Runaway Netherlands!

Xsaurus

Chieftain
Joined
Sep 6, 2013
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5
I installed the new version today and started a new game. On normal speed and difficulty 6 (not sure the name). I reached turn 91 - 600 BC, when I get a message - an unknown civ has reached the renaissance. I later found it was the netherlands:

Pictures here:
Spoiler :

8ABBDAAD861416FE19E00494302DDD28BCC4229D


CF70A2D437CF2A3933F1EB7FE43B70EBDA320253


I found that by using the in game editor that netherlands had the floating gardens (the aztec ub), but not just one - 55 of them. Is this repeatable or just a one time glitch?
 
Looks similar to the bug I experienced whilst using that civ.

http://forums.civfanatics.com/showthread.php?t=507997&page=2

There appears to be a bug related to the Dutch UA. Once the first luxury is connected, the aztec UB is granted and food + production values begin to skyrocket.

I haven't checked to see whether I can reproduce the bug with a cleared Moduserdata folder. This is a good reminder to do so.
 
Yeah looks like the building that was intended to give the gold bonus hasn't been fully implemented so the game is giving the Aztec building by default.
I made a quick and dirty fix that fixes the building so it spawns. The script only adds the bonus to your capital, no idea if that's intentional. If you want to try my fix just replace the file in the Leaders folder where the mod is installed.
I teseted that it works but no guarantees of other issues :crazyeye:
 

Attachments

tested this in 3.4.1. not only is Amsterdam being given a free Chinampa, it's producing an absurd amount of hammers (30+), and if you delete the building it just comes back the next turn.

Started a game as Monty and the Chinampa building works normally for him.
 
@Twainer

The original error spotted by @Toby was to do with BUILDING_TRADING_COMPANY being mispelled as BUILDINGCLASS_TRADE_COMPANY. Then the accompanying Lua functions weren't seeing that building and therefore not giving the Dutch UA.

The latest release point correctly to BUILDING_TRADING_COMPANY and the function now has something to work on.

To those that are experiencing this error please make sure you have cleared your cache and installed the latest download.

Additionally, the Chinampa, as I noted here seems to be an unrelated bug that I was unable to reproduce. Could all those that encounter this please post your logs. Just rename the extension to *.txt to upload them here. Saves having to unzip a tiny file. ;)

Edit:
I have just now downloaded the mod from the forum and it looks like it is from an earlier edit. The files don't match the current GitHub files so unfortunately the existing error stands.
For those that want to edit it to work before the d/l is fixed, change the references AMSTERDAM_BOURSE to TRADING_COMPANY and BUILDINGCLASS_TRADING_COMPANY in place of BUILDINGCLASS_MARKET.
 
Following those directions resulted in the game hanging when using the netherlands with a clear cache and moduserdata.

Perhaps its because you forgot to mention this addition to the GitHub version?

Spoiler :
<BuildingClasses>
<Row>
<Type>BUILDINGCLASS_TRADING_COMPANY</Type>
<DefaultBuilding>BUILDING_TRADING_COMPANY</DefaultBuilding>
<Description>TXT_KEY_BUILDING_TRADING_COMPANY</Description>
<MaxPlayerInstances>0</MaxPlayerInstances>
<NoLimit>true</NoLimit>
</Row>
</BuildingClasses>


Adding that section allows me to load a game as normal. I'm still pretty confused as to the role of this building and the Dutch UA, but it appears to be working :D
Should there be a buildingclass override so that the trading company replaces the market, rather than sitting alongside it?

EDIT: My confusion stems from the use of the trading company as the means of applying the UA, when the original leader discussion and xml indicates that it is meant to be a UB market replacement.

This is the result of the latest github changes: ALL THE GOLD:king:

I'm going to clear my folders and re-download the latest version. Maybe I screwed up whilst putting the changes in. Will update with results.

Apologies in advance for anything dumb I'm doing.

Edit 2: For reference, the Trading Company was added to my city after I connected my first resource.

Edit 3: The bug persists. Logs attached.


Edit 4: Fixed as of 3.4.2
 

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Noticed this bug today when Netherlands spawned next to me and by turn 70 was finishing a wonder every 3 turns as well as had Amsterdam at size 17...

Anyone know if today's patch fixes this? I really liked my start spawn in that game and I'd like to just go back before his growth exploded and play from that point.
 
i just test played as netherlands in 3.4.1 and by 1300 AD i had 35 chinampas and a size 103 city. It is not fixed.
 
