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Bug Reports and Technical Issues

I can’t confidently declare a bug outright but I have reasons to suspect Berlaymont isn’t working as intended. There aren’t any previous reports in this thread I was able to find, but I also know non-trivial changes to DPs in particular and diplomacy have been made in the last year so.

The simple issue is that after building it I observed no change in “No Gain” denials. I’ve done some cursory testing so far to eliminate as many factors as possible (attitude, existing AI deals among each other, vassals, era, etc) to no avail. I can only say that much.

EDIT: So I was able to produce a situation in which finishing Berlaymont resulted in several civs expressing willingness to sign pact. Forming only one with any of these caused the others to then refuse again.
I don't recall exactly how the Berlaymont effect is implemented, but it does not guarantee willingness to enter into a defensive pact. Iirc it just removes/limits the impact your military strength has on this decision. In other words, if the AI would otherwise sign a defensive pact but your military is too weak, they would become willing with Berlaymont. If there is any other reason for them to refuse then Berlaymont does not make a difference.
Sorry for the double-drop but, playing as America, England’s refusal to talk from initial flip persisted until game end (1962). WBing relations had no effect .
Do you have a save for that (at any point, really)?
 
I don't recall exactly how the Berlaymont effect is implemented, but it does not guarantee willingness to enter into a defensive pact. Iirc it just removes/limits the impact your military strength has on this decision. In other words, if the AI would otherwise sign a defensive pact but your military is too weak, they would become willing with Berlaymont. If there is any other reason for them to refuse then Berlaymont does not make a difference.

Do you have a save for that (at any point, really)?
I’m only able to parse the easy parts of CvTeamAI and from that I was only able to connect the hard pact limit with DENIAL_NO_GAIN. Any line that was not accompanied by one of your helpful comments might as well be Greek. If the other factors you just outlined would show as NO_GAIN then, combined with my other reasons for hesitating to even post, my report is probably moot.

I currently don’t have home internet (long story) and am having to use my iPhone via USB as a go between. It’s not going well. I’m gonna keep trying unless you determine it’s def not worth either of our time.

EDIT: Nevermind just had to be zipped.

EDIT 2 😂: You didn’t ask for a Ber-related save in the first place. I just noticed. I also just remembered that I ended up at war with England but this is still 1930.
 

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v 1.17.0: I'm not sure if this is intended behavior or not, but I'm not getting the full happiness value for my garrison in Anuradhapura (Only 5 :c5happy: for 7 units). Is this because it's on a separate landmass from my capital? Is there a cap on the happiness the Monarchy civic can provide? Or is it just a bug?
 

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  • Asoka AD-0700 Turn 191.CivBeyondSwordSave
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v 1.17.0: I'm not sure if this is intended behavior or not, but I'm not getting the full happiness value for my garrison in Anuradhapura (Only 5 :c5happy: for 7 units). Is this because it's on a separate landmass from my capital? Is there a cap on the happiness the Monarchy civic can provide? Or is it just a bug?
There is a cap based on population, but I can’t remember the ratio so you’ll have to stay tuned for Leoreth to respond.

EDIT: Oh duhhhh I just realized the ratio is right in front of me. Population is 10, bonus is 5. Cap is half of population.
 
There is a cap based on population, but I can’t remember the ratio so you’ll have to stay tuned for Leoreth to respond.

EDIT: Oh duhhhh I just realized the ratio is right in front of me. Population is 10, bonus is 5. Cap is half of population.
Thanks so much for the explanation! Makes sense there would be a constraint on that mechanic.
 
Me again! Played Ottomans first time in years and was unable to observe Topkapi effect as described. I then ran some controlled tests (conquering city before and after completing wonder, queuing building or unit immediately or only after end of resistance, etc) and each combination yielded a null result.

I only found one similar report from 2018 and your response was that the effect should be in the form of “initial invested production” and I bring this up to confirm that I at least knew what to look for.

Also curious to finally track down where and how this is implemented, as so far my admittedly non-exhaustive dives through files and .DLL haven’t succeeded. Thanks again cap.
 
Hi me again on this matter. The same "Inca-in-Mesopotamia" bug happened with Poland and Egypt. Attached is a photo; the saves right before Egypt collapsed and right before Poland spawned are attached. Thanks.

Let me know if other saves would help
 

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I’m only able to parse the easy parts of CvTeamAI and from that I was only able to connect the hard pact limit with DENIAL_NO_GAIN. Any line that was not accompanied by one of your helpful comments might as well be Greek. If the other factors you just outlined would show as NO_GAIN then, combined with my other reasons for hesitating to even post, my report is probably moot.
Sorry, I was wrong in my original post, confusing Berlaymont with the Amber Room. All that Berlaymont does is change your defensive pact limit. AIs will react with "no gain" if you are at the defensive pact limit but that is not the only reason why AIs respond "no gain". And Berlaymont will not help with that.

So I still think it is working as intended.
I currently don’t have home internet (long story) and am having to use my iPhone via USB as a go between. It’s not going well. I’m gonna keep trying unless you determine it’s def not worth either of our time.

EDIT: Nevermind just had to be zipped.

EDIT 2 😂: You didn’t ask for a Ber-related save in the first place. I just noticed. I also just remembered that I ended up at war with England but this is still 1930.
Is that save for the Berlaymont issue? The naming suggests that. I'd rather have a save for the infinite refuse to talk.
Me again! Played Ottomans first time in years and was unable to observe Topkapi effect as described. I then ran some controlled tests (conquering city before and after completing wonder, queuing building or unit immediately or only after end of resistance, etc) and each combination yielded a null result.

