City State Diplomacy Mod (Updated)

Hoping someone can assist....
Many of my quests are coming up as "CityStateStatusHelper script error - unknown quest".

I'm running BNW with CP 66.12, CBP 13.3, CSD .26, C4DF .10 and EUI 1.24e. I'm quite sure I've followed all install directions correctly as everything else is up and running fine (as far as I can tell). The searches I've done on this have come up empty as have whatever tinkering I've tried.

Any assistance as to what I need to do would be greatly appreciated. Thanks to all in advance.

I've seen this before with other versions and have reported it (so have others).

Unfortunately it's not that easy to figure out what causes it and it hasn't been solved yet.

\Skodkim
 
I've seen this before with other versions and have reported it (so have others).

Unfortunately it's not that easy to figure out what causes it and it hasn't been solved yet.

\Skodkim

I'm 100% sure it is related to EUI, as I've only ever seen it happen when testing alongside EUI.

G
 
Think I figured it out.....Have played about 50 turns since with no recurrence of the script error.


Removed the CityStateStatusHelper.lua from the balance patch and also the InfoTooltipInclude.lua from both the balance patch and CSD.


Now if I could just figure out why when I get info on my civ it doesn't correctly report the number of wonders I have constructed. Makes me wonder if all the civs in the game are being reported and scored incorrectly.
 
I'm 100% sure it is related to EUI, as I've only ever seen it happen when testing alongside EUI.

G

I just had this with two quests at the same time using EUI. I tried exiting the game and removed to see if I could resolve it this way and found out that both quests were the "forum" (diplomatic missions are temporarily more effective).

Can you think of any reason why this quest should be incompatible with EUI (its a quest you designed for CSD right?)?

\Skodkim
 
I just had this with two quests at the same time using EUI. I tried exiting the game and removed to see if I