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Community BugFix Mod 0.9.2

Only chance is to report it - the thought of writing a bug report for this stresses me out though. I've bounced off the support reply wall with simpler bugs...
 
yeah if Chicken is busy I'm thinking about making a successor with additional bugfixes to add onto this one. I have a few I've done myself, can organise them together like the Skote fix, the naval pillage fix, any others I find. That one with attributes is a nasty one too :(.

Question: Has anyone noticed getting bonuses from Defilade, the commander promotion that gives buffs to defending on Fortifications, working on attack? probably would be on ranged units, the Requirement is kinda borked, and I swear I saw it happen in a combat preview
 
yeah if Chicken is busy I'm thinking about making a successor with additional bugfixes to add onto this one. I have a few I've done myself, can organise them together like the Skote fix, the naval pillage fix, any others I find. That one with attributes is a nasty one too :(.

Question: Has anyone noticed getting bonuses from Defilade, the commander promotion that gives buffs to defending on Fortifications, working on attack? probably would be on ranged units, the Requirement is kinda borked, and I swear I saw it happen in a combat preview
They use
<Requirement type="REQUIREMENT_PLAYER_IS_ATTACKING">
<Argument name="Inverse">true</Argument>
</Requirement>
for the modifier, which sounds reasonable.

But in other spots of the code it's
<Requirement type="REQUIREMENT_PLAYER_IS_ATTACKING" inverse="true"/>

There might be a problem here, but both could also work interchangeably?
[Edit: looks fine to me - both variants are used a lot]
 
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@Morgawr The problem is to get the support staff to acknowledge some of the more wonky bugs in there. Like the attribute count problem - my coders intuition or whatever tells me that I'm dead on with this.
But do I want to spend the hours necessary to get into the situation in the game, then collect the screenshots to prove it, just to bounce off some misunderstanding or arbitrary requirement for a bug report ?
Not sure.

This is what happened here. I even replied back but the auto-replier asked me for all the info again including an obscure player number I had already given - spammed me three emails about it, but I gave up at that point.

If @dshirk (who used to scour the bug reports here) or @B0RDERL1NE want to make use of our voluntary work, they're welcome to check out this mod and read this thread, no?
 
Agree 100%, been on that boat. Some bugs I reported and got back to their requests, others I abandoned because it would have taken way too much effort due to complexity of bug / explanation.

If others already took the trouble to submit and explain, the bug makes it to the “list” so the hardest part is over. Then I click upvote so it gets devs’ attention. I get the sense they prioritize based on popularity vs severity.

I’m already finding bugs in their “planned” list like the monastery stacking.. I will finish my scan and report back.
 
I’ve been using this mod for a while now and love it. However in my last game during Exploration, the Evangelism policy stopped having an impact on civilian movement, eg scouts still only 2 MP.

(only other mod I use is the RHQ better AI mod, which hasn’t changed. Start and play thru with both mods, no changing mods mid game or anything like that)

When I click on load game, on right side on screen, both mods show as active. That’s my only way of verifying if the mod is on. But then if Evangelism change isn’t coming thru , that makes me question if the mod is indeed on… any ideas?

@PoundedChicken
I think this might be the answer I was looking for
 

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Makes sense, both settlers and scouts are not on the "untouchable" layer like merchants and missionaries.
 
Alright I did my community service and scanned thru 240 live reported bugs and checked against my personal "favorites" (= high impact) As there are a lot overlaps with this mod I'm pasting here for those interested.

Being on this list = devs are aware, which IMO means the hardest step is done.

The output didn't show below planned vs not yet planned - some of these are tagged "planned" such as monastery , but others are not, such as renaissance, which means they need more upvotes to get prioritized

  • Renaissance Social Policy Still Applies After Being Removed
  • Population Decreases When Converting a Rural Improvement
  • Able to Disband an Independent Power With a Defending Unit
  • Bermuda Triangle Disappears after Age Transition
  • Monastery Happiness Bonus Will Stack
  • Town Doesn't Send Food to Linked City
  • Mobility Promotion Doesn't Apply to Rough Terrain
  • Galley Moves to Land Tile After Razing
  • Mobility Promotion Let's Units Move Through Volcanoes
  • Army Commanders Don’t Gain XP with Upgraded Command Radius
  • Naval Units Can Move Onto Open Ocean Ice Tiles
  • Gold Bonus is Given for Each Emporium Built
  • “Shell-Tempered Pottery” Tradition Not Giving Gold from A...
  • Missing Palace Building In New Capital
  • Open Borders' Action Still Active After Rejecting Alliance
  • Happiness Yields will Disappear After Placing Rural Impro...
  • Missionaries Do Not Gain Production Bonus When Trained in...
 
- Mobility Promotion Doesn't Apply to Rough Terrain
I managed to fix this myself, will post it in a bit
- “Shell-Tempered Pottery” Tradition Not Giving Gold from A...
This is fixed in this community fix right?

