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Community BugFix Mod 0.9.2

There are OwnerRequirements too, and they are usually more, let's say, high-level questions about the game state. These modifiers are all essentially function calls with if-conditions, but I'd have to know more about how the code is structured to know what the exact difference is.
Just had an, uhm, informed gut feeling that this must be it because everything else looked okay.
 
do we have confirmation yet of which fixes in this mod were addressed by version 1.1.0 (or not)? i've seen a few reports that it fixed the Onsen wonder, and i know that the Casa adjacencies are still broken. did anything else get fixed? most important: did 1.1.0 fix anything that conflicts with this mod?

before we get too deep into investigating new solutions, could we please get an update on the existing stuff? i'm reluctant to keep using the mod right now because i don't know how much it's still relevant and accurate.
 
You are heroes!

So also Norman should be fixed I guess...!

If you would be able to add it in the mod you would be my hero
until the new release version, if you want to edit it yourself go for \Steam\steamapps\common\Sid Meier's Civilization VII\Base\modules\age-exploration\data\progression-trees-culture-unique-gameeffects.xml
then ctrl+f (search) for
<Modifier id="MOD_HI_KOI_RIVER_COMBAT" collection="COLLECTION_PLAYER_COMBAT" effect="EFFECT_ADJUST_UNIT_STRENGTH_MODIFIER">
then replace both time "OwnerRequirements" by "SubjectRequirements"

edit: nevermind, no need to do it ourselves :D
 
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PoundedChicken updated Community BugFix Mod with a new update entry:

0.8.0

  • Songhai's Hai Koi civic now only applies +5 combat when unit is on a navigable river
  • Carthage's Quinqereme Tradition no longer grants gold cost reduction to non-naval units
  • Normans' Domesday Civic correctly applies gold bonuses to Farms instead of all flat terrain

Read the rest of this update entry...
 
do we have confirmation yet of which fixes in this mod were addressed by version 1.1.0 (or not)? i've seen a few reports that it fixed the Onsen wonder, and i know that the Casa adjacencies are still broken. did anything else get fixed? most important: did 1.1.0 fix anything that conflicts with this mod?

before we get too deep into investigating new solutions, could we please get an update on the existing stuff? i'm reluctant to keep using the mod right now because i don't know how much it's still relevant and accurate.
I've been using last few days and haven't noticed any new conflicts. It's possible, but unlikely that they've actually fixed anything in the list based on release notes but??. These are so basic that there should be no conflict/corruption anyway.
 
I've been using last few days and haven't noticed any new conflicts. It's possible, but unlikely that they've actually fixed anything in the list based on release notes but??. These are so basic that there should be no conflict/corruption anyway.
the release notes don't cover all of the changes, like the Onsen fix that folks are reporting. some of the other fixes made judgment calls about how to fix conflicts between text and game mechanics, and if the devs make a different choice then it stops being a bugfix and becomes a house rule. the current discussion is also trending away from bugfixes and toward house rules & rebalancing. for some folks that distinction doesn't matter, but it's important to me. i don't like playing with house rules any more than necessary.
 
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fix status:
  • armysoul: still needed
  • casa: still needed
  • domesday: still needed (fixed after 1.1.0)
  • evangelism: changed in 1.1.0, modded version is dead code (RequirementId changed)
  • goisshin_text: still needed
  • hikoi: still needed (fixed after 1.1.0)
  • invis: changed in 1.1.0, reward is now UnitType=UNIT_HEAVY_ARCHER
  • labor: still needed
  • moananunioakea_text: not sure
  • monastery: still needed
  • onsen: changed in 1.1.0, modded version is dead code (ModifierType changed)
  • quinquereme: still needed (fixed after 1.1.0)
  • renaissance: not sure
  • shelltempered: still needed
  • souq: still needed
i believe the 1.1.0 changes for evangelism, invis, onsen supersede the changes in this mod, making them dead code, but i'm not familiar enough with the civ query language to be sure. i recommend re-testing those bugs to see whether they're fixed or need a new fix. i couldn't find a description of the moananunioakea_text fix, so i can't tell whether that one has changed. i think the renaissance fix is still needed, but i don't understand the bug well enough to be sure.

also, thank you for compiling these fixes, especially the hard-to-fix ones in the latest round. i appreciate it!
 
