Posts: 10,498
Threads: 395
Joined: Aug 2015
(August 2nd, 2024, 08:16)Suppanut Wrote: I found bug with city event flag "Plague". City event flag of "Plague" does not remove after "Plague" had gone from the city. I found this after one of my players send me save game about how Plague debuff trigger even after plague event has gone already.
In this save that must be loaded on Warlord mod version 1.5.4.2, raiders attack city of Stavenger in this save and garrison suffer from plague debuff that should not be there anymore due to Plague event has already ended.
I detect plague in the city with this script "((EVENTVAL(EvPlague))=C)"
Sounds like a script bug.
You have to also check whether the event is active or not.
EVENTTURN(EvPlague)>0 should be the right one I believe.
Posts: 1,074
Threads: 14
Joined: Nov 2020
(August 2nd, 2024, 09:02)Seravy Wrote: (August 2nd, 2024, 08:16)Suppanut Wrote: I found bug with city event flag "Plague". City event flag of "Plague" does not remove after "Plague" had gone from the city. I found this after one of my players send me save game about how Plague debuff trigger even after plague event has gone already.
In this save that must be loaded on Warlord mod version 1.5.4.2, raiders attack city of Stavenger in this save and garrison suffer from plague debuff that should not be there anymore due to Plague event has already ended.
I detect plague in the city with this script "((EVENTVAL(EvPlague))=C)"
Sounds like a script bug.
You have to also check whether the event is active or not.
EVENTTURN(EvPlague)>0 should be the right one I believe.
It fixed the problem, thank you.
Posts: 10,498
Threads: 395
Joined: Aug 2015
Looks like there was a bug in the item editor, it didn't store the items when moving between them, next update will fix it.
Posts: 1,074
Threads: 14
Joined: Nov 2020
(August 2nd, 2024, 12:34)Seravy Wrote: Looks like there was a bug in the item editor, it didn't store the items when moving between them, next update will fix it.
Could items in items.dat be more than 250 entries?
Posts: 10,498
Threads: 395
Joined: Aug 2015
(August 2nd, 2024, 14:34)Suppanut Wrote: (August 2nd, 2024, 12:34)Seravy Wrote: Looks like there was a bug in the item editor, it didn't store the items when moving between them, next update will fix it.
Could items in items.dat be more than 250 entries?
It's 500.
250 predefined items from the INI file and 250 created through the item editor.
Posts: 1,074
Threads: 14
Joined: Nov 2020
(August 2nd, 2024, 16:37)Seravy Wrote: (August 2nd, 2024, 14:34)Suppanut Wrote: (August 2nd, 2024, 12:34)Seravy Wrote: Looks like there was a bug in the item editor, it didn't store the items when moving between them, next update will fix it.
Could items in items.dat be more than 250 entries?
It's 500.
250 predefined items from the INI file and 250 created through the item editor.
So where item in item editor save into? is it also save in same items.ini?
Posts: 10,498
Threads: 395
Joined: Aug 2015
(August 3rd, 2024, 00:14)Suppanut Wrote: (August 2nd, 2024, 16:37)Seravy Wrote: (August 2nd, 2024, 14:34)Suppanut Wrote: (August 2nd, 2024, 12:34)Seravy Wrote: Looks like there was a bug in the item editor, it didn't store the items when moving between them, next update will fix it.
Could items in items.dat be more than 250 entries?
It's 500.
250 predefined items from the INI file and 250 created through the item editor.
So where item in item editor save into? is it also save in same items.ini?
Items.dat.
August 3rd, 2024, 12:27
(This post was last modified: August 3rd, 2024, 13:56 by WhiteMage.)
Posts: 634
Threads: 13
Joined: Nov 2010
(July 27th, 2024, 12:52)Seravy Wrote: Ok, if you insist, I'll check the unrest calculation with debug just in case.
The race unrest table in memory contains +1 for [8,8].
The script variable Raceun is set to +1 in memory.
The only line that uses this value in the unrest script is this one :
UNPERC=UNPERC+(RACEUN*10)
which adds 10% for each +1 in the variable.
I believe that's enough proof of there being no such bugs.
If you don't believe it, add some Debuglog lines to your unrest script and check directly.
Did you change your EcoUnrest.CAS file? That's the only possible reason I can think of why your result is different.
