CQUI-Org / cqui

Civilization 6 - Chao's Quick UI. Reduce clicks and manage your empire faster!
MIT License
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Summer Patch 2017 #591

Closed chaorace closed 6 years ago

chaorace commented 7 years ago

As always, we'll be using a master thread to address the new patch. Please report any new patch-related issues here and not as a standalone issue.

Here's the basic protocol:

ricanuck commented 7 years ago

I expect a mess, but didn't try yet.

Creightonater commented 7 years ago

Just a couple of issues I've noticed:

1 - Lenses aren't applying automatically when selecting unites (i.e. Builders, Settlers). 2 - When you select a unit, starting with the first settler and warrior, a white arrow path is shown. (Please see attached screenshot 2017-07-27_21h28_25

MRGiordano commented 7 years ago

Couple of bugs I've found: -sometimes you are unable to open the city production screen and unable to proceed (turn 0) -sometimes unable to open gov't screen to set policies

The former I've only found a few times, the latter is every game I've tried so far

I also have the same white arrow path as @creightonater

Creightonater commented 7 years ago

Another issue:

1 - Exclamation pop-ups can't be right clicked and show no information when moused over (screenshot below) 2017-07-27_21h31_26

Sauronia commented 7 years ago

I can't place a new district or wonder. The tiles where i could place it get highlighted but a left click on any has no effect.

Sauronia commented 7 years ago

The politics screen cant be opened. Trade screen is buggy too. trade

ASDF0716 commented 7 years ago

Can confirm- districts unplacable as of Summer Patch.

srdavidhoney commented 7 years ago

You can't open the Government screen with the new Summer Patch.

JouresKoh commented 7 years ago

CQUI in the latest summer patch had cause the game unable to proceed in normal game.

Here are some issues I've noticed:

  1. The map is offset.
  2. An unknown white path has shown for every units with no command assign.
  3. Exclamation pop-ups is unable to show any information and unable to click.
  4. Unable to open government screen which cause the turn unable to proceed further anymore.

With screenshot below highlight all the issues that had been noticed. sid meier s civilization vi dx12 7_28_2017 6_28_04 pm

chaorace commented 7 years ago

Okay, PRs are merged so it's time to get into the nitty gritty.

I've got good news and bad news... Good news: It's a big patch! Bad news: It's a really big patch!

Here's the diff.

ASDF0716 commented 7 years ago

@chaorace - any time frame on when the patch gets pushed to steam?

chaorace commented 7 years ago

@ASDF0716 That diff is the diff for the Civ6 UI files, not CQUI. This is literally the biggest 6 patch I've ever seen at 173 files changed, so it's going to be a while.

ricanuck commented 7 years ago

@chaorace : OK, I tried it.

Bottom line: they made a huge, incredible mess with this "patch". Honestly, I seriously wonder about the existence of any QA or Testing team. The new version of Civ 6 is a huge load of bugs, new and old that are so obvious that it is hard to understand why they are not fixed yet.

My position: I think we have to seriously question working a lot in bringing this almost broken version up to date with CQUI, given that there SHOULD be a good chance that they at least try to revert the disaster they created. In other words, why work really hard on our time right now, when they will have to change most if not all the files again to repair the mess they created...?

I, at least, right now, am not willing to repair this utter piece of crayons they released. Sorry for being so straightforward.

GrantSP commented 7 years ago

Hmm... this sad news indeed. I cannot bring myself to play without CQUI but as it is now I can't play at all! I'm sure you guys will be able to get this back up and running. Such a pity Firaxis has to go and break so many mods with their "fixes".

gunnergoz commented 7 years ago

Wow, how sad! I'm kind of shocked that Firaxis is as unprofessional as you say. It sounds like someone was just told "get this done now" and there was no QA follow up on the product.

ricanuck commented 7 years ago

@GrantSP @chaorace : It's worse than you understood. I was not referring to incompatibilities with CQUI that the patch created, I was referring to the patch itself. I didn't even try CQUI with the new mess, I tried the vanilla game with the new patch. The disaster is the new version itself, without CQUI.

