Ok - first off status on the lack of double movement that was posted about in he bugs thread. It isn't a movement bug (the unit in question does not have double movement values recorded on it) OR a promotion bug (the unit does record that it has that promotion [which implies it should also have had the double move capability added to it, which it lacks]).
In fact it turns out this is a bug in the worker promotion code ls612 added, where the load and save are incorrect - it saves tags that it doesn't then try to load, with two consequences:
- Terrain/feature work rate values are forgotten across load and save
- The load gets its tagging out of sync with what it expects with the result that only the FIRST promotion that has any terrain or feature elements gets its effects loaded correctly (so in this case the unit has arctic I,II,III but only the arctic I loads its effects
I'm testing a fix for it now. HOWEVER, it won't fix existing games for units that already have the problem since the info is lost. In principal it would be possible to add unit-ability recalculation to a modifier recalc to correct this, but it's a lot of work (more than I can achieve today), and would add quite a bit of overhead to modifier recalcs, so I'm not minded to do it (so 'tough' is the answer for any units currently afflicted with this issue I'm afraid)
Ok, as stated, I'm returning here to post the list of bugs so far as I'm aware of them that have yet to be fixed. Perhaps a few have already been addressed so if you've touched on it, let me know:
- Local Culture bug: In the late stages of the game, even Local City culture accumulation totals are needing a conversion to at least unsigned int and possibly even more such as unsigned long long. We're seeing overloads there and I don't know if anyone has sought to address that yet. Don't think I have a savegame to check against that but I might... Koshling, what do you think of this issue? Is there something else that should be done before taking this step in this dept do you think?
Safest way would be to go to longs throughout, but that will also require conversion code for older format saves and so on. It's somewhat risky - IMO we should no attempt for V29 (how many people get to Galactic currently?). We should fix I ASAP on the SVN version once V29 is out though, so that those brave souls who do push that far at least are able to resolve it with the SVN version.
- OOS on trait selection popup - I'm fairly aware of WHAT the problem is here (I think.) There's added programming that should've been done on the widget there that would report to any other computers how to get back in sync after this async selection. Was not sure if it'd be necessary but reports from playtesters show otherwise. Unfortunately, the example I found of this part of the widget code was extraordinarily complex and is something I got lost reading rather quickly. So it might take a serious effort to resolve this one - probably more than a weekend's worth. We're still indicating the Developing Leader option as in Beta so it is not entirely mission critical to this release but is certainly extraordinarily high priority for me.
Do after V29 but promptly thereafter
- Apparently Non-state Religion unhappiness is lingering after civic changes... (Looking into this one and everything seems pretty straight... except that I wonder if this alone:
Code:
AI_setAssignWorkDirty(true);
is enough to reset the city display on happiness/unhappiness. Is there another refresh command that would be useful for that?)
If someone can provide a save game I'll look into this, but I don't see it as a stopper for V29 (i.e. - fix as high priority after release)
- Bombard bug - the wrong tag was used on a lot of units to indicate their bombardment ability - used the tag that was supposed to be for air units rather than land units. I said I'd go through and convert these though if others have some time to toss in some help there I can explain what needs to be done. And now this section also includes a check against the xml on the Ram, and/or some code debugging to figure out why the Bomb City Defenses mission isn't working on units at all...
What's the status of this - I think this one IS a stopper (at least on the early units that basically have no function without a fix, like the Ram)
Negative traits are being lost on recalcs. That's really something in my court there! This should be resolved.
This one has been resolved now, right?
- There was the problem that having Fixed Borders on different civic categories meant that if you had FB in two and categories and changed one of the categories you lost FB altogether. This is really easily fixed in the coding and was something I wanted to squeeze in here but may not be as critical as some of the above.
Actually I think this one should be high on the list, as it's strategically highly significant. Presumably you'll just turn the boolean into a count?
- Check out Gatehouse defensive bug - rather: figure out how the defense total doesn't match up... (I suppose this isn't mission critical yet. Koshling... you stated you were going to take a look at the section in processBuilding that the defense modifier is sectioned off into. I took note that you had looked at that at some point... did you come to any conclusions as to what MAY be wrong there?)
I was? I had forgotten all about this if so. Can you clarify what the problem is and provide an illustrative save? Sounds like it can wait though to after V29 release.
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- Check out tundra attack issue (I have a atl-atl with the 3 prom for bonus in icy tile, the 3 prom for hill tile and the 3 prom for bonus in forest tile.
If I try to attack an unit on an forest/hill/tundra, I dont have the bonus for the Tundra Attack (20%))
This will be the same issue as the double moves issue (top of this post). I have a fix for it (though it won't rescue existing units with the problem in existing games)
- Possibly related: Invisible units seem to be losing all Anti-Combat Class combat modifiers either after using them once, OR when the other unit cannot detect them. (Very important to resolve I think - this and the previous one I'd like to look into next (tomorrow))
I can look into this if someone can provide an illustrative save and instructions to reproduce it
- I'm pretty sure I did something wrong with Animal/Barbarian combat modifiers as they display in the combat help popup. I noticed this the other day in the pbem game and noticed it was a little confusing. I may not have to address this so immediately as the release date but it's on my list here of bugs to resolve nevertheless.
- There were a lot of asserts I was getting that someone has cleaned up very nicely. Thank you to whomever has been taking care of those!
I'll look into a few things tonight but I'm interested to hear the feedback on these that the rest of the team may have to offer.
ouch... ok so this is VERY critical then. I'll look into this one now.
Also this... Koshling I think you might know what this is about:
Getting this message on the debug compile:
I understand what its saying and could fix it but I don't want to switch things in the wrong direction there...
It's harmless - I'll fix it though before I push my chnages