Sid Meier's Civilization VI

Sid Meier's Civilization VI

[OBSOLETE] Garrison Bug Fix
34 Comments
FearSunn  [author] 14 Feb, 2019 @ 11:07pm 
According to patch notes this bug should be fixed. But as always it is better to confirm such statements with real life game play.
=[NK]= Col. Jack O'Neil 14 Feb, 2019 @ 7:56pm 
I don't remember reading them fixing this in the patch notes
rlong9000 14 Feb, 2019 @ 7:35pm 
@sdgabai - I seem to recall reading in the Firaxis GS release notes that the garrison bug was fixed on their end, so it is *POSSIBLE* this mod will be obsolete. I'm just waiting for FearSunn to comment either way.
sdgabai 14 Feb, 2019 @ 5:37pm 
I don't know modding officially; but, it was flagged as incompatible for GS for me by either GS or Enhanced Mod Manager. I don't know which flagged it to be honest. Thank you for this mod and your time modding. All of you modders are awesome!
FearSunn  [author] 12 Dec, 2018 @ 9:07am 
Now works on saved games. Thanks sipertruk for the code snippet.
PlatocratesBC 9 Nov, 2018 @ 4:41am 
Doesn't work for saved games where the city has already rebelled and there's a unit stuck inside. Have to load to before it rebelled probably
AFXY 30 Sep, 2018 @ 11:19pm 
Excellent mod - I was wary of starting a new game because of how annoying this was in the game I've just finished.. so i'm very glad to have found this.
marsupialrogue 13 Sep, 2018 @ 12:39pm 
This literally just happened to me yesterday, thanks for providing this fix.
Laurana Kanan 31 Aug, 2018 @ 4:32pm 
@LegoCollecter14 - Yes, as there hasn't been a game update since this bug was introduced.
Lego_Teh_Eggo 31 Aug, 2018 @ 3:58pm 
Is this still needed?
dstrelek 12 Jul, 2018 @ 8:08pm 
Thanks for this. That was a seriously annoying bug.
FearSunn  [author] 28 Jun, 2018 @ 10:53am 
It will work for future flips in your current game. If you have seve before flip, it will work on reload.
DRKSHDW 28 Jun, 2018 @ 10:35am 
If i have this problem on my save game this script fix that or need start new game?
FearSunn  [author] 14 Jun, 2018 @ 11:26pm 
Now I see what you mean. This has nothing to do with this mod.
LionKing 14 Jun, 2018 @ 9:41pm 
Sure, so for example if city is low on health after a long siege and AI puts a unit in the city (e.g. artillery corps). If I will take city next turn in one melee attack, the whole corps will be destroyed. Normally it would take me 3-4 attacks to destroy that unit. It would make sense for unit to be moved away from city with receiving 50 damage rather than being completely destroyed.
FearSunn  [author] 14 Jun, 2018 @ 12:28am 
Not sure I've got you correctly. Could you provide some example explanation?
LionKing 13 Jun, 2018 @ 8:39pm 
Would you mind sharing the piece of the code? I agree that for tjis mod it make sense as it is as it represents garrison being killed by revolters. My idea is to change city assault mechanic where garrison wouldn't die immediately if city is taken during the combat... as if sometimes city changes hands often, AI keeps sending armies to the city and as a result of it loses some valuable units in one attack.
FearSunn  [author] 12 Jun, 2018 @ 2:48am 
Yes, it is possible. But killing them feels like right thing for me - kind of revolt casualties.
LionKing 12 Jun, 2018 @ 2:39am 
hmm... FearSunn, is it possible to transfer that unit maybe to player's capital like it is happening with great people when you try to capture them?
FearSunn  [author] 31 May, 2018 @ 10:12am 
Again, you can't move other player units!
sirholo 31 May, 2018 @ 9:36am 
This script is great, but no script can addresss this bug---it has to be Firaxis.

SUGGESTION TO PLAYERS: Have the garrisoned unit step out one hex, and then turn around for an attack on the Free City. After that, all other units can attack the city, too -- possibly re-taking it in the same turn.

That said: Firaxis should fix this core-gameplay-level bug.
dreizopf 30 May, 2018 @ 12:26am 
Thank you very much! ... for this mod and for your quick answer.
FearSunn  [author] 29 May, 2018 @ 11:11pm 
It will work for future city flips in your current game.
dreizopf 29 May, 2018 @ 3:05pm 
Happened to me last days. Now I have to test it. Will it force an existant unit out of city, or do I have to play the savegame just before city flip. ;-)
Whoever can read German, may have a look at CivVI-forum here:
https://www.civforum.de/showthread.php?106655-Gro%DFe-Pers%F6nlichkeit-blockiert-Feld&p=7996125&viewfull=1#post7996125
Olvenskol 25 May, 2018 @ 6:30am 
This has definitely happened to me. Thanks for the fix!
Aluminum Elite Master 23 May, 2018 @ 1:42pm 
Oh, I thought this was referring to when it's your *own* units trapped in the city flip.

I haven't actually seen this happen to another civ's units in a flipped city, yet.

That changes things. I might pick this up right now, then, because that would be pretty annoying to have another civ's unit icon stacked in my city forever after something like this.
FearSunn  [author] 23 May, 2018 @ 1:01pm 
@Aluminium
You can't move units owned by other player.
Aluminum Elite Master 23 May, 2018 @ 12:05pm 
Pretty sure you can move them that first turn after the flip.

But yeah, useful if you aren't good about watching the city flipping and don't move them immediately.
PapaPeff 22 May, 2018 @ 4:40pm 
Those stuck garrisons have been so annoying! Thanks!!
Kurnn 20 May, 2018 @ 8:43pm 
I didnt know about this bug, but its almost gamebreaking since free city flipping is such an important part!

Thanks for fixing this man!

This is one of those bugs that the game should hotfix right away.
fanboy 20 May, 2018 @ 4:08am 
in desperate time, there are always heroes, or mods
thank you xD
btw, my 2 cents conspiracy theory: they make bugs in every patch, so people are encouraged to buy the next dlc which would fix those bugs
blkbutterfly 20 May, 2018 @ 1:21am 
The community thanks you for your service :steamhappy:
Doomsday Blood 19 May, 2018 @ 8:12pm 
And here I thought it was just me that had that annoyance. City flips, oh but there is still a drone or great general in it and now I can't conqure it. So freaking annoying.
Willelmus 19 May, 2018 @ 12:32pm 
Thanks! but that probably means that if I install the mod now, it won't solve the problem and I'll have to backpeddle my save games, right?