Community Patch Hotfix (7-21v2)

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Gazebo

Lord of the Community Patch
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Hey all,

Fixed a couple of nagging bugs with the CP. Should be savegame compatible.

  • Citizens should lock and unlock properly (had to manually force this behavior, as the 'natural' vanilla code just wasn't working right anymore)
  • Fixed observer issue that was causing barbs not to spawn if you maxed out the # of civs in a game.

Uploaded now. (5:15pm EST)

G
 
Citizens management works more properly. However, you cannot lock specialists when you have locked tiles. Unless you reset tiles, specialists will always be unlocked after you exit city screen.
 
Gazebo, I'm having the same bug with all recent versions. AI is expansionist(settles many cities\ build many settlers) but barely explores. He keeps settling cities within minimal distance from each other until he fills pretty much the entire map. He also asked me not to settle near him, and then settled city within three tiles of mine. That's extremely annoying.
 
He also asked me not to settle near him, and then settled city within three tiles of mine. That's extremely annoying.

That's just civ my friend. :) The AI did it in the base game, and a human would do it if they thought they could defend the city properly.

AIs attempting to ICS sounds like something that could be improved, though I must say I don't think I've noticed that sort of behavior.
 
Citizens management works more properly. However, you cannot lock specialists when you have locked tiles. Unless you reset tiles, specialists will always be unlocked after you exit city screen.

Can confirm. Just opened a Github issue on it.

Edit: Also, tile assignment in general still seems a bit wonky. No idea why this empty plains tile wants to be worked.

Spoiler :
stwiTf0.jpg
 
I also confirm the specialist lock problem... the tile re-assignment is fixed, but now there's this problem.
 
For me still happening with this version random gold included in certains tiles, and units from conscription not appearing. Reported on Github.
 
Specialist Lock Issue: If you have all locked plots, you will not be able make a specialist until you unlock one of the plots. This is by design, as it is the only way to prevent the city AI from moving the citizens manually. Other problem (specialist staying assigned) is odd. I'll check it out.

Edit: to clarify, these citizen-related bugs are appearing as I fix citizen AI problems because the base code relies on a set of gimped AI logic that I replaced elsewhere in the DLL. The spaghetti is real.

Those of you with the phantom gold on tiles issue: Are you loading saved games and then seeing the issue, or are the gold yields appearing all in one session?

G
 
Locked Specialists unlock themselves even if you have freed at least one citizen tile. I tried to reset tiles and reassigned tiles/specialist but to no avail. However, it just happens on my capital. All other cities appears to work properly after the hotfix.

To phantom gold issue: I only play in one session (usually stop before industrialization because its lengthy). Some cities gain their improvement gold (science/culture afterward) suddenly. At that moment, I haven't adopt any policies, reliefs, finish technology or doing anything significant actions.
 
Specialist Lock Issue: If you have all locked plots, you will not be able make a specialist until you unlock one of the plots. This is by design, as it is the only way to prevent the city AI from moving the citizens manually. Other problem (specialist staying assigned) is odd. I'll check it out.

Edit: to clarify, these citizen-related bugs are appearing as I fix citizen AI problems because the base code relies on a set of gimped AI logic that I replaced elsewhere in the DLL. The spaghetti is real.


G



Maybe disable the code if we select the manual boxes in the cities...? would that work?

I manage each city manually, so don't really care personally how the AI assigns plots for each focus (others do though)... I only care about the AI re-assigning my citizens/plots (fixed now) and/or specialists...
 
Maybe disable the code if we select the manual boxes in the cities...? would that work?

I manage each city manually, so don't really care personally how the AI assigns plots for each focus (others do though)... I only care about the AI re-assigning my citizens/plots (fixed now) and/or specialists...

Not that easy, but I do think I've fixed it (doing a little lunch break coding), as I've applied an additional set of values that require the city to really, really, really need to remove a forced specialist/worker.

G
 
And the expansion issue?
I'm playing with JFD's exploration, BTW.
 
Don't know if this sheds any light, but you can see the game lets me know beforehand that building a pasture will generate +1 gold. I haven't reloaded ingame, but it hasn't been a continuous playthrough.

Spoiler :
07oGHmF.jpg
 
I figured out the phantom yield issue (and I've fixed the specialist bug). Going to test some more tonight, then I'll push it out tomorrow.

G

Awesome, great to hear. After a certain point in the game it's really unfortunate not being able to lock down specialists.

I'm not sure how useful this is--probably not at all :rolleyes:--but this Great Scientist has been sitting here for I'm not sure how many turns. A long time for sure.
Spoiler :
RBoQDJ6.jpg
 
I figured out the phantom yield issue (and I've fixed the specialist bug). Going to test some more tonight, then I'll push it out tomorrow.

G


Great news! just for curiosity, any progress on the Conscription bug?
 
Great news! just for curiosity, any progress on the Conscription bug?

Yep. It was feeding in the wrong population value for max populations in cities where I had it originally, so I've moved it. Should work - I've also added a logging check so I can more accurately see. That stupid policy has been a major pain.

G
 
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