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Thalassicus
Feb 13, 2011, 04:18 PM
That's the real puzzling part... there's no errors or messages directly related to diplomacy.

UnitFlagManager: DEBUG: Init Monaco Archer
UnitFlagManager: DEBUG: SHOW Genoa Archer PROMOTION_BARRAGE_1
Things like this are about unit promotions. If you're not encountering any issues with promotions you can hide these messages by changing this:

Unofficial Patch\Flag Promotions\UnitFlagManager_addin.lua
logger:setLevel(LOG_DEBUG)
- to this ->
logger:setLevel(LOG_WARN)

The "cityList" errors were in some code to distribute maritime food, a problem I fixed in the latest beta build.

I think the only solution is for me to sit down and learn the diplomacy code, then trace through it to find where the error is. I suspect it's some sort of vanilla bug that I brought to the forefront with an unrelated change.

Xink
Feb 13, 2011, 04:27 PM
Better Japanese City Names (v 1)
CivWillard (v 1)
InfoAddict (v 10)
Smarter TechTree Pipes (v 1)

Those are the only mods that I'm using, which have not changed in quite a while. Along with...

Thals Balance Mods - Combined (v 4) - build 17

which contains...

Unofficial Patch
Balance DLC - Inca Spain (which I have enabled as I have the DLC)

this, for me, has only been a problem in the last few builds of this beta. I am not using any of the balance mods and previous to the last few builds I can't remember it ever happening. IIRC (but might not be correct) when the Unofficial patch had the elements such as UI and Notifications etc is when I started to notice this issue, but I do appreciate other work was, and has, since been done. I'm not suggesting that those two have any influence on the issue it is just that I noticed them when I was deleting the "balance" aspect of your mod as it gets updated.

Txurce
Feb 13, 2011, 04:37 PM
Better Japanese City Names (v 1)
CivWillard (v 1)
InfoAddict (v 10)
Smarter TechTree Pipes (v 1)

Those are the only mods that I'm using, which have not changed in quite a while. Along with...

Thals Balance Mods - Combined (v 4) - build 17

which contains...

Unofficial Patch
Balance DLC - Inca Spain (which I have enabled as I have the DLC)

this, for me, has only been a problem in the last few builds of this beta. I am not using any of the balance mods and previous to the last few builds I can't remember it ever happening

What are Smarter Tech Tree Pipes?

And is the Balance - DLC enabling something we need to do manually in order to have those two civs work in synch with the mod?

Xink
Feb 13, 2011, 04:41 PM
From the readme of the DLC one...

Remove the 'no' in "noBDLC - IS - General.xml" if you have the Inca-Spain dlc installed.

the Smarter techtree one....

http://forums.civfanatics.com/showthread.php?t=391165&highlight=techtree

Torvald
Feb 13, 2011, 05:45 PM
Thal,

Thanks for reminding me about ctrl-c and ctrl-v to capture LiveTuner info; I was trying to use the mouse right-click method, which was not working.

OK, was playing version 4.15 beta today and the game went well until turn 185. When a barbarian got close to my capital, the targeting bullseye lit up. However, even after bombarding the barbarain unit, the targeting bullseye did not go away.

Then, the next turn, the production que finished at my capital, but then froze. It would not let me choose anything else to build, and the choose production message would not go away from the right-hand part of the screen. This meant the game was frozen and would not advance to the next turn.

Tried reloading the turn, several times - did not help; also cleared the cache folder - also did not help. However, clearing the cache folder introduced a new weird screen display for production, mostly blank, though.

Here are the two screenprints I took, plus some LiveTuner info I captured.

Moaf
Feb 14, 2011, 03:49 AM
@Thal,
wouldn't it be possible to just disable the route-quest in globalaidefines.xml (QUEST_DISABLED_ROUTE) until fireaxis fixes it?

doktorstick
Feb 14, 2011, 06:41 AM
I would be in support of this.

Borya
Feb 14, 2011, 07:13 AM
Cultural Diplomacy policy doesn't seem to increase happiness from luxury resources from city states. Is this another hard-coded bug?

Dunkah
Feb 14, 2011, 09:44 AM
Using .14 I believe. Also having the Diplomacy issue. I have tuner running but can't figure out how to get anything out of ot. Sorry...

What I noticed was that I was at war with Sully. He aksed for peace I tried to reply but screen stuck. I hit Esc and got through it and a pic of Monte appeared. Next time someone asked me for something the same deal that Sully asked me for was the default screen shot I saw.

So it seems to me that the old deal is not being removed from the memory for some reason.

Thalassicus
Feb 14, 2011, 10:54 AM
@Txurce
The DLC component is basically part of Balance - Terrain Improvements. It makes terrace farms upgrade at the same techs as regular farms. There's no way I know of to automatically detect if a player has a DLC installed, so the file must be activated manually.

@Xink
It's helpful to know the problem is isolated somewhere in the unofficial patch. I'm working at figuring out where exactly it might be.

I'll add "Smarter TechTree Pipes" to eliminate a possible compatibility issue (TechTree.lua is modified in the patch). It wouldn't cause the diplomacy problem but would be the source of other problems.

@Torvald
There was a bug in that beta build with maritime citytate food distribution, which would cause the problems you describe. It should be fixed in the current beta build.

@Moaf
Thank you for pointing out that the broken quest can be disabled, I've done so now.

@Borya
I didn't realize there was a problem with that policy, I'll check into it. :)

KeyCey1995
Feb 14, 2011, 12:37 PM
Hi, I got a problem with your mods.

All the buildings you've changed are missing their tooltip. When I move the courser over them it just tells the maintaince, production and name.
Example:

Circus
Production: 80 (or something)
Maintaince: 2

And then nothing else.
I'm running with your ultimate mod and WWGD, that's all...

Hope you can help me, your mods are the only reason I'm playing the game anymore.

Xink
Feb 14, 2011, 01:08 PM
Trying a new Pangea game (build 18) with a cleaned cache and mods as noted before. After a few turns I saved the game then it crashed from trying to reload it. The game was started and saved with build 18. The crash (not done this before) was a runtime error...

\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\Seek FRB\DiscoverMission: Warning: cache not shared.
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:23: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:10: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:23: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:10: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:23: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:10: attempt to index global 'MapModData' (a nil value)
Credits: Header type not found.

Txurce
Feb 14, 2011, 01:12 PM
Trying a new Pangea game (build 18) with a cleaned cache and mods as noted before. After a few turns I saved the game then it crashed from trying to reload it. The game was started and saved with build 18. The crash (not done this before) was a runtime error...

\Users\xxx\Documents\My Games\Sid Meier's Civilization 5\MODS\Thals Balance Mods - Combined (v 4)\Unofficial Patch\Seek FRB\DiscoverMission: Warning: cache not shared.
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:23: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:10: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:23: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:10: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:23: attempt to index global 'MapModData' (a nil value)
Runtime Error: [string "C:\Users\xxx\Documents\My Games\Sid Meie..."]:10: attempt to index global 'MapModData' (a nil value)
Credits: Header type not found.

I've had my share of runtime freezes. I don't think it has anything to do with the mods (other than mods adding layers of calculations to the vanilla engine).

Xink
Feb 14, 2011, 01:26 PM
Ever since I have bought the game on the day of its release I have not experienced a crash yet, this was the very first one.
I will continue to play to see if the diplomacy issues occur or not.

I have noted the crash and the report from the tuner in case it is of value to Thal.

Thalassicus
Feb 14, 2011, 01:31 PM
@KeyCey1995
I have a few questions to help narrow down the problem...


Are you playing v4.0 from the mod browser / civfanatics download, or are you playing a beta version?
Have you tried clearing your cache?
Are you playing a version of Civ other than the English one? (might be a translation bug)

@Xink (http://forums.civfanatics.com/member.php?u=37611)
Those sort of error messages are typical when the game is closing, but it's always helpful to check, so thank you. I tried these steps to reproduce the problem:


Started a new game.
Ended turn 5 times.
Saved the game.
Reloaded from the save.