There's a 3.4.2 patch now, though.

I just tried it and things weren't fixed, but maybe I didn't clear the modcache or whatever like people are saying properly, or perhaps I have to start a new game... I don't know. Suffice to say I hope this is on someone's radar.
 
I don't know if it's been fixed in the latest patch, but if the problem is that the Netherlands is being given multiple free watermills then you would need to start a new game (or use a turn 0 autosave at the very least) in order to fix it.
 
I don't think that's it. I have a game saved at turn 30 or so that I'm hoping I can revert back to before Amsterdam started exploding (which happened at roughly turn 30, its population started increasing by 1 every 2 turns or so); if it was an issue from turn 1 it would've been more-obvious (although maybe the free watermills would've taken a while to start kicking in?)

I'll try going back a couple more turns though.
 
You don't think that's it because...?

I am guessing that they are being given a Chinampa every turn after they connect their first luxury resource because that would explain the massive boosts to food and production they are getting.

I suggest using a turn 0 autosave because you don't know when the script the triggers the food/production boost actually fires.
 
My earliest save was at turn 8. Going back that far did seem to prevent William from exploding.

But my other neighbors, Songhai, exploded instead for some reason. Not as quickly as William had before, but they had twice as many points as anyone else at turn 40 or so by the time I called it quits. Sigh.
 
That early in the game, it might just be them placing more cities than anyone else. Do you know how many cities they have and the size of their capital?
 
Their capital size was fine as was their number of cities. Looking it over, though, the issue is that their capital tile somehow had 15 production, which doesn't strike me as a reasonable figure for turn 40 (unless one of the new gameplay elements like pantheon beliefs is insanely overpowered.) It wasn't the points that bothered me ultimately, it was the fact that they were suddenly snatching up all of the early Wonders.

[Edit]

Also, while I'm throwing out everything that seems unusual, some civ managed to finish the Temple of Artemis on turn 17 or so. I'm playing on Prince and I guess that maybe that's technically possible but it definitely did not happen before I went and tried to replay the game starting on turn 8 with the new patch.
 
May I please reiterate the importance of posting your logs if you experience this bug.

I have, again, tried and failed to reproduce this bug.

According to my logs, upon gaining the first luxury, the luxury bonus is granted as is expected.
As this snippet shows.

Spoiler :
[1309096.398] CityBannerManager: CityBanner CombatEnd
[1309100.626] MT_Initialize: INFO Turn 51 DoLuxuryTradeBonus William
[1309101.609] TurnProcessing: Hiding TurnProcessing
[1309105.150] MT_Initialize: INFO Turn 52 DoLuxuryTradeBonus William
[1309106.117] TurnProcessing: Hiding TurnProcessing
[1309109.159] CityBannerManager: CityBanner CombatBegin
[1309109.175] CityBannerManager: CityBanner CombatEnd
[1309109.393] CityBannerManager: CityBanner CombatBegin
[1309109.409] CityBannerManager: CityBanner CombatEnd
[1309110.532] MT_Initialize: INFO Turn 53 DoLuxuryTradeBonus William
[1309111.499] TurnProcessing: Hiding TurnProcessing
[1309120.563] MT_Initialize: INFO Turn 54 DoLuxuryTradeBonus William
[1309121.546] TurnProcessing: Hiding TurnProcessing
[1309126.241] CityBannerManager: CityBanner CombatBegin
[1309126.257] CityBannerManager: CityBanner CombatEnd
[1309126.272] CityBannerManager: CityBanner CombatBegin
[1309126.288] CityBannerManager: CityBanner CombatEnd
[1309127.380] MT_Initialize: INFO Turn 55 DoLuxuryTradeBonus William
[1309128.363] TurnProcessing: Hiding TurnProcessing
[1309136.709] MT_Initialize: INFO Turn 56 DoLuxuryTradeBonus William
[1309137.676] TurnProcessing: Hiding TurnProcessing


During all that time no errant buildings are given and there appears to be no runaway production.

Just out of curiosity, could you also give the version number of your game engine.

I am currently on 1.0.3.70 but during development Thal and I were on different versions and I had some MINOR problems. It is unlikely, but possible, that something else is happening. The more information we have to track it the quicker it will be found.
 
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