CiVUP - CiV Unofficial Patch

Does anybody know which file to delete/change that will prevent the name changes to units and building? I love CivUP, but I prefer my Cavalry, Workshops, and Forges to not be called Dragoons, Foundries, and Blast Furnaces.

A chunk of this would be in the core-roots directory in the data.xml file. I would not delete the whole file.

Look for something like this:
Code:
<Update>
			<Where Type="BUILDING_FORGE" />
			<Set Description="TXT_KEY_BUILDING_BLAST_FURNACE"
				 Strategy="TXT_KEY_BUILDING_BLAST_FURNACE_STRATEGY"
				 Civilopedia="TXT_KEY_BUILDING_BLAST_FURNACE_PEDIA"
				 IconAtlas="TECH_ATLAS_1"
				 PortraitIndex="14"
				 />
		</Update>

And delete the description/strategy/civilopedia parts as desired. I'm not sure where the dragoons name comes from as yet, but xmlnotepad makes it pretty easy to search for it within a mod.
 
A chunk of this would be in the core-roots directory in the data.xml file. I would not delete the whole file.

Look for something like this:
Code:
<Update>
			<Where Type="BUILDING_FORGE" />
			<Set Description="TXT_KEY_BUILDING_BLAST_FURNACE"
				 Strategy="TXT_KEY_BUILDING_BLAST_FURNACE_STRATEGY"
				 Civilopedia="TXT_KEY_BUILDING_BLAST_FURNACE_PEDIA"
				 IconAtlas="TECH_ATLAS_1"
				 PortraitIndex="14"
				 />
		</Update>

And delete the description/strategy/civilopedia parts as desired. I'm not sure where the dragoons name comes from as yet, but xmlnotepad makes it pretty easy to search for it within a mod.

Thanks, I'll give that a shot once I finish my current game and start a new one. Hopefully I didn'y screw anything up too badly by deleting the wrong lines of code.
 
You should be able to keep going in the same games when modifying things like that, but erring on the safe side is certainly laudable. :) I keep a backup of the official mods when editing both for comparison and in case I create some fatal errors while testing.

I've found it's usually things like changing promotions or deleting units or buildings that can really confuse the game and not cosmetic effects like a renamed unit or building. Changing unit strengths even doesn't cause problems other than potentially dramatically altering the game play.
 
I'm not sure when this started. (Hopefully it han't been a part of the mod for a year and I just noticed now). :blush:

But just upgraded to the newest version and noticed the little Orange ring that tells you which hexes are being worked without entering the city screen.

I love that!
Don't worry, it hasn't been in the mod for a year.

It's been in the mod two years. :lol: However, most people did not realize that feature existed because in the past, you had to hold [shift] to see it. I removed that requirement.

@SlightlyMad
I've spent several hours (unsuccessfully) trying to add happiness beliefs. The belief data is very difficult to work with. I plan to get that done as soon as I have more time for it.

@zto
Thank you, that was a helpful bug report. I've put it at the top of my priority list.

@Airny
Alliances and declarations of friendship are the same thing with different names. Legions actually can build roads in the unmodded game. The thing you're talking about with conquered cities sounds like a bug, and I'll see what I can do.

Thank you for pointing out the outdated links in the mod folder. I fixed them now. Click here to see the features. :)
 
Have you tried the version released yesterday?

The main thing I noticed in your database.log is I added leader flavors for Sejong, even when he doesn't exist, which probably causes the leader flavors and personality files to not load for people without the Korea dlc. I believe the problems you described are actually caused by something else, but I'm going to fix the the Sejong thing too.
 
What is your current version of Civ V? Gem v1.11 is compatible with Civ v1.0.2.21. I can attach older versions of the mod for you to find one compatible with your version, if macs are on a previous version right now.
 
jbmoll encountered that problem too. It's because a recent official patch added Grand Temples and the stats to go with it. Without those stats available, the game doesn't know how to handle the effect. I uploaded some past versions of the mod here you can try: Click
 
ok...tested it

civup 2.0.51 WITH gem 1.7.10BETA work just fine on current mac civ5 version
 
Here's a pleasant low stress bug I found in CivUP in the spirit of Christmas relaxation. The help text for AI_Handicap promotion still shows 50% city attack rather than 25% that it now is (only relevant to GEM players)
 
Every other game i start the building info is partially missing, not units though.
Damn strange it happens every other time....
Anyone else??
 
Every other game i start the building info is partially missing, not units though.
Damn strange it happens every other time....
Anyone else??

I have the same issue, but usually building descriptions/tooltips don't get corrupted at the start of the game, but somewhere along the way.

I've noticed it started happening around 2.2.4 and it's still happening on 2.2.7.
I'm using CiVUp, InfoAddict and PerfectWorld3 which would suggest it's not a mod conflict.

I've also tried troubleshooting the issue but I don't see anything suspicious in Lua.log other then:
[4912.767] ProductionPopup: ERROR GetHelpTextForBuilding: BUILDING_SHRINE strText is Error: failed to build tooltip!

Tooltips for other buildings are also incomplete but they don't raise an error.
For example, Stonehenge tooltip contains only one line: "Great Engineer Points: 1"
 
Hi Thal, just started a game with a fresh subscription to GKE and GEM and noticed something very odd: if I choose something new to build it says "XY rounds to completion" - but as soon as I exit the cityscreen and go back to the map, the actual number of rounds is usually +2 to what it said in the cityscreen. Short: it displays the rounds necessary for a project to complete wrongly. Any idea why it acts like this?

Oh yeah: no other mods active.

Okay, there's more: there's a trait in the commercial branch of the policies that grants +2 for all luxuries. I took that b/c my happiness went south and it did - nothing. No change at all. So I checked if I even *had* spare luxuries and yes, there's quite a bit of copper (excess 3) and gold, truffles, sugar and via city states silver. Is it broken or did I miss something?

Another weird thing: if I use F12 for a screenshot, the games makes a weird sound (as if a piece of plastic tape snaps) and reloads the last saved game. First I thought it'd be just a glitch, but it's reproducable.
 
Sorry if this has been asked a bunch of times, but if I use CiVUP, do achievements get disabled?

edit- Nevermind, found the answer!
 
Hi Thal, just started a game with a fresh subscription to GKE and GEM and noticed something very odd: if I choose something new to build it says "XY rounds to completion" - but as soon as I exit the cityscreen and go back to the map, the actual number of rounds is usually +2 to what it said in the cityscreen. Short: it displays the rounds necessary for a project to complete wrongly. Any idea why it acts like this?
.

Ive also had this problem recently. If i am moving workers around to see how long it will reduce building time by it messes up. Like it will show less time if i have the worker working one production tile then if two. Once i close out of city view and choose next turn it corrects itself but its a pain when im trying to reorder what tiles im working.
 
I have a problem with the unofficial patch when i start a new game and i build my first city i can not buy anything for the city. The city screen is blank and no buildings are showing.
 
@rhammer640 & Brandigan:

This is known issue. They are working on finding the culprit. You can read about it on the Bug Tracking Forum.

@wgene:

Try deleting cache and Mod user folder. ALso check to make sure you have the latest versions of GEM and CivUP. Lastly make sure you do not have any duplicate copies of the mod in your mod folder.

If that doesn;t work try posting on the bug tracking Forum.
 
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