Everything worked okay, so I suspect it's just one of the vanilla game-loading bugs.

Generally you can ignore the following error messages...

These occur whenever exiting a game (even in vanilla) and aren't really errors... just the game is stopping stuff so some variables are gone:


attempt to index global 'Game' (a nil value)
attempt to index global 'MapModData' (a nil value)

These occur whenever my utilities file is checking for mods that aren't installed:


File Error: Emigration.lua
Runtime Error: Error loading Emigration.lua.
File Error: ModList.lua
Runtime Error: Error loading ModList.lua.
File Error: ScriptDataManager.lua
Runtime Error: Error loading ScriptDataManager.lua.
File Error: StringUtils.lua
Runtime Error: Error loading StringUtils.lua.
File Error: TurnSwitcher.lua
Runtime Error: Error loading TurnSwitcher.lua.
File Error: UnitOverview.lua
Runtime Error: Error loading UnitOverview.lua.
File Error: liberationboost.lua
Runtime Error: Error loading liberationboost.lua.

Sneaks
Feb 14, 2011, 02:13 PM
You can get rid of ModList and Emigration from your InGame. Whys updated ModList and I am just about done updating Emigration. ScriptDataManager also no longer needs to be loaded via InGame.

Thalassicus
Feb 14, 2011, 02:57 PM
Thanks for the tips, I've had those around forever. :)

KeyCey1995
Feb 14, 2011, 03:26 PM
I'm playing v 4.0 from the mod browser ingame, english version and there's nothing in the cache except 5 database files and 2 empty folders...:)

EDIT: I've now tried the beta mod, and the funny thing is that I don't have any problems with that one. The tooltips are showing just fine... And it looks great ;)

EDIT 2: Played the beta a bit and found a bug: The queue isn't working correct. It only shows the thing you are building, but the production are still saved on the things you build before, they just aren't shown.
Don't know if this is a known bug, but just wanted you to know anyway...

Torvald
Feb 14, 2011, 05:12 PM
Thal,

Am still seeing some city display screens where the food production numbers are showing too many digits, which covers up and obscures the hammer production numbers.

This occured while playing v4.17 beta, plus remained after clearing the cache folder and installing the newer v4.18 beta version. Not all of the screens are bad, though. Enclosed is a screen print showing which display has the glitch and which display looks okay.

Have also had difficulty today with the game doing a crash to desktop four times, which is more often than normal. Will go back now to latest savegame and if it crashes again, will post the LiveTuner info.

P.S. Thanks again for all your hard work.

Torvald
Feb 14, 2011, 09:01 PM
Okay, my v4.18 beta game just crashed again, so here is the LUA Console info I promised to provide.

Hope this helps.

Thalassicus
Feb 14, 2011, 09:54 PM
Thanks, looking at those screenshots I finally realized it's the production panel that was messed up, not the city view. It's a vanilla bug I've now located and fixed (they didn't round the numbers before they're displayed).

Thank you for the debug output, I'll keep an eye out for anything that might cause your crash issue (didn't spot any bugs in the output).

Xink
Feb 15, 2011, 03:16 AM
Started another game (these games are purely for testing purposes of the diplomacy issues) using 4.18 using a Pangea map with lots of Civs so I get to chat etc with them all more often. As yet I have not seen any of the diplomacy screen issues that I previously reported.

I have since repeated this with the latest (at the time of writing) 4.19 beta build. Again using a large Pangea map I will continue testing but as yet all has been well, this game I would like to continue to its conclusion as I am hoping the diplomacy issue has now been resolved.

Xink
Feb 15, 2011, 02:08 PM
Diplomacy bug is still there....

I met Washington and he asked me for open borders and I agreed.

Then I met Isabella....

http://img696.imageshack.us/img696/2844/43452886.th.jpg (http://img696.imageshack.us/i/43452886.jpg/)

and it just froze (some considerable time) on her blank window until numerous esc presses concluded the previous conversation with Washington.,..

http://img812.imageshack.us/img812/5325/67748354.th.jpg (http://img812.imageshack.us/i/67748354.jpg/)

This was the second time it happened since my last post but I did not have screenshots of it occurring the last time.

To confirm...

New game with the beta 19 build using just the Unofficial patch and my previous noted mods. The cache was cleaned prior to starting the game and the Unofficial patch was the last mod selected.

Moaf
Feb 15, 2011, 02:49 PM
Yeah that happened to me as well.
Following output in lua before the bug happened (don't know if those lua logs are really helpful):

##
...
UnitFlagManager: DEBUG Init Ramesses II Archer
NotificationPanel: Notification: Diplomacy 41
NotificationPanel: DiplomacyFinger Title TextControl: 4E8BEB80
NotificationPanel: Notification: WarOther 25
NotificationPanel: WarOtherFinger Title TextControl: 4E8BF680
UnitFlagManager: DEBUG SHOW Ramesses II Scout PROMOTION_IGNORE_TERRAIN_COST
UnitFlagManager: DEBUG Init Ramkhamhaeng Horseman
UnitFlagManager: DEBUG Init Napoleon Archer
##

As Xink described, there were two dialogues with 2 differents leaders at the same time open, after pressing escape the dialogue behind was closed.
Lines after pressing escape:

##
...
DiscussionDialog: Handling LeaderMessage: 12, Very well.
UnitFlagManager: DEBUG Init Sidon Archer
UnitFlagManager: DEBUG Init Helsinki Pikeman
...
##

Xink
Feb 15, 2011, 03:04 PM
Agree with you Moaf. In post #248 you will see the entries in bold of the output from the tuner as the error occurred for me on previous occasion.

Thalassicus
Feb 15, 2011, 04:36 PM
I've started a thread for the diplomacy bug here (http://forums.civfanatics.com/showthread.php?t=412104).

KeyCey1995, I just realized... did you see the compatibility note about WWGD + this mod?

Known compatibility issues with v4.0:

If using the "What Would Gandhi Do" mod:

Action: Rename "InfoTooltipInclude.lua" from the WWGD folder to "_InfoTooltipInclude.lua"
Reason: I've included the important parts modified by the WWGD mod in the Unofficial Patch version. With the automatic tooltip system in the Unofficial Patch, I've begun a complete rewrite of the tooltip code. This is a work in progress I've completed for building tooltips, and will extend to units, promotions, etc. The auto-tips system solves all current and future tooltip typo errors, and will eventually allow automatic translation of most mods into all languages.

If you encounter other mods modifying this file, please post about it in this thread and I'll see what I can do.

Seek
Feb 15, 2011, 06:35 PM
Small bug with v14 I didn't notice anyone else mention, so I'm guessing subsequent versions have it as well: National Wonders' hammer costs go up with puppets as well as built/annexed cities.

Thalassicus
Feb 15, 2011, 07:15 PM
The :c5production: cost per city effect is unchanged from vanilla. I don't think I can alter the effect to ignore puppets, costs are mostly on the c++ side of things.

On the other hand, national wonders should not require the prereq building in puppets... if that's the case it's a bug.

Seek
Feb 15, 2011, 08:19 PM
No kidding, guess I never noticed because it was so minimal before and I'm playing a game with ~40 puppets this time.:p

By the way, this mod is getting truly epic; I haven't been posting because I can't stop playing!:thumbsup:

EDIT: I think I thought that Puppets didn't increase NW's hammer costs because the popup for Choose Puppet says "doesn't increase empire costs for National Wonders" - perhaps that should read "...empire costs for National Wonder requirements".

