Small bug/oversight in latest patch for Venice

shiorinr

Chieftain
Joined
Dec 31, 2016
Messages
11
The button to invest in buildings that are in queue is awesome but Venice isn't getting the option to do so in CS that were bought.
 
OK, got it. Can you test if for me quickly?
If you open CityView.lua there is line "instance.PQGoldButton:SetHide( not goldCostPQ or g_isViewingMode )" (1297 or close). You need to remove "or g_isViewingMode", so the line would look like: "instance.PQGoldButton:SetHide( not goldCostPQ )"
Then reload the save, because all UI will go haywire (that is expected).
 
Just did this, first i found several CityView.lua files:
e89ff25db6.png


The ones in Commuity Balance Overhaul and MP_MODSPACK\UI folders got the same line, not sure which one to edit so i edited both as following: (just commented old line)
8f0311007e.png


After the edit, the interface didn't break and after reloading, the button did show up but when I invest on the build in queue, this happens:
7ed4819af5.png

The original entry is invested normally but an extra entry of the same building is added as invested but at zero production.

I waited completion to check if anything else would happen but it simply finished the building, the extra entry disappeared and it started building something else. (this second building also got extra entry when i invested)
 
Don’t change anything in original game files, just VP files. So, basically you did it correctly.
It seems that it clashes with production queue in puppets then. Weird case, I didn’t even know that there can be two entries of the same building in PQ, because this is taken direcly from the game.
Many thanks for testing it. As for now revert the change or you could play a bit more and see if any other weird effects will happen. I will have to investigate that double entry more closely to see if it can be avoided.
 
After some investigation it seems that all is OK and it must stay the way it is now. Puppets have a bit different purchase logic and the moment you invest in a building it is added automatically to the production queue. This is done by the game DLL and that is why the entry gets duplicated. And once in the queue, you are not supposed to remove it. And this is all ok, because you cannot actually manage PQ in Puppets. You can only a) invest BEFORE the building gets into the queue b) change queue order.
Whole difference is that in normal cities you can invest but add the building to the queue later, also remove it, etc.
 
Can the double buildings in PQ be removed, though? That's the case for any city, not just puppets.
 
The EUI and non-EUI versions should offer the same functionality. This is NOT the case in the vanilla game BTW, where using EUI loses the option to purchase the building currently being built. This is because EUI removes it from the list of available buildings once it goes into the queue, which does not happen without EUI.

I'm not able to test this, but I'm guessing the same applies to VP. I think it's very desirable to be able to invest in the building currently being built (which I assume you can do without EUI), so that if the governor chooses the building you want (however unlikely that seems :)), you can still invest in it.
 
The EUI and non-EUI versions should offer the same functionality. This is NOT the case in the vanilla game BTW, where using EUI loses the option to purchase the building currently being built. This is because EUI removes it from the list of available buildings once it goes into the queue, which does not happen without EUI.

I'm not able to test this, but I'm guessing the same applies to VP. I think it's very desirable to be able to invest in the building currently being built (which I assume you can do without EUI), so that if the governor chooses the building you want (however unlikely that seems :)), you can still invest in it.

Yes, it's extremely desirable to be able to do so. In the game i was playing (dropped game and venice because of this) the moment i bought my first CS they were building a shrine and it was 26 turns away from completion (standard speed game), meanwhile i had some 300 gold saved for investments.
 
The EUI and non-EUI versions should offer the same functionality.
What would be the point if they would be the same? I am using EUI because it offers a ton more features, especially superior production queue management. But EUI is not obligatory.

I don’t know how it works in non-eui because I always use EUI. Anyone willing to check? Can you invest in the building being constructed, and if so what happens when playing Venice?
 
What would be the point if they would be the same?
I think he is talking about "gamerule", and the fact that EUI should only change the UI, making easy and quick to do things that were long and complex, but not allowing things that were not feasable, nor forbidding things that were allowed.
 
Let's not confuse "gamerules" with bugs. This is how non-EUI works:

3 shrines in the queue? Am I going to get 3x more faith? Seems like a new gamerule.

Puppets. Let's see what happens if somebody wants to invest in the building that is already in the queue:

Duplicated. Like I said earlier - this isn't UI related, it's game feature.

The only difference is that you can remove buildings from the queue. I encourage to try this. Because then they completely disappear from the selection queue and you totally loose control over what is being produced (AI chooses them next time on its own).
 
The non-EUI version looks very buggy then!
 
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