I'm showing fresh water on all those tiles. I've made a few local code changes but I don't see why my changes would have impacted those particular plots... well... if I do, then it's possible that I need to check another scenario.@Toffer90 it appears your recent change (mountains game option cleanup) broke rivers - they don't give fresh water anymore.
Spoiler :
You're the one that pushed the change to master, but yeah, I'll look into the possibility one of the changes in that pull request may cause the fresh water strangeness.@Toffer90 it appears your recent change (mountains game option cleanup) broke rivers - they don't give fresh water anymore.
Update to latest github/SVN version.I'm showing fresh water on all those tiles. I've made a few local code changes but I don't see why my changes would have impacted those particular plots... well... if I do, then it's possible that I need to check another scenario.
I'm on the latest. Of course.Update to latest github/SVN version.
It won't show, that its fresh water plot, as showed in screenshot.
This may be related.
EDIT: Nope... seems it all appears to be working right now. I'll commit what I've changed and you can check against the difference. I'm not sure why my adjustment would have fixed things but there's a few spots with some odd logic that I ironed out and although I'm not sure how it would've caused the plots you show to not have access to fresh water, somehow it sorts it out.
Well, I didn't notice weirdness with fresh water in beginning.You're the one that pushed the change to master, but yeah, I'll look into the possibility one of the changes in that pull request may cause the fresh water strangeness.
Yeah I don't know what happened with my first pull... is it possible that it only pulls part of the updates then later you have to again? That was weird.Well, I didn't notice weirdness with fresh water in beginning.
TB, I guess code was bit wonky somewhere.
This didn't fix fresh water issue on plots yet - rivers don't provide fresh water, same with lakes, peaks and ice feature.Yeah I don't know what happened with my first pull... is it possible that it only pulls part of the updates then later you have to again? That was weird.
Anyhow... now that I check again, indeed there seems to be a problem still. How python is at all related to that is... baffling.
OH - NOW I can see more change histories on CvPlot... there may be something here to find that explains this.
if (!GC.getGameINLINE().isOption(GAMEOPTION_MOUNTAINS))
{
if (isPeak2(true))
{
return true;
}
}
else if (isPeak2(true))
{
if (eTeam == NO_TEAM || !GET_TEAM(eTeam).isCanPassPeaks())
{
return true;
}
}
if (eTeam == NO_TEAM || isPeak2(true) && !GET_TEAM(eTeam).isCanPassPeaks())
{
return true;
}
bool CvPlot::isImpassable(TeamTypes eTeam) const
{
if (isPeak2(true))
{
if (eTeam != NO_TEAM && GET_TEAM(eTeam).isCanPassPeaks())
{
return false;
}
else
{
return true;
}
}
if (getTerrainType() == NO_TERRAIN)
{
return false;
}
return ((getFeatureType() == NO_FEATURE) ? GC.getTerrainInfo(getTerrainType()).isImpassable() : GC.getFeatureInfo(getFeatureType()).isImpassable());
}
TeamTypes eTeam = getTeam();
if (isWater() || isImpassable(eTeam))
I'm not sure if stuff will check the plot or the city for fresh water.I just took quick look. Each city has an int to represent fresh water. That int is changed in one spot in the code - during the CvCity:: processBuilding() method.
It works for rivers and lakes now.If it's not already fixed here's my first comment:
I'm not sure if stuff will check the plot or the city for fresh water.
If something like building req checks the city int then the plot doesn't matter atm because the int can only be changed by buildings.
If you guys wanna make mountain plots fresh water if it has a city and an adjacent fresh water plot I think I can do that but it may not fix problem.
Depends on the stuff. Buildings (for prereqs) check the city but were checking the plot the city is on and that was a part of the problem. The rest of the problem was in the plot itself and a few rules regarding peaks were being problematic from way back, and also in how a few rule rewrites were written recently that were causing major problems for almost all the plots in the game.I'm not sure if stuff will check the plot or the city for fresh water
Ultimately, although it's a little 'taking the long road', cities were being checked by the plot check so it would ask the plot which would in turn ask the city... oy vey. That somewhat makes sense still though in one place I just said, check the city instead.If something like building req checks the city int then the plot doesn't matter atm because the int can only be changed by buildings.
The rule settles on enabling peaks to potentially have freshwater access if:If you guys wanna make mountain plots fresh water if it has a city and an adjacent fresh water plot I think I can do that but it may not fix problem.
The rule settles on enabling peaks to potentially have freshwater access if:
a) It's a city that has freshwater access
or
b) It's a plot that would have freshwater access normally AND the player is at a tech level that enables peaks to be passed by units. Otherwise, if the plot is normally impassable, it does not qualify for freshwater access.
Cities alone do not give access to fresh water. If there isn't a river or water source next to the city, even if on a peak, it doesn't automatically get that.I settled on peak in that information era save, didn't get access to fresh water, so I can't build water pipes in that city on peak, that isn't considered as tile with fresh water.
Reservoir (no obsoletion, needs Steam Power tech, and Marble/Stone/Brick/Cement, no other requirements)
Are we sure that the free building tag is inconsistent or that perhaps it was that the fresh water access was being denied to cities if they were on hills or peaks? It appeared that was potentially the case. Most of the bugs we've had reported on this was about the pipes and perhaps other fresh water issues.By the way free building tag seems to be inconsistent with adding buildings, as if only some requirements are ignored when adding free buildings to new city.
Reservoir needs pop size of 6, when newly placed city has pop size of 3 in Information era, it will take a while on that 6000 turn long game.Cities alone do not give access to fresh water. If there isn't a river or water source next to the city, even if on a peak, it doesn't automatically get that.
Can you build that Reservoir?
Are we sure that the free building tag is inconsistent or that perhaps it was that the fresh water access was being denied to cities if they were on hills or peaks? It appeared that was potentially the case. Most of the bugs we've had reported on this was about the pipes and perhaps other fresh water issues.
Most free buildings do need to respect requirements... it sorta depends on the prereq and how it's applied. It's on a tag by tag rule basis that really should be mapped out again at some point for modders to refer to.Reservoir needs pop size of 6, when newly placed city has pop size of 3 in Information era, it will take a while on that 6000 turn long game.
And looks like free buildings must respect fresh water requirement unlike other requirements.
What city is it you are referring to @VCrakeV ?