ChrisTheMean
Feb 16, 2011, 02:20 PM
Had a minor issue yesterday with some naval units playing as England with the public download. *This may just be a vanilla issue*, but it may be related to the ironclad upgrade path. The destroyers that I had as ironlcads first had 8 move upon upgrade (after naval tradition + naval movement UA). Destroyers I produced in cities had 10.

sirharold
Feb 16, 2011, 02:51 PM
i recently posted a text problem about this mod, during this time thought a little bit about the reason and tried erasing every folder one by one in the unofficial patch folder and find out that Atilla Mods triggering the problem, i'm only posting this message if it helps anyone who will face with the same issue, and wanted to let you know the source of it because you really tried to help me Thal. Great work, keep it up. Lol.

kaomarket
Feb 16, 2011, 07:20 PM
I found two issue about maritime food.

When city grows up by maritime food, food won't affect by "Food Stored" capability.
Such as 39/44 food now, 15 food from terrain, pop eat 12 food, 3.2 food from maritime CS,
food will be set to 1/51 next turn, without food stored 40%(From aqueduct).
(1 food instead of 1.2 is for city:GetFood() return integral.)


Pop -1 due to starvation will happens before maritime food.
When the city's pop will -1 in the next turn if without maritime food,
pop still -1 in the next turn, then city receive maritime food.
(Happened when city just grows up, and I replaced some farms with trading posts.:()


And I found some bugs in v4.19 about maritime food.
Tuner print those info.

\Balabala...\Unofficial Patch\UP - Event Registration: INFO GiveMinorCivAllianceRewards()
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 67 +8.512
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 76 +3.2
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 79 +3.2
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 82 +3.2
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 85 +16


Those info are printed by \ Unofficial Patch \ UP_General.lua, line 228, at function GiveMinorCivAllianceRewards()

for k,v in pairs(GetRewardsFromMinorCivs(majorCivID, true)) do
local city = majorCiv:GetCityByID(v.ID)
logger:debug(city:GetName()..": "..city:GetFood().." +"..v.food)

But v has no ID field, v.ID gets a nil value,
for unknown reason GetCityByID(nil) returns the Civ's first city.:confused:

After I changed to GetCityByID(k), tuner print info become

\Balabala...\Unofficial Patch\UP - Event Registration: INFO GiveMinorCivAllianceRewards()
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 67 +8.512
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Vijayanagara: 37 +3.2
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Mumbai: 65 +3.2
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Pataliputra: 24 +3.2
\Balabala...\Unofficial Patch\UP - Event Registration: DEBUG Delhi: 76 +16

The for loop gives one extra food(bold),

By print k, I found its come from the "Total" table,
in UP_General.lua, line 373, at function GetTotalRewardsFromMinorCivs().
MapModData.TBM.MinorCivRewards[majorCivID].Total = {}

Maybe check k ~= "Total" in function GiveMinorCivAllianceRewards() will help.
(Why GetCityByID("Total") will return the Civ's first city, without any error msg...:eek:)

zisforzorro
Feb 16, 2011, 07:30 PM
Same problem as the others: blank diplomacy screen. I'm beginning to think this is an InfoAddict bug can anyone confirm that?
Really hope a solution can be worked out soon.

Thalassicus
Feb 17, 2011, 05:46 PM
Had a minor issue yesterday with some naval units playing as England with the public download. *This may just be a vanilla issue*, but it may be related to the ironclad upgrade path. The destroyers that I had as ironlcads first had 8 move upon upgrade (after naval tradition + naval movement UA). Destroyers I produced in cities had 10.

That's very odd, I'll investigate it.


@kaomarket
Thank you for pointing out the maritime issue with city growth, I've fixed it by adding a check for buildings that store food.

I'll change the maritime-food-giving part to 'turn end' instead of 'turn start' which should solve the order issue of starvation vs food so the food is given first.

Thank you for the immensely helpful bug report about the GiveMinorCivAllianceRewards function.

KeyCey1995
Feb 18, 2011, 10:16 AM
I tried the thing you said about the compability with WWGD and it worked for the tooltip :)

But I've noticed another bug. Maybe it's just me missing something again, but the unitpanel won't show. I'm using your recommended mods except CivWillard and Hover Info.
I tried a lot of thing, removing some mods and loading the savegame again, and loaded it several times with the same mods, as I started it with, to see if it was random or something.
Then I tried removing the Unofficial patch -> Seek FRB -> UnitPanel from the folder, loaded again and then it worked perfectly!

So there must be a compability bug or something? :confused:

Thalassicus
Feb 18, 2011, 10:18 AM
Could you do a search in your mods folder to see if there's anything else modifying UnitPanel? (just check for a second copy)

KeyCey1995
Feb 18, 2011, 10:59 AM
Could you do a search in your mods folder to see if there's anything else modifying UnitPanel? (just check for a second copy)

Nope. Can't find anything (With limited skills though).

Okay, just noticed the small command section in the far left of the unit panel is gone. I just took a quick look before eating, noticed the unit panel was back and posted my earlier comment. I realized the command panel was gone as soon as I started playing again...

Seek
Feb 18, 2011, 11:38 AM
Hover Info is now included in the Unofficial Patch - if you have it loaded as a standalone as well, maybe that's causing the issue.

EDIT - you said "except info addict and hover info", so never mind. What are the recommended mods? Free Research and Liberation Boost are not compatible, so that would be the culprit if you have that loaded up.

KeyCey1995
Feb 18, 2011, 11:57 AM
Hover Info is now included in the Unofficial Patch - if you have it loaded as a standalone as well, maybe that's causing the issue.

EDIT - you said "except info addict and hover info", so never mind. What are the recommended mods? Free Research and Liberation Boost are not compatible, so that would be the culprit if you have that loaded up.

I got liberation boost on, so that might be why, thanks :)
And I said civwillard and hover info, but whatever :P

EDIT: I just checked and I can't find hover info in the latest beta combined (4.22)... Don't know what to conclude from that really... :S
EDIT 2: Now I play without liberation boost and with hover info and it works perfectly, thanks :)
EDIT 3: Okay, I'm getting tired of all these edits... Now it all shows properly except that when I click a promotion nothing happens, which means I'm pretty much stock in my game... *sigh*

Sneaks
Feb 18, 2011, 12:08 PM
Liberation boost is totally broken for reasons beyond anyone's understanding just yet.

Seek
Feb 18, 2011, 12:40 PM
I just (finally!) ran a quick test with the name of the "lib" file (and all references to it) changed, and it seemed to do the trick: had no Unit Panel problems when running in conjunction with Liberation Boost, anyway. In the UP version of FRB the lib.lua doesn't exist, I'm not sure what Thal did with it - moved it or what. I tried commenting out the references to "lib" in the other files but that didn't work.

Project attached with changed file names for Thal and/or Sneaks.

Thalassicus
Feb 18, 2011, 12:47 PM
For anyone encountering freezes at the diplomacy screen, please head over to the thread here (http://forums.civfanatics.com/showthread.php?p=10230113#post10230113).

@KeyCey1995
Hover Info is included in the unofficial patch... it's what shows 'turns remaining' for workers as they build things. It's such a small mod it didn't need its own folder, but based on your feedback I've now included a folder called "Hover Info" explaining this.

