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Community BugFix Mod 0.9.2

@Smayo thanks a lot, you are my Hero too!

I think probably @PoundedChicken is too busy in this period, but if I can help you to create this second mod I would try to help. Probably the best solution is to wait the 25th to see what firaxis will fix, even if I'm afraid MANY of actual problem will remain the same, so definitely a new mod would be needed....

I'm also one of the people that reported more than one bug to firaxis and I agree that it's definitely not an "efficient" method unluckily.
 
@Smayo thanks a lot, you are my Hero too!

I think probably @PoundedChicken is too busy in this period, but if I can help you to create this second mod I would try to help. Probably the best solution is to wait the 25th to see what firaxis will fix, even if I'm afraid MANY of actual problem will remain the same, so definitely a new mod would be needed....

I'm also one of the people that reported more than one bug to firaxis and I agree that it's definitely not an "efficient" method unluckily.
Made a mod to fix additional bugs not included in this one. Will be happy to fold it into this mod if Chicken is okay with it, once he's back.

 
You can add the adjacency fix for Machu and Brihadeeswara in there as well if you'd like.

In the age-exploration/data/constructibles.xml...

<Adjacency_YieldChanges>
///// ............​
<!-- Wildcard Adjacency Yields Changes -->​
<Row ID="BrihadeeswararTempleWildcardNavigableHappiness" Age="AGE_EXPLORATION" YieldType="YIELD_HAPPINESS" YieldChange="1" TilesRequired="1" ProjectMaxYield="true" AdjacentNavigableRiver="true"/>​
<Row ID="MachuPikchuWildcardCulture" Age="AGE_EXPLORATION" YieldType="YIELD_CULTURE" YieldChange="4" TilesRequired="1" ProjectMaxYield="true" AdjacentConstructible="WONDER_MACHU_PIKCHU"/>​
<Row ID="MachuPikchuWildcardGold" Age="AGE_EXPLORATION" YieldType="YIELD_GOLD" YieldChange="4" TilesRequired="1" ProjectMaxYield="true" AdjacentConstructible="WONDER_MACHU_PIKCHU"/>​
///// ............​
</Adjacency_YieldChanges>

Removing the strikethrough text applies the bonuses to Ageless buildings and Modern buildings in Modern. The bonus no longer applies to obsolete buildings which feels like the intended behavior.
 
Made a mod to fix additional bugs not included in this one. Will be happy to fold it into this mod if Chicken is okay with it, once he's back.

Thanks a lot for you work!!! Does your mod include all the fixes of PoundedChicken's mod or I should keep them both? I ask just to understand if they are compatible one with the other.

Thanks again to both!
 
Thanks a lot for you work!!! Does your mod include all the fixes of PoundedChicken's mod or I should keep them both? I ask just to understand if they are compatible one with the other.

Thanks again to both!
I have none of the changes from Chickens mod, since thats their work, so you'll want both on. They should be fully compatible
 
Noticed another bug in the meantime; the Ming unit seems to have +4 combat ALWAYS, not only in the tiles with no feature...! Probably could be fixed in the same way songhai bonus was?
 
Noticed another bug in the meantime; the Ming unit seems to have +4 combat ALWAYS, not only in the tiles with no feature...! Probably could be fixed in the same way songhai bonus was?
Didn't test this, but this is a bit of an odd one, because it's not implemented in the available files - just points to a requirement that is hidden in the core.
Normally this modifier would specify the unit as requirement and the amount as argument.

They probably had to customize this because the unit is ranged and melee at the same time, so it gets a bit complicated.


[Edit: Pulled up an old save - it does work though when the unit is in the forest, i.e. it doesn't get the bonus then- don't know the exact definition of "feature"]

Original code:
Code:
<Modifier id="XUNLEICHONG_MOD_NO_FEATURE_STRENGTH_ABILITY" collection="COLLECTION_OWNER" effect="EFFECT_UNIT_ADJUST_ABILITY">
        <SubjectRequirements>
            <Requirement type="REQUIREMENT_PLOT_HAS_ANY_FEATURE" inverse="true"/>
        </SubjectRequirements>
        <Argument name="AbilityType">ABILITY_XUNLEICHONG_NO_FEATURE_STRENGTH</Argument>
    </Modifier>
 
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Didn't test this, but this is a bit of an odd one, because it's not implemented in the available files - just points to a requirement that is hidden in the core.
Normally this modifier would specify the unit as requirement and the amount as argument.

