Bug Reports and Technical Issues

I guess not, what is intended is that at least one religion disables pagan buildings, unless that religion is Judaism.

But also, if the state religion is Judaism this exception is not supposed to apply. Can't figure out right now what this is supposed to look like, seems like I need to draw a truth table later.

Edit: I think the first condition needs to be

Code:
getReligionCount() > 0 && (!isHasReligion(JUDAISM) || GET_PLAYER(getOwnerINLINE()).getStateReligion() == JUDAISM)
That should work
 
Mexico isn't available as a starting civ in any of the three scenarios; just the Aztec. The civilopedia entry says they spawn at 1810 AD, but the scenarios skip from Argentina (1810 AD) to Brazil (1822 AD). Is this intentional?

I believe I have the latest version, just recently downloaded.
 
Unfortunately you cannot start as Mexico from autoplay. If you roll an Argentine start you can immediately switch over to Mexico the next turn.
 
Nice last update. I spotted 1 minor thing bug.

civs that have never spawned cannot respawn

All civ that spawn at the start of a scenario have their "bSpawned" variable set to True.

EDIT: I made a PR of it. I also fixed a WB bug.
EDIT2: Maybe it is better you fix it yourself, as I think it has some design decisions in it. In the 600AD, it wouldn't be sufficient to set all starting civs to "spawned", because that will prevent civs like India from respawning. I expect that the 1700AD scenario has similar cases. However, setting all civs that spawned before the start of the scenario will also not be good, because that also allows civs like Harappa to be considered, which I assume this is partly what is trying to be prevented.

And I might also have a Christmas present coming. :mischief:
 
Last edited:
The Itsukushima Shrine's effect (see Hanseong) doesn't seem to work. Playing on the lategame branch.
Here's one from 3 turns before.
Do you still know the revision this was from? I cannot open the save with the last state of the lategame branch that should have already existed by the time you uploaded this.

However I checked the building effect on develop and it worked as intended.
 
Greek trireme sailing Spanish rivers. The save is one turn before it happens.

Spoiler :
greek-trimere-jpg.513097
 

Attachments

Thanks.
 
Was that on latest develop? Are you sure they weren't just immediately killed (they seem to have a tendency to lose their capital)? I can investigate with a save from before they are supposed to spawn.
 
Greek trireme sailing Spanish rivers. The save is one turn before it happens.

Spoiler :
greek-trimere-jpg.513097

I wish that were not a bug and triremes and other pre-modern warships really could sail up rivers. Like the Vikings actually did.
 
Was that on latest develop? Are you sure they weren't just immediately killed (they seem to have a tendency to lose their capital)? I can investigate with a save from before they are supposed to spawn.

Yes that was with the latest version. I just deleted the save, so I can't send you, but there were no city ruins, there was nothing...
 
Weird, but no clue without further evidence. Please always keep the save ready when reporting an issue.
 
Reports have been scarce but I never made an actual fix. Please share your earliest save before it occurs.
 
Reports have been scarce but I never made an actual fix. Please share your earliest save before it occurs.

Here is the earliest thread. Check the graph for Congo. The tech tree jumps ridiculously. When I opened in world builder, it looked like the Congolese capital was overproducing.
 

Attachments

If it's not from before it started it won't help.
 
Do you still know the revision this was from? I cannot open the save with the last state of the lategame branch that should have already existed by the time you uploaded this.

However I checked the building effect on develop and it worked as intended.

Both were from the lategame branch commit on October 14, hash 1207f4ec7146cccee43c026ebe7e5dc4341507e4.
 
Thanks.
 
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