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Researching certain Tomb Kings tech while under 100 research points stops the research from finishing #1996

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floskan opened this issue Nov 27, 2024 · 8 comments · Fixed by #1998
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confirmed This is a confirmed bug fix-submitted A pull request is up containing a potential fix for this issue fix-suggested Fix commented or found elsewhere, just needs implementation.

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@floskan
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floskan commented Nov 27, 2024

Seems to apply to techs that have specific costs beyond research rate

Fix suggested by Shin
https://discord.com/channels/373745291289034763/581350140942483456/1311310114057355316

@floskan floskan added confirmed This is a confirmed bug fix-suggested Fix commented or found elsewhere, just needs implementation. labels Nov 27, 2024
floskan added a commit that referenced this issue Nov 27, 2024
Fixes it by setting the tech in question to requiring a single research point so they don't get stuck, credit to Shin
@floskan floskan linked a pull request Nov 27, 2024 that will close this issue
@floskan
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floskan commented Nov 27, 2024

Not all 1 turn tech is added to the fix now, need to add some stuff. Looked at gameplay from game 2, all tech associated with a cost only took 1 turn to research. All tech in the bottom, top and top right of every dynasty only took 1 turn. I talked about this in the discord, but what are your opinion on adding all jar-costing tech here too @mfvreeland ? In game 2 the tech took 1 turn by design, and the jar cost being subtracted again when reselecting the tech sounds wrong

@mfvreeland
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As far as I know, all tech that costs resources other than research points is supposed to only take one turn by design, and that has always been the case with every race that has techs like this. The extra resource cost being subtracted more than once also sounds like an obvious bug. Will this also fix that?

To do this fix right, we should really include all techs with a resource cost from all races (assuming they are broken too).

@floskan
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floskan commented Nov 27, 2024

It would "fix it" with the side effect of being granted extra overflow for having the tech cost so low

@mfvreeland
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Maybe we could compromise and make the value something like 25. You'd still get overflow, but not quite as much. The current system will give you extra overflow whenever your research rate is over 100%, anyway. CA would need to fix this properly, but in the meantime I think this band-aid is sensible.

@floskan
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floskan commented Nov 28, 2024

Yeah, I agree. I'll look if there's more tech to be added to this

@floskan
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floskan commented Nov 29, 2024

I think adding other races tech to this fix isn't necessary considering how rare it is to ever be under 100 research rate. Many races often go over 100 and some does that really early on in the campaign.

@allenhu0912
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Maybe you can go under 100 with High Elves if you hire a Luddite lord.

@floskan
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floskan commented Dec 1, 2024

I've added all tech that costs money or urns. If someone notices something similar happens to other factions, we'll make that into a separate fix

@mfvreeland mfvreeland added fix-submitted A pull request is up containing a potential fix for this issue and removed opinion/discuss labels Dec 1, 2024
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