Hello everyone, been a while. :wave:
If anyone who knows the inner workings of this mod is still around, I'd really appreciate some input on a couple of issues. *waves at JFD and Gazebo*
I've just completed a full game with v25 (Marathon, about 1000 turns, finished in Anno Domini era), and for the most part things worked. However, I've noted a few bugs that I'd like to fix for a stable and more or less bug-free v25. Some of those I know how to fix, but there are some that are hard for me to track down as I don't know the mod structure very well because I was away from Civ5 and AD during the phase in which Rob incorporated the Communitas Patch and other stuff. Unfortunately the changelog for v27 isn't explicit about what Rob fixed, and from what I gather, v27 isn't quite working. Therefore I'd prefer to re-fix v25 rather than try to get a crashing v27 to work.
Here's the bugs I've noted that I don't know how to fix myself because I don't know where to look and which values to change (I can modify XML and SQL files, no lua or dll). I'll also add a workaround, if I have one.
1) For some reason I had -44 Iron once I discovered it. No buildings or unit required Iron at that point. Also, city state allies would sometimes give me Iron for no reason (no resource visible on the map near their city), then take it away for a few turns before giving it again. Something seems to be botched there. (The other resources were fine, as far as I could tell, albeit way too abundant, but that's a balance thing.) Workaround: Use IGE to place an Iron resource with 44 units somewhere in your territory.
2) When I ordered my workers to create a fort, they would spawn a CITY instead when they were finished building it.
3) Auto-retreat of AI units. This is the most annoying bug of all because it makes conquest so much easier than it normally is and seriously screws the AI. Unfortunately, I only found the regularity (and therefore the workaround) when I had already conquered all but one civ. What happens is that if you melee-attack an AI unit from any other tile than the neighboring one, the AI unit will ALWAYS "retreat" from your attack, and sometimes teleport across half a continent if it can't find a suitable adjacent tile (suitable seems to mean neutral or friendly territory). This is especially annoying with ships or embarked units, which would sometimes teleport to the other side of a landmass. What is worse, melee-attacking cities from more than one tile away will instantly yield you that city, even at full health with tons of enemy units around. The workaround is to manually move to the adjacent tile and then order the attack (which is why it doesn't happen the other way round - the AI seems to handle movement and attack-move in separate actions).
There is one file, CoreChanges.sql in the Communitas Patch subfolder, that contains a number of records titled "higher than all offensive moves so that the damaged units retreat from the front first to make space". I don't believe this is the one I'm looking for, as it seems to refer to damaged units, and even undamaged units will retreat.
Does anyone have any idea on where to look?
Should I manage to fix v25, and should Rob give permission, I could upload it somewhere.