Partisans

Zaldron

King
Joined
Jun 5, 2006
Messages
822
I haven't played many war-heavy games lately, but I lost a city in my most recent game (v126) and I noticed that a partisan didn't spawn. Was that functionality removed and I just missed the release notes?
 
It should spawn if you've owned the city at least 10 turns (depends on gamespeed). If you have a save from shortly before the city's captured, I can check it if you attach a ZIP file with:

  • savegame
  • /mods folder
  • /cache folder
  • /moduserdata folder
 
It should spawn if you've owned the city at least 10 turns (depends on gamespeed). If you have a save from shortly before the city's captured, I can check it if you attach a ZIP file with:

  • savegame
  • /mods folder
  • /cache folder
  • /moduserdata folder

I'll check if I have an autosave but I'm almost positive I don't have a save anymore. I had definitely owned the city for many turns (pop 6 self founded). But come to think of it I haven't seen messages about the AI getting partisans either in several versions. Is it possible that the 10 turn check is somehow preventing them from ever spawning?
 
But come to think of it I haven't seen messages about the AI getting partisans either in several versions.

I noticed there were no notifications of partisans either in my recent 130 game, and found Washington very lightly defended after I rolled three American cities, which suggests that they didn't spawn.
 
Aha! :clap:

PHP:
if (Game.GetGameTurn() - lostCity:GetGameTurnAcquired()) > minTurnDelay then
  -- Create partisans
By the time this is checked... the lost city already has its new owner! This means we get when the new owner acquired the city, not the previous owner. It becomes (captured turn - captured turn)>10, which obviously always fails.

Since the vanilla GetGameTurnAcquired doesn't work, and is in the game core only Firaxis has access to, I'll create a replacement. I should have this fix in for the next release. Thank you for reporting this bug! :goodjob:
 
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