I am only one in the team of CQUI developers, but this is my view right now: I think CQUI is the most popular civ 6 mod bar none. That is cool and nice, but I think such popularity comes with some big responsibilities. The first and obvious one is to continue to support our own "work of art", especially when it gets broken like now. But there is another, less obvious and even hidden: with popularity comes some degree of influencing power. And in situations like this, morally speaking, I think we should use such power of influence to the best of our abilities.

In this case, my view is that this less obvious responsibility as CQUI developers has become priority. Having the most popular civ 6 mod almost forces us, I think, to make a stand. Firaxis may completely ignore us (no surprise there), but they may not dare to ignore the 56,536 CQUI subscribers (Steam only, there may be much more that just manually install).

What stand, you ask? I propose that we stop developing CQUI, starting now, until Firaxis puts its act together and delivers something of better quality, which the latest patch is NOT. I think that if we, as CQUI devs, take that stance, the uproar of the 56k+ subscribers will necessarily be heard by Firaxis, and we may have a better patch, sooner rather than in another 4 months.

I honestly think we owe that to our subscribers (and to the player base in general), even if many of them, initially, will not like it. If we make our stance very clear, all of them will soon understand and start the uproar, and maybe, just maybe, Firaxis will listen and act as expected from them.

I know that some of you will want to hang me for proposing this, but I stand by my view. Think carefully, and you may see the value of this proposal.

Aristos

GrantSP commented 7 years ago

Not sure what "disaster" you're referring to. I've just relented and started a game without CQUI and it all appears to work as expected, clunky but effective. I can see why the notifiactions are all messed up with CQUI as there are some new artwork I believe, but nothing too drastic. I read there were some new UI changes with panels etc. that will most likely conflict with CQUI but I believe that too should be doable.

As for taking a stance. Well if it would have some impact, sure I'm all for it but I'm not convinced all the CQUI users would make any impact on Firaxis' stance. David and Goliath comes to mind but maybe Goliath will win this time. ;)

ricanuck commented 7 years ago

@GrantSP: the amount of bugs in this new "patch" easily surpasses the amount of the initial release. Don't tell me you did not notice them...? Glaring bugs, almost insulting for the price they are still charging for the product. A lot of them bugs. A lot. Some of them as old as the product itself, and easy to solve (Hoplites with perma +10 bonus for being in formation even if alone...? C'mon!!!.... Make peace with CS immediately even if at war with Suzerain...???? ... all the AIs works of Art for 1 Gold???? ... and many many more, almost all of them game-breaking, or game-throwing at the least)

GrantSP commented 7 years ago

I'd only just had the patch installed early today my time and when I last posted I had only played about 25 turns into a test vanilla game. Now after several hundred turns, I'm with you. Soooo many bugs it makes my skin crawl. Also the vanilla UI is just so bad I can't make my way around it without cursing in frustration. Looks like CivVI is on hold for me for the foreseeable future.

bollbas commented 7 years ago

@ricanuck I'm on vacation and can't test new patch at the moment but I believe all bugs that you mentioned were ingame before this patch.

ricanuck commented 7 years ago

@bolbass : George, yes, many of them were already there, which is part of the shameful display by FXS with this "patch"... a lot of new ones also, most noticeably the nonsensical trades with the AI now. They really broke the game with this patch, which is just inexcusable. I still think that, for us the CQUI team, the real (only?) question is: do we do something about it and try to deliver a message, hopefully strong enough, or do we naively become accomplices in a twisted way by developing CQUI as if nothing were wrong here... I am clearly for the former. Remember that this mod has had some coverage from specialized media, IIRC, maybe we can truly generate some stir...

sporokh commented 7 years ago

@chaorace and @ricanuck
Hello guys, and first of all thanks for all that you are doing. CQUI was incredible until that patch. I've played 10 hours on multiplayer yesterday using vanilla game, and here just a small amount of bugs I've found:

