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#1 |
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The Eternally Unknowing
Join Date: Jun 2010
Location: United States
Posts: 79
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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. Last edited by leif erikson; Jun 28, 2012 at 03:52 PM. |
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#2 |
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Chieftain
Join Date: Jun 2012
Posts: 14
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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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#3 | |
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The Eternally Unknowing
Join Date: Jun 2010
Location: United States
Posts: 79
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Quote:
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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#4 | |
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Chieftain
Join Date: Jun 2012
Posts: 14
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Quote:
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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#5 | |
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Chieftain
Join Date: Oct 2005
Posts: 59
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Quote:
Code:
if MapModData.Fields.Buildings == nil then Code:
if true then [1]http://forums.civfanatics.com/showpo...1&postcount=46 |
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#6 |
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Chieftain
Join Date: Oct 2009
Location: Germany
Posts: 43
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Thx. works good for me!
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#7 | |
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Warlord
Join Date: Jul 2011
Posts: 174
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Quote:
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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#8 | |
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Chieftain
Join Date: Jun 2012
Posts: 14
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Quote:
EDIT: Erendir, I've tried to edit the infotooltipinclude.lua however that line: Code:
if MapModData.Fields.Buildings == nil then 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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#9 |
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The Eternally Unknowing
Join Date: Jun 2010
Location: United States
Posts: 79
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Is the trait problem happening in G&K? Or is it just the VEM/CiVUP mod?
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#10 |
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The Eternally Unknowing
Join Date: Jun 2010
Location: United States
Posts: 79
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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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#11 | |
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Chieftain
Join Date: Jun 2012
Posts: 14
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Quote:
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: Last edited by Lowpro; Jun 29, 2012 at 11:58 PM. |
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#12 |
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The Eternally Unknowing
Join Date: Jun 2010
Location: United States
Posts: 79
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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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#13 | |
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Chieftain
Join Date: Jun 2012
Posts: 14
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Quote:
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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#14 |
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The Eternally Unknowing
Join Date: Jun 2010
Location: United States
Posts: 79
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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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#15 | |
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Chieftain
Join Date: Oct 2009
Location: Germany
Posts: 43
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Quote:
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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#16 | |
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Chieftain
Join Date: Jun 2012
Posts: 14
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Quote:
So I guess my problem is resolved until I find another one. |
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#17 |
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The Eternally Unknowing
Join Date: Jun 2010
Location: United States
Posts: 79
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#18 |
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Chieftain
Join Date: Oct 2009
Location: Germany
Posts: 43
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#19 |
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The Eternally Unknowing
Join Date: Jun 2010
Location: United States
Posts: 79
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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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#20 |
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Chieftain
Join Date: Jun 2012
Posts: 14
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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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