LoneGazebo / Community-Patch-DLL

Community Patch for Civilization V - Brave New World
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Own tiles in fog of war #3490

Closed matlajs closed 6 years ago

matlajs commented 7 years ago

20170903123047_1 1. Mod version (i.e Date - 4/23): 8-23

2. Mod list (if using Vox Populi only, leave blank):

3. Error description:

Some tiles that should be revealed, such as my own city tile or cs ally tiles are greyed like they would be in fog of war. Those tiles, that are occupied by my units, are uncontrolable by clicking tile, only through unit list. 20170903123037_1

4. Steps to reproduce (optional):


Supporting information: Please note that you can attach .zip files by dragging-and-dropping them. If possible, zip up all supporting data and post that way.

  1. Log files (always attach your Logs folder, located at My Documents/My Games/Sid Meier's Civilization 5. Make sure you have enabled logging before experiencing an error! Go here to find out how: http://forums.civfanatics.com/showthread.php?t=487482):

  2. Save game (always attach a save that was made a turn before the error; located at My Documents/My Games/Sid Meier's Civilization 5/ModdedSaves):

  3. CvMiniDump.dmp file (attach if experiencing a game crash. Located at Program Files/Steam/steamapps/common/Sid Meier's Civilization V):

  4. Screenshots (optional):

matlajs commented 7 years ago

ok. launching a trade route do that. any ideas?

ilteroi commented 7 years ago

well the screenshot is undeniable ... but i can't reproduce it. with traderoutes and all. guess we need to watch this.

matlajs commented 7 years ago

need to say that it started since industrial maybe.

LoneGazebo commented 7 years ago

Did you have a corporation?

matlajs commented 7 years ago

yes i have TwokayFood

ilteroi commented 7 years ago

still no repro. with civilized jewelers, but what difference does it make?

matlajs commented 7 years ago

i will post a save if it help.

matlajs commented 7 years ago

Ahmad al-Mansur_0000 BC-4000.zip

ilteroi commented 7 years ago

ah, that's the initial save? but the problem only occurs in the industrial age?

matlajs commented 7 years ago

that is a late game save, just not renamed. problems occur ,,since'' industrial. maybe since corporations. now i am playing new Theodora game. will see if it occurs again.

Bobisback commented 7 years ago

I have this same issue using the various mod components in hotseat games. Only in hotseat though. I know they are not the same project but it could be a bug in that first DLL. It is almost like the cities lose the ability to "see" but units see fine though.

P.S just thought I would mention this since it looks like you may be in a hotseat game.

matlajs commented 7 years ago

I forgot to mention, that with latest version in my Japan game i haven't had this problem with civilized jewelers corp. So i do not know if this problem is related only arround Two kay food or Morroco(maybe something with their UA+ corp?)

ilteroi commented 7 years ago

honestly i'd be very surprised if this is related to any corporation ... hotseat sounds plausible, but debugging multiplayer is a pain

matlajs commented 7 years ago

my game was singleplayer, but it doesn't matter anymore.

Voker57 commented 6 years ago

I confirm that happens with TwoKay Foods at least in 1.21. Problem is probably that TwoKay foods reveals tiles around cargo ships, they probably don't get properly updated or something.

Voker57 commented 6 years ago

http://dump.bitcheese.net/files/cynywoh/visible.Civ5Save 1.21 save illustrating the issue (load as Voker57, look at tiles near Delphi)

ilteroi commented 6 years ago

hmm. i don't see any obvious issue with the trade units. but that's just from looking at the code.

maybe there's a problem if a route is plundered or the trade unit is rebased ...

edit: i think i found it. it's a bit strange though, what should be the default vision range for trade units without any extras? Zero or one?

ilteroi commented 6 years ago

ok, this was quite a chase. did i mention i never want to touch the vision code again?

fixing this (hopefully for good) required some changes regarding the handling of vision range zero. previously it was basically treated like vision range 1. therefore there was special code for trade units. now zero is taken to mean only the current unit plot becomes visible.

this affects both regular trade units (where it's a nice effect) and embarked units (where it may lead to unit stacking problems). therefore i have overridden visibility range for embarked units, i.e. EMBARKED_VISIBILITY_RANGE is ignored if <1.

LoneGazebo commented 6 years ago

Oh my. Good work, @ilteroi !