  1. AI proposing deals is broken. They propose deals that you can't accept.
  2. Often AI proposes something that is utterly wrong. Like 3 relics or arts for 1 iron.
  3. After you made a piece with AI, and still close to his borders they warning you about it but the button: "You're right (Declare war)" is not active (I mean it's active but you can't press it).
  4. AI proposes often even not visible. You receive notification that they are "proposing you a deal", but can't open a proposal.
  5. You can nuke your mates or AI with nuclears and thermo when you have an alliance. AI disregard that you just nuke them, and stay happy with you. (This bug reported is like 6 months already).
  6. You can't move artifacts between archeological museums for theming. YOU just simply can't. It doesn't allow you for no reason.
  7. When moving other arts or sculptures for theming, you may see random popups with no messages. (just a frame with no text)
  8. Wrong calculation of tourism points. For example it was 180/200 tourism ---> you receives some arts or artifacts (tourism logically should increase) ---> next turn it's 130/200. All of our players faced this issue.
  9. Production icon (amount of turns) inside the city differs from actual one. As example, you may see that archer will be building for 5 turns in the bar, but when you select it, it's actually 3.

Basically that we were just facing yesterday. Not saying about stupid notifications and so on. Agree with you guys, as for now - this is literally unplayable. Anyway, keep it up boys!

SpaceOgre commented 7 years ago

I'm on the same side as @ricanuck on this, since I feel like Firaxis is abusing the modding community to fix their bugs and shit for free. And at the same time they have more or less zero community communication, like this last patch there where like zero warning for us modders that it was coming and giving us no time to prepare. Lots of games that depend on modding at least try to work with the community but it seems like Firaxis don't get this.

End rant...

GennDALF commented 7 years ago

@ricanuck, Your stance is clear. However, I do not believe that 56k+ people could impact just a bit our dear Firaxis company. Even if totally all of them will write just straight on Firaxis' CEO e-mail...) Really, open your eyes. 6th Civ is almost a year old. During these ~10 months tens of thousands people had written hundreds of thousands mails and messages to Firaxis. And what we have in a new patch? On the one hand there're two fixes that we could expect on release from Sid Meier's series. On the other hand – an uber-"just-buy-and-win"-nation and tons of bugs. Do you still think anybody just read those roaring messages you expect your subscribers will send to Firaxis?

GennDALF commented 7 years ago

IMHO, if you think that 56k+ subscribers of CQUI is a force, you could try to aim it another way. Open a crowd-funding campaign and get a refunding for your work. If it will work you'll be able to devote more time to code. And make it full-released addon (there're lot of bugs in CQUI itself to be honest). Just my point of view: if you undertake the work on the most popular civ6 mod – make it perfect!

davegod commented 7 years ago

Disappointed to see all the bugs from Firaxis, and understand hesitation to spend a lot of time fixing things when you anticipate Firaxis changing it again. Also disappointed that Firaxis aren't giving you guys early access to updates.

That said, if you plan to put CQUI on hold or anticipate a long delay until a release, I'm wondering if it is possible to disable or do quick-fixes for the elements of the mod which are currently game-breaking, thus allowing players to continue their saves?

I played for a few hours and the things I noticed as game-braking were not being able to place districts, not being able to access the government screen and not being able to see what is in the trades.

chaorace commented 7 years ago

@ricanuck I don't really see this side conversation as productive. There's no problem with having an opinion, but I don't see any sense in venting it here and now. I still plan to make CQUI completely compatible with the new patch, as always

AlexandreDecan commented 7 years ago

Thanks for the upcoming work! I'm only enjoying Civ6 with CQUI ;-)

ricanuck commented 7 years ago

@chaorace : Chris, do not confuse venting with a stance. You may agree or disagree with it, but don't berate it. I knew beforehand that most, if not all, would disagree with it and I understand that, and why. I have no problems with that. But somebody had to say it. I still think that if we have a stance (which we will not, I know), some echos might get through. I know I can re-contact the guy that wrote marvels about this mod (because I was already in contact with him), and I am pretty sure he will echo the stance. Will it have an effect? I don't know. But somebody has to have a stance in this type of situations. I just wish it were us, but I know it won't.

But don't berate it, please. You know I love this mod, and have put plenty of hours into it, including fixing stupid, glaring (but not easy-to-fix without the dll) Firaxis bugs, or worse, compensate for them using crazy hackode (which you know takes an amazing amount of time because we don't have access to the dll)... but right now, thinking of all the bugs they produced without fixing most of the old, obvious ones, it is hard for me to imagine putting such efforts again knowing that these people will likely create even more glaring, stupid bugs before fixing any of the original ones...

Until when do we keep trying to hackode around their stupid bugs, without saying anything? I don't want money (crowdfunding etc, bleh!). I want respect. Not for me, not for the mod.

For the customers.

Aristos

chaorace commented 7 years ago

Fair enough. I, too, am not a fan of this update cycle. I feel the modding community in general would benefit greatly from advance beta builds, like Paradox often does. At the very least, offering the option to play earlier patches would be appreciated (again, like Paradox does). It's frustrating, to say the least, to have a weekend abruptly interrupted because a new patch drops. We had maybe 5 days warning, at best, and I had a lot of plans this weekend which were made far in advance of that. I actually had a birthday, a date, and an appointment all slated for this weekend before the patch dropped...

Don't conflate my stance, that of maintaining the mod which I support, with that of passivity. If you want to rally around this and try to get something changed, I'm all on board, but let's not go out yelling and taking our toys with us. Nobody is going to sympathize if we hold the mod hostage. It's a suicidal attitude and I really wish none of this bore saying publicly. I like writing this mod for the sake of writing this mod and I'd like to keep doing that until it isn't fun anymore.

ricanuck commented 7 years ago

Chris, I would never assume your stance as one of passivity; you will not find a word about that in my posts. I know exactly what you mean when you argue in favor of continuing development despite the disrespectful attitude of FXS towards its customers. I, too, am weighting my stance against exactly what you argue (the "suicidal" attitude). Don't use words like "yelling and taking our toys", that is not the intention, because my stance is not related to the mod and the effects of the patch on it, but to the mediocre patch itself. Your last words in the latest post hold the truth, in more than one way: "I like writing this mod for the sake of writing this mod and I'd like to keep doing that until it isn't fun anymore."... that is exactly how I feel too. The big question is: will it still be fun in the face of such disrespect for the customers that FXS displayed with this latest "patch"? And as an extension, again, can we do something about it? Should we?

GrantSP commented 7 years ago

Not wanting to add anymore fuel to this discussion but a lot of the issues @ricanuck, and others, mentioned aren't really in the scope of this mod. CQUI is an UI overhaul and most of the glaring Firaxis bugs aren't truly UI related. Just my 2 cents worth.

lauramoon commented 7 years ago

Thank you for all your hard work!

There is one new bug that may be UI-related that I haven't seen mentioned in this thread: people are reporting government legacy bonuses showing up on the government screen for governments they never had. See, e.g., https://forums.civfanatics.com/threads/summer-2017-patch-notes-discussion.620419/page-15#post-14826343. It's not clear if it's purely a UI bug or not.

ricanuck commented 7 years ago

@lauramoon : Laura, I can confirm that this one is only a UI bug, the effects of the incorrect legacy bonus displayed in the Gov tab do not exist in game... still shameful though, like all the other bugs they created and did not solve yet.

Czaro18 commented 7 years ago

Hallo, i wanted just to say, that you are getting really good work :) Your mod is very very cool. I stopped to play civ 6 because my favourite mod doesn't work :) I can't just play without it. Until you this mod isn't ready, i will not to play civ 6 :) You are great guys :) Best regards

Dark-talon commented 7 years ago

I understand the frustration and pain working with increasingly broken code. I'm sorry that is the case here, Firaxis has gone the way of Bethesda, and I feel like if the fan base wasn't here to fix the bugs, Firaxis would still do nothing. But blessedly, through the sacrifice of yalls hard work, you bring joy to the thousands and thousands of users who love your work. We shouldn't need super heroes, but I'm glad that we do have them.

Thank you to everyone who has sacrificed their time, to make everyone else's experience better.

skodkim commented 7 years ago

Just popped in to say that I agree with the others. The game just feels wrong without your great mod! Even though I'm on vacation I can't really bring myself to start a new game. I just keep holding off. Fantastic work!

And Firaxis: This is one of the oldest games in the digital world and it has a designated and passionate fan base. Don't take this lightly by ignoring the community (except when you want to announce a new product you can sell), releasing a game with such obvious bugs as we've seen lately, etc..

gunnergoz commented 7 years ago

I can't tell you guys what a difference your work makes in the game. I'm retired and frankly spend too much of my spare time playing Civ 6 so this is a big pain in the fanny for me to have to do without your mod because Firaxis seems to do sloppy programming. I love Firaxis and they've delivered thousands of hours of fun into my life over the years, but can't fathom why this is happening. Hope it gets fixed in their organization. Again, very much appreciate what you do to mod the game to be better than what I paid for! Kudos to you!

JHCD commented 7 years ago

Hi,

  1. I merged the first Spring Updates for CQUI\Assets\UI into this branch...
  2. I merged the Spring Updates into the Mods we integrated...

Open tasks:


moeburn commented 7 years ago

Wait JHCD so does this mean CQUI is now compatible with the Summer patch?

astog commented 7 years ago

@moeburn No, those are all the changes brought in the summer patch. We would need to go to each of those files (mentioned above), review and edit them if necessary. It will take some time 😅

ncl2fth commented 7 years ago

I would also like to take a moment to thank all the devs here for CQUI. Civ6 just is not the same at all playing Vanilla.

landauc87 commented 7 years ago

Hi, so first of all, thank you for all your hard work. Fantastic Mod. I'm not sure if this is the right place to post this but I thought I'd give it a try.

I know the summer patch has broken this mod, so I temporarily unsubscribed and scrubbed the residual files from the mod folder. In theory the Mod is now totally removed. I started a couple of new games and somehow I'm still having two issues that I assume is related to CQUI.

  1. In one game, after about 170 turns, suddenly the Government policy tab became unavailable.
  2. In another fresh game, I cannot place any districts. Although I did not have this issue in the other game.

So frustrating, any help would be greatly appreciated. Many thanks.

GrantSP commented 7 years ago

@landauc87 Be sure to purge the 'cache' folder of all its contents also after removing any mods.

daft73 commented 7 years ago

@landauc87 , just a heads up. Removing the mod should work fine, earlier this week I (sadly) un-installed CQUI. Works fine, be sure to clean out your cache folder and if your using STEAM make sure to 'verify integrity of files'. When ever problems arise this is one step that will fix files in your game folder.

On another note good luck getting this back in shape. Game is sad without cqui.

DavidRichmond commented 7 years ago

Where is the cache? I don't spot a cache directory associated with Civ 6 in Windows.

JCron245 commented 7 years ago

@DavidRichmond \Documents\My Games\Sid Meier's Civilization VI\Cache Is usually where it is, with all the dumps, logs, and saves.

landauc87 commented 7 years ago

Hi guys, so I did as you said. Found the cache, deleted the files and verified 'the integrity of the game files' via steam. So, the mod is now unsubscribed, files deleted and the steps above completed. Started a new game, had 30 or so turns, go to build the district - bang - same problem. Can't place it. Thanks for you help, but it seems something else is amiss. Any thoughts?

DavidRichmond commented 7 years ago

This defect is seen on the summer-2017 development branch, commitish 7e85f61 , using John Curtin, Standard map, the rest defaults. After creating the first city, clicking on it brings up the left pane, but not the right production pane. No other mods are in effect. Moved as a comment here from issue #604 as suggested by chaorace.

chaorace commented 7 years ago

Nice job getting the ball rolling @JHCD I've worked on the listed files and knocked out most of the mindless work, here's what's left to do: CQUI:

Mod Integrations:

I'm going to be tackling the productionpanel files first, since I'm probably the most familiar with those relative to the rest of the team