Loading "Argentina Civilization" seemed to result in a nearly empty Culture Overview (no cities, only first four columns listed). Deleting the cache and reinstallling solved the issue.
IN ADDITION:
Feel free to take this mod and incorporate it to your own.
D'you have a link to it? There seems to be multiple vietnam civs.EDIT EDIT: Okay, I had to delete all of those lua files from other mods and everything seems to work...except Vietnam. Maybe add a reference to fix the load order?
Odd, all I did was set VFS to true in both and have the names match. Sure it's not some other mod replacing the XML or Lua?I'm having some trouble getting this to work in my own mod, adding a unique national Wonder with 2 slots for GW of Writing. I've added both the .xml and the .lua files to ModBuddy, and tried various combinations of VFS=true/false and InGameUIAddin, and nothing seems to work.
What happens is: after the loading screen, the culture overview panel is open, and won't respond to the close button (or close any other way, for that matter). If I use the keyboard shortcut to build my first city, then click the Tourism icon on the top of the screen, the culture overview window will then close by clicking twice.
Everything does work correctly if I load the Dynamic Culture Overview mod separately, I just don't want users to have to download and use a separate mod if it's not necessary.
I am using version 6.
Any help would be appreciated, thanks.
Odd, all I did was set VFS to true in both and have the names match. Sure it's not some other mod replacing the XML or Lua?
I have the same problem, sort of. I don't see the amphitheater at all. And I have the said Vietnam civ installed. I wouldn't like to uninstall it, is there any other solution ?I've been having the same problem both with and without this mod. I'm still trying to find the mod/mod conflict that makes this happen.
With this mod and some others, including TPangolin's Vietnam mod, the culture overview would have the Amphitheater replaced with Vietnam's UB Amphitheater, regardless of what civ I played as. Is this a load order problem? I'm not sure how to fix that.
EDIT: Would it work if I went through my other mods and took out the CultureOverview.lua from those folder? I think the two troublemakers might be JFD's Franks and Armenia.
EDIT EDIT: Okay, I had to delete all of those lua files from other mods and everything seems to work...except Vietnam. Maybe add a reference to fix the load order?
http://www.mediafire.com/download/jsq51r1knjsj9n7/Vietnam+(BNW).rarCan you link the Vietnam civ so I can check?
for row in DB.Query([[
SELECT b.Id AS Id, bc.Type AS BuildingClass, b.Type AS BuildingType, GreatWorkCount,
CivilizationType, t.GridX, t.GridY,
EXISTS (
SELECT 1
FROM Building_ThemingBonuses
WHERE BuildingType = b.Type
LIMIT 1
) AS HasThemeBonusInt
FROM BuildingClasses AS bc
JOIN Buildings AS b ON bc.Type = b.BuildingClass
LEFT JOIN Civilization_BuildingClassOverrides AS o ON o.BuildingType = b.Type
LEFT JOIN Technologies AS t ON b.PrereqTech = t.Type
WHERE MaxPlayerInstances = -1 AND
MaxTeamInstances = -1 AND
MaxGlobalInstances = -1 AND
GreatWorkCount > 0 AND
CivilizationType = ?
]], GameInfo.Civilizations[Game.GetActiveCivilizationType()].Type) do
gwBuildings[row.BuildingClass] = row;
dprint(row.BuildingType);
end
for row in DB.Query([[
SELECT b.Id AS Id, bc.Type AS BuildingClass, b.Type AS BuildingType, GreatWorkCount,
CivilizationType, t.GridX, t.GridY,
EXISTS (
SELECT 1
FROM Building_ThemingBonuses
WHERE BuildingType = b.Type
LIMIT 1
) AS HasThemeBonusInt
FROM BuildingClasses AS bc
JOIN Buildings AS b ON bc.Type = b.BuildingClass
LEFT JOIN Civilization_BuildingClassOverrides AS o ON o.BuildingType = b.Type
LEFT JOIN Technologies AS t ON b.PrereqTech = t.Type
WHERE MaxPlayerInstances = -1 AND
MaxTeamInstances = -1 AND
MaxGlobalInstances = -1 AND
GreatWorkCount > 0 AND
CivilizationType IS NULL
]]) do
gwBuildings[row.[COLOR="Red"]BuildingClass[/COLOR]] = row;
dprint(row.BuildingType);
end
-- If you get overrides after normal buildings it'll effectively replace the previous buildings so it all works out pretty nicely.
for row in DB.Query([[
SELECT b.Id AS Id, bc.Type AS BuildingClass, b.Type AS BuildingType, GreatWorkCount,
CivilizationType, t.GridX, t.GridY,
EXISTS (
SELECT 1
FROM Building_ThemingBonuses
WHERE BuildingType = b.Type
LIMIT 1
) AS HasThemeBonusInt
FROM BuildingClasses AS bc
JOIN Buildings AS b ON bc.Type = b.BuildingClass
LEFT JOIN Civilization_BuildingClassOverrides AS o ON o.BuildingType = b.Type
LEFT JOIN Technologies AS t ON b.PrereqTech = t.Type
WHERE MaxPlayerInstances = -1 AND
MaxTeamInstances = -1 AND
MaxGlobalInstances = -1 AND
GreatWorkCount > 0 [COLOR="Red"]AND
CivilizationType = ?[/COLOR]
]][COLOR="Red"], GameInfo.Civilizations[Game.GetActiveCivilizationType()].Type)[/COLOR] do
gwBuildings[row.[COLOR="Red"]BuildingClass[/COLOR]] = row;
dprint(row.BuildingType);
end
for row in DB.Query([[
SELECT b.Id AS Id, bc.Type AS BuildingClass, b.Type AS BuildingType, GreatWorkCount,
CivilizationType, t.GridX, t.GridY,
EXISTS (
SELECT 1
FROM Building_ThemingBonuses
WHERE BuildingType = b.Type
LIMIT 1
) AS HasThemeBonusInt
FROM BuildingClasses AS bc
JOIN Buildings AS b ON bc.Type = b.BuildingClass
LEFT JOIN Civilization_BuildingClassOverrides AS o ON o.BuildingType = b.Type
LEFT JOIN Technologies AS t ON b.PrereqTech = t.Type
WHERE MaxPlayerInstances = -1 AND
MaxTeamInstances = -1 AND
MaxGlobalInstances = -1 AND
GreatWorkCount > 0 AND
CivilizationType IS NULL
]]) do
gwBuildings[row.[COLOR="Red"]BuildingType[/COLOR]] = row;
dprint(row.BuildingType);
end
-- If you get overrides after normal buildings it'll effectively replace the previous buildings so it all works out pretty nicely.
for row in DB.Query([[
SELECT b.Id AS Id, bc.Type AS BuildingClass, b.Type AS BuildingType, GreatWorkCount,
CivilizationType, t.GridX, t.GridY,
EXISTS (
SELECT 1
FROM Building_ThemingBonuses
WHERE BuildingType = b.Type
LIMIT 1
) AS HasThemeBonusInt
FROM BuildingClasses AS bc
JOIN Buildings AS b ON bc.Type = b.BuildingClass
LEFT JOIN Civilization_BuildingClassOverrides AS o ON o.BuildingType = b.Type
LEFT JOIN Technologies AS t ON b.PrereqTech = t.Type
WHERE MaxPlayerInstances = -1 AND
MaxTeamInstances = -1 AND
MaxGlobalInstances = -1 AND
GreatWorkCount > 0
[COLOR="Red"]]]) do[/COLOR]
gwBuildings[row.[COLOR="Red"]BuildingType[/COLOR]] = row;
dprint(row.BuildingType);
end
Now all non-wonder buildings with a great work slot shows up in the overview list. The Greeks will have them in the Odeon and the other civs in the Amphitheatre. There will be several empty buildings that most Civs will not be able to build but at least everything shows up and it seems to work fine so far, have not played a complete game with it yet.