Belief effect bugs

skodkim

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Jan 16, 2004
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2,497
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Denmark
Hi

Playing a game with GEM1.6.12 CivUP41 and have just noticed that I don't get any production bonus for wonders (ancient, pyramids, Great Library, ...) after picking the Monument to the Gods Panthenon.

I haven't yet found out if this is a vanilla bug but the xml looks ok.

Have anyone else experienced this?

\Skodkim
 
Could it be that the panthenon bonus does not stack with civilization based bonusses (e.g. Egypt) for wonder production?

\Skodkim
 
Just tried with a new game (same mods) but with Russia. No civ based Wonder bonus here but still no effect from the Panthenon.

\Skodkim
 
I choosed "Gardens provide +2 happiness" but gardens tool tip don't show any happiness.

Also automated faith purchase shows that I'm able to buy pre-Industrial land units - so seems that "Holy Warriors: Use Faith to purchase pre-Industrial land units" and "Peace Gardens: Gardens provide +2 Happiness in city" are mixed
 
Just wanted to say that I just tested this with only GEM 1.6.12 and CivUP41 (wrong version numbers in tiltle) (no other mods) and the bug is still there.

\Skodkim
 
Please post here if you find any beliefs that are not producing their intended effect. I am aware some of them are not working. It is difficult to fix them because each belief has a unique effect, so each one individually takes hours of dedicated coding. I'm gradually working at solving these problems whenever I have time. :)
 
Looking forward to a fix. It more or less made me giove up my last game as I kind of lost interest in the game when I found out that this (Missing Wonder Production bonus) had affected my game for the last xx turns.

\Skodkim
 
Feed the World apparantly doesn't add the food bonus to Shrine and Temples (v.44), at least the building effect doesn't show this. I had a hard time to check completely since the city overview was at the same time severely bugged, so that the building list on right side and city yields panel in upper left part of town screen was just black with no information listed (bug in itself or conflict with other mod?).
Religious Centers didn't add happiness to temples (v.36) no matter size of town and number of followers, haven't tested this in 42/44, but I suspect it remains.
 
Hi Thal

Any chance you could give an eta on a fix of the belief bugs?

Kind of lost interest in playing with them around as they more or less mess up an entire part of the game - and one I was just getting to know and like. Someone posted a quickfix for Monument of the gods, that you could propably use.

\Skodkim
 
I myself disabled CivUP because of the Beliefs bug (and a couple of other issues) and tried instead to install a couple of the different individual components - specifically I installed the following UI parts: Condensed promotions, Promotion tree, Summary clock, Summary luxuries. With these parts installed, the beliefs seem to work as they should - at least "Feed The World" gave the food bonus I didn't get with the UP installed.

A guess would be that the problem comes with the UI overview of the city interface - I can't prove it, but that part would be an obvious place to start. Perhaps try removing this element completely and see if beliefs work like they should and then take it from there?
 
I myself disabled CivUP because of the Beliefs bug (and a couple of other issues) and tried instead to install a couple of the different individual components - specifically I installed the following UI parts: Condensed promotions, Promotion tree, Summary clock, Summary luxuries. With these parts installed, the beliefs seem to work as they should - at least "Feed The World" gave the food bonus I didn't get with the UP installed.

A guess would be that the problem comes with the UI overview of the city interface - I can't prove it, but that part would be an obvious place to start. Perhaps try removing this element completely and see if beliefs work like they should and then take it from there?

Doesn't GEM require CivUP?

\Skodkim
 
I don't think it requires all of CivUP to run. He re-enabled parts of it (or disabled specific parts, depending on your PoV), as was done during testing for the slow-down bug in the first place.
 
Just to add to this, Religious Community also appears broken (GEM1.7.3 CivUP44).
"Modifier from religion" shows up under the production modifiers list in the city screen, but the bonus doesn't appear to actually be applied.
 
Doesn't GEM require CivUP?

\Skodkim
Don't think I have the GEM, I never managed to locate that one, I only play(ed) with CivUP? :confused: I can find the VEM in the workshop, but GEM doesn't show up when I searched, so I always assumed that one was still in the works?
 
[to_xp]Gekko;11840461 said:
it's on thal's modding site, there's a big G button :D
Oh, thanx for the heads-up. Well, I'll still leave this project until at least the beliefs issue is solved, it's a major game spoiler for me that half of the beliefs are not working properly. Also, I think the slow load times with the CivUP is a considerable nuisance - but I'll certainly be following the project and leave input where I find it appropriate.
 
I think, majority of the religion bugs are in YieldLibrary.lua. Lots of functions in it doesn't include yield changing belief effects at all. I could try to fix some of the broken beliefs, but I'm not very good at lua. Also, here is "Monument to the gods" fix:
Spoiler :
Code:
function City_GetWonderConstructionModifier(city, yieldID, itemTable, itemID, queueNum)
	local yieldMod = 0
	if yieldID == YieldTypes.YIELD_PRODUCTION then
		local player = Players[city:GetOwner()]

		yieldMod = yieldMod + player:GetTraitInfo().WonderProductionModifier
		
		for resourceInfo in GameInfo.Resources("WonderProductionMod != 0") do
			if city:IsHasResourceLocal(resourceInfo.ID) then
				yieldMod = yieldMod + resourceInfo.WonderProductionMod
			end
		end
		for policyInfo in GameInfo.Policies("WonderProductionModifier != 0") do
			if player:HasPolicy(policyInfo.ID) then
				yieldMod = yieldMod + policyInfo.WonderProductionModifier
			end
		end
		----log:Debug("wondMod = "..yieldMod.." "..itemTable[itemID].Type)
	end
	return yieldMod
end
Should be:
Code:
function City_GetWonderConstructionModifier(city, yieldID, itemTable, itemID, queueNum)
	local yieldMod = 0
	if yieldID == YieldTypes.YIELD_PRODUCTION then
		local player = Players[city:GetOwner()]

		yieldMod = yieldMod + player:GetTraitInfo().WonderProductionModifier
		
		for resourceInfo in GameInfo.Resources("WonderProductionMod != 0") do
			if city:IsHasResourceLocal(resourceInfo.ID) then
				yieldMod = yieldMod + resourceInfo.WonderProductionMod
			end
		end
		for policyInfo in GameInfo.Policies("WonderProductionModifier != 0") do
			if player:HasPolicy(policyInfo.ID) then
				yieldMod = yieldMod + policyInfo.WonderProductionModifier
			end
		end
                [COLOR="Red"]for beliefInfo in GameInfo.Beliefs("WonderProductionModifier != 0") do
			if player:HasBelief(beliefInfo.ID) then
				yieldMod = yieldMod + beliefInfo.WonderProductionModifier
			end
		end[/COLOR]
		----log:Debug("wondMod = "..yieldMod.." "..itemTable[itemID].Type)
	end
	return yieldMod
end

I should have, probably, posted it here, instead of creating a new thread.

P.S. Sorry for my english. It's horrible, I know, but I'm working on it.
 
I have had a few problems as well. I try to pick beliefs that I know work like 1 happiness per city, and the special buildings - Pagoda, Cathedral, Mosque etc. Also, cheaper powerful great prophets works fine. The Tithe also works. Of course, that leaves the other civs stuck with the non-working beliefs.
 
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