- Missionaries Do Not Gain Production Bonus When Trained in...
Will also look into this, probably linked to the Coal not buffing Rail station prod

- Renaissance Social Policy Still Applies After Being Removed
This also seems likely solvable, will look into it

- Monastery Happiness Bonus Will Stack
Messing around with some StackLimit stuff
 
- Mobility Promotion Doesn't Apply to Rough Terrain
I managed to fix this myself, will post it in a bit
- “Shell-Tempered Pottery” Tradition Not Giving Gold from A...
This is fixed in this community fix right?

- Missionaries Do Not Gain Production Bonus When Trained in...
Will also look into this, probably linked to the Coal not buffing Rail station prod

- Renaissance Social Policy Still Applies After Being Removed
This also seems likely solvable, will look into it

- Monastery Happiness Bonus Will Stack
Messing around with some StackLimit stuff

Yes - Renaissance, monastery, shell are fixed by this mod, although I haven't confirmed recently that it is indeed 'on' in my games.. just download Mod manager so hopefully that'll help

The mobility promotion and rough terrain - I always thought this was intended actually - they need to update description vs. actual behavior. But caught my eye so following

Missionaries not getting prod bonus from incense - this was reported 20 days ago but not enough upvotes to they haven't priorioritized fixing it yet (according to 2k tracker) - this bug isn't as game-breaking obvioulsy as Renaissance so I can live w/o

Screenshot 2025-03-19 171526.png
 
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Yes - Renaissance, monastery, shell are fixed by this mod, although I haven't confirmed recently that it is indeed 'on' in my games.. just download Mod manager so hopefully that'll help

The mobility promotion and rough terrain - I always thought this was intended actually - they need to update description vs. actual behavior. But caught my eye so following

Missionaries not getting prod bonus from incense - this was reported 20 days ago but not enough upvotes to they haven't priorioritized fixing it yet (according to 2k tracker) - this bug isn't as game-breaking obvioulsy as Renaissance so I can live w/o

View attachment 726036
Thing is, its actually huge.
Managed to fix it actually!
INSERT INTO ModifierArguments(ModifierId, Name, "Value") VALUES
('MOD_INCENSE_CITY_MISSIONARY_PRODUCTION', 'Percent', '100');

For some reason the Amount argument isnt needed, its the Percent argument.
 
rather amusingly, the Monastery fix accidentally works:
<Database>
<Modifiers>
<Update>
<Set SubjectStackLimit="true" />
<Where ModifierId="MOD_MONASTERY_YIELD" />
</Update>
</Modifiers>
</Database>


Stacklimit accepts a number value, but xml converts true to 1, which is what it needs to be
 
Im gonna make an extended bugfix mod that can work with this one, but would be happy to integrate it in any of Chicken's updates.

I didnt see the Monastery fix so redid it accidentally lol.

Will have a go at fixing the RailStation not getting prod from Coal.
 
Also realized the Evangelism bug is still there. I am pretty sure I am playing with the mod on and using Mod manager now.

My merchants still have 4MP even though I have Evangelism policy and they are "civilian" units. Still no +1 MP. (not talking about scouts & settlers - those are "support" and should not get the bonus but merchants shoudl right?)
 
Thing is, its actually huge.
Managed to fix it actually!
INSERT INTO ModifierArguments(ModifierId, Name, "Value") VALUES
('MOD_INCENSE_CITY_MISSIONARY_PRODUCTION', 'Percent', '100');

For some reason the Amount argument isnt needed, its the Percent argument.
Classic bug - seems trivial once you have seen it, but I stared at it for a while and didn't notice. The temple modifier above it has the same thing?
 
Also realized the Evangelism bug is still there. I am pretty sure I am playing with the mod on and using Mod manager now.

My merchants still have 4MP even though I have Evangelism policy and they are "civilian" units. Still no +1 MP. (not talking about scouts & settlers - those are "support" and should not get the bonus but merchants shoudl right?)
[Edited]
Merchant has the core class "civilian" according to units.xml, yes. (Scout is a different type called "recon" to be precise.)
There's also a "formation class" where they all count as "civilians", but not relevant here (probably an AI thing).

<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>

Seems fine to me, but you never know how (and if) functions like UNIT_CORE_CLASS_MATCHES actually work in the background.
 
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Classic bug - seems trivial once you have seen it, but I stared at it for a while and didn't notice. The temple modifier above it has the same thing?
No, funnily the Temple one doesnt. And it seems to work fine. Very odd.
 
I sadly have to report that the Coal modifier is just broken. It uses the constructible effect type like its the Incense prod towards Temples, which grants prod per slotted version of the resource. But of course Coal is a Empire resource, so it can't be slotted. Don't really know if that one is solvable. It does have the PercentMultiplier set to true, where normally that is set to a number like 100. But that didnt fix it either.

looking into manually implementing it for up to 31 Coal since there are REQUIREMENT_PLAYER_HAS_X_UNIQUE_RESOURCES
 
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