I'm still considering removing the effect entirely for buildings and units though. Mostly this is due to considering what it does to city development. Pondering... pondering... It's on the table.When all is said and done, we are usually on the same page. ^^
Obviously an oversight, I'll fix it.Industrial era has <iCreatePercent>80</iCreatePercent> and Nanotech era has <iCreatePercent>60</iCreatePercent>.
All other CreatePercent tags are set at 100.
I wouldn't call it a 'bug' per se but I see the point of such an adjustment.The game option "More XP to level" is bugged. It needs to adjust the values of ANIMAL_MAX_XP_VALUE and BARBARIAN_MAX_XP_VALUE by the same amount. That is when they are used in game not in the XML file.
Hawaiian Surfboard Carver has a "TXT_KEY_BUILDING_SURFBOARD_HELP" in its description.
Battlefield medicine tech claims that it now obsoletes field hospital but modern health care that comes much later is required to build it?? It used to be that battlefield medicine enabled or 'opened' the field hospital. How did this mess happen?
I'll fix these.Tiny mistake: There is "Heidelburg University" but the name of the city is Heidelberg.
Strange bug, I'll investigate it.Started a new game on latest SVN. Units' construction cost is bugged.
*This seem to affect brute and stone thrower, the other units got what seem to be an allright hammer cost.
Epic, NM, and Large (i think?).
Spoiler :
It's probably caused by this line { in CvPlayer.cpp - getProductionNeeded() } :Strange bug, I'll investigate it.
int CvUnitInfo::getEraInfo() const
{
if (getPrereqAndTech() != NO_TECH)
{
return GC.getTechInfo((TechTypes)getPrereqAndTech()).getEra();
}
else
{
TechTypes eHighestTech = NO_TECH;
for ( int i = 0; i < GC.getNUM_UNIT_AND_TECH_PREREQS(); i++)
{
if ( getPrereqAndTechs(i) != NO_TECH )
{
if (eHighestTech == NO_TECH)
{
eHighestTech = (TechTypes)getPrereqAndTechs(i);
}
else if ((int)GC.getTechInfo((TechTypes)getPrereqAndTechs(i)).getEra() > (int)GC.getTechInfo(eHighestTech).getEra())
{
eHighestTech = (TechTypes)getPrereqAndTechs(i);
}
}
}
if (eHighestTech != NO_TECH)
{
return GC.getTechInfo(eHighestTech).getEra();
}
}
return NO_ERA;
}
Would've been an easy mistake to make. I'm sure you're right about the analysis.I guess "field hospital" should require "battlefield medicine", and obsolete at "modern health care"; not the other way around? (@Thunderbrd )
Ah... damn... forgot you would get units without tech prereqs. I'll have to resolve that tonight.It's probably caused by this line { in CvPlayer.cpp - getProductionNeeded() } :
iModifier = GC.getEraInfo((EraTypes)GC.getUnitInfo(eUnit).getEraInfo()).getTrainPercent();
GC.getUnitInfo(eUnit).getEraInfo() returns NO_ERA instead of ERA_PREHISTORIC for the "Brute" and "Stone Thrower", so it returns a -1 when it should return a 0
NO_ERA = -1
ERA_PREHISTORIC = 0
ERA_ANCIENT = 1
etc.
So what does GC.getEraInfo(NO_ERA).getTrainPercent(); return?Spoiler CvUnit.cpp :Code:int CvUnitInfo::getEraInfo() const { if (getPrereqAndTech() != NO_TECH) { return GC.getTechInfo((TechTypes)getPrereqAndTech()).getEra(); } else { TechTypes eHighestTech = NO_TECH; for ( int i = 0; i < GC.getNUM_UNIT_AND_TECH_PREREQS(); i++) { if ( getPrereqAndTechs(i) != NO_TECH ) { if (eHighestTech == NO_TECH) { eHighestTech = (TechTypes)getPrereqAndTechs(i); } else if ((int)GC.getTechInfo((TechTypes)getPrereqAndTechs(i)).getEra() > (int)GC.getTechInfo(eHighestTech).getEra()) { eHighestTech = (TechTypes)getPrereqAndTechs(i); } } } if (eHighestTech != NO_TECH) { return GC.getTechInfo(eHighestTech).getEra(); } } return NO_ERA; }
Or rather, what does NULL.getTrainPercent(); return? It returns a problem I'm sure.
9935
- The Field Hospital building had somehow gotten its prereq and obsolete techs swapped. Reported by @Tajo .
When you try to construct a "Myth - Seaturtle" (from a subdued seaturtle) you get a "TEXT_KEY_BUILDING_SEATURTLE_MYTH_EFFECT".
@Dancing Hoskuld, you are more familiar with this content than me.The same happened to Tradition - Aesthetics and Tradition - Work Ethic
Recosting oopsie by @ThunderbrdIt seems the grand festivals construction cost is a bit on the high side.
Normal buildings on that column cost 100 production or so, while they cost 650. I expected it should be around the 400.