Closed hackedpassword closed 1 year ago
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Reopened the app, resumed game, palace was sold. Finished out the turn, crashed again hitting next turn.
Platform: Android
Version: 4.6.16 (Build 873)
Rulesets: [LesserSpaceNations, Civ V - Vanilla, RekMOD, Ruins Extended, No Fog Of War, The Demon World, Thin Bubbly Borders, Alpha Frontier, Nextgen Maps, Raze anything, NextgenMaps Labs, All units can be automated, Civ V - Gods & Kings, Yet Another Resource Mod, The Great Unciv Rework, Antiyoy maps, Better ruins Lite, DeCiv in Alpha Frontier, Better Workers, Better ruins]
Last Screen: com.unciv.ui.screens.worldscreen.WorldScreen
Device Model: SM-G973U1 API Level: 31
Message:
java.lang.NullPointerException
at com.unciv.logic.automation.civilization.NextTurnAutomation.hasAtLeastMotivationToAttack(NextTurnAutomation.kt:840)
at com.unciv.logic.automation.civilization.NextTurnAutomation.offerPeaceTreaty(NextTurnAutomation.kt:965)
at com.unciv.logic.automation.civilization.NextTurnAutomation.automateCivMoves(NextTurnAutomation.kt:64)
at com.unciv.logic.civilization.managers.TurnManager.automateTurn(TurnManager.kt:321)
at com.unciv.logic.GameInfo.nextTurn(GameInfo.kt:336)
at com.unciv.ui.screens.worldscreen.WorldScreen$nextTurn$1.invokeSuspend(WorldScreen.kt:574)
at com.unciv.ui.screens.worldscreen.WorldScreen$nextTurn$1.invoke(Unknown Source:8)
at com.unciv.ui.screens.worldscreen.WorldScreen$nextTurn$1.invoke(Unknown Source:4)
at com.unciv.utils.ConcurrencyKt$launchCrashHandling$1.invokeSuspend(Concurrency.kt:87)
at kotlin.coroutines.jvm.internal.BaseContinuationImpl.resumeWith(ContinuationImpl.kt:33)
at kotlinx.coroutines.DispatchedTask.run(DispatchedTask.kt:106)
at com.unciv.utils.CrashHandlingDispatcher$dispatch$1.invoke(Concurrency.kt:173)
at com.unciv.utils.CrashHandlingDispatcher$dispatch$1.invoke(Concurrency.kt:173)
at com.unciv.ui.crashhandling.CrashHandlingExtensionsKt$wrapCrashHandling$1.invoke(CrashHandlingExtensions.kt:17)
at com.unciv.ui.crashhandling.CrashHandlingExtensionsKt$wrapCrashHandlingUnit$1.invoke(CrashHandlingExtensions.kt:33)
at com.unciv.ui.crashhandling.CrashHandlingExtensionsKt$wrapCrashHandlingUnit$1.invoke(CrashHandlingExtensions.kt:33)
at com.unciv.utils.CrashHandlingDispatcher.dispatch$lambda$0(Concurrency.kt:173)
at com.unciv.utils.CrashHandlingDispatcher.$r8$lambda$GFMOlD6QMgmLfgwAvPAW33Ob6HE(Unknown Source:0)
at com.unciv.utils.CrashHandlingDispatcher$$ExternalSyntheticLambda0.run(Unknown Source:2)
at java.util.concurrent.ThreadPoolExecutor.runWorker(ThreadPoolExecutor.java:1167)
at java.util.concurrent.ThreadPoolExecutor$Worker.run(ThreadPoolExecutor.java:641)
at java.lang.Thread.run(Thread.java:920)
I have repeatedly voiced the idea that officially supporting a capital-less state of civs, at least technically and usable by mods even if the G&K rules say no, would be a good idea...
But as is, selling the Palace makes you lack a Capital, and that's a major cannon shot into your own foot. With salt and pepper.
Of course, as long as all those getCapital()!!
calls exist (51 matches), a Palace should be un-sellable, Peter.
I think being able to sell the palace and relocate the capital is a good gameplay feature, but it's also niche. This was the first time I tried it. Had good reason, my capital wasn't going to last for long, so go for the long shot. I was doomed, no real loss.
As requested, crashes get reported. Upgrading to .17 now.
I was doomed
that's what you get for eating haggis in pastimes - oops misread your login name
Actually, you correctly can't sell a Palace under base rules, as it is marked as National Wonder. Any mod removing isNationalWonder=true from a Building having the "Indicates the capital city" unique must also add the "Unsellable" unique.
The culprit mod probably has its own issue tracker...
...culprit is "The so-called Great"
{
"name": "Palace",
"production": 3,
"science": 3,
"gold": 3,
"culture": 1,
"cityStrength": 3,
"cost": 100,
"uniques": ["Indicates the capital city", "[+15]% [Production] [in this city] <during We Love The King Day>", "[+15]% [Gold] [in this city] <during We Love The King Day>", "Limited to [1] per Civilization", "Cost increases by [25] per owned city", "Destroyed when the city is captured"]
},
... no "Unsellable"
I believe A1y0sh4 had mentioned some time back that relocating the capital was an intended gameplay feature of the mod. Implementation correctness is not my call.
Yep, here. https://discord.com/channels/586194543280390151/1071804673956266096/1103684649777107095
I don't follow the tone of the impressions being made here. Being a community built on modding (afaik), I hope that this issue does not cause undue tensions. For now, I'm simply not going to sell palaces until an update says it works. Easy.
Yeah, tone and communication. I should have clarified a "jesting" tone, a Peter Sellers reference is not enough.
But communication - there's a (some? many?) mod author not aware enough that Unciv code at the moment relies very much on every civ having a Capital - or no city at all. Then there's devs only communicating here that are not aware enough that mods allowing no-Capital civs are desired. There's even devs not listening on discord! (Me, after years of them blocking my malware protections at their server - they stopped doing that, but now it's too late for me to adapt. For me they are still malware, given certain aspects of their code). Such is modern life.
As you can see from the linked PR, I've moved some communication to a place hard to overlook - once merged :grin: .
reference is not enough.
A bit deadpan. Nope, the ref fell blank on me 😶
Such is modern life.
Kinda ranty there, hey I'm just the guy submitting the bug LOL
As you can see from the linked PR,
Yeeea, wow. I had zero idea of the calamity to follow. Something like biting into the sacred donut. Well my work is done here! 💯
I think I'm going to consider this solved, since we know what the problem/solution is, even if it's not necessarily in-code
Using mod Great Unciv Rework. Selling the palace instantly crashed the game.
Platform: Android Version: 4.6.16 (Build 873) Rulesets: [LesserSpaceNations, Civ V - Vanilla, RekMOD, Ruins Extended, No Fog Of War, The Demon World, Thin Bubbly Borders, Alpha Frontier, Nextgen Maps, Raze anything, NextgenMaps Labs, All units can be automated, Civ V - Gods & Kings, Yet Another Resource Mod, The Great Unciv Rework, Antiyoy maps, Better ruins Lite, DeCiv in Alpha Frontier, Better Workers, Better ruins] Last Screen:
com.unciv.ui.screens.cityscreen.CityScreen
Device Model: SM-G973U1 API Level: 31
Message:
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