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Community BugFix Mod 0.9.2

Yeah I tested it with that, maybe something got lost translating it from XML to SQL? Unsure. I'll retest and share what I found too
I tested it again, both in a new game and during age transition, it seems to work for me (modifying directly the game files)! As said above only exception is in the rare case that you use gold during turn 1 of a new age to buy a commander, but in that case the promotion is not lost, it simply is given at turn 2. No idea how it can work in SQL actually, but I noticed that in the following lines you use "1" as "false" and "0" as "true", is it possible that should be the opposite?


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Also I see no reference in your code about inserting the "REQUIREMENT_GAME_TURN_IS_LESS_THAN_X" in the attribute 09_A, could this be another problem? Sorry I'm just trying guessing cause I'm not sure how to read your code :lol:
 
hmmm still struggling on it. Switched those two as you say, and still getting extra promotions on era change. Did you click the commanders to make sure they werent getting a promo and the number they display on top was wrong? Example, this says level 2, but I got three promotions to spend on top of the one I have spent:
1745554147776.png
 
@Smayo I got sick and tired (can't emphasize my frustration enough, seriously!!) of waiting for devs to fix the incense > missionary bug. I am currently in Exp and remembered you fixed it in the extended bugfix mod so downloaded and activated that mod. (only the extended, not this main bugfix mod)

However when I load the save game w/ the mod enabled, it doesn't work (doesn't boost my missionaries). Is it because the mod effects save files? (I see that tag in mod manager)

With the resource update and secret nerf to production (more varied resources), specializing my cities becomes even more so important (i.e. missionary 'factory') so this game I REALLY need the incense to work on missionaries. Any way to save my current game or would I have to start a new game?


P.S. As an aside, this goes to show that the devs can piss off even die-hard fan 20+ yr fan like myself if they ignore bugs for soooooo long. Everyone has their breaking point and this is my pet peeve.. I understand better now how the devs are eroding their fan bases' goodwill step by step; you can only ignore something for so many months and eventually it makes me feel like they really don't give a ***
 
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UI mods are loaded each time so they update saved games. Modifiers are not so they don't update save games when they change.
That’s what I had thought (mod manager is awesome, already indicated) but wanted to make sure, thanks.

Will def turn on this mod before my next game.
 
UI mods are loaded each time so they update saved games. Modifiers are not so they don't update save games when they change.
Sort of, its a little trickier than that. If you haven't yet had the instance of the modifier applied to your game yet, it will work if you load a save with it on. For example, I just had a bug where Shipbuilding II wasn't granting ocean movement to military land units. I had a game going where I saved, got Shipbuilding II, then tested to make sure it was broke. Fixed it. Then loaded in the save, got Shipbuilding II, and it worked.

Sadly the Missionary one probably wont work, as its applied on game start (GameModifiers).
One thing that is nice, is since a new age means technically a new game, you can often get live patches in.
 
Sort of, its a little trickier than that. If you haven't yet had the instance of the modifier applied to your game yet, it will work if you load a save with it on. For example, I just had a bug where Shipbuilding II wasn't granting ocean movement to military land units. I had a game going where I saved, got Shipbuilding II, then tested to make sure it was broke. Fixed it. Then loaded in the save, got Shipbuilding II, and it worked.
I think I've experienced this before but assumed I was mistaken about it being updated.
 
hmmm still struggling on it. Switched those two as you say, and still getting extra promotions on era change. Did you click the commanders to make sure they werent getting a promo and the number they display on top was wrong? Example, this says level 2, but I got three promotions to spend on top of the one I have spent:
View attachment 730034
Sorry if I answer only now, I'm not at home and wont be for 10 days. I am almost sure I checked even clicking on the single commanders, when I'll be back ill take a video eventually anyway and I'll try again
 
@Smayo I got sick and tired (can't emphasize my frustration enough, seriously!!) of waiting for devs to fix the incense > missionary bug. I am currently in Exp and remembered you fixed it in the extended bugfix mod so downloaded and activated that mod. (only the extended, not this main bugfix mod)

However when I load the save game w/ the mod enabled, it doesn't work (doesn't boost my missionaries). Is it because the mod effects save files? (I see that tag in mod manager)

With the resource update and secret nerf to production (more varied resources), specializing my cities becomes even more so important (i.e. missionary 'factory') so this game I REALLY need the incense to work on missionaries. Any way to save my current game or would I have to start a new game?


