Resource icon

Community BugFix Mod 0.9.2

Have you looked into undetected espionage always giving Migrants instead of just with Lantern equipped (Lantern gives me two Migrants instead of one)? I suppose it's possible that it's just an undocumented feature of the espionage system, but I'd be surprised.

Thanks for all your hard work!
 
Have you looked into undetected espionage always giving Migrants instead of just with Lantern equipped (Lantern gives me two Migrants instead of one)? I suppose it's possible that it's just an undocumented feature of the espionage system, but I'd be surprised.

Thanks for all your hard work!
Yeah, I did take a look at how the memento modifier was implemented and couldn't spot anything unusual that required fixing. Not sure what issue is there.
 
Hey will you be addressing the Emporium stack bug? I just ran into it and saw it’s already been mentioned:
 

Attachments

  • IMG_4256.jpeg
    IMG_4256.jpeg
    394.8 KB · Views: 241
Example to Emporim bug from my current game: in this city I have 4 of them, each should give +4 gold, but they each are giving +10 now because it went like:

1st emporium: +4
Next +6
Next +8
Next +10

And each change impacts ALL emporiums which is how they end up like that
 

Attachments

  • IMG_4257.jpeg
    IMG_4257.jpeg
    1.5 MB · Views: 239
Here's another issue to investigate.
Example to Emporim bug from my current game: in this city I have 4 of them, each should give +4 gold, but they each are giving +10 now because it went like:

1st emporium: +4
Next +6
Next +8
Next +10

And each change impacts ALL emporiums which is how they end up like that
This affects other CS UIs as well, such as Monasteries (21 Happiness is not normal):

1740825268750.png


Alternatively, you can take Mensarii and receive some sort of recursive stacking bug from the +1 Gold/suz, which probably shouldn't allow you to reach 54 Gold per bridge:

1740825472505.png


I would assume there's similar bugs on bonuses like +1 Science/suz, but those aren't as obvious because you can't stack as many Science buildings as bridges, potentially, capping their ability to multiply recursively.
 
Yes, someone else described this same bug on Reddit pasting here:

It’s a bug with the city state bonus that gives +1 gold to gold buildings for each city state. If you have multiple of the same type of building, then each building gets more and more modifier. This is super exploitable with bridges since you can have multiple bridges in the same city, I’ve had cities where they had 7 bridges each giving 100 base gold because I had 13 city state allies.
 
Also, maybe it got lost in the shuffle earlier in this thread, but it seems logical that the Meiji fix should be to match the bonus to what is written rather than just changing the text.
I can think of more situations where the tooltip is obviously wrong than where the effect is. Take Catherine's level 9 memento as an example: My theory is that they were revising the level 2 memento to strike the needlessly confusing, irrelevant word "Efficiency" from its tooltip, but they pasted the revised tooltip into the wrong memento. Level 9 says it does exactly what the level 2 does (+5% Science per Great Work, up to +25%) when it actually gives a completely different bonus (+1 Science on Tundra). There's many other examples where the tooltip is in the ballpark but somewhere from misleading to a damn lie.

The terrible truth is that we just don't know what was intended in most cases. I think Meiji is a judgement call.
 
Hey will you be addressing the Emporium stack bug? I just ran into it and saw it’s already been mentioned:
Any chance you have a save game I can test? Looks like there are duplicate modifiers going on. One looking at it as a constructible and the other as an improvement.

Here's another issue to investigate.

This affects other CS UIs as well, such as Monasteries (21 Happiness is not normal):

View attachment 722625

Alternatively, you can take Mensarii and receive some sort of recursive stacking bug from the +1 Gold/suz, which probably shouldn't allow you to reach 54 Gold per bridge:

View attachment 722626

I would assume there's similar bugs on bonuses like +1 Science/suz, but those aren't as obvious because you can't stack as many Science buildings as bridges, potentially, capping their ability to multiply recursively.
Looks like same situation here.

A smaller bug is the Open Air Museum, which gives half the amount of yields from adjacent terrain (1) than advertised (2).