Edit : Also looked at the city data just in case. The pop 5 starting city with 0 garrison units has 0 rebels at 19% total unrest (10 from race and 9 from taxes), raising the tax rate by one (28% total) creates one rebel. Raising it to 2 gold for a total of 46% unrest generates 2 rebels.
All of these data match the base unrest value of 10%.
I did not change EcoUnrest.CAS file.
Other than spells and the given pair of races (leader, current town), what can impact unrest in a town? Tax rate, Shrine, Parthenon, Cathedral, Colosseum, Oracle, Nightshade, 2 units in town. Anything else? Maybe Famous pick? Guardian pick? Etc.
Posts: 10,498
Threads: 395
Joined: Aug 2015
(August 3rd, 2024, 12:27)WhiteMage Wrote: (July 27th, 2024, 12:52)Seravy Wrote: Ok, if you insist, I'll check the unrest calculation with debug just in case.
The race unrest table in memory contains +1 for [8,8].
The script variable Raceun is set to +1 in memory.
The only line that uses this value in the unrest script is this one :
UNPERC=UNPERC+(RACEUN*10)
which adds 10% for each +1 in the variable.
I believe that's enough proof of there being no such bugs.
If you don't believe it, add some Debuglog lines to your unrest script and check directly.
Did you change your EcoUnrest.CAS file? That's the only possible reason I can think of why your result is different.
Edit : Also looked at the city data just in case. The pop 5 starting city with 0 garrison units has 0 rebels at 19% total unrest (10 from race and 9 from taxes), raising the tax rate by one (28% total) creates one rebel. Raising it to 2 gold for a total of 46% unrest generates 2 rebels.
All of these data match the base unrest value of 10%.
I did not change EcoUnrest.CAS file.
Other than spells and the given pair of races (leader, current town), what can impact unrest in a town? Tax rate, Shrine, Parthenon, Cathedral, Colosseum, Oracle, Nightshade, 2 units in town. Anything else? Maybe Famous pick? Guardian pick? Etc.
Everything else you see in EcoUnrest.Cas. Armageddon, Doomsday, Just Cause, etc.
I see no hardcoded modifiers in the source so if there is a problem it should be in the script.
August 4th, 2024, 12:44
(This post was last modified: August 4th, 2024, 12:47 by WhiteMage.)
Posts: 634
Threads: 13
Joined: Nov 2010
(August 3rd, 2024, 16:26)Seravy Wrote: (August 3rd, 2024, 12:27)WhiteMage Wrote: (July 27th, 2024, 12:52)Seravy Wrote: Ok, if you insist, I'll check the unrest calculation with debug just in case.
The race unrest table in memory contains +1 for [8,8].
The script variable Raceun is set to +1 in memory.
The only line that uses this value in the unrest script is this one :
UNPERC=UNPERC+(RACEUN*10)
which adds 10% for each +1 in the variable.
I believe that's enough proof of there being no such bugs.
If you don't believe it, add some Debuglog lines to your unrest script and check directly.
Did you change your EcoUnrest.CAS file? That's the only possible reason I can think of why your result is different.
Edit : Also looked at the city data just in case. The pop 5 starting city with 0 garrison units has 0 rebels at 19% total unrest (10 from race and 9 from taxes), raising the tax rate by one (28% total) creates one rebel. Raising it to 2 gold for a total of 46% unrest generates 2 rebels.
All of these data match the base unrest value of 10%.
I did not change EcoUnrest.CAS file.
Other than spells and the given pair of races (leader, current town), what can impact unrest in a town? Tax rate, Shrine, Parthenon, Cathedral, Colosseum, Oracle, Nightshade, 2 units in town. Anything else? Maybe Famous pick? Guardian pick? Etc.
Everything else you see in EcoUnrest.Cas. Armageddon, Doomsday, Just Cause, etc.
I see no hardcoded modifiers in the source so if there is a problem it should be in the script.
1a.
EcoUnrest.Cas has this line:
IF ISBUILT(CITYID,BAlchemistGuild) THEN { REL=REL+%I((OREINRANGE(CITYID,OreNightshade)/2));
How does this work exactly?
1b. In the game nothing is written on the Alchemist's Guild building that it can somehow reduce unrest.
2.
Instead, it is written on the Cathedral building that it further reduces unrest by 1 if there is Nightshade, but does not mention Alchemist's Guild, nor ore.
|