The thread information is only updated for general releases, not the beta, since the beta tends to change often and I'd end up spending hours each week updating threads. ;)

I'd recommend only using these mods for the beta:


Better Japanese City Names - usi
CivWillard (http://forums.civfanatics.com/showthread.php?t=405111) - Omni
InfoAddict (http://forums.civfanatics.com/showthread.php?t=391069) - robk
graphs of game progress
Specialized Barbarian Units - Lord Shadow
barbarians get special, differently-named versions of each unit
Trading Posts - Redesigned! (http://forums.civfanatics.com/showthread.php?t=391749) - poncratias
less eye-straining trading posts

Trading posts without spaghetti ALPHA (http://forums.civfanatics.com/showthread.php?p=10106144#post10106144) - Tomice
additional trading post enhancements
What Would Gandhi Do (http://forums.civfanatics.com/showthread.php?t=404537) - Sneaks
working on making AI diplomacy less random

Or for those encountering the diplomacy freeze, try with only these mods to see if the problem goes away:


Better Japanese City Names - usi
Specialized Barbarian Units - Lord Shadow
barbarians get special, differently-named versions of each unit
Trading Posts - Redesigned! (http://forums.civfanatics.com/showthread.php?t=391749) - poncratias
less eye-straining trading posts

Trading posts without spaghetti ALPHA (http://forums.civfanatics.com/showthread.php?p=10106144#post10106144) - Tomice
additional trading post enhancements

Sneaks
Feb 18, 2011, 12:49 PM
I just (finally!) ran a quick test with the name of the "lib" file (and all references to it) changed, and it seemed to do the trick: had no Unit Panel problems when running in conjunction with Liberation Boost, anyway. In the UP version of FRB the lib.lua doesn't exist, I'm not sure what Thal did with it - moved it or what. I tried commenting out the references to "lib" in the other files but that didn't work.

Project attached with changed file names for Thal and/or Sneaks.

So it was something as silly as the lib.lua name after all.

Thalassicus
Feb 18, 2011, 12:53 PM
I moved Alpaca's utilities (lib.lua, diplocorner) to an independent folder within the unofficial patch so it's easier to identify, because multiple mods use his tools. I did the same for Sneaks' custom notifications and Why's SaveUtils. :)

Seek
Feb 18, 2011, 02:00 PM
I moved Alpaca's utilities (lib.lua, diplocorner) to an independent folder within the unofficial patch so it's easier to identify, because multiple mods use his tools. I did the same for Sneaks' custom notifications and Why's SaveUtils. :)

Perhaps in future iterations the file should be renamed "library" or somesuch. Seems a lot of people play (or want to play) with Liberation Boost.;)

KeyCey1995
Feb 18, 2011, 02:01 PM
The thread information is only updated for general releases, not the beta, since the beta tends to change often and I'd end up spending hours each week updating threads. ;)

Well, it has the name beta v 4.22, so I thought it was beta ;) I'm downloading from http://forums.civfanatics.com/showthread.php?t=412099 that's the newest version right?

Sneaks
Feb 18, 2011, 02:22 PM
Perhaps in future iterations the file should be renamed "library" or somesuch. Seems a lot of people play (or want to play) with Liberation Boost.;)

ClassUtils would probably offer a better name, as the most important function of the file is to allow for classes.

Thalassicus
Feb 18, 2011, 07:26 PM
I just put the author's name in front of files like that, AlpacaLib.lua, ThalsUtilities.lua, etc. It's very unlikely for two people to accidentally have the same file or variable names this way. :)

I also put component prefixes in front of anything in the combined package to reduce the problem... and since file names can have spaces while variables can't, it mostly eliminates the issue.


@KeyCey1995
The readmes, recommended mods list, and Balance - Combined thread, Combat thread, etc are only updated for general releases (4.0, 5.0, etc). I document beta changes in the Beta v4.X - General Discussion (http://forums.civfanatics.com/showthread.php?t=409581) thread. This is so I can spend more time modding and less time documenting, all the info on the beta in one place. :thumbsup:

Torvald
Feb 18, 2011, 08:05 PM
Started a new game tonight using v4.22 beta, and encountered the attached glitch where the city food display was still messed up, showing too many digits.

Also ran into a problem with diplomacy. Was at war with Songhai, and he offered a 10-turn peace treaty. However, when I accepted, the diplomacy screen froze. The only way to move forward was to hit the escape key, which cancelled my acceptance and left me at war. Did not have LiveTuner running this time, though, so don't have any error messages to post just yet.

As background, I did start the game with my cache folder cleared, and all other mods physically moved out of the mods folder into a separate storage folder, just to ensure there was no accidental interference.

Will resume my game now, with LiveTuner running in the background. Will post the LiveTuner info if the diplomacy freeze occurs again.

Thalassicus
Feb 19, 2011, 05:11 PM
If you're encountering freezes at the diplomacy screen, please head over to the thread here (http://forums.civfanatics.com/showthread.php?p=10230113#post10230113) for that issue.

Could you do a search in your mods folder for "ProductionPopup.lua"? I set the food display with the following line, so if the TBM file is active it will display a maximum of 2 decimal places. The only ways I know this wouldn't occur are if mod data is lingering from an earlier version, or another mod is overriding the file.

Controls.Food:SetText( "[ICON_FOOD]" .. Round(ModdedFoodDifference(city),2) );

Sneaks
Feb 20, 2011, 06:56 PM
I released a new version of Custom Notifications which will allow you to properly implement your overrides.

antdog
Feb 23, 2011, 10:41 PM
I'm using the newest beta and I've encountered a problem. Research agreements provide no research benefit at all. Both civilizations almost certainly have discovered philosophy and are friends. Other mods I'm using: civ willard, info addict, specialized barbarian units. I also experienced a bug where after loading a saved game my city info screens were void of almost all information. I couldn't build anything. I exited to windows and restarted the game. That seemed to fix the city problem.

Geppenguin
Feb 24, 2011, 03:12 AM
I downloaded the Balance Combined v4. from the In-game Mod browser. Played a game as Rome, and can't request Research Agreements even in the Medieval Age. Has Philosophy been shifted? Also, can I check if Tech Diffusion is integrated into the mod and if TreeGrowth and Satellites Reveal Map are compatible?

Thalassicus
Feb 24, 2011, 07:02 AM
@antdog
Could you check if those civs are indicating any science bonuses in the tuner? The steps to do this are described in the Reporting Bugs (http://forums.civfanatics.com/showthread.php?t=412097) thread. Just start the tuner, end your turn, and copy-paste whatever appears in the output.

The city view problem sounds like a cache issue, which is probably why restarting windows fixed the problem.


@Geppenguin
To double-check I re-downloaded v4 from the mod browser. I'm able to sign research agreements normally:

http://forums.civfanatics.com/attachment.php?attachmentid=283745&stc=1&d=1298555979

It might be another mod disabling research agreements. What mods do you have installed?


Satellites Reveal Map is obsolete, Firaxis included it in the core game in patch 1.0.1.135.
Tech Diffusion will be a part of this mod in the next public release v5. Tech Diffusion hasn't worked on its own since patch 135 (and actually had a bug where it gave too much research).
TreeGrowth should be compatible with this mod.

antdog
Feb 24, 2011, 11:52 AM
The research agreement thing worked itself out. Maybe clearing the cache folder had something to do with it or Mongolia finally researched Philosophy.

Seek
Mar 02, 2011, 08:14 AM
Number of bugs in v36:

Policies

I'm getting *all* the effects of the new vanilla post-patch policies in Tradition in addition to the ones described. Monarchy - gained 1:c5happy:/2:c5citizen:; Legalism - getting free Monument in new cities; and Tradition gives the free 3:c5culture: in capital and border expansion.
Landed Elite, however, is affecting city food *after* consumption, which is not how the mechanic works in vanilla. Not sure if this is intentional.
Also, Liberty shows 1:c5culture: for opener, but Representation gives 2:c5culture: - seems redundant, I'm assuming this is a mistake.
Got a free SP upon entering Classical era. I thought this mechanic was getting removed?


UI

Shows TXT_KEY_[etc] for Sanitation tech, Temple tooltip description, Agra Fort title
Baths' called Circus Maximus, tooltip says Colloseums in all cities when in fact it requires Aqueducts in 80%
City bombard action panel not fully visible. (Screenshot attached)


Miscellaneous

Aqueduct on Engineering, not Sanitation

I'll update the post if I see more.:)

Thalassicus
Mar 02, 2011, 08:37 AM
Did you clear your cache? I believe I fixed all those things with the exception of free SP per era.