They probably had to customize this because the unit is ranged and melee at the same time, so it gets a bit complicated.


[Edit: Pulled up an old save - it does work though when the unit is in the forest, i.e. it doesn't get the bonus then- don't know the exact definition of "feature"]

Original code:
Code:
<Modifier id="XUNLEICHONG_MOD_NO_FEATURE_STRENGTH_ABILITY" collection="COLLECTION_OWNER" effect="EFFECT_UNIT_ADJUST_ABILITY">
        <SubjectRequirements>
            <Requirement type="REQUIREMENT_PLOT_HAS_ANY_FEATURE" inverse="true"/>
        </SubjectRequirements>
        <Argument name="AbilityType">ABILITY_XUNLEICHONG_NO_FEATURE_STRENGTH</Argument>
    </Modifier>
features are everything wet, vegetated, or floodplain
 
Didn't test this, but this is a bit of an odd one, because it's not implemented in the available files - just points to a requirement that is hidden in the core.
Normally this modifier would specify the unit as requirement and the amount as argument.

They probably had to customize this because the unit is ranged and melee at the same time, so it gets a bit complicated.


[Edit: Pulled up an old save - it does work though when the unit is in the forest, i.e. it doesn't get the bonus then- don't know the exact definition of "feature"]

Original code:
Code:
<Modifier id="XUNLEICHONG_MOD_NO_FEATURE_STRENGTH_ABILITY" collection="COLLECTION_OWNER" effect="EFFECT_UNIT_ADJUST_ABILITY">
        <SubjectRequirements>
            <Requirement type="REQUIREMENT_PLOT_HAS_ANY_FEATURE" inverse="true"/>
        </SubjectRequirements>
        <Argument name="AbilityType">ABILITY_XUNLEICHONG_NO_FEATURE_STRENGTH</Argument>
    </Modifier>
Wait, so it works correctly for you? Maybe I was confused too by the definition of "feature", also because it wasn't completetly clear to me if the feature should have not been in the Ming unit tile or in the enemy one (I expected this last was the correct option).

In the meantime, online I discovered another bad bug --> the tiles with the Ming wall (don't know if it work the same for all improvements) do NOT count as population in the next age when the city must grow. This means for example that a 3 city population in the modern age, with one great wall tile remained from previous age, will need food to grow as if it was a 2 population city (despite still being represented as a 3 population city). It's explained at 5.10 here

This is definitely a HUGE unwanted buff for Ming... expecially considering that food requried to growth is exponential, growning like if you had 4/5 less population is a huge difference.
 
Wait, so it works correctly for you? Maybe I was confused too by the definition of "feature", also because it wasn't completetly clear to me if the feature should have not been in the Ming unit tile or in the enemy one (I expected this last was the correct option).

In the meantime, online I discovered another bad bug --> the tiles with the Ming wall (don't know if it work the same for all improvements) do NOT count as population in the next age when the city must grow. This means for example that a 3 city population in the modern age, with one great wall tile remained from previous age, will need food to grow as if it was a 2 population city (despite still being represented as a 3 population city). It's explained at 5.10 here

This is definitely a HUGE unwanted buff for Ming... expecially considering that food requried to growth is exponential, growning like if you had 4/5 less population is a huge difference.
every constructible has a Population value. generally, buildings and improvements have Population=1, wonders have Population=0. however, there are exceptions. the three wall buildings have Population=0. unlike most improvements, the Ming Great Wall also has Popluation=0:
XML:
<Row ConstructibleType="IMPROVEMENT_MING_GREAT_WALL" Name="LOC_IMPROVEMENT_MING_GREAT_WALL_NAME"
     Description="LOC_IMPROVEMENT_MING_GREAT_WALL_DESCRIPTION" Tooltip="LOC_IMPROVEMENT_MING_GREAT_WALL_TOOLTIP"
     ConstructibleClass="IMPROVEMENT" Cost="90" Population="0" Age="AGE_EXPLORATION"/>
hard to say whether that's a mistake or a deliberate choice to exempt walls from rural population.
 
