Bug Reports and Technical Issues

culture-expansion still looks a bit weird sometimes:

Spoiler :
doc-cultureexpansion.png


the first expansion adds the silver-, the fish- and the circled tile to my culture, so all in all it's more or less fine, but shouldn't the circle be on either the fish or the silver? One of those 2 should be the first tile to added (that 2 other tiles will be added on the same turn seems to throw the prediction off)
I know. The thing is that besides enough culture to cover a tile you also need enough culture to have the right culture level to spread your culture to that distance. In the current implementation I have chosen that the next tile after the border expansion is going to be displayed.

Is this a bug? AI doesn't want my tech because "We fear you are becoming too advanced." Shouldn't that comment be attached to his techs only?
Spoiler :
7fbK5gV.jpg
That's intentional. The AI is less willing to trade techs with China so its UP cannot be abused. You won't be able to trade your techs as long as you are the only one who has discovered them.
 
The Dutch and Portuguese seem to really suffer from being unable to control their core-tiles:

doc-tilecontrol.png

hovering over the wine-tile. But all the tiles surrounding Lisboa look like that. They should control them, but they dont.

(I posted the Dutch yesterday or the day before)

I just had an independent revolt in one of my cities - didn't know that was even possible :D


edit: while we're at it, this one doesn't seem to work either (or I dont understand it)

doc-relationsdeteriorated.png


since I check my relationship with Mongolia almost every turn I noticed that after getting this message my relations haven't gotten worse. (actually my "wisely chosen civics"-bonus went from +2 to +3 while all other modifiers stayed the same)
our open borders haven't been cancelled either. So what does this message do?


edit2:
remember when I said that you were too lenient when it came to the unhappiness from whipping in the domestic stability? forget that, seems it was broken in that one game, because all my recent ones have the "usual" -10 stability from unhappiness
 

Attachments

Another bug in the Brazilian UP. (If I understand the code correctly)
In CvCity.cpp

IIRC, the code makes the game thinks Brazil has more oil (because of the sugar), and calculates the yield bonus with the increased amount of oil. However, this increased number is also be used while calculating the yield bonus for every other corp that has oil as one of it's required resources. So the sugar bonus also applies to the Computer corp as well.

EDIT: I see this is only about the commerce. It's likely the same bug applies when calculating the yield-production. Can't find where that is calculated.

Spoiler :
Code:
	if (isActiveCorporation(eCorporation) && !isDisorder())
	{
		for (int i = 0; i < GC.getNUM_CORPORATION_PREREQ_BONUSES(); ++i)
		{
			BonusTypes eBonus = (BonusTypes)GC.getCorporationInfo(eCorporation).getPrereqBonus(i);
			iNumBonuses = getNumBonuses(eBonus);

[COLOR="Blue"]			// Leoreth: Brazilian UP (sugar counts as oil for oil industry)
			if (getOwner() == BRAZIL && eBonus == BONUS_OIL)
			{
				iNumBonuses += getNumBonuses(BONUS_SUGAR);
			}[/COLOR]

			// Leoreth: includes Dutch UP (double yield from trading company)
			if (NO_BONUS != eBonus && iNumBonuses > 0)
			{
				//iCommerce += (GC.getCorporationInfo(eCorporation).getCommerceProduced(eIndex) * iNumBonuses * GC.getWorldInfo(GC.getMapINLINE().getWorldSize()).getCorporationMaintenancePercent()) / 100;
				iCommerce += ((getOwner() == NETHERLANDS && eCorporation == (CorporationTypes)1) ? 2 : 1) * (GC.getCorporationInfo(eCorporation).getCommerceProduced(eIndex) * std::min(12, getNumBonuses(eBonus)) * GC.getWorldInfo(GC.getMapINLINE().getWorldSize()).getCorporationMaintenancePercent()) / 100; //Rhye - corporation cap
			}
		}
	}
 
so, let me get this right: They are emigrating to the new world....from the new world? :confused::confused::confused:

doc-emigration.png


got this event twice within a few turns, every time one of my "New World"-cities was the one where people emigrated from.


edit:

this, while intentional, seems weird:

doc-culturefort.png


I built that fort shortly after founding that city.
The Mexicans flipped my city upon spawn and now I took it back.
But the fort still belongs to Mexico even though it would be in the 5th (!) culture expansion circle of their closest city.
 

Attachments

Another bug in the Brazilian UP. (If I understand the code correctly)
In CvCity.cpp

IIRC, the code makes the game thinks Brazil has more oil (because of the sugar), and calculates the yield bonus with the increased amount of oil. However, this increased number is also be used while calculating the yield bonus for every other corp that has oil as one of it's required resources. So the sugar bonus also applies to the Computer corp as well.

EDIT: I see this is only about the commerce. It's likely the same bug applies when calculating the yield-production. Can't find where that is calculated.

Spoiler :
Code:
	if (isActiveCorporation(eCorporation) && !isDisorder())
	{
		for (int i = 0; i < GC.getNUM_CORPORATION_PREREQ_BONUSES(); ++i)
		{
			BonusTypes eBonus = (BonusTypes)GC.getCorporationInfo(eCorporation).getPrereqBonus(i);
			iNumBonuses = getNumBonuses(eBonus);

[COLOR="Blue"]			// Leoreth: Brazilian UP (sugar counts as oil for oil industry)
			if (getOwner() == BRAZIL && eBonus == BONUS_OIL)
			{
				iNumBonuses += getNumBonuses(BONUS_SUGAR);
			}[/COLOR]

			// Leoreth: includes Dutch UP (double yield from trading company)
			if (NO_BONUS != eBonus && iNumBonuses > 0)
			{
				//iCommerce += (GC.getCorporationInfo(eCorporation).getCommerceProduced(eIndex) * iNumBonuses * GC.getWorldInfo(GC.getMapINLINE().getWorldSize()).getCorporationMaintenancePercent()) / 100;
				iCommerce += ((getOwner() == NETHERLANDS && eCorporation == (CorporationTypes)1) ? 2 : 1) * (GC.getCorporationInfo(eCorporation).getCommerceProduced(eIndex) * std::min(12, getNumBonuses(eBonus)) * GC.getWorldInfo(GC.getMapINLINE().getWorldSize()).getCorporationMaintenancePercent()) / 100; //Rhye - corporation cap
			}
		}
	}
Okay ... what was the other bug you reported again? It seems I have failed to write down a note.

so, let me get this right: They are emigrating to the new world....from the new world? :confused::confused::confused:

doc-emigration.png


got this event twice within a few turns, every time one of my "New World"-cities was the one where people emigrated from.
Cities in the new world should be excluded as source cities, yes.

edit:

this, while intentional, seems weird:

doc-culturefort.png


I built that fort shortly after founding that city.
The Mexicans flipped my city upon spawn and now I took it back.
But the fort still belongs to Mexico even though it would be in the 5th (!) culture expansion circle of their closest city.
Who has majority culture?
 
at the time of the picture: 99mexico/0japan

10 turns later: 97/2

seems they are excluded from culture-conversion upon conquest and similar stuff (however do get reassigned to the new owner when the city flips)

(but then I control a fort in Canada that would be in my 6th culture-expansion so it goes both ways^^)
 
The current implementation has forts act as their own city with culture range 0, i.e. they can cover their own tile as long as they have cultural majority. That obviously leads to problems such as this, I'll think of a solution.
 
You use forts to claim tiles usually when they belong to no one else, so as soon as the culture from 2 different civs reaches that tile it should behave like any other one would.

Maybe something along these lines can be implemented or it helps you figure out a solution ;)

It is nothing too important though (worst case: just declare war and raze the thing :D )
 
Actually generally forts should only be able to claim tiles in culture range in general, because I don't want people going around claiming resources far away from their cities (surprised nobody has realized and exploited that yet).

That's harder to implement though because tiles have no knowledge about in which city's culture radius they are, if any.
 
Okay ... what was the other bug you reported again? It seems I have failed to write down a note.

Here it is. The part that is responsible for this is line 238-257 in companies.py.

Right now, I'm creating an alternative corporation screen, which shows the requirements for corporations. During this, I discovered the following (If I understand the code correctly):

The Brazilian UP only increases the likeliness of the Oil Industry to spread into your cities with sugar resources. However, if you don't have any oil resource, it can't spread to your cities. Having only sugar resources can't bring the Oil corp to your cities.

Intentional?
 
again, concerning the forts:

doc-fortproblems.png


the tile is in the Mongolian core, has mostly Mongolian culture (due to them respawning), the fort was built by me, for some reason never became part of my culture but stayed unclaimed until at some point it became Russian.

now it still is Russian, despite the Mongol presence. Also it cant be "captured", I thought since my units just killed the Russians defending the fort and now moving there, I could maybe claim it (just like with a city), but no :/


Also:

I conquered a Russian city, destroyed a couple of their units (losing maybe one for every 5-6 killed) and yet the Russians are the ones asking me to pay in order to make peace and more importantly my stability advisor claims I am "losing wars" and punishes me with a -3. How the..... is that possible?
 

Attachments

Got a python exception I have never seen before. It will appear after you end your turn. SVN 840.

EDIT:
In the same game, I saw that Mexico was named "Aztec Empire".

EDIT 2:
In 1940, I didn't get my golden age for getting my 2nd UHV as Japan. It turned out the 1st UHV was reset to "not yet". Even though I'm pretty sure it was set to yes when I got it. (I don't know when it changed.)
 
In the 1700 scenario, the swamp blocking the settling of western New Guinea that's supposed to fade still exists.

Also, in a semi-related question, does the swamp blocking the settling of eastern New Guinea ever fade? (and if it does before 17000, then I should mention that it still exists in the 1700 scenario too).
 
EDIT 2:
In 1940, I didn't get my golden age for getting my 2nd UHV as Japan. It turned out the 1st UHV was reset to "not yet". Even though I'm pretty sure it was set to yes when I got it. (I don't know when it changed.)

hm, weird, I got mine, I even uploaded a save from 1940 (see the japan-thread) where if you end turn you get the GA.
Got a save from your game?
 
hm, weird, I got mine, I even uploaded a save from 1940 (see the japan-thread) where if you end turn you get the GA.
Got a save from your game?

Not anymore. I overwrote them.

I manually triggered the UHV, so I did get a golden age.
 
I'll take care of the UHV stuff soon.

In the 1700 scenario, the swamp blocking the settling of western New Guinea that's supposed to fade still exists.

Also, in a semi-related question, does the swamp blocking the settling of eastern New Guinea ever fade? (and if it does before 17000, then I should mention that it still exists in the 1700 scenario too).
It disappears in 1500 AD, I will remove it from the 1700 AD scenario (I often make map changes to all scenarios without thinking).
 
Get a CTD with version 1.12 and it happens every time I end turn. So, I'm stuck and would like to try to win as I'm getting close. Any help out there? I'm attaching save game and logs.

Thank you.
 

Attachments

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