Dancing Hoskuld
Deity
It is also working fine for me. Even my metro Admin buildings are working.
Testing with SVN 5521, I'm still having problems with the Hunter III promotion not being available to Trackers. To test, I started a new game, entered WB to give myself a Tracker with Hunter II, Woodsman II, & 40 experience, and also gave myself Hunting Tactics, and when I exit WB I can't upgrade to Hunter III even though I have all of the prereqs.
Sorry if I'm being a pain, but this problem still exists with SVN 5558 - as DH said, apparently you need both Woodsman II & Guerilla II to promote to Hunter III, even though the pedia clearly says you should only need either (which is how it's always been).
Hah... how ironic! I JUST found and repaired this bug and am testing the fix now before pushing the fix to the SVN.
I picked scientific, idealistic and agricultural traits (creative, too, but it's not part of the bug). When building a granary the production window says I get +100% for sci, ide, agr although only agr gives the "builds faster with" bonus for grenary.
The window says I get 245 hammers but the production bar says only 131 and seems to get it right (or at least ignore the buggy window estimates)
EDIT: Using yesterdays SVN but the bug appeared already before, just reporting it now.
If you like, I can provide a save.
This should be fixed with the push I'm putting through now.
That happens when variable names that do not tell what they are supposed to do are used. Anyway, cleaned it up some more (this time hopefully without changing the meaning).Apparently one of the coders did some tweaking in the canAcquirePromotion function in the dll and did not realize that the OR prereqs is an AND/OR rather than an AND/AND statement. He did a great job improving some of the coding but incidentally broke this function, probably due to not knowing the intention of the code - when I read the code there the first time, I thought it was a bug too until it was explained to me what it was supposed to do. No big harm... it should be fixed now.
That happens when variable names that do not tell what they are supposed to do are used. Anyway, cleaned it up some more (this time hopefully without changing the meaning).
Mistakes happen. No need to keep anything 'downlow'.lol... are you saying bbypass doesn't clarify itself? I was purposely not calling you out here out of respect (I'm going to try to minimize that sort of thing if I can since I know how blamable I can be myself for issues) but when you reply its tough to keep things on the 'downlow'
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for (int iI = 0; iI < NUM_DOMAIN_TYPES; iI++)
{
if (getDomainType() == ((DomainTypes)iI) && ...
@DH:
I'm getting some asserts in the debug build on load. They have to do with study outcomes, it gives 8 or so but I only took two screenshots.
Look like Crime (Graffiti) have a bug : the -2%with Dye doesnt work
You sure you have dye resource?
Yes, I have 1
But...
Im not toally sure, just look the print. You can see I have 1 Dye, 1 Crime (graffiti), but.... All calcul in the detail are so wrong...
The culture given in city screen is not the base culture, nor the total culture...