[We the People] Bug reporting

A mistake, or I don't quite understand what? The rancher is fresh from Europe and has no experience what so ever,
but get's a bonus of 25% from Experienced General.
The version was compiled a few day's ago ...

1701949086694.png

May be it's from a founding father "John Moritz" who gives a bonus of 25% to milk maids. That's the only bonus that fits, although I don't have a milk maid on duty...
 
A mistake, or I don't quite understand what? The rancher is fresh from Europe and has no experience what so ever,

The Trait "Experienced General" that e.g. George Washington has, gives a Production Bonus to Horses, Guns, ...

This Bonus is given, because you have chosen a Leader (like e.g. George Washington) with Trait "Experienced General".
It is not a bug, it is actually doing what is balanced in XML. (It was by the way quite easy to look into the XML files and search for the text.)

Maybe the Trait "Experienced General" could however be renamed into something like "Military Logistics". :dunno:
In that case the Trait "Experienced Admiral" could also be renamed into something like "Naval Logisitcs".

Summary:
It is not a bug. It had been configured on purpose.
The displayed text is a bit misleading though.
 
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The Trait "Experienced General" that e.g. George Washington has, gives a Production Bonus to Horses, Guns, ...

This Bonus is given, because you have chosen a Leader (like e.g. George Washington) with Trait "Experienced General".
It is not a bug, it is actually doing what is balanced in XML. (It was by the way quite easy to look into the XML files and search for the text.)

Maybe the Trait "Experienced General" could however be renamed into something like "Military Logistics". :dunno:
In that case the Trait "Experienced Admiral" could also be renamed into something like "Naval Logisitcs".

Summary:
It is not a bug. It had been configured on purpose.
The displayed text is a bit misleading though.
I missed that ... ->This Bonus is given, because you have chosen a Leader (like e.g. George Washington) with Trait "Experienced General"
 
PHP:
szBuffer.append(gDLL->getText("TXT_KEY_MISC_HELP_YIELD_FATHER", iTraitMod, info.getChar(), kTraitInfo.getTextKeyWide()));
Code:
<Tag>TXT_KEY_MISC_HELP_YIELD_FATHER</Tag>
<English>[ICON_BULLET]%D1%%%F2[TAB]from [COLOR_HIGHLIGHT_TEXT]%s3_founding_father[COLOR_REVERT]</English>
<German>[ICON_BULLET]%D1%%%F2[TAB]durch [COLOR_HIGHLIGHT_TEXT]%s3_founding_father[COLOR_REVERT]</German>
C++ mentions trait while the txt key mentions founding father. Something doesn't seem right here. We inherited this code from vanilla.

In general CvGameTextMgr::setCityYieldModifierString can be improved. One thing, which bothers me with help text in general is that the text generation is in one file and the actual code is in another. This means the complete production modifier in the display and in doTurn will be calculated in two different ways and as such can easily go out of sync. I would like to redesign this to put related functions together, possibly sharing code. I just haven't figured out precisely how to do this yet, particularly not because doTurn is more likely to rely on cached values than the text.
 
C++ mentions trait while the txt key mentions founding father.
I think there is currently some confusion going on.
Because we have no bug at the moment ... all that may be necessary is to rename the Trait(s).

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Traits can be acquired by 3 ways currently:

1) Civ
2) Leader
3) Founding Father

Once acquired by a player the game does not know anymore from where.
The Trait is simply "stored" on the Player Object without any information how it was acquired.

-------------

In other words, this is currently NOT possible to display as it is not known.
"... from Civ"
"... from Leader"
"... from Founding Father"

All that COULD be shown in the case of Traits is this:
"... from Trait"

---------------

There are however OTHER Bonusses that are given by the FF directly.
(Not via a Trait indirectly.)

In that case (direct FF Bonus) in deed the game will display:
" from <Name of the FF>" ... e.g. "from Thomas Jefferson"

----------------

But again:
In the case we discussed above the most simple solution would be too rename these Traits a bit. :)
(Then everything should be fine or at least good enough.)

"Experienced General" ---> "Military Logistics".
"Experienced Admiral" ---> "Naval Logisitcs".

---------------

In case anybody wants to go for a more complicated solution requiring more effort for a very tiny problem, then that is also ok for me ... :dunno:
But I would strongly suggest to keep it simple and not make an elephant out of a fly ... (i.e. not to waste too much effort).
 