P.S. As an aside, this goes to show that the devs can piss off even die-hard fan 20+ yr fan like myself if they ignore bugs for soooooo long. Everyone has their breaking point and this is my pet peeve.. I understand better now how the devs are eroding their fan bases' goodwill step by step; you can only ignore something for so many months and eventually it makes me feel like they really don't give a ***

Ada finally heard my outcry and the missionary bug that has existed since launch is finally on their radar!! 🎉🎉
 

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I realize this mod is no longer updated but the extended bugfix mod is. However that mod doesn't have a discussion page so posting my Q here:

Anyone know whether the Han great wall and/or the Ming great wall population bug (= free pop in the next age) is still there or fixed? I am guessing the bug is still very much alive, but I wanted to check with the community just in case there is a 0.0001% chance of devs fixing it in 1.2 w/o disclosing in notes. (miracles do happen..)

I want to play Han but won't pick it knowing there's this serious bug that will give me tens of free pop in Exploration... the game is easy enough as it is lol.
 
Sorry if I answer only now, I'm not at home and wont be for 10 days. I am almost sure I checked even clicking on the single commanders, when I'll be back ill take a video eventually anyway and I'll try again


Just for info, I came back, in these days I'll try to perform a video about this

I realize this mod is no longer updated but the extended bugfix mod is. However that mod doesn't have a discussion page so posting my Q here:

Anyone know whether the Han great wall and/or the Ming great wall population bug (= free pop in the next age) is still there or fixed? I am guessing the bug is still very much alive, but I wanted to check with the community just in case there is a 0.0001% chance of devs fixing it in 1.2 w/o disclosing in notes. (miracles do happen..)

I want to play Han but won't pick it knowing there's this serious bug that will give me tens of free pop in Exploration... the game is easy enough as it is lol.

The bug is still there and actually it's more serious than what you think. The bug is not affecting only the next age, but also the one in progress (antiquity for Han for example). Considering the fix is really easy (just put "Population=1" for Han great wall and Ming great wall) I suggest to add also this to the mod. If you want I can copy paste the code here for @Smayo
 
Just for info, I came back, in these days I'll try to perform a video about this



The bug is still there and actually it's more serious than what you think. The bug is not affecting only the next age, but also the one in progress (antiquity for Han for example). Considering the fix is really easy (just put "Population=1" for Han great wall and Ming great wall) I suggest to add also this to the mod. If you want I can copy paste the code here for @Smayo
I am unsure if it is a bug. I am happy to provide a fix for it, but I consider that game balancing rather than bug fixing so wouldn’t include it in my bug fixed extended.
 
I am unsure if it is a bug. I am happy to provide a fix for it, but I consider that game balancing rather than bug fixing so wouldn’t include it in my bug fixed extended.
Ok thanks for the input, I didn't realize there were split views on this. In that case I won't hesitate to play Han or Ming in my next game.

P.s. many thanks for fixing the missionary > incence bug. Haven't seen it action just yet but started a new Antiquity game w/ bugfix extended and whenever I grab incense I no longer think "useless!" knowing it'll boost my missionaries next age!
 
I am unsure if it is a bug. I am happy to provide a fix for it, but I consider that game balancing rather than bug fixing so wouldn’t include it in my bug fixed extended.
I'm 99.99% sure this is a bug. First, it makes neither logical nor gameplay sense that only these two specific unique improvements fail to increase population. Second, there’s no mention of this behavior in their descriptions—why would such an important exception go completely unreported? Finally, from a balance perspective, this issue leaves them clearly broken and uncompetitive.

