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Community BugFix Mod 0.9.2

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?
for buildings, it affects thresholds like whether you can build settlers or convert a town into a city, but it does not affect city growth. for improvements, it might affect city growth, but we don't have clear evidence either way yet.
 
I originally reported this to Smayo, but I see you've integrated his fixes so I'll repost here:

The Hoplite's CS bonus from city-states text appears wrong in the combat preview because they forgot to include the string in units-gameeffects.xml
What it currently looks like:
Code:
<Modifier id="HOPLITE_MOD_COMBAT_PER_FRIENDLY_INDEPENDENT"
collection="COLLECTION_OWNER"
effect="EFFECT_ADJUST_UNIT_SUZERAIN_OF_COMBAT_MODIFIER">
        <SubjectRequirements>
            <Requirement type="REQUIREMENT_UNIT_TAG_MATCHES">
                <Argument name="Tag">UNIT_CLASS_HOPLITE</Argument>
            </Requirement>
        </SubjectRequirements>
        <Argument name="Amount">1</Argument>
    </Modifier>

What it should look like:
Code:
<Modifier id="HOPLITE_MOD_COMBAT_PER_FRIENDLY_INDEPENDENT"
collection="COLLECTION_OWNER"
effect="EFFECT_ADJUST_UNIT_SUZERAIN_OF_COMBAT_MODIFIER">
        <SubjectRequirements>
            <Requirement type="REQUIREMENT_UNIT_TAG_MATCHES">
                <Argument name="Tag">UNIT_CLASS_HOPLITE</Argument>
            </Requirement>
        </SubjectRequirements>
        <Argument name="Amount">1</Argument>
        <String context="Preview">LOC_ABILITY_HOPLITE_UPGRADE_PREVIEW</String>
    </Modifier>

Because of this, what you see in the combat preview is "+1 Combat Strength for each City-State you are suzerain of." instead of "+{1_Amount} from City-States", which may potentially be showing you the wrong total.
 
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?
A settlement has rural and urban pop and the growth is only tied to rural pop. (+ specialists but can ignore that here)

Eg town with 2 farms and city hall and granary:
- 2 rural pop (farms)
- 2 urban pop (city hall + granary)
= 4 pop shown on city

food needed to grow = 2 pop threshold

If the city added 5 more buildings and became 9 pop, growth threshold doesn’t change, it’s still 2.

This works as intended.

Unique improv = when you replace a farm with a wall, pop or the growth threshold don’t change because still same rural citizen working that tile.

BUG = next age, game thinks the walls were urban and subtracts that pop from growth. So in this case game thinks you have zero rural pop and city grows like crazy! (The unintended positive effect)

P.s. this is why the bug is not easy to catch coz you need to have a city with lots of uniques and pay attention on age transition. Furthermore, it only happens to WALLS , not other uniques AFAIK.
 
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In order to fix carthagian UU, couldn't be used the same code of Kispoko Nena’to? (shawnee UU)
Basically the main idea should be exactly the same, I expect the code is similar and I'm pretty sure Kispoko is not bugged.
Anyway tomorrow we'll see if they fixed something...Hope for the best
 
They fixed the Quinquereme bug (exactly as I suggested ;), but there wasn't really any other way to do it), which causes a conflict.

So you have to comment quinquereme.xml out (in the modinfo, or the database entry itself) to use the mod. There might be more conflicts, they fixed the Songhai bonus too, for instance. But it does load in Antiquity now.
 
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They fixed these too that overlap with mod:

Emporium stacking
Monastery stacking
Shell tempered

What remains in the mod that is still NOT fixed?

I didn’t see Renaissance bug which IMO was most game breaking … may have to self-police for this one

(I was planning to start a new game w/o this mod)
 
I’ve made a PR fixing the quinquereme double up and removing some of the fixes that Firaxis covered. Made a comment here but it seems it got lost with the whole server instability. The Skote fix probably needs to go, when bug fixed it works like the bridge bug, stacking culture.
 
Since release chariots don’t ignore ZOC yet I don’t think I’ve heard this mentioned.. Am I missing something? It’s a common unit so should have been noticed by now..
 