Seek
Mar 02, 2011, 08:59 AM
I did.

More:
Stable lists Horse, Sheep and Cow twice in every instance it refers to them.
Getting vanilla liberty effects as well.

Txurce
Mar 02, 2011, 10:35 AM
Are we posting the new patch notes here?

If so, I also had the undocumented free-monument buff, and the Sanitation title garbled in the tech tree.

Washington declared war on me twice (in the same war) but that's probably a vanilla glitch.

I had a couple of other kinks that oddly disappeared after a few turns.

Thalassicus
Mar 02, 2011, 11:30 AM
@Seek
The buggy effects you're describing were just simple compatibility things I took care of last night. I downloaded v4.36 beta again to check, installed, and it's working properly. It's puzzling v4.33 is the version your CiV's running if v4.36 is what's installed... which is why I brought up the cache question. Maybe it's a download issue? Try the version I've attached to this post and tell me how it turns out.

I haven't removed the free policy per era yet because I'm still uncertain how to deal with Honor tree culture.

The reason you saw odd stuff like that in the pre-patch version is, for example... they added Granary help text to the game, which I'd already added, so the two entries conflict and the whole text file gets ignored (which also included stuff like the sanitation text). I checked through the patch notes line by line, then checked the tooltip of each building in the game, so any major issues should be gone.

http://forums.civfanatics.com/attachment.php?attachmentid=284431&stc=1&d=1299091654


@Txurce
The patch notes are posted in the normal spot on the Beta v4.X - General Discussion (http://forums.civfanatics.com/showthread.php?p=10265743#post10265743) thread. :)

Sneaks
Mar 03, 2011, 02:39 PM
The Polynesian UU Promotion is lost with Upgrade

Txurce
Mar 03, 2011, 02:54 PM
The Polynesian UU Promotion is lost with Upgrade

I just picked it up, along with Babylon. Do we need to make a mod adjustment like we did with Spain and the Inca? By this I mean a manual one - I can already see that the TBC tech changes (Trapping on Archery, etc) don't yet apply.

Sneaks
Mar 03, 2011, 03:00 PM
A few, actually. Now that Thal has changed action icons, the Build icons for Moai also seem to be missing.

Thalassicus
Mar 03, 2011, 04:08 PM
And I JUST got things working with the patch! :lol:

The changes necessary to update to the DLC were rather simple though, I got it done in a few minutes and now it just needs testing. The actionicons.lua file is badly coded, when I have time I'm going to sit down and fix it to read from the data files like they should have done in the first place. Same sort of deal as with building tooltips... :badcomp:

I can already see that the TBC tech changes (Trapping on Archery, etc) don't yet apply.
Could you give some details? It's working okay for me:

http://forums.civfanatics.com/attachment.php?attachmentid=284593&stc=1&d=1299194609

Txurce
Mar 03, 2011, 04:45 PM
Could you give some details? It's working okay for me:

http://forums.civfanatics.com/attachment.php?attachmentid=284593&stc=1&d=1299194609

The mods were disabled. It's odd, because I had them enabled for my prior game (the Apollo one) and accepted the mod waiver, as usual. So I assumed everything was as per last game. The downloading of the DLC may have caused the disabling. I just enabled them mid-game, but they are having no effect (i.e., there are still RA's, etc.). Is that par for the course?

Thalassicus
Mar 03, 2011, 04:51 PM
You can hide that mod waiver by the way... it was months ago so I don't remember exactly where I found it, but there's files you can drop in the civ folder to skip the time-wasting mod waiver, legal screen, and opening video. It's probably not too important for playing the game... but as someone who might go past that screen 100-200 times a day it was vital for me! :lol:

Enabling mods mid-game has always been iffy.

Txurce
Mar 03, 2011, 04:53 PM
You can hide that mod waiver by the way... it was months ago so I don't remember exactly where I found it, but there's files you can drop in the civ folder to skip the time-wasting mod waiver, legal screen, and opening video. It's probably not too important for playing the game... but as someone who might go past that screen 100-200 times a day it was vital for me! :lol:

No kidding! I've gotten rid of the movie, but didn't know about the legal screen and mod waiver. I'll look for them.

Thalassicus
Mar 03, 2011, 04:59 PM
I remembered where I saw it:

Copasetic UI Tweaks (http://forums.civfanatics.com/showthread.php?t=387430)

It's separate from the mod itself so it can't be automatically packaged together... but I should probably include it in the download with a readme providing instructions. I'll put it on my todo list.

ChrisTheMean
Mar 05, 2011, 06:44 AM
Thanks for all the hard work on v5, looks great!

With regards to the removal of the policy per era, I noticed that the SP screen still says that Utopia Project requires 6 trees. Is this intentional? Even with the free policy per era, 6 trees is very hard to fill, let alone without them.

Seek
Mar 05, 2011, 08:18 AM
Thanks for all the hard work on v5, looks great!

With regards to the removal of the policy per era, I noticed that the SP screen still says that Utopia Project requires 6 trees. Is this intentional? Even with the free policy per era, 6 trees is very hard to fill, let alone without them.

Hmm, I suspect that is an oversight. Fortunately the fix is very simple. Open the Balance - Policies folder, then the BP - General.xml in a word editor, then change the CultureBranchesRequired to five and save it:
<Projects>
<Update>
<Where Type="PROJECT_UTOPIA_PROJECT" />
<Set CultureBranchesRequired="6" />
</Update>

Thalassicus
Mar 05, 2011, 08:23 AM
I buffed culture significantly:


Artists buffed from 1 to 3:c5culture:
Landmarks buffed from 4 to 6:c5culture:
Museums buffed from 5:c5culture: to 0.5:c5culture:/pop
National Epic buffed to +50%:c5culture: and 2 artists (was 0, 0)
Opera House buffed from 4:c5culture: to +50%:c5culture:

The free policy mechanic was a "quick fix" that only took a few minutes back in November, and I've been working on these longer-term solutions since that time. The policy-per-era has been replaced with the buffs above. Basically I want to equalize things so it's about as challenging to win with A as with B:


1 free policy per era, 6 trees required for Utopia.
All the new buffs to artists, etc, 6 trees required for Utopia.

Seek
Mar 05, 2011, 08:37 AM
Ah, ok.

(Updated the site to reflect this.)

Thalassicus
Mar 05, 2011, 08:39 AM
The reason it wasn't explained very clearly is Firaxis' buff to Artists was forgotten from the patch notes, so I had no clue they'd jumped so high until someone pointed it out earlier. I've been spending the past few days just trying to figure out exactly what they did. :lol:

Seek
Mar 05, 2011, 09:25 AM
The reason it wasn't explained very clearly is Firaxis' buff to Artists was forgotten from the patch notes, so I had no clue they'd jumped so high until someone pointed it out earlier. I've been spending the past few days just trying to figure out exactly what they did. :lol:

I was the one to point it out.:) Another undocumented change (which I haven't confirmed, but was noted here (http://forums.civfanatics.com/showthread.php?t=414200)): Monasteries now give culture for each instance of Wine or Incense, rather than a flat amount for each no matter how many of those luxuries are nearby.

Txurce
Mar 05, 2011, 12:25 PM
This is probably a freak vanilla bug, but... I had a defensive pact with the AI that did not kick in when he was attacked. It was registered as a completed deal, but when I contacted the AI, I found that I was free to make the deal again (meaning it hadn't registered there).

gandalf51
Mar 05, 2011, 04:56 PM
Playing with 5.7

Sometimes when I load a save the UI bug. I only have a build queue in city screen, and can't build anything. Also in the Tech tree I've only empty boxes.
To correct this I must go back to menu and reload save.

Also Mandate of heaven give 100% culture instead of 75% from the text.