Also, maybe it got lost in the shuffle earlier in this thread, but it seems logical that the Meiji fix should be to match the bonus to what is written rather than just changing the text.
Yeah, these are tough ones. Coming from a dev team, I've found that people are generally quicker to make the tweak but neglect the documentation. I'd say through their QA process, Firaxis was nerfing and buffing things all over the place to try to balance things out. In my personal opinion, these were more likely nerfed and text not updated rather than being implemented with wrong values. So I guess that goes against what I said in the description that this mod is unopinionated :)
 
Here you go @PoundedChicken

Look at Athens, Thebai and Madrid - all have the Emporium bug

This is Exploration era and emporiums were built in antiquity. Once the map generator created the Exploration map, it inherited / replicated the bug from Antiquity

You will also notice that the towns with emporiums are fine, 2 gold. As soon as I upgrade to a CITY, the bug emerges because that +2 bonus applies to cities only and is BUGGED

(FYI, this game uses the AI mod so loading may require that. I tried to enable your mod too but failed which is a separate issue in another thread I copied you on)
 

Attachments

Last edited:
Any chance you have a save game I can test? Looks like there are duplicate modifiers going on. One looking at it as a constructible and the other as an improvement.


Looks like same situation here.


Yeah, these are tough ones. Coming from a dev team, I've found that people are generally quicker to make the tweak but neglect the documentation. I'd say through their QA process, Firaxis was nerfing and buffing things all over the place to try to balance things out. In my personal opinion, these were more likely nerfed and text not updated rather than being implemented with wrong values. So I guess that goes against what I said in the description that this mod is unopinionated :)
Ok, I take this back. The problem is that these buildings' bonuses are being applied using a GameEffect EFFECT_PLOT_ADJUST_YIELD which really should only be used for buildings that can only be built once ie. Wonders. What's happening instead is since you can build multiple, every time you build one it applies the extra yield over and over to all plots with that building.

I've applied a fix for Monastery/Emporium that works for Emporium (tested), haven't check Monastery yet but same principle.

On the topic of Open Air Museum. In my opinion again, I reckon the game text is probably wrong and the yields of +1 are correct. Thoughts?
 
On the topic of Open Air Museum. In my opinion again, I reckon the game text is probably wrong and the yields of +1 are correct. Thoughts?
Given that it's a modern age improvement, it's only one per settlement, it's up against 1 culture per CS on every culture building or policy slot, and you're only getting 3-4 adjacency most times, getting 2 per seems appropriate. At least I can say, if it were 1 I doubt I'd ever choose the it.

Edit: Any chance you could look at the Shawnee? There are a few effects that seem to be bugged in their unique civics tree: https://forums.civfanatics.com/threads/1-0-1-multiple-shawnee-effects-not-working.695095/
 
Last edited:
Ok, I take this back. The problem is that these buildings' bonuses are being applied using a GameEffect EFFECT_PLOT_ADJUST_YIELD which really should only be used for buildings that can only be built once ie. Wonders. What's happening instead is since you can build multiple, every time you build one it applies the extra yield over and over to all plots with that building.
Company Post (TRADING_FACTORY, Exploration), Entrepot (Modern), and Institute (INSTITUE, Modern) need the same fix, right?
 
Did you check if Firaxis fixed any in the patch? I read it all but didn’t see any, meaning we will need your mod!
 
This one seems fixable (but haven't looked into the files at all so far). Drives me crazy that no one seems to care about these things while we get 5 pages on british ship design, but I'll try to restrain myself from shouting at the community.

 
<Modifier id="QUINQUEREME_MOD_PURCHASE_RATE_UNITS" collection="COLLECTION_OWNER" effect="EFFECT_ADJUST_PLAYER_OR_CITY_UNIT_PURCHASE_EFFICIENCY">
<Argument name="Percent">25</Argument>
</Modifier>

DLC\carthage\modules\data\traditions-gameeffects.xml

Almost sounds like it is (half-)intended or a communication mix-up - no mention of "naval" in the file.
 
Back
Top Bottom