They fixed the Quinquereme bug (exactly as I suggested ;), but there wasn't really any other way to do it), which causes a conflict.

So you have to comment quinquereme.xml out (in the modinfo, or the database entry itself) to use the mod. There might be more conflicts, they fixed the Songhai bonus too, for instance. But it does load in Antiquity now.
Thanks for this. I'll consider it a temporary treat if there's something broken but otherwise just wanted to start the game with this mod still installed until it's updated.
 
@PoundedChicken I think you can remove the Songhai Hi-Koi fix, they have significantly changed this - it may even cause trouble.

(If anyone does have trouble, just remove the line
<Item>xml/hikoi.xml</Item>
in the modinfo.)

Screenshot 2025-03-26 235409.png
 
@PoundedChicken I think you can remove the Songhai Hi-Koi fix, they have significantly changed this - it may even cause trouble.

(If anyone does have trouble, just remove the line
<Item>xml/hikoi.xml</Item>
in the modinfo.)

View attachment 727030
Trouble indeed! This prevented me from progressing to Exploration in two games earlier today.

Removing that line fixed it, thank you :goodjob:
 
A brief recap below, hoping it can be usefull:

Fix that can be removed from the mod

  • Meji overbuilding bonus: 1.1.1 should have fixed this, I guess it can be removed from the Mod now

Known bugs of things that simply do not works 100% of time (if a good souls know how to fix can be added to the mod):

  • Ming wall (URGENT/ GAME BREAKER): at the start of the Modern Age, each tile with a Ming Wall reduces the city's food requirement per population by 1. While the UI still displays the correct population, the food calculation is incorrect. As a result, cities with numerous Ming Walls can grow remarkably easily in Modern Age (enough to ban the Ming for me)
  • Incense do not boost missionaries (fixed in another mod, not here): Incense boost temple production but not the missionary production. This has already been fixed thanks to @Smayo (see Community Bugfixes Extended v1.11), but I think for some reason it's not still been included in this mod
  • Mobility promotion (fixed in another mod, not here): Mobility promotion for Commanders doesn't correctly ignores Rough and Minor River terrain when packed. As the previous point, this has already been fixed in @Smayo 's mod, I guess the fix could be reported also here
  • Prussian streets everywhere in Modern Age: for absolutely no reason, at the start of modern Age ALL the roads in neutral territory get transformed in Staatseisenbahn (the prussian special road). This obviously creates many distortion, boosting tons of tiles in the empty world and promoting colonization in these tiles
  • Staatseisenbahn yield not reported in the UI when city grow: not only the previous bug is definitely annoying, but also the related UI is broken. Staatseisenbahn improves the yield in the tile, but this is not reported when you have to add a citizen in the tile (the yield magically appear from nowhere after you've decided the tile to put the citizien)
  • Civic based on Attributes: civics based on attributes counts only the attributes gained in the current age, making the second tier of ideology civics not only useless, but damaging for people who don't know this (these civics give a bonus for the attributes but also a malus)
  • Distant Land Legacy bonus working in Original Continent: I've not tested this enough, but I'm pretty sure that the Legacy bonuses you can start when an Era begin are completely broken in all (or almost all) the situation where a bonus should be given only to distant land's cities; the bonuses instead appear for ALL the cities. Also, in modern I choose the +2 population in distant land bonus and I'm almost completly sure I received way more than 2 population in every city (I received something like 5, no idea if the other 3 could have been related to something else but I'm pretty sure not)
  • Hoplites combat preview: @WarlockEngineer as already reported above (message #142 of this thread) a fix for the fact that hoplites report a wrong combat preview message when used
Known bugs of things that do not works sometimes (if a good souls know how to fix can be added to the mod):

  • Commander melee coordinated attack: this "sometimes works", but starting from something like half ancient Age seems bugged TONS of times. Basically really often the commander melee coordinated attack simply doesn't work (you click it, the commander lose all movement, but nothing happen and no friendly unit attack anyone), or moves unit which CAN'T even reach the target. This is probably a type of bug that would require many analysis anyway.

Hoping they can have a solution :sad: and in the meantime obviously thanks to all as always!!!
 
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