BUG REPORT, F.A.Q. and known issues

I have spent quite some time on it but have no idea why it doesn't trigger :dunno: I give up :sad:
Thanks for the effort. Don't worry. If I remember correctly, the last time it happened to me, it triggered some turns after fulfilling the requirements
 
Thanks for the effort. Don't worry. If I remember correctly, the last time it happened to me, it triggered some turns after fulfilling the requirements
Aha...
Please attach a save when it finally triggers. And if possible also an autosave before it triggers.
Maybe that would help.
 
Thanks for the great mod. It's fantastic.

But I have a problem with saving scenarios.

I found this on the Forum, but it doesn't really help: https://forums.civfanatics.com/thre...s-when-pre-made-worldbuilder-scenario.683859/

I'd like to create one or two scenarios myself, as I don't always want to play from the beginning. I'm attracted to the possibility of being able to replay a pre-defined situation over and over again. Being able to change players or change the pace of the game.

Is there any hope for a fix for the problem that cities are connected to the trade network and retain their previously connected resources when loading a scenario?

Greetings John
 
Thanks for the great mod. It's fantastic.
I'm happy you like it :hatsoff:

But I have a problem with saving scenarios.

I found this on the Forum, but it doesn't really help: https://forums.civfanatics.com/thre...s-when-pre-made-worldbuilder-scenario.683859/

I'd like to create one or two scenarios myself, as I don't always want to play from the beginning. I'm attracted to the possibility of being able to replay a pre-defined situation over and over again. Being able to change players or change the pace of the game.

Is there any hope for a fix for the problem that cities are connected to the trade network and retain their previously connected resources when loading a scenario?
That's a strange bug I never experienced or heard of.
Have you tried recalc with CTR-SHIFT-T ?

Please upload a file.
 
Great !

Ctrl-Shift-T works. I didn't know that before. It completely solves my problem, and now I can create a scenario for myself with the mod. I want to say thank you for the great mod and the quick help. Perfect!

Greetings John
 
I have spent quite some time on it but have no idea why it doesn't trigger :dunno: I give up :sad:
I think I found it. I think the trigger that calculates the resources needed (8 of Copper, Iron, Gold, Silver or Lead), only counts Copper. In the save game I attach, I fulfill the requirements (13 forges and 8 metals (2 Copper, 3 Iron, 4 Silver)) but the mission fulfillment does not trigger.
Using the WorldEditor, I crate 7 more coppers to have 9 in total, and the very next turn the mission is completed.

Checking the code I see the checking that the city of the event is still own by the player, and the required number of forges, but I don't see where the required resources are counted

Spoiler code :


Python:
def canTriggerMasterBlacksmithDone(argsList):
    kTriggeredData = argsList[0]
    trigger = gc.getEventTriggerInfo(kTriggeredData.eTrigger)
    player = gc.getPlayer(kTriggeredData.ePlayer)
        
    iForge = CvUtil.findInfoTypeNum(gc.getBuildingClassInfo, gc.getNumBuildingClassInfos(), 'BUILDINGCLASS_FORGE')
    iBuildingsRequired = gc.getWorldInfo(gc.getMap().getWorldSize()).getDefaultPlayers()
    if iBuildingsRequired > player.getBuildingClassCount(iForge):
        return false

    kOrigTriggeredData = player.getEventOccured(trigger.getPrereqEvent(0))

    city = player.getCity(kOrigTriggeredData.iCityId)   
    if city == None or city.getOwner() != kTriggeredData.ePlayer:
        return false

    kActualTriggeredDataObject = player.getEventTriggered(kTriggeredData.iId)
    kActualTriggeredDataObject.iCityId = kOrigTriggeredData.iCityId
        
    return true

 

Attachments

I think I found it. I think the trigger that calculates the resources needed (8 of Copper, Iron, Gold, Silver or Lead), only counts Copper. In the save game I attach, I fulfill the requirements (13 forges and 8 metals (2 Copper, 3 Iron, 4 Silver)) but the mission fulfillment does not trigger.
Using the WorldEditor, I crate 7 more coppers to have 9 in total, and the very next turn the mission is completed.

Checking the code I see the checking that the city of the event is still own by the player, and the required number of forges, but I don't see where the required resources are counted

Spoiler code :


Python:
def canTriggerMasterBlacksmithDone(argsList):
    kTriggeredData = argsList[0]
    trigger = gc.getEventTriggerInfo(kTriggeredData.eTrigger)
    player = gc.getPlayer(kTriggeredData.ePlayer)
      
    iForge = CvUtil.findInfoTypeNum(gc.getBuildingClassInfo, gc.getNumBuildingClassInfos(), 'BUILDINGCLASS_FORGE')
    iBuildingsRequired = gc.getWorldInfo(gc.getMap().getWorldSize()).getDefaultPlayers()
    if iBuildingsRequired > player.getBuildingClassCount(iForge):
        return false

    kOrigTriggeredData = player.getEventOccured(trigger.getPrereqEvent(0))

    city = player.getCity(kOrigTriggeredData.iCityId) 
    if city == None or city.getOwner() != kTriggeredData.ePlayer:
        return false

    kActualTriggeredDataObject = player.getEventTriggered(kTriggeredData.iId)
    kActualTriggeredDataObject.iCityId = kOrigTriggeredData.iCityId
      
    return true

Now this is really weird. I mean, your code doesn't look right.
Here, see the difference in WinMerge:
1756411424191.png

On the left is the code you copied in and on the right what I have found.

BUT
I experienced the same! Your save didn't trigger the next turn. But if I added 8 Iron it did for me as well.
So you are right, except it's not just Copper but any metal.

Still investigating...
 
Last edited:
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