Open Azurency opened 7 years ago
Comment by ricanuck Sunday Jun 04, 2017 at 03:27 GMT
Yes, I have seen it, quick workaround was to select Futures from the World Tracker instead, which is in fact easier than going to the Tree to select them.
Comment by JHCD Sunday Jun 04, 2017 at 11:28 GMT
Never seen that problem and I always open the Tree... Occours that problem only for the repeatable entries?
Comment by chaorace Sunday Jun 04, 2017 at 17:38 GMT
@JHCD Yes, I believe it's only for repeat entries
Comment by ricanuck Tuesday Jun 06, 2017 at 17:40 GMT
Yes, IIRC, it triggers after the first Future was selected, and you try to select the second.
Comment by SpaceOgre Saturday Jul 08, 2017 at 11:13 GMT
The problem is here:
function SetCurrentNode( hash )
if hash ~= nil then
local localPlayerCulture = Players[Game.GetLocalPlayer()]:GetCulture();
-- Get the complete path to the tech
local pathToCivic = localPlayerCulture:GetCivicPath( hash );
local tParameters = {};
tParameters[PlayerOperations.PARAM_CIVIC_TYPE] = pathToCivic;
if m_shiftDown then
tParameters[PlayerOperations.PARAM_INSERT_MODE] = PlayerOperations.VALUE_APPEND;
else
tParameters[PlayerOperations.PARAM_INSERT_MODE] = PlayerOperations.VALUE_EXCLUSIVE;
end
UI.RequestPlayerOperation(Game.GetLocalPlayer(), PlayerOperations.PROGRESS_CIVIC, tParameters);
UI.PlaySound("Confirm_Civic_CivicsTree");
else
UI.DataError("Attempt to change current tree item with NIL hash!");
end
end
It seems like localPlayerCulture:GetCivicPath does not work so well when the tech is researched. I think this is a problem in vanilla to since I can't find anything different from our code that interferes with this. I tried to replace the pathToCivic with the hash instead and that works.
I think we might need to a special SetCurrentNode for the future civic and tech that checks if is done and then just adds the hash instead of the pathToCivic.
Comment by ehmonny Tuesday Aug 01, 2017 at 04:03 GMT
@SpaceOgre
Hey man, just wondering if there are any resolutions to this issue yet. I just downloaded the CQUI mod and I've run into the issue listed above. I'm not able to select tech/civic and I can't set any policies either.
I'm really not familiar with programming so I'm not sure if that was a solution that you posted above.
Any help is greatly appreciated.
Thanks
Issue by chaorace Saturday Jun 03, 2017 at 04:12 GMT Originally opened as https://github.com/CQUI-Org/cqui/issues/548
This is a secondhand report from the Steam comments, but I've seen it a few times now and I think it's an edge case worth investigating since we do have some heuristics which specifically don't account for repeating techs