Thalassicus
Mar 05, 2011, 06:08 PM
This is probably a freak vanilla bug, but... I had a defensive pact with the AI that did not kick in when he was attacked. It was registered as a completed deal, but when I contacted the AI, I found that I was free to make the deal again (meaning it hadn't registered there).

Defensive pacts have always been like this for me in vanilla. I'm not sure how they're supposed to work, exactly.

The load/save thing appears to be some vanilla caching issue introduced in the latest patch. For the first month or two I played Civ I always had to go back out to the main menu to load saves, even in vanilla.

I noticed the Mandate of Heaven error too, thank you for pointing it out.

I appreciate the bug reports from everyone, let's try and get them posted in the Testing forum (http://forums.civfanatics.com/forumdisplay.php?f=431) in the future. It helps people figure out if they're having the same issue as another person. :thumbsup:

a432rar
Mar 05, 2011, 06:18 PM
So after get v5 of the balance mod I get this weird bug

http://img339.imageshack.us/i/civ5r.jpg/


when loading this is the screen. Also when the game loads I cannot select a tech as the tech tree has no techs on it. When I settle my city I cannot choose anything to built either. Any help?

sav
Mar 05, 2011, 09:40 PM
I can't get this to work on my new computer :( It's installed in the right place, but doesn't show up in the mod browser at all. Any ideas?

EDIT: It works now. Weird. Thanks for all your good work!

Aristos
Mar 05, 2011, 09:57 PM
So after get v5 of the balance mod I get this weird bug

http://img339.imageshack.us/i/civ5r.jpg/


when loading this is the screen. Also when the game loads I cannot select a tech as the tech tree has no techs on it. When I settle my city I cannot choose anything to built either. Any help?

erase the cache folder. :goodjob:

ChrisTheMean
Mar 06, 2011, 08:01 AM
This is probably a bug on the vanilla end, but is worth mentioning:

Currently the "no maintenance for garrisoned units" from the new Oligarchy policy is not working.

Thalassicus
Mar 06, 2011, 08:36 AM
It might have something to do with this vanilla bug from the Undocumented Patch 217 notes (http://forums.civfanatics.com/showthread.php?p=10275232#post10275232) thread:
When you choose the social policy where you don't pay maintenance for your garrisoned units, those garrisons are referred to as Missiles in the mouseover at the economic overview. :D
I don't believe anything in TBC interacts with oligarchy.

Alyosha
Mar 06, 2011, 10:46 AM
This is probably a bug on the vanilla end, but is worth mentioning:

Currently the "no maintenance for garrisoned units" from the new Oligarchy policy is not working.

Yes, I noticed this too.

Sometimes when I load a save the UI bug. I only have a build queue in city screen, and can't build anything. Also in the Tech tree I've only empty boxes.
To correct this I must go back to menu and reload save.

I've had a similar bug. I loaded saved game, but just couldn't open the building tab. Solved by getting Steam to 'verify the integrity of...' something, then it worked.

Lastly, I'm certain that I'm not receiving my maritime food bonuses - is there any way of checking? I suspected they were not coming to me, so prior to going from 'friend' to 'ally' I noted down the food level in each city. After an increase in status to 'ally' with a maritime CS, nothing - none of the food levels in any of my cities changed. :(

Thalassicus
Mar 06, 2011, 12:12 PM
In this file:

CiVUP - Civ V Unofficial Patch\Core\CiVUP_General.lua

Change the logger level at the top from LOG_WARN to LOG_DEBUG. While testing this I realized you'll probably want to comment out line 26 with a "--", like this (it generates a lot of messages):

http://img845.imageshack.us/img845/4559/commenting.jpg

Then:

Save the file
Open the civ save game
Open the tuner
End your turn

You should see some text print with the phrase "GiveMinorCivAllianceRewards" followed by how much food each city receives, like this from my current game:


\Core\CiVUP - Event Registration: INFO GiveMinorCivAllianceRewards(Darius I)
\Core\CiVUP - Event Registration: DEBUG Tarsus: 14 +12
\Core\CiVUP - Event Registration: DEBUG Susa: 28 +12
\Core\CiVUP - Event Registration: DEBUG Pasargadae: 22 +12
\Core\CiVUP - Event Registration: DEBUG Ecbatana: 9 +12
\Core\CiVUP - Event Registration: DEBUG Sardis: 15 +6
\Core\CiVUP - Event Registration: DEBUG Bactra: 0 +12
\Core\CiVUP - Event Registration: DEBUG Persepolis: 112 +24
\Core\CiVUP - Event Registration: DEBUG Ergili: 13 +6
\Core\CiVUP - Event Registration: DEBUG Gordium: 3 +12

The food to each city is also shown here:
http://img839.imageshack.us/img839/3581/mcsfood.jpg

Alyosha
Mar 06, 2011, 03:15 PM
Thanks for the reply, Thalassicus. I'll give the debugger a try.

As for the tooltip, it appears that when I place my mouse over a city's food production there is no information about my maritime CS imports, so I'm assuming that proves that I'm not getting any, despite being allied to two and receiving their luxury resources.

Txurce
Mar 06, 2011, 03:18 PM
Thanks for the reply, Thalassicus. I'll give the debugger a try.

As for the tooltip, it appears that when I place my mouse over a city's food production there is no information about my maritime CS imports, so I'm assuming that proves that I'm not getting any, despite being allied to two and receiving their luxury resources.

At one point recently TBC wasn't showing the extra food icon in the city screen.

Thalassicus
Mar 06, 2011, 05:57 PM
It depends, are you using v5.0? I had various bugs in that which have been fixed in 5.1 and 5.2.

Dunkah
Mar 06, 2011, 06:23 PM
Just loaded the latest version. 5.3 Cleared cache.

After my first encounter with Barbs I got a promotion and couldnt choose any of the three choices. (Insta heal, Shock, Whatever that last one is called for rough Terrain), Game was not able to cont. So I aborted game.

Thalassicus
Mar 06, 2011, 08:40 PM
I haven't heard of that issue before, don't know what might cause it, and everything's working properly for me. Do you have any other mods installed?

Dunkah
Mar 07, 2011, 06:47 AM
Yes,
Barbs, Info Addict, Hover Info, Japan names, CSD.

I will try and isolate it tonight.

Sneaks
Mar 07, 2011, 08:42 AM
Hover Info is included in this mod. You should not run it separately as well.

Mentos
Mar 07, 2011, 01:19 PM
Typo in Angkor Wat description:

Plot Purchase Cos:

Alibubble
Mar 07, 2011, 02:00 PM
Hey I don't know if anyone else here is experiencing this but I can't seem to advance once I take the social policy that grants you a free great person of your choice. I think its in Liberty.

What happens is that once I select that policy, the notification on the right comes telling me that I can select a great person, but click the big yellow circle does nothing. And I can't get past it since it wont let me end the turn using the next turn button or shift+enter.

I saw one guy on another forum having this problem as well.

SnakeByte99
Mar 07, 2011, 03:26 PM
Same here Alibubble. It's getting stuck on *Meritocracy*. You get a free great person of your choice. End Turn button turns yellow and says choose great person and when pressed does nothing!

Hope you can fix that soon mr. Thal. Keep it up with the great work, your mods rock! Thanks :king:

sfchammer
Mar 07, 2011, 07:25 PM
Hey I don't know if anyone else here is experiencing this but I can't seem to advance once I take the social policy that grants you a free great person of your choice. I think its in Liberty.

What happens is that once I select that policy, the notification on the right comes telling me that I can select a great person, but click the big yellow circle does nothing. And I can't get past it since it wont let me end the turn using the next turn button or shift+enter.

I saw one guy on another forum having this problem as well.

I just finished a game as Germany with v5.3 and did not have that problem. i was able to select my GP and then play on as normal. I cant remember what the name of the social policy was though (is there just the one SP that grants a free GP?).