every constructible has a Population value. generally, buildings and improvements have Population=1, wonders have Population=0. however, there are exceptions. the three wall buildings have Population=0. unlike most improvements, the Ming Great Wall also has Popluation=0:
XML:
<Row ConstructibleType="IMPROVEMENT_MING_GREAT_WALL" Name="LOC_IMPROVEMENT_MING_GREAT_WALL_NAME"
     Description="LOC_IMPROVEMENT_MING_GREAT_WALL_DESCRIPTION" Tooltip="LOC_IMPROVEMENT_MING_GREAT_WALL_TOOLTIP"
     ConstructibleClass="IMPROVEMENT" Cost="90" Population="0" Age="AGE_EXPLORATION"/>
hard to say whether that's a mistake or a deliberate choice to exempt walls from rural population.
I had noticed this recently, but are we sure it is changing food requirements as well? I was messing with it and it didnt seem to reduce after I made the improvements, but maybe that UI element wasnt updating now I think about it
 
Wait, so it works correctly for you?
Define "correctly" ;) - similar problem like the Songhai and Norman effects we discussed earlier in this thread - question is where the combat is especially in ranged vs melee attacks.

But it seems like the bonus hits when the unit is not on a feature, yes. (With the actual logic for this hidden in the core.)
 
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I have been watching this population bug very closely in my games and can confirm it only happens with the wall, not other unique improvements (that I have uncovered at least). I think it’s a bug.

Upon age transition it counts as 0 pop just like in Ursa’s game. I followed to see if same happens with other unique improvements but it didn’t, which agrees with what you see in the code.

Normally these unique improvs do NOT increase pop when you build because the pop was already assigned to the rural pop

But problem is when assigned 0 value, upon age transition the game counts all those as 0 pop and the growth tier falls
 
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every constructible has a Population value. generally, buildings and improvements have Population=1, wonders have Population=0. however, there are exceptions. the three wall buildings have Population=0. unlike most improvements, the Ming Great Wall also has Popluation=0:
XML:
<Row ConstructibleType="IMPROVEMENT_MING_GREAT_WALL" Name="LOC_IMPROVEMENT_MING_GREAT_WALL_NAME"
     Description="LOC_IMPROVEMENT_MING_GREAT_WALL_DESCRIPTION" Tooltip="LOC_IMPROVEMENT_MING_GREAT_WALL_TOOLTIP"
     ConstructibleClass="IMPROVEMENT" Cost="90" Population="0" Age="AGE_EXPLORATION"/>
hard to say whether that's a mistake or a deliberate choice to exempt walls from rural population.
As Morgawr mentioned in the last message, I'm almost certain this is a bug. The improvement shouldn’t add population to the city (which is expected), but the issue arises because the rural tile itself already counts as 1 population. Due to this bug, both the improvement and the tile count as 0.

Additionally, if I’m not mistaken (though I’m not entirely sure—this is based on my limited attempts to understand the game vs. its UI), the rural population gained from completing a building doesn’t affect the food requirement for the next population. This makes it feel like urban population gained with building is a "fake +1 population" in the food count. However, the problem with Ming walls is that they don’t just act neutrally (counting as 0); instead, they effectively count as "-1" because they also cancel the rural population of the tile with the wall.


Define "correctly" ;) - similar problem like the Songhai and Norman effects we discussed earlier in this thread - question is where the combat is especially in ranged vs melee attacks.

But it seems like the bonus hits when the unit is not on a feature, yes. (With the actual logic for this hidden in the core.)

Ok, this means that at least "sometimes" it works :lol:

It's terrible that the game is in a state that it's almost impossible to understand if something is a bug or is intended....
 
PoundedChicken updated Community BugFix Mod with a new update entry:

Version 0.9.0

Changes by @Smayo from Community Bugfixes Extended
  • 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...

Read the rest of this update entry...
 
Good morning,

Sorry to report that using your newest mod version 0.9.0 gives the error message "Content Configuration Validation Failed" when trying to start a new game with this mod enabled.

Fortunately, your earlier mod version 0.8.1 still works okay when starting a new game.
 
Good morning,

Sorry to report that using your newest mod version 0.9.0 gives the error message "Content Configuration Validation Failed" when trying to start a new game with this mod enabled.

Fortunately, your earlier mod version 0.8.1 still works okay when starting a new game.
Would you mind running the setup that caused that error message, and send over the modding.log and database.log file that should be in C:\Users\Sam\AppData\Local\Firaxis Games\Sid Meier's Civilization VII\Logs

replace Sam with whatever your username is.

then I can work out whats causing the problem.
Edit: Found a likely cause, my old community bugfixes extended uses the same names in some places, so it will clash. Will update so they don't.
 
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So what should the population=1 or population=0 mean normally? Since it seems that nearly every building has population=1 what should be the correct impact on gameplay?
 
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