Utility updated to ensure that all subscribed functions are executed before returning true or false. Situations where this could have been a problem are relatively niche, and so long as one enabled mod is using this version the fix will take effect for all subscribed functions.
GameEvents.CanSaveUnit is a very flawed GameEvent for a number of reasons, and I'm sorry to say that I can't do anything about those. Instead my interest has been spurned over a new issue, the GameEvent's nature as a Test All event.
Test events allow Lua functions to weigh in on whether a...
Using the method Unit.SetMoves on a Trade Unit is BAD.
Finally managed to solve a bug which I'd occasionally observed while playing, but which I'd struggled to find any discussion about online. It's caused a very specific action in a Lua script, and is easy to just not notice while playing, so...
I'm not interested in updating or maintaining said mod, or most of these mods, but the solution to your problem is probably to just replace the contents of C15_UrNammu_Config.sql with this:
INSERT INTO Players
(Domain, CivilizationType, LeaderType, LeaderName, LeaderIcon...
The Hitler and Stalin mods still exist. If you intended to post this in the Civ 6 thread, then the Stalin mod also still exists but the Hitler mod recently got taken down by Steam moderation for unknown reasons.
This mod improves on Firaxis' code for determining what Religion an AI Player should pick if their Preferred Religion has been taken without interfering with the expected behaviour in the case where the Preferred Religion is available.
In Firaxis' code, the response to a Preferred Religion...
This mod improves on Firaxis' code for determining what Religion an AI Player should pick if their Preferred Religion has been taken without interfering with the expected behaviour in the case where the Preferred Religion is available.
In Firaxis' code, the response to a Preferred Religion...
The base Community Patch shouldn't make Barbarians grant GGP on a global level, because that would be a profound balance change which far exceeds the mod's mandate of being a bug patch. JFD's mods do not require the Community Balance Overhaul which might make this change. If a mod were to enable...
You'd need to work out for yourself what mod is causing this issue, because saying "I'm using over a hundred civs and a non-specified number of additional mods" creates far too large a sample size for a seemingly inexplicable issue to be diagnosed. There are known issues with unknown causes...
I don't know what method you're using to make your modpack or why it's somehow misinterpreting a NULL value as a string, but CulDiv's problem seems to lie in that method rather than anywhere else. If you're using a modpack to play in multiplayer I would simply recommend that you don't use CulDiv...
Well I was right that the word "null" is being used instead of the actual null value
This obviously shouldn't be the case, and isn't the case in my version of the mod.
I don't think you have logging enabled because your Stopwatch log doesn't record any information, but I suppose the...
Idk then, maybe you can try asking other VP-users whether they've experienced similar issues and have found solutions for themselves. Like I've said, with the current information I have now I can't see what the source of the problem is and I haven't been experiencing any issues with CulDiv myself.
Using the old versions of the mod isn't a good idea, since those are going to be fraught with issues and structural changes. I think you'll need to upload a copy of your DebugDatabase with the mods loaded to make any progress towards understanding why the data isn't being found. You can find...
I'd recommend disabling that file and seeing what happens, because yeah that would create an incompatibility and whatever CulDiv's edit does is probably more important than the CP's changes.
In that case then you'll have to specify what Culture you're playing as, and check if you need to update your version of the mod, because the v21 copy I'm using doesn't have a "null" or NULL SplashScreenTag value for any Culture. A mod conflict would be unlikely, but if it is the case then you...
That would imply something like the Civ you're playing as having a Culture assigned which lacks a SplashScreenTag value. Lacking a Culture entirely should cause the Colonial culture to be used as a fallback, but to have "null" appended into the string surely means that the value "null" - perhaps...
There is currently a conflict between this version of YnAEMP and the most recent version (v20) of Cultural Diversity. If you are encountering problems with the civ selection dropdown while using this version of Cultural Diversity with this version of YnAEMP, then implementing these overwrite...
It turns out that YnAEMP needed to be updated to support the latest version of CulDiv, these overwrites should fix problems relating to the selection dropdowns being broken and the culture filter checkboxes referencing nonexistent cultures.
Iroquois and Jefferson updated with bugfixes and mod support changes!
Idk what you mean by this, but the answer's probably no because I neither plan on re-releasing other people's civs nor establishing a mod release schedule
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