Bananijoe
Mar 08, 2011, 03:13 AM
Same here Alibubble. It's getting stuck on *Meritocracy*. You get a free great person of your choice. End Turn button turns yellow and says choose great person and when pressed does nothing!

Hope you can fix that soon mr. Thal. Keep it up with the great work, your mods rock! Thanks :king:

Have a look here:
MOD-Incompatibility: Active City Defense (http://forums.civfanatics.com/showthread.php?t=414507)

This was/is my problem as well - i am really not sure right now what to do...
Many MODs dont work anymore - play only with Thalīs Mod?
Go back to v4?
I started about 10 games last week, and i had to abort all due to Modproblems :crazyeye:

Mentos
Mar 08, 2011, 03:34 AM
Nevermind, my problem solved...

Bananijoe
Mar 08, 2011, 04:44 AM
yeah?
how?

QDI
Mar 12, 2011, 01:39 PM
Are base city tiles still supposed to provide 2 hammers?

They do not in my games (TBC + CSD + UI mods, cache has been cleared).

QDI

Txurce
Mar 12, 2011, 01:50 PM
Are base city tiles still supposed to provide 2 hammers?

They do not in my games (TBC + CSD + UI mods, cache has been cleared).

QDI

Slightly Mad has it right, right below me. The exceptions are cities on hills.

SlightlyMad
Mar 12, 2011, 02:18 PM
In my games, I believe non-hill cities only provide 1 hammer on the city tile, just like in vanilla. I personally like it that way.

QDI
Mar 12, 2011, 03:12 PM
Thanks, the website still indicates 2 hammers :)

QDI

Seek
Mar 12, 2011, 07:04 PM
Thanks, the website still indicates 2 hammers :)

QDI

Yeah, that's what Thal said it was going to be (2 base) - I'll check with him.

Jorad
Mar 13, 2011, 04:27 AM
I just started a game as the American Civilization and the Pioneer Fort doesn't seem to work.
I don't get any bonus surplus food.
The modifier shows up in the tooltip of my food surplus, but it doesn't change anything.

Thalassicus
Mar 15, 2011, 05:40 AM
I decided to keep with vanilla here and use the 1 base hammer per city tile.

I'll check the pioneer fort, thank you Jorad.

Maxii
Mar 15, 2011, 08:59 AM
Playing America w/5.4, I can confirm the Pioneer Fort bug.

I also observed that marble is no longer adding a percentage benefit to wonder production. I know it was nerfed to 20% in the last vanilla patch, but I don't see any benefit now. Can't say whether this is also true in vanilla.

Mods being used - TBC 5.4, Perfect World v4, CSD v10, Specialized Barbs, R.E.D., Japanese city Names, Info Addict

Thalassicus
Mar 15, 2011, 10:31 AM
Pioneer Fort bug should be fixed in 5.6.

If there's any bug with marble it's a vanilla bug, since I don't alter that resource's effect in the mod.


=========================
Ever since the Testing forum was created Feb 15 this thread's actually been obsolete. It's difficult to track bugs when they're all heaped into one thread, which is why I asked an admin to create a forum where each bug can have its own thread. Details are in the first post of this thread. I've asked for this thread to now be closed since it only exists for informational purposes. :)

Stalker0
Mar 16, 2011, 10:44 PM
A couple of things I've noticed:

1) The city view (the main city view) and the city summary (when you click on the city just to pick production) are showing different values for culture and food.

It appears that the city view is correctly calculating the bonus percentages, but the city summary is not.

2) Cultural victory says it needs 6 tracks to win. However, I was able to build the UP before filling up the 6th track up completely.

Rhys DeAnno
Mar 17, 2011, 12:37 AM
I tried playing Monty again recently (v 5.7) and his culture bonus seems to have reverted somehow. I was only getting 6 Culture per brute killed (instead of 12) and the culture wasn't appearing in any of my cities after each kill (I checked in each culture hexagon and neither of my cities gained anything).

jacktannery
Mar 17, 2011, 09:46 AM
I second this. I have still not managed to play a game with Monty's culture going into cities, despite playing various versions of Thal's Mods and consistantly clearing the cache between games.

The only time it worked was when I loaded up Firetuner and manually placed two units as per Thal's instructions, after installing a specific file in the TBM modpack. It never worked again.

Mentos
Mar 17, 2011, 12:19 PM
The description of TXT_KEY_PROMOTION_ANTI_CAVALRY_HELP with "100% Bonus vs Mounted" is misleading because it would mean Lancers also receive a 100% Bonus vs all mounted units, like Knights or other Lancers.

black213
Mar 18, 2011, 07:31 AM
Is it intended that after the newest patch, Aztecs only get 100% culture? Before it was 200%.

Thalassicus
Mar 18, 2011, 07:59 AM
Yes, it was in the version right after the patch when I reverted a bunch of stuff to vanilla. There were so many changes back to vanilla I didn't document them all. Instead of buffing it to 200%, it instead helps with border expansion.

iWant921nooow
Mar 18, 2011, 09:52 AM
Hello. I liked your ideas and work so i wanted to try your mod (first mod i try :) ) but im getting some weird bug. i cannot start producing anything. nothing happens when i press the "choose production" button.. i go into city and press there, nothing. nor did the purchase button work. some other buttons like the citizen allocation button worked tho. i cud choose what to research and i cud move units.
What can it be? ive tried reinstalling the mod. i didnt get any printscreen as it cant show that nothing happens when i press the button :P

Txurce
Mar 18, 2011, 10:09 AM
Hello. I liked your ideas and work so i wanted to try your mod (first mod i try :) ) but im getting some weird bug. i cannot start producing anything. nothing happens when i press the "choose production" button.. i go into city and press there, nothing. nor did the purchase button work. some other buttons like the citizen allocation button worked tho. i cud choose what to research and i cud move units.
What can it be? ive tried reinstalling the mod. i didnt get any printscreen as it cant show that nothing happens when i press the button :P

Try clearing the mod cache and playing only with this mod.

iWant921nooow
Mar 18, 2011, 10:13 AM
Try clearing the mod cache and playing only with this mod.

thx, but already tried that :(

Roto-Router
Mar 18, 2011, 10:29 AM
thx, but already tried that :(

I'm seeing the same thing; also tried clearing the cache. I first saw it with 5.8 this morning (was playing yesterday with 5.7 with no problems). Problem still exists in 6.0. I also had CivWillard, InfoAddict v10, Specialized Barbarian Units v2, Tree Growth v4 and City State Diplomacy Mod 2.9.1 loaded when I first noticed it, though I disabled all the others except for UP/TBM, started a new game, and still saw the issue.

Thalassicus
Mar 18, 2011, 12:00 PM
I made an error when altering the production popup this morning, found the bug and fixed it in v6.1.

Dunkah
Mar 18, 2011, 12:54 PM
Thanks Thal, Was pulling my hair out on that one.

Also can anyone tell me where to install the FrontEnd files?

Roto-Router
Mar 18, 2011, 04:08 PM
Thank'ye kindly, that fixed it.

Thalassicus
Mar 18, 2011, 04:18 PM
@Dunkah

C:\Games\Steam\steamapps\common\sid meier's civilization v\Assets\UI\FrontEnd

cplr
Mar 18, 2011, 05:57 PM
I made an error when altering the production popup this morning, found the bug and fixed it in v6.1.

This is still occurring for me, even on 6.1 which I just downloaded. I tried clearing the cache, removing all other mods, etc.

I also see this graphical glitch while loading a game, where the civ I am playing as is not shown, and there is only a red/gray checkerboard pattern.

It should be noted I am using the Mac version, so there might be an issue with that. Could it be related to the Mac not having the latest patch yet? If so, is there a recommended version of this mod that was stable for the previous PC patch?

Cheers and thanks for the great work!