I only found one similar report from 2018 and your response was that the effect should be in the form of “initial invested production” and I bring this up to confirm that I at least knew what to look for.

Also curious to finally track down where and how this is implemented, as so far my admittedly non-exhaustive dives through files and .DLL haven’t succeeded. Thanks again cap.
This is the code (from CvPlayer::acquireCity):
Code:
    // Topkapi Palace effect: initial production in conquered cities
    if (bConquest && isHasBuildingEffect((BuildingTypes)TOPKAPI_PALACE))
    {
        pNewCity->changeProduction(GC.getGameINLINE().getProductionPerPopulation((HurryTypes)0) * getCurrentEra() / 2);
    }
You can think of it as a free slavery effect that is triggered at the conquest of a city and doesn't cost any population. The production is treated like overflow production from a previous building, i.e. you can freely assign it to a building or unit and it gets applied during the next turn.

I definitely know it worked at some point, so with this in mind please check again. If it still doesn't seem to work, please give me a save from before you conquer a city where it does not take effect.
Hi me again on this matter. The same "Inca-in-Mesopotamia" bug happened with Poland and Egypt. Attached is a photo; the saves right before Egypt collapsed and right before Poland spawned are attached. Thanks.

Let me know if other saves would help
Thanks! That's exactly what I need.
 
Sorry, I was wrong in my original post, confusing Berlaymont with the Amber Room. All that Berlaymont does is change your defensive pact limit. AIs will react with "no gain" if you are at the defensive pact limit but that is not the only reason why AIs respond "no gain". And Berlaymont will not help with that.

So I still think it is working as intended.

Is that save for the Berlaymont issue? The naming suggests that. I'd rather have a save for the infinite refuse to talk.

This is the code (from CvPlayer::acquireCity):
Code:
    // Topkapi Palace effect: initial production in conquered cities
    if (bConquest && isHasBuildingEffect((BuildingTypes)TOPKAPI_PALACE))
    {
        pNewCity->changeProduction(GC.getGameINLINE().getProductionPerPopulation((HurryTypes)0) * getCurrentEra() / 2);
    }
You can think of it as a free slavery effect that is triggered at the conquest of a city and doesn't cost any population. The production is treated like overflow production from a previous building, i.e. you can freely assign it to a building or unit and it gets applied during the next turn.

I definitely know it worked at some point, so with this in mind please check again. If it still doesn't seem to work, please give me a save from before you conquer a city where it does not take effect.

Thanks! That's exactly what I need.
The confirmation that No Gain isn’t exclusive to pact limit, I think we can put the Berlaymont question to rest. It was an itch I had to scratch so thanks for engaging.

The save I attached is the same game as the infinite Refuse to Talk (sorry!). It also just occurred to me that I started the game as England and won UHV in 1798. I then reloaded at 1774 and switched to America on spawn. Not sure if that’s relevant.

Topkapi is confirmed. I just needed to know what to look for, thanks. Lastly, maybe this need not be said at all, but my reports are always made in the spirit of helping you with play testing. I’m definitely not spoiling for a fight over insisting on MORE SCRIPTED HISTORICAL EVENTS or something 🤪. Cheers.
 
No worries, this is exactly the sort of feedback I want and need. I don't mind double checking if features are working, it's definitely possible that something breaks during development.
 
Running some cursory tests on Refusal to Talk issue and can offer some observations.

*America 1700AD. No refusal on spawn or flip.

*England 1700AD start. Auto run to 1770. Switched to America on spawn. Could talk to England on spawn but after flip they refused. Auto ran to 1830. During this time England and American formed defensive pact and were in joint war against France and Spain. England still refuses to talk to America😂. 1900 refusal continues.

*Loaded afformentioned England game in 1774. Didn’t switch to America. Auto ran to 1800. England refuses.

*Loaded an old game from from December in which I started as England with express purpose of developing American lands for later switch, so England overall wasn’t nearly as powerful as either the current save in question or the 1700 start. Had to clear a series of Python exceptions due to version difference but was able to proceed. Refusal on flip.

To state the obvious the common factor so far is England being player controlled.
 
Oh that is good to know.
 
Playtester of the Republic.
 
Not sure if someone reported this before because I am new here. American can be invited to congress even before their birth.

They can even claim a city and win it. I believe they would still be born in DC after a few turns, as I met once before the 1.17 version. And at both times, I have already built the Palace of Nations in my cities.

Sorry for the screenshot quality because I don't know how to take a screenshot properly in the Steam version.

Screen Shot 2023-03-19 at 23.37.54.png
IMG_6342.jpeg


Turn 1000 is the congress turn, and I also attached the autosave in Turn 996 in case you need it.
 

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Starting a 3000 BC Phoenicia campaign on the latest version (1.17.0), and I cannot hire a merchant in my capital even though I have the Republic civ enabled. I also can't hire artists or statesmen. Am I misinterpreting Republic's effect? Do you just get to hire one specialist randomly chosen between Scientist, Artists, Statesmen, or Merchants? Is there a tech requirement I need to fulfill? Or is this a bug?
 

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Starting a 3000 BC Phoenicia campaign on the latest version (1.17.0), and I cannot hire a merchant in my capital even though I have the Republic civ enabled. I also can't hire artists or statesmen. Am I misinterpreting Republic's effect? Do you just get to hire one specialist randomly chosen between Scientist, Artists, Statesmen, or Merchants? Is there a tech requirement I need to fulfill? Or is this a bug?
With Republic you need to have a tech that allows a building that allows that kind of specialist. You don't need to build the building, but you need to be able to, basically. I do think this should be communicated in the civic screen or civilopedia entry somehow.
 
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