"Houseboat bug"? -- Do you mean the "settler on a boat problem"? In that case I would expect that you only "make matters worse", if you enable that requirement...
A "settler on a boat" doesn't cause the game to crash?! I think we are talking about different things here. So what exactly is the "houseboat bug"?
You say "the houseboat bug" as if it's some kind of known thing. You don't say "A houseboat bug" or "I have this bug where", you say "the houseboat bug", and yet nowhere on these forums is a houseboat bug even a thing.
Where did you read about it? Can you link the site that talks about it?
LK: Civinator recently suffered a major hack, lost a huge amount of his work on CCM v.2.0, and has not been active on CFC very much since.
My understanding, gleaned mainly from reading the CCM thread, is that the Houseboat Bug mainly/only occurs in mods (such as CCM) which use Settlers that have been autoproduced and/or have a pop-cost of zero; the game-engine 'knows' that a defeated houseboat-Civ is still 'alive', but because that civ's total-cities and total-population values are both zero, a conflict is generated which crashes the game.
Post-patch, the bug no longer exists in the epic game (or at least, doesn't result in a crash -- just an annoyance for perfectionists like Lanz), nor in the Firaxis Scenarios/ CFC-GotMs, nor any other mods which also abide by the (programmers') assumption that 'a Settler-type unit always costs at least 1 citizen'.
My understanding, gleaned mainly from reading the CCM thread, is that the Houseboat Bug mainly/only occurs in mods (such as CCM) which use Settlers that have been autoproduced and/or have a pop-cost of zero; the game-engine 'knows' that a defeated houseboat-Civ is still 'alive', but because that civ's total-cities and total-population values are both zero, a conflict is generated which crashes the game. Post-patch, the bug no longer exists in the epic game (or at least, doesn't result in a crash -- just an annoyance for perfectionists like Lanz), nor in the Firaxis Scenarios/ CFC-GotMs, nor any other mods which also abide by the (programmers') assumption that 'a Settler-type unit always costs at least 1 citizen'.
Hmmm, TETurkhan's Test of Time uses a different Settler for the Asian Civilizations. Could this bug also effect that mod as well then? Would it be worth running a test? His Asian Settlers are not auto-produced however, and have a high population cost of 6. Would that avoid the problem? I ask this as I am working on some mods based on Test of Time.
In my eyes tests here would always be a good idea to enlarge our knowledge about that bug.![]()
Doesn’t the multi tool trick work?.