I'm also fairly certain that, like many of the other obvious mistakes in the code, this stems from someone involved in development who wasn’t familiar with the game's mechanics. They likely received the information that "walls have a population of 0"—which makes sense when referring to the standard "walls" building—but then mistakenly applied the same rule to the Han and Ming unique wall improvements. These are not buildings but tile improvements, so applying that logic to them makes no gameplay sense whatsoever (nor historical sense). Why would a tile improvement reduce a city's population growth?

Firaxis likely won’t respond to this, so we as a community need to rely on common sense. And common sense in my opinion says that the most reasonable fix is to correct these two improvements to behave consistently with literally all others.


Just for info, I came back, in these days I'll try to perform a video about this



The bug is still there and actually it's more serious than what you think. The bug is not affecting only the next age, but also the one in progress (antiquity for Han for example). Considering the fix is really easy (just put "Population=1" for Han great wall and Ming great wall) I suggest to add also this to the mod. If you want I can copy paste the code here for @Smayo
Also, I report below the video as asked (sorry for the music, my girlfriend had it in the background :lol: )

In the video, you can clearly see that the commander initially has no promotions available. After selecting the attribute, he gains access to one new promotion. Due to an UI bug in the base game, it may appear that two promotions can be selected. However, if you close and reopen the promotion tree (as in the video), you'll notice that only the first selected promotion is actually retained—this confirms it’s just a visual glitch.

When purchasing a new commander (as in the video), it also appears to start with one promotion. Again, the UI may misleadingly show two selectable promotions, but as shown in the video, reopening the promotion screen reveals that only the first choice persists.

The video doesn’t show an Age transition, but I’ve tested this in the past: commanders do not receive a promotion automatically when transitioning into a new Age. In the rare case where a commander is purchased on the exact turn an Age begins, it will not gain a promotion until the following turn. This shouldn't cause gameplay issues—commanders can't be built with production on turn 1, and if purchased, they start with 0 movement anyway. So delaying the promotion by one turn has minimal impact.

If this didn't work in the mod could it be because of something in the SQL code? As I said in the past weeks unluckily I've no idea how mods are built, so maybe it's something there (like reported above, I see no reference in your code about inserting the "REQUIREMENT_GAME_TURN_IS_LESS_THAN_X" in the attribute 09_A, could this be the problem?)


edit: ok seems I can't attach the video....I'll send it with private message to @Smayo
 
30 years of Civ'ing and I am dumbfounded by the fact that there are tens of thousands of people playing the game yet such obvious and wide-impact bugs are still there and "not taken seriously" by devs. I will point again to my pet peeve the missionary > incense bug as an example (which the mod fixes, thankfully) because not only does every player experience it, but they rolled out a huge resource revamp and yet left this huge resource bug unchecked. 3 months since release and they didn't even acknowledge the bug in 2K tracker until last week.

Isn't this super strange?? I have a weird feeling something is seriously off about this particular game.. or are my expectations too high? I can't shake this bad feeling something is not right, as if aside from me and a couple of other individuals in this forum, nobody really cares or even really plays the game??
 
30 years of Civ'ing and I am dumbfounded by the fact that there are tens of thousands of people playing the game yet such obvious and wide-impact bugs are still there and "not taken seriously" by devs. I will point again to my pet peeve the missionary > incense bug as an example (which the mod fixes, thankfully) because not only does every player experience it, but they rolled out a huge resource revamp and yet left this huge resource bug unchecked. 3 months since release and they didn't even acknowledge the bug in 2K tracker until last week.

Isn't this super strange?? I have a weird feeling something is seriously off about this particular game.. or are my expectations too high? I can't shake this bad feeling something is not right, as if aside from me and a couple of other individuals in this forum, nobody really cares or even really plays the game??

I feel you. The shipbuilding 2 bug sticks out to me as something easy to fix that really screws up an entire age. Why it isn't fixed I will never understand.
 
I'm 99.99% sure this is a bug. First, it makes neither logical nor gameplay sense that only these two specific unique improvements fail to increase population. Second, there’s no mention of this behavior in their descriptions—why would such an important exception go completely unreported? Finally, from a balance perspective, this issue leaves them clearly broken and uncompetitive.

