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Community BugFix Mod 0.9.2

PoundedChicken

Warlord
Joined
Nov 4, 2016
Messages
126
Bugfix only mod without any attempts to change or improve. If you have something that's non-UI that might need fixing, comment below and I'll add it. Note. Firaxis will probably fix these any day now, so this mod is probably only of temporary value.

Incorporates changes from Community Bugfixes Extended (which at times might be updated more frequently).

Fixed
  • CasaConsistorial adjacency granting sciene instead of culture @beezany
  • Description for Meiji's Joishinn ability to reflect the actual bonus of 30% science from overbuilding instead of 50% (@Jeppetto )
  • Renaisance Policy Card applying culture bonus even after being removed and even allowing stacking each time you remove/reapply (2K Issue)
  • Labor Shortage Crisis card showing the incorrect description. (2K Issue)
  • Army's Quest narrative should now recognise units that replace man at arms (Bug Report)
  • Evangelism Policy should now apply to civilians including settlers, migrants etc (Bug Report)
  • Shawnee Skote now correctly grants culture per suzerained city state
  • Naval pillaging breaking on researching Shipbuilding II. It should also fix the loss of movement on naval units caused by that
  • Description for the Leiomano incorrectly stating it gains Culture on kills inherently (it actually grants it on the Mana civic)
  • Brihadeeswarar Temple and Machu Pikchu losing adjacency yields on Modern age. Now Ageless buildings always grant the adjacency yield, and Modern buildings grant the yield, but obsolete buildings do not. (credit to @uniqueduck)
  • Stone Heads losing culture adjacency for other Stone Heads in Modern age
GitHub-Mark-ea2971cee799.pngCollaborate via GitHub here

Code Contributors:
@Smayo
@PoundedChicken

Fixes Removed Following Firaxis Patches
  • Narrative story reward for part 2 of "The Invisible World" (refer @JNR13 comment on reddit post)
  • Normans' Domesday Civic correctly applies gold bonuses to Farms instead of all flat terrain
  • Onsen wonder granting growth to every city after a celebration.
  • The Emporium Independant unique improvement no longer stacks gold yield each time it is constructed. (Post)
  • The Monastery Independant unique improvement no longer stacks happiness yield each time it is constructed. (Post)
  • Carthage's Quinqereme Tradition no longer grants gold cost reduction to non-naval units
  • Shell Tempered Pottery Tradition no longer only applies in Antiquity age (Bug Report)
  • Songhai's Hai Koi civic now only applies +5 combat when unit is on a navigable river
 
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the Casa fix is not showing up in my game. Logs/Modding.log shows:
[2025-02-21 16:15:15] gameplay (ImportFiles)
[2025-02-21 16:15:15] gameplay (UpdateDatabase)
[2025-02-21 16:15:15] Loading xml/onsen.xml
[2025-02-21 16:15:15] gameplay (UpdateText)
[2025-02-21 16:15:15] Creating database save point.
[2025-02-21 16:15:15] Loading xml/goisshin_text.xml
[2025-02-21 16:15:15] Successfully released save point.
but no mention of casa.xml or invis.xml – i suspect this is because my game is currently in the Modern age, and those changes are defined for Exploration.
 
the Casa fix is not showing up in my game. Logs/Modding.log shows:

but no mention of casa.xml or invis.xml – i suspect this is because my game is currently in the Modern age, and those changes are defined for Exploration.
Ah yeah, it's kind of intentional but also unintentional. I don't have a great grasp on how the ActionGroup Criteria works. But I also try not have my mods implemented as save game compatible. Should fix that since people might actually use this mod.
 
I'm not certain, but I believe the spy missions are supposed to be unlocks you get from the trees. That's why the tree options do nothing, they are supposed to unlock the spy missions.

I don't play, just auto play, so I may be wrong.
 
I'm not certain, but I believe the spy missions are supposed to be unlocks you get from the trees. That's why the tree options do nothing, they are supposed to unlock the spy missions.

I don't play, just auto play, so I may be wrong.
what's the context for this? you're correct, but i'm not sure what you're replying to

[edit: you're correct about "they are supposed to unlock the spy missions" but i'm confused about "the tree options do nothing"]
 
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XML:
<Modifier id="EVANGELISM_MOD_CIVILIAN_MOVEMENT" collection="COLLECTION_PLAYER_UNITS" effect="EFFECT_UNIT_ADJUST_MOVEMENT">
    <SubjectRequirements>
        <Requirement type="REQUIREMENT_UNIT_CORE_CLASS_MATCHES">
            <Argument name="UnitCoreClass">CORE_CLASS_CIVILIAN</Argument>
        </Requirement>
    </SubjectRequirements>
    <Argument name="Amount">1</Argument>
    <String context="Description">LOC_TRADITION_EVANGELISM_DESCRIPTION</String>
</Modifier>

This is because the CoreClass for Settlers (and Unique Settlers) is CORE_CLASS_SUPPORT instead (same as Founders and (Unique) Commanders).

Can't test right now, but I believe adding these snippets should grand Settlers and unique Settlers the extra movement point.

XML:
<Modifier id="EVANGELISM_MOD_SETTLER_MOVEMENT" collection="COLLECTION_PLAYER_UNITS" effect="EFFECT_UNIT_ADJUST_MOVEMENT">
    <SubjectRequirements>
        <Requirement type="REQUIREMENT_UNIT_CLASS_MATCHES">
            <Argument name="UnitClass">UNIT_CLASS_CREATE_TOWN</Argument>
        </Requirement>
    </SubjectRequirements>
    <Argument name="Amount">1</Argument>
</Modifier>


<TraditionModifiers>
    <Row TraditionType="TRADITION_EVANGELISM" ModifierId="EVANGELISM_MOD_SETTLER_MOVEMENT"/>
</TraditionModifiers>
 


XML:
<Modifier id="EVANGELISM_MOD_CIVILIAN_MOVEMENT" collection="COLLECTION_PLAYER_UNITS" effect="EFFECT_UNIT_ADJUST_MOVEMENT">
    <SubjectRequirements>
        <Requirement type="REQUIREMENT_UNIT_CORE_CLASS_MATCHES">
            <Argument name="UnitCoreClass">CORE_CLASS_CIVILIAN</Argument>
        </Requirement>
    </SubjectRequirements>
    <Argument name="Amount">1</Argument>
    <String context="Description">LOC_TRADITION_EVANGELISM_DESCRIPTION</String>
</Modifier>

This is because the CoreClass for Settlers (and Unique Settlers) is CORE_CLASS_SUPPORT instead (same as Founders and (Unique) Commanders).

Can't test right now, but I believe adding these snippets should grand Settlers and unique Settlers the extra movement point.

XML:
<Modifier id="EVANGELISM_MOD_SETTLER_MOVEMENT" collection="COLLECTION_PLAYER_UNITS" effect="EFFECT_UNIT_ADJUST_MOVEMENT">
    <SubjectRequirements>
        <Requirement type="REQUIREMENT_UNIT_CLASS_MATCHES">
            <Argument name="UnitClass">UNIT_CLASS_CREATE_TOWN</Argument>
        </Requirement>
    </SubjectRequirements>
    <Argument name="Amount">1</Argument>
</Modifier>


<TraditionModifiers>
    <Row TraditionType="TRADITION_EVANGELISM" ModifierId="EVANGELISM_MOD_SETTLER_MOVEMENT"/>
</TraditionModifiers>
Took a slightly different approach. I haven't tested it yet, but I've validated that the database is being updated in the way it should.
 
"Army's Quest narrative should now recognise units that replace man at arms"

Does it also check for ones that replace the knight?
 
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