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Old Jun 28, 2012, 01:59 PM   #1
Megalamon121
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Exclamation Tooltip/Civ Trait Bug

Playing with the new patch, ended up getting the 'can't click anything/end fist turn' bug. After following the advice of the tech support, the problem is fixed, changed the 'EnableGameCoreThreading = 0' fix in the config file.

Since then, the game seems to work, only: some buildings have broken tooltips, and all of them have abbreviated versions of them. Such as the water mill only saying: 'Must Be Built On Water' (nothing else).

Also, the Civ's traits (or unique abilities) seem to not be working. Example: Playing as Germany, land barbarians are simply killed, not captured, as is Germany's special ability.
Moderator Action: Moved as requested.
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Last edited by leif erikson; Jun 28, 2012 at 03:52 PM.
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Old Jun 28, 2012, 10:10 PM   #2
Lowpro
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Same problem for me. Here's the lua, and also I can't figure out how to post a pic up. Can't seem to attach it.
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File Type: rar Lua.rar (4.6 KB, 2 views)
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Old Jun 28, 2012, 10:22 PM   #3
Megalamon121
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Quote:
Originally Posted by Lowpro View Post
Same problem for me. Here's the lua, and also I can't figure out how to post a pic up. Can't seem to attach it.
  • Once you're looking at the problem, hit 'Prt Scr'
  • You'll find it in the 'Screenshot' folder of 'My Documents/My Games/Civilization V'
  • To upload, it'll have to be in a compatible (with the forum) format. To convert it from whatever it was, copy it, then open 'Paint' and paste it there. You can save it as whatever file you'd like
  • When you're posting, open a new reply, below the main 'Reply to Thread,' there's a section called 'Additional Options.' Under 'Attach Files,' click 'Manage Attachments.'
  • From there you can choose your converted file from wherever it is on your computer

What version VEM/CiVUP are you using? Are you also using the 'Random City Names' mod? I'm using v.161, and the above mod. I thought it might be because I tried using R.E.D. (Regiment & Ethnic Diversity) as well, but the problem has continued even after only using CivUP/VEM.

Also, this problem may be solveable by the main tech thread.
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Old Jun 28, 2012, 11:37 PM   #4
Lowpro
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Quote:
Originally Posted by Megalamon121 View Post
  • Once you're looking at the problem, hit 'Prt Scr'
  • You'll find it in the 'Screenshot' folder of 'My Documents/My Games/Civilization V'
  • To upload, it'll have to be in a compatible (with the forum) format. To convert it from whatever it was, copy it, then open 'Paint' and paste it there. You can save it as whatever file you'd like
  • When you're posting, open a new reply, below the main 'Reply to Thread,' there's a section called 'Additional Options.' Under 'Attach Files,' click 'Manage Attachments.'
  • From there you can choose your converted file from wherever it is on your computer

What version VEM/CiVUP are you using? Are you also using the 'Random City Names' mod? I'm using v.161, and the above mod. I thought it might be because I tried using R.E.D. (Regiment & Ethnic Diversity) as well, but the problem has continued even after only using CivUP/VEM.

Also, this problem may be solveable by the main tech thread.
Thanks, the filetype of the screenshot I will try to change later (it's exactly the same as yours tho, it just says Error!)

I'm using the most current version of CivUP v.13 from Steam Workshop, no other mods at all. Also traits still aren't working, such as Pacal's "Long March" are not working. I've already tried the possible solutions from the Common Problems checklist, including deleting cache, moduserdata etc.

Last edited by Lowpro; Jun 28, 2012 at 11:40 PM.
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Old Jun 29, 2012, 06:27 AM   #5
Erendir
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Quote:
Originally Posted by Megalamon121 View Post
Since then, the game seems to work, only: some buildings have broken tooltips, and all of them have abbreviated versions of them. Such as the water mill only saying: 'Must Be Built On Water' (nothing else).
i got this bug too[1], and a quick-and-dirty fix for it: in InfoTooltipInclude.lua find the line
Code:
 if MapModData.Fields.Buildings == nil then
(it's about line nr 536) and change it to
Code:
 if true then
(i.e. disable the check)

[1]http://forums.civfanatics.com/showpo...1&postcount=46
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Old Jun 29, 2012, 08:42 AM   #6
jk_bonn
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Thx. works good for me!
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Old Jun 29, 2012, 11:33 AM   #7
Gorhaax
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Quote:
Originally Posted by Erendir View Post
i got this bug too[1], and a quick-and-dirty fix for it: in InfoTooltipInclude.lua find the line
Code:
 if MapModData.Fields.Buildings == nil then
(it's about line nr 536) and change it to
Code:
 if true then
(i.e. disable the check)

[1]http://forums.civfanatics.com/showpo...1&postcount=46
Thanks for the fix Erendir, will test it a bit later. I've also noticed a few other tool tip bugs:
1. Petra Wonder states -1 food/production/gold instead of +1 food/production/gold
2. Stonehenge states that it's only 1 GE point, not sure what it was before though i really like the G+K version with +4 faith
3. No gold maintenance stated for buildings even though they have a maintenance cost

That's all I've got so far, haven't got far in my Arabia game.
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Old Jun 29, 2012, 12:14 PM   #8
Lowpro
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Quote:
Originally Posted by Gorhaax View Post
Thanks for the fix Erendir, will test it a bit later. I've also noticed a few other tool tip bugs:
1. Petra Wonder states -1 food/production/gold instead of +1 food/production/gold
2. Stonehenge states that it's only 1 GE point, not sure what it was before though i really like the G+K version with +4 faith
3. No gold maintenance stated for buildings even though they have a maintenance cost

That's all I've got so far, haven't got far in my Arabia game.
I think there are a large amounts of tooltip bugs with this mod at the moment, though I have yet to try Erendir's fix. I get the same problems you have Gorhaxx with those tooltip errors.

EDIT: Erendir, I've tried to edit the infotooltipinclude.lua however that line:

Code:
if MapModData.Fields.Buildings == nil then
Appears a lot so I don't know which one(s) to edit. PEBKAC error, I figured it out >.>

Another edit: still no traits working for civs. I'll log a Pacal game real fast and see if I can get an error report on his "Long Count" trait.

Last edited by Lowpro; Jun 29, 2012 at 01:13 PM.
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Old Jun 29, 2012, 04:20 PM   #9
Megalamon121
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Is the trait problem happening in G&K? Or is it just the VEM/CiVUP mod?
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Old Jun 29, 2012, 08:49 PM   #10
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I can't find that line to edit, where is it in the file? 'Line 536' doesn't help. I looked through most of the file and I don't see it, must have missed it. Could you tell me what section it's in? Or anything to help me find it?

-Heh, my bad. Was looking for it in the vanilla .lua file. Found it, changed it, will see if it helps-

Last edited by Megalamon121; Jun 29, 2012 at 08:53 PM. Reason: Update
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Old Jun 29, 2012, 11:42 PM   #11
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Quote:
Originally Posted by Megalamon121 View Post
Is the trait problem happening in G&K? Or is it just the VEM/CiVUP mod?
I've only noticed it when playing G&K. I've not given an opportunity to try VEM as it doesn't use G&K and have no desire to go back to it =X

Also, Pacal's "The Long Count" does work, which is weird as it didn't work the last game I played. I don't know what the deal is with that >.>

Here's my Lua of my game so far as Pacal:
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Last edited by Lowpro; Jun 29, 2012 at 11:58 PM.
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Old Jun 30, 2012, 12:24 AM   #12
Megalamon121
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Well, at least the tooltip bug is fixed. Unfortunately my civ's trait remains unfunctional. As long as the other civs arn't working either, it's not game-breaking, just annoying.
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Old Jun 30, 2012, 12:40 PM   #13
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Originally Posted by Megalamon121 View Post
Well, at least the tooltip bug is fixed. Unfortunately my civ's trait remains unfunctional. As long as the other civs arn't working either, it's not game-breaking, just annoying.
Erendir's fix never did anything for my game. Do you think it depends on which mod you use? Such as you my be using VEM so you aren't using G&K while I'm using CivUP which uses G&K?

Also I haven't thought of it till now, but i've had no random events occur using CivUP v13. Maybe it's only VEM that has them?
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Old Jun 30, 2012, 01:31 PM   #14
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CiVUP/VEM are a package deal, if you have either, you actually have both. Do you still have the tooltip bug?
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Old Jun 30, 2012, 02:00 PM   #15
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Originally Posted by Megalamon121 View Post
CiVUP/VEM are a package deal, if you have either, you actually have both. Do you still have the tooltip bug?
No, VEM is actually not in the mod for G&K.

Civup v13 is the actual mod for G&K and it is without VEM.
VEM v161 is the complete mod but only for NON G&K!
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Old Jun 30, 2012, 03:22 PM   #16
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Originally Posted by Megalamon121 View Post
CiVUP/VEM are a package deal, if you have either, you actually have both. Do you still have the tooltip bug?
No...again PEBCAK error on replacing the line with "if true then". So far I've not seen any tooltip errors.

So I guess my problem is resolved until I find another one.
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Old Jun 30, 2012, 08:00 PM   #17
Megalamon121
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Originally Posted by jk_bonn View Post
No, VEM is actually not in the mod for G&K.

Civup v13 is the actual mod for G&K and it is without VEM.
VEM v161 is the complete mod but only for NON G&K!
I see, my mistake then. I've been using the pre-G&K version. Guess I assumed they were the same.
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Old Jun 30, 2012, 08:45 PM   #18
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Originally Posted by Megalamon121 View Post
I see, my mistake then. I've been using the pre-G&K version. Guess I assumed they were the same.
Sadly no, i miss the VEM a lot.

But i believe they will adopt it soon for G&K.
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Old Jun 30, 2012, 09:33 PM   #19
Megalamon121
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My particular favorite piece was the Vanguard unit line they added. It really made made scouts & explorers feel useful for once. Plus it let you make your early explorer units come back from their voyages all experienced, as useful combat troops.
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Old Jul 01, 2012, 04:47 PM   #20
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My particular favorite piece was the Vanguard unit line they added. It really made made scouts & explorers feel useful for once. Plus it let you make your early explorer units come back from their voyages all experienced, as useful combat troops.
Yea I really miss the Levys. Great units however they may have marginalized unique medieval units =\ I always thought they could use some harder balancing like not being able to attack outside friendly territory (harsh penalty I know) or limited by a strategic resource. Japanese Levys were sick.

Last edited by Lowpro; Jul 01, 2012 at 04:51 PM.
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