[UP] City Yield Panel not updating

VimesUK

King
Joined
Nov 7, 2003
Messages
688
Location
Earth, for now
I seem to be having an issue with build 42 of the UP. When I change the allocation of the citizens the yield panel for the city will not change to reflect that...

Spoiler :

The one above is a test game showing the default allocation.


The next shows the citizens unemployed...

Spoiler :


The next shows them allocated to the mines and the gold changes on the top panel but the top left City yield panel will not change.



I have attached a lua.log from a test game. I waited until the city grew to 2 and then move the citizens around to different valued tiles but it did not update the City Yield screen. Then I ended my turn and zipped up the log file...
EDIT: Tried a test game with build 41 of the UP and it works fine.

Spoiler :


So that is a new game with the UP build 42 and the cache cleared and the ModUserData folder also cleared.

Playing a vanilla game and it works as expected and, I am sure I'm right on this one, it was fine also with the previous build of the UP.
 

Attachments

I can confirm this.

Also:
When pressing "change production" in city screen, data showed for "food" "production" "gold" etc is different
 
To add...

I have a feeling that Thal has made this change, or was testing and forgot to put it back, as in the file CityBannerManager.lua on line 854 it reads...

--LuaEvents.CityYieldRatesDirty()

I removed the --

and then cleared my cached and the ModUserData folder and loaded my game and now the yields seem to work.

I will guess that Thal did this to try and hep with the delays that people have been experiencing when playing the game. For me it made no difference with the delays either way but it did compromise the City Yields screen, which I use.

There is still an issue with the build menu showing a city is starving and yet when clicked on the City Screen it will then show +6 food, for example.

I have posted screenshots of that in the UP thread.
 
Does seem to be changing the yield screen updates to be too few yes. Should still update when tiles or specialists are changed or production is shifted away from wonder/building/unit bonus.

I did get some lag now and again which (something) has helped with.
 
In case it's useful, another confirmation.

The yield appears to update the following turn, but that's not terribly helpful for micro-managing production from turn to turn.
 
To add...

I have a feeling that Thal has made this change, or was testing and forgot to put it back, as in the file CityBannerManager.lua on line 854 it reads...

--LuaEvents.CityYieldRatesDirty()

I removed the --

and then cleared my cached and the ModUserData folder and loaded my game and now the yields seem to work.
......

I confirm this.
 
I figured that after I saw that line - but no one seemed to know about it :)

If I had have known I would not have deleted all the mods, turn on error reporting and provide screens and the lua log.
 
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