I'm also fairly certain that, like many of the other obvious mistakes in the code, this stems from someone involved in development who wasn’t familiar with the game's mechanics. They likely received the information that "walls have a population of 0"—which makes sense when referring to the standard "walls" building—but then mistakenly applied the same rule to the Han and Ming unique wall improvements. These are not buildings but tile improvements, so applying that logic to them makes no gameplay sense whatsoever (nor historical sense). Why would a tile improvement reduce a city's population growth?

Firaxis likely won’t respond to this, so we as a community need to rely on common sense. And common sense in my opinion says that the most reasonable fix is to correct these two improvements to behave consistently with literally all others.



Also, I report below the video as asked (sorry for the music, my girlfriend had it in the background :lol: )

In the video, you can clearly see that the commander initially has no promotions available. After selecting the attribute, he gains access to one new promotion. Due to an UI bug in the base game, it may appear that two promotions can be selected. However, if you close and reopen the promotion tree (as in the video), you'll notice that only the first selected promotion is actually retained—this confirms it’s just a visual glitch.

When purchasing a new commander (as in the video), it also appears to start with one promotion. Again, the UI may misleadingly show two selectable promotions, but as shown in the video, reopening the promotion screen reveals that only the first choice persists.

The video doesn’t show an Age transition, but I’ve tested this in the past: commanders do not receive a promotion automatically when transitioning into a new Age. In the rare case where a commander is purchased on the exact turn an Age begins, it will not gain a promotion until the following turn. This shouldn't cause gameplay issues—commanders can't be built with production on turn 1, and if purchased, they start with 0 movement anyway. So delaying the promotion by one turn has minimal impact.

If this didn't work in the mod could it be because of something in the SQL code? As I said in the past weeks unluckily I've no idea how mods are built, so maybe it's something there (like reported above, I see no reference in your code about inserting the "REQUIREMENT_GAME_TURN_IS_LESS_THAN_X" in the attribute 09_A, could this be the problem?)


edit: ok seems I can't attach the video....I'll send it with private message to @Smayo
So I took your XML and put it in my game, no mods, just a blanket replacement of the game files. Still had some issues as you can see in this video:

4 test cases:
1 commander with 2 promotions
1 commander with a single promotion
1 commander with the experience to take a promotion, but hasnt yet taken it
1 commander with no experience.

I gave the units the experience in the prior age, then took the promotion. They all successfully gained a promotion. But as you can see in the video, after age transition, they all have the right number of promotions, but when I roll over to turn 2, the commanders who havent yet taken a promotion get an additional promotion. Oh and after the fact, I made sure it wasnt a visual glitch, as you can see i was able to take 3 promos, when its shoulda been two.

1746553032482.png
 
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So I took your XML and put it in my game, no mods, just a blanket replacement of the game files. Still had some issues as you can see in this video:

4 test cases:
1 commander with 2 promotions
1 commander with a single promotion
1 commander with the experience to take a promotion, but hasnt yet taken it
1 commander with no experience.

I gave the units the experience in the prior age, then took the promotion. They all successfully gained a promotion. But as you can see in the video, after age transition, they all have the right number of promotions, but when I roll over to turn 2, the commanders who havent yet taken a promotion get an additional promotion. Oh and after the fact, I made sure it wasnt a visual glitch, as you can see i was able to take 3 promos, when its shoulda been two.

View attachment 731065
Damn :crazyeye:

Sorry for the problem, I'm pretty sure it works correctly for commanders that have already taken all the unlocked promotions, but as you said I guess it doesn't work for commander that "can take a promotion but are waiting for it" :sad: It's a sort of improvement anyway because in all the other situations it should work, but I'm afraid we can't "fix" it more than this...eventually the solution is to wait the official fix (that I'm really afraid it will never arrive...:sad:)

Thanks for the test and sorry for the problem :crazyeye:

P.s. the video is not working but it's ok also without video, I get your point!
 
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Is anyone else getting this issue of railroads or staatseisenbahn in neutral roads?
 
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