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In other words, this is currently NOT possible to display as it is not known.
"... from Civ"
"... from Leader"
"... from Founding Father"
Technically we could recreate this by looking at the xml data for each of those 3 groups, but I would rather replace traits with CivEffects and implement such a lookup for CivEffects instead. Doing this much work on traits when we know we want to replace the slow trait code anyway seems like a waste of time.

But again:
In the case we discussed above the most simple solution would be too rename these Traits a bit. :)
(Then everything should be fine or at least good enough.)

"Experienced General" ---> "Military Logistics".
"Experienced Admiral" ---> "Naval Logisitcs".
Yeah that will be the fastest and simplest solution.
 
Hello everybody, I get eternal loading after trying to finish my turn. I will attach my save file below, maybe somebody could help (don't know if it could be the reason but I manually changed in xml files special unit and policies for Ermak leader)
 

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Hello everybody, I get eternal loading after trying to finish my turn. I will attach my save file below, maybe somebody could help (don't know if it could be the reason but I manually changed in xml files special unit and policies for Ermak leader)
This has nothing to do with your changes and everything to do with my changes. I fixed a CTD and instead introduced a freezing bug. It has already been fixed in the development version. That leaves the question on how you can continue your game right now.... I will get back to you on that one. There isn't a super simple answer I can give without me doing some work/investigation.
 
This has nothing to do with your changes and everything to do with my changes. I fixed a CTD and instead introduced a freezing bug. It has already been fixed in the development version. That leaves the question on how you can continue your game right now.... I will get back to you on that one. There isn't a super simple answer I can give without me doing some work/investigation.
That's ok, if it's already fixed in dev version I can download it and start new game. Thank you
 
There seems to be an odd thing where I get in bad spots with natives (serpents) after winning a battle with another European. I conquered a city and the serpent queen wanted money. So it auto declared war between us, then she wanted money, then we were at peace. The next turn a brave still attacked my city, but if I moved a war unit to their city it asked if I wanted to declare war. Any ideas?
 
Natives can surprise raid your cities without declaring war - it depends on their feelings towards you. The more you expand the more upset they get.
 
There seems to be an odd thing where I get in bad spots with natives (serpents) after winning a battle with another European. I conquered a city and the serpent queen wanted money. So it auto declared war between us, then she wanted money, then we were at peace. The next turn a brave still attacked my city, but if I moved a war unit to their city it asked if I wanted to declare war. Any ideas?
None of that sounds like bugs. :)
Those are all features of the mod.

1) Paying for Native Land

The feature to buy for Native Land may revert any war declaration (accidently) caused by conquering another Colony.
As the conquering of the city logic is executed first, you first steal their land and thus the Natives automatically declare war.
Paying for it will let them reconsider - thus cause peace again - and also increase their attitude a tiny bit ... they may still feel threatened though.

2) Rading Natives

Like in original of 1994 if Natives are really angry at you (or feel threatened) they may "raid" your cities even though there is no war yet.
The game tells you thouhg that they are angry and if you anger them even more there will be a full scale war happening.
In WTP the relations between Natives are not always just black (war) and white (peace) - there are shades in between.

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The mod will have lots of features that you are not used to.
Just relax and have fun playing ... those are not bugs. :thumbsup:

There are endless features in WTP to let the Natives like you again, just learn to use them.
Missions, Trade Posts, Monasteries, Trading with Wagon Trains, many Events, ...
 
All, I have 2 to report.. sorry if already reported:

1. I had a Great Cathedral (forget the name of the highest level national wonder church) with 6 bishops. It only counted crosses from 3 of the bishops, so the output is half what is expected. It is in my capitol city Fort Christina.
2. I couldn't get carriages to cross large rivers on ferries, which if I understand correctly is a new feature

Overall, great mod and I thank the team for their untold hours. I just played a 108 hour game on the new mod. Really awesome.
 

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I reported not long ago that I managed to capture king´s units with ships and I must report that it has happened again. And actually, during my last game I captured quite a few units with Pirate Cutters.
So there you go, no save game included with this report, but as I understand this shouldn´t happen and it does. Very easy to replicate. Pirate cutters capture enemy units.
 
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