Has anyone else experienced an issue where giving free policies using the
Code:
player:SetNumFreePolicies(1)
player:SetNumFreePolicies(0)
player:SetHasPolicy(iPolicyID, true)
method causes the social policy "choose next social policy" notifications to no longer appear, even though the game appears to be correctly calculating the cost of the next social policy ?
I've been using LastSword's method of adding a dummy policy whenever a "real" policy is being taken away, and this seems so far as I have found to be the only reliable method to not break the social policy cost calculation whenever any policy is ever taken away.
Only adding policies (and never thereafter removing any of them) using the "free policies" trick seemed never to have any negative effect on the social policy costs, but does (at least for me) seem to be breaking the notification pop-up system. I can easily code around it, but if no one else has experienced this issue then I think I need to figure out what I am doing wrong.
Full disclosure: on 1st game set-up I am giving each major player a basket-boatload full of free dummy policies using the "free policies" trick mentioned earlier for each and every one of these dummy policies I give to the major player. Then I can swap a dummy for each of the dynamic effect policies I need to add to give a specific dynamic effect amount. See
here to understand what I am trying to accomplish (that thread does
not have a link to the latest version of the code I am using). The Oops alert mentioned in the OP of that thread is related to some of these issues regarding social policy costs and pop-up notifications.
I've attached the current version of the Dynamic Policy Effects mod in case that is of use to tell me what I'm doing wrong here wrt social policy notification and giving out policies, etc.