DLL - Various Mod Components

Do you have the "No Radaring" mod enabled? (As that tramples over some of the same code as the Civilian Traffic Jams does.)

Yes, I have enabled the "BUGFIX_RADARING".
After reset its value to 0, the problem seems to be resolved. :)
 
Thanks for the info. That narrows the problem/bug down to about a dozen lines of code.
 
It's a vanilla game bug.

Ah, misunderstanding - was looking for something VMC had introduced.

Do you have step-by-step instructions as to how to reproduce, as no standard improvement has a non-zero GoldMaintenance
 
Use this sql code to reproduce the bug:
Code:
UPDATE Improvements
	SET OutsideBorders = 1;

UPDATE Improvements
	SET GoldMaintenance = 1;

UPDATE Builds		
	SET Time = 1;
After you build an improvement outside your borders, it will cost 2 gold to maintain it. And if you remove it, you will still pay 1 gold for maintenance.
 
V81 uploaded to web-site and GitHub

NOT save game compatible with V80

  • Fixes the missing C4DF messages
  • Fixes the Venice keeping luxuries issue if not enabled
  • Adds an option to keep luxuries for diplomatic marriage
  • Custom CS Quests
  • CSD quests (temporarily) removed
  • CvGameCoreDLL (Vanilla) and CvGameCoreDLL_Expansion (G&K) code removed from the build and GitHub
 
Dunno wot you talking 'bout, Guv! ;)

Did I get something wrong? :confused:
Keeping CS-luxuries for Venice is an optional feature, that is activated via minimod.
Will it be the same for diplomatic marriage? Because I don't see a new mod for this.
 
Wot missing micro-mod???

(Me, create and publish a micro-mod in 30 seconds ... I'd never do anything as underhanded as that!)
 
Use this sql code to reproduce the bug:
Code:
UPDATE Improvements
	SET OutsideBorders = 1;

UPDATE Improvements
	SET GoldMaintenance = 1;

UPDATE Builds		
	SET Time = 1;
After you build an improvement outside your borders, it will cost 2 gold to maintain it. And if you remove it, you will still pay 1 gold for maintenance.

Now this is weird. With a build time of 1 turn or less (time <= 200 at standard speed) I get the double cost, but with a build time of 2 turns or more (time >=300 at standard speed) I do NOT get the double cost.

To quote from "Catch Me If You Can" ... do you concur?
 
Is this easy to fix?
Short answer ... no!

It's driving me up the :wallbash:

Does anyone have any tomato sauce to go with Firaxis' spaghetti?
 
When using "No Radaring" civilian units can pass through foreign units! :confused:

Think I've fixed this. The "radar" is only switched off if the player can't see the plot (and hence the blocking unit)
 
Short answer ... no!

It's driving me up the :wallbash:

Does anyone have any tomato sauce to go with Firaxis' spaghetti?

I did not know that the bug occurs only if build time is very small. I will be using regular build times in my mod, so I don't really need this fix...

I have a request and it should be simple to do. In UnitPromotions table there is column HPHealedIfDestroyEnemy. Can you modify the code so that if HPHealedIfDestroyEnemy has a negative value, units lose HP after killing an enemy unit?
 
I did not know that the bug occurs only if build time is very small. I will be using regular build times in my mod, so I don't really need this fix...

Now you tell me ... just as I've found (and removed) the pine nut in the spaghetti!
 
Hey whoward. Thanks for fixing the little bug I noticed about Venice and allowing Austria to also keep mercantile luxuries. Looking forward now to a game with Austria this week! Thanks so much for continuing to work on your DLL.
 
allowing Austria to also keep mercantile luxuries.
It's not just Austria, but any civ that uses Diplo Marriage (via trait, policy or belief) to gain a Mercantile CS
 
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