You're amazing—thanks so much!

I'm not entirely sure how Civ's code works, but for Numidian Cavalry, do you think it would be possible to fix it with something like this?

If you have silk in your capital, +1 combat
If you have camels in your capital, +1 combat
Etc...
Essentially, creating a list of all relevant ancient-era resources. There shouldn't be more than 10 (I don't remember exactly), so applying the formula multiple times (once for each distinct resource in the city, not the bonus ones) should work. What do you think?

If there's no way to distinct the single resource types (city/ bonus) but there's a way to list the different resources this could be a solution
 
fix status:
  • armysoul: still needed
  • casa: still needed
  • domesday: still needed (fixed after 1.1.0)
  • evangelism: changed in 1.1.0, modded version is dead code (RequirementId changed)
  • goisshin_text: still needed
  • hikoi: still needed (fixed after 1.1.0)
  • invis: changed in 1.1.0, reward is now UnitType=UNIT_HEAVY_ARCHER
  • labor: still needed
  • moananunioakea_text: not sure
  • monastery: still needed
  • onsen: changed in 1.1.0, modded version is dead code (ModifierType changed)
  • quinquereme: still needed (fixed after 1.1.0)
  • renaissance: not sure
  • shelltempered: still needed
  • souq: still needed
i believe the 1.1.0 changes for evangelism, invis, onsen supersede the changes in this mod, making them dead code, but i'm not familiar enough with the civ query language to be sure. i recommend re-testing those bugs to see whether they're fixed or need a new fix. i couldn't find a description of the moananunioakea_text fix, so i can't tell whether that one has changed. i think the renaissance fix is still needed, but i don't understand the bug well enough to be sure.

also, thank you for compiling these fixes, especially the hard-to-fix ones in the latest round. i appreciate it!
Thanks for this. I'll review and update when I can soon
 
suddenly getting database configuration errors with this in Database.log:
[2025-03-08 01:08:42] [gameplay] ERROR: FOREIGN KEY constraint failed
[2025-03-08 01:08:42] [gameplay] ERROR: FOREIGN KEY constraint failed
[2025-03-08 01:08:42] [gameplay]: Validating Foreign Key Constraints...
[2025-03-08 01:08:42] [gameplay] ERROR: Invalid Reference on ModifierArguments.ModifierId - "QUINQUEREME_MOD_PURCHASE_RATE_UNITS" does not exist in Modifiers
[2025-03-08 01:08:42] [gameplay]: Failed Validation.
[2025-03-08 01:08:42] [gameplay]: Rebuilding database.
i can load some saved games but not others. seems to fail for all of my Antiquity saves (which are all pre-1.1.0). i suspect this rule has an implicit dependency on the DLC being present.
 
until the new release version, if you want to edit it yourself go for \Steam\steamapps\common\Sid Meier's Civilization VII\Base\modules\age-exploration\data\progression-trees-culture-unique-gameeffects.xml
then ctrl+f (search) for
<Modifier id="MOD_HI_KOI_RIVER_COMBAT" collection="COLLECTION_PLAYER_COMBAT" effect="EFFECT_ADJUST_UNIT_STRENGTH_MODIFIER">
then replace both time "OwnerRequirements" by "SubjectRequirements"

edit: nevermind, no need to do it ourselves :D
It would break your saves, too. (At least those with Songhai present, I assume. A lot of the rules are baked into the saves and the game gets confused when they're missing.)
 
suddenly getting database configuration errors with this in Database.log:

i can load some saved games but not others. seems to fail for all of my Antiquity saves (which are all pre-1.1.0). i suspect this rule has an implicit dependency on the DLC being present.
Would it be better to "AffectsSavedGames" this mod? (This seems to trigger confusion when people are testing mods, though.)
 
Would it be better to "AffectsSavedGames" this mod? (This seems to trigger confusion when people are testing mods, though.)
no, it wouldn't help – i just tested a new game with this enabled and the Carthage DLC disabled. that also breaks the database. there's an implicit dependency on the DLC. the mod needs to add an action <Criteria> section similar to this one:
<ActionCriteria>
<Criteria id="always">
<AlwaysMet></AlwaysMet>
</Criteria>
<Criteria all="true" id="carthage-fixes-enable">
<ModInUse>carthage</ModInUse>
</Criteria>
</ActionCriteria>
then you put the dependent actions in a separate action group that depends on the new carthage-fixes-enable criterion instead of always. i use this technique to disable part of Map Trix if certain other mods are installed, for compatibility. btw this might apply to some of the earlier fixes, if they're related to any of the DLC or promo modules, or if they query stuff that doesn't exist in the version 1.1.0 database anymore. it's another reason to purge the obsolete fixes.
 
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Ah - didn't realize this would affect new games too, thx. This is gonna get slightly complicated if they continue to put every civ in an extra mod.

Agree about the necessity of purging - the qinquereme fix would break the database too if FXS would just add the line in the game files.
 
Another (trivial) bug they introduced with the new patch...now ships can disperse independent people's cities ALWAYS, even if there's a military unit inside them. This obviously should not be possible when there are enemy inside.

Don't know if it's an easy fix
 
no, it wouldn't help – i just tested a new game with this enabled and the Carthage DLC disabled. that also breaks the database. there's an implicit dependency on the DLC. the mod needs to add an action <Criteria> section similar to this one:

then you put the dependent actions in a separate action group that depends on the new carthage-fixes-enable criterion instead of always. i use this technique to disable part of Map Trix if certain other mods are installed, for compatibility. btw this might apply to some of the earlier fixes, if they're related to any of the DLC or promo modules, or if they query stuff that doesn't exist in the version 1.1.0 database anymore. it's another reason to purge the obsolete fixes.
Thanks, just pushed fix for it. Not much time avail to do anything else on it this weekend.
 
Hullo, have you looked into naval units losing their pillaging in Exploration? I managed to fix it, would be happy to contribute it to the bugfix mod. In short, when you get the ShipBuilding Mastery tech, you get a modifier that lets all units go into deep water. Including naval units, which already can, but whats the harm right? The harm is this, it stops pillaging working at all for naval units, except under some weird tile conditions. I found a way to fix it though, you just need to change that modifier so it applies to all units without the naval tag:

SQL:
UPDATE Modifiers SET SubjectRequirementSetId = 'MOD_SLTH_ISNT_NAVY_REQS' WHERE ModifierId = 'MOD_TECH_OCEAN_TRAVEL_EMBARKED';

INSERT INTO Requirements(RequirementId, Inverse, RequirementType) VALUES ('MOD_SLTH_ISNT_NAVY', '1', 'REQUIREMENT_UNIT_TAG_MATCHES');

INSERT INTO RequirementArguments(RequirementId, Name, "Value") VALUES ('MOD_SLTH_ISNT_NAVY', 'Tag', 'UNIT_CLASS_NAVAL');

INSERT INTO RequirementSetRequirements(RequirementId, RequirementSetId) VALUES ('MOD_SLTH_ISNT_NAVY', 'MOD_SLTH_ISNT_NAVY_REQS');
 
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i've been talking to @leonardify about Warehouse bonuses, and based on what we've seen the Norman Domesday tradition is likely coded the way it was because that's the mechanism for letting Unique Improvements keep their warehouse bonuses. the TerrainInCity="TERRAIN_FLAT" rule normally ignores tiles with vegetated & wet features (which use Woodcutter and Clay Pit improvements instead). we think it actually ignores all tiles with features, including floodplains, in which case that's the root cause of the Domesday bug.

the correct way to add food to farms is to target TERRAIN_FLAT and all the different flavors of floodplain (there's more than one). perhaps @leonardify can provide the details. the current fix will recognize farms on floodplain, but it likely has the side effect of breaking farm warehouse bonuses for Unique Improvements.
 
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