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:
Now this is really weird. I mean, your code doesn't look right.

You are very right, I pasted the canTriggerMasterBlacksmithDone(argsList) from vanilla BTS, not from the mod folder. So sorry 😅

I have checked, and the actual function in my MOD folder, is the correct one (the one you posted),

Let me know if you want me to perform any more specific tests
 
Well I figure out what the real bug is:
1756581723588.png

The help text is displaying an incorrect number of required resources but I don't know how that is possible :confused:

So, you just need to accumulate more metals and the event will trigger :)
 
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