*edit*: I can say for sure that the graphical glitch mentioned above is caused by "AutoTips" in the CiVUP.
*edit 2*: This is probably already known to Thalassicus, but for others still having the Production menu problem, it's caused by "City Development" in TBC. Disabling that part fixes it (of course without having all those great balancing fixes!).

Thalassicus
Mar 19, 2011, 05:36 AM
The problems you're encountering are most likely caused by not having the latest patch.

You can try some older versions... I've uploaded part of my backup folder here:

http://www.megaupload.com/?d=NJD8TXKJ

cplr
Mar 19, 2011, 01:32 PM
Thanks! I'll try that for now. This new mac patch needs to hurry up..

Gamewizard
Mar 19, 2011, 09:53 PM
Playing 6.1, the Pioneer Fort does not seem to be working as intended. My capital has 10 surplus with a Fort bringing it to 15 surplus (which it states as being calculated), however the overall food surplus remains at 10. I need 110 food for growth and it says 11 turns to growth, so 10 seems to be the number being recognized.

Thalassicus
Mar 20, 2011, 04:56 AM
It's likely only a display error, I'll look into it. It's difficult to get the display working because there's a serious bug in the way Firaxis calculates yields... base and surplus modifiers are lumped together in vanilla and it's hard to separate them. I believe the actual gameplay mechanic is correctly giving food however, which you can check with this:



Open "CiVUP - Civ V Unofficial Patch\Core\CiVUP_General.lua"
Change "LOG_WARN" near the top to "LOG_DEBUG" and save the file.
Open the tuner, open your savegame, and end your turn.
Check for this output in the tuner:
CheckNewBuildingStats : Washington 10+5 food

Maxii
Mar 20, 2011, 08:40 AM
Thal,

I just started up a new game with v61 and am now seeing a couple of display anomolies that I haven't noticed before.

In the popup when mousing over buildings (granary, temple, mint, etc.) in the tech tree, I see duplicate instances of the same luxury and/or strategic resources pictured in some cases.

Also, in the display options menu in the lower right, there are duplicate instances of the unit icon and promotion display options to pick. Both instances operate and toggle the display correctly but there are 2 of them.

I have no other mods running, and I've just confirmed the same on v57. In each test I deleted the cache before testing.

Correction: I confirmed the display anomolies on v56 rather than v57.

Anyhow, whatever caused the problem is no longer apparent in v62, although I saw no bug fix note in the release notes.

Moaf
Mar 21, 2011, 03:52 AM
Hello Thal,
first of all thanks for this awesome mod :goodjob:.
Because of that, i want both this mod and the cultural capital mod to work together flawlessly.
The problem is, when using your mod only, that i get a lot of error messages when exiting a game and/or try to load one.

Here is the message log when playing the game and exiting it (v61):


...
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStri kePopup.lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranch Popup.lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.l ua
\Users\Moaf\Documents\My Games\Sid Meier's Civilization 5\MODS\Unofficial Patch and Thals Balance (v 61)\CiVUP - Civ V Unofficial Patch\Free Research Balance\DiscoverMission: Warning: cache not shared.
\Users\Moaf\Documents\My Games\Sid Meier's Civilization 5\MODS\Unofficial Patch and Thals Balance (v 61)\CiVUP - Civ V Unofficial Patch\Free Research Balance\DiscoverMission: Warning: cache not shared.
\Users\Moaf\Documents\My Games\Sid Meier's Civilization 5\MODS\Unofficial Patch and Thals Balance (v 61)\CiVUP - Civ V Unofficial Patch\Free Research Balance\DiscoverMission: Warning: cache not shared.
\Users\Moaf\Documents\My Games\Sid Meier's Civilization 5\MODS\Unofficial Patch and Thals Balance (v 61)\CiVUP - Civ V Unofficial Patch\Free Research Balance\DiscoverMission: Warning: cache not shared.
\Users\Moaf\Documents\My Games\Sid Meier's Civilization 5\MODS\Unofficial Patch and Thals Balance (v 61)\CiVUP - Civ V Unofficial Patch\Free Research Balance\DiscoverMission: Warning: cache not shared.

--> Here i exited the game

Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:28: attempt to index global 'Game' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:8: attempt to index global 'Game' (a nil value)
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:12: attempt to index global 'Game' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:28: attempt to index global 'Game' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:8: attempt to index global 'Game' (a nil value)
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:12: attempt to index global 'Game' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:28: attempt to index global 'Game' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:8: attempt to index global 'Game' (a nil value)
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:12: attempt to index global 'Game' (a nil value)
Credits: Header type not found.
MainMenu: 2011032109
...


And here when saving the game and loading it:

GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStri kePopup.lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranch Popup.lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.l ua
\Users\Moaf\Documents\My Games\Sid Meier's Civilization 5\MODS\Unofficial Patch and Thals Balance (v 61)\CiVUP - Civ V Unofficial Patch\Free Research Balance\DiscoverMission: Warning: cache not shared.

--> Here i saved and loaded the game

Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
CivilopediaScreen: SetSelectedCategory(12)
CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
CivilopediaScreen: SetSelectedCategory(1)
CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: Error loading TBC - Thals Balance Combined/Combat/BC - Events.lua.
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "Assets\UI\InGame\TechTree\TechButtonInclude..."]:370: attempt to call global 'GetHelpTextForBuilding' (a nil value)
Runtime Error: Error loading Assets/UI/InGame/TechTree/TechTree.lua.
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementR ebuildPopup.lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementP opup.lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup .lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerrit oryPopup.lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup. lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup .lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup .lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopu p.lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lu a
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopu p.lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStri kePopup.lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranch Popup.lua
GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.l ua
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "Assets/UI/InGame/Popups/EconomicGeneralInfo..."]:300: attempt to call global 'ModdedCalculateUnitCost' (a nil value)
Runtime Error: [string "Assets/UI/InGame/Popups/EconomicGeneralInfo..."]:300: attempt to call global 'ModdedCalculateUnitCost' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: Error loading D:\Users\Moaf\Documents\My Games\Sid Meier's Civilization 5\MODS\Unofficial Patch and Thals Balance (v 61)\TBC - Thals Balance Combined\Leaders\BL - General.lua.
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "D:\Users\Moaf\Documents\My Games\Sid Meier'..."]:31: attempt to call global 'setmetatable' (a nil value)
Runtime Error: [string "Assets/UI/InGame/UnitFlagManager.lua"]:369: attempt to call global 'Constrain' (a nil value)
Runtime Error: [string "Assets/UI/InGame/UnitFlagManager.lua"]:369: attempt to call global 'Constrain' (a nil value)
Runtime Error: [string "Assets/UI/InGame/UnitFlagManager.lua"]:369: attempt to call global 'Constrain' (a nil value)
Runtime Error: [string "Assets/UI/InGame/UnitFlagManager.lua"]:369: attempt to call global 'Constrain' (a nil value)
Runtime Error: [string "Assets/UI/InGame/UnitFlagManager.lua"]:369: attempt to call global 'Constrain' (a nil value)
Runtime Error: [string "Assets/UI/InGame/UnitFlagManager.lua"]:369: attempt to call global 'Constrain' (a nil value)
Runtime Error: [string "Assets/UI/InGame/UnitFlagManager.lua"]:369: attempt to call global 'Constrain' (a nil value)
Runtime Error: [string "Assets/UI/InGame/UnitFlagManager.lua"]:369: attempt to call global 'Constrain' (a nil value)
Runtime Error: [string "Assets/UI/InGame/UnitFlagManager.lua"]:369: attempt to call global 'Constrain' (a nil value)
UnitFlagManager: Unit not found for OnUnitSelect: Player[0] Unit[8192]


I cleared the cache folder and reinstalled the mod. Still the same problem.

Can somebody confirm this?

ainwood
Mar 23, 2011, 01:05 AM
Closed at user request.

Please use the bug & beta forum (http://forums.civfanatics.com/forumdisplay.php?f=431)