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Future Tech/Civic is unselectable #115
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Comment by ricanuck 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 Never seen that problem and I always open the Tree... |
Comment by ricanuck Yes, IIRC, it triggers after the first Future was selected, and you try to select the second. |
Comment by SpaceOgre The problem is here:
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 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 |
Comment by ehmonny Thanks very much for the quick reply |
Issue by chaorace
Saturday Jun 03, 2017 at 04:12 GMT
Originally opened as CQUI-Org/cqui#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
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