resources then
If it matters, I know Indonesia's resources are working as well. I was very excited to see all those sweet plantation resources when I was Rome.
Nope. Doesn't matter. Indonesia's resources are integrated directly into the DLL, so it's a separate process. Resources given by 4UC (buffalo pound, qullqa, latifundium, nilometer) are distributed via lua.
 
I'll try to check the qullqa later, but I can't make any promises; I may not be able to get to it tonight.
 
I'm going through each of the 4 relevant civs, starting a game in Information Era to check. So far Rome definitely failed, two separate latifundium didn't spawn figs, and I know 100% there weren't any unrevealed resources. Buffalo Pound works correctly. Qullqa and Nilometer both don't work properly. I wonder if it has to do with the fact that all 3 spawn non-vanilla resources? Without knowing how the code works in the background that is the single unifying thing I can think of.
 
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Well, no need for me to run the test then. Thank you, Bhawb. Your supposition seems reasonable to me, but I am the precise opposite of code-literate.
 
It's late and I am sleepy.

I checked the bug with Inca and Egypt, and it doesn't fire anything in the error logs. I then tried an older version of 4UC with VP02-17 and both the qullqa and nilometer worked fine. This led me to deduce that the problem isn't with VP itself, or the lua codes, but something in the .modinfo file. So I replaced the modinfo file for the newest release with the modinfo file from the previous release and it seemed to work.

The most likely cause is that something is wrong in the .civ5proj file on github. I'll have to do a reconciliation between the working .modinfo file and the broken one to see what's gone wrong.

In the meantime, you can use the attached version, which contains the working .modinfo file

Edit: the working version of the .modinfo file has all 5 base components of VP as dependencies, while the broken version has only components 3-5 as dependencies

I’m not sure if this would have caused an issue, but the horse archer sql and lua were also left in. I’m guessing the more likely culprit is that CBP is not directly referenced as a dependency.
 

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The hotfix for Rome now creates the Fig Resource but you still cant trade it. Not sure if you were able to trade it before but seems odd that you wouldn't be able to.
 
Also I think for Rome the Legion road building AI is off, it doesn't allow you to build continuous road to a specific spot and sometimes will try to build road inside of a city tile.
 
Heh... 43 was after 42, which was actually 41.1. Then AE swooped in and fixed the numbering. So 42 is right, because I had to patch out some issues with 41, which threw off the numbering
 
I had a problem with the Japan Kabuki Theater.
When this building finished, my existing guilds were upgraded, but the specialists that were already assigned to these guilds were lost.

I tested it three times in different cities and this happened every time.
I would for example have a city of 14 population, but can only assign 10 workers to tiles and specialists slots; the 4 pop that were assigned to existing guilds were gone.

I tried:
- restarting the game
- reassigning workers to the new guilds and unassigning them
- resetting the city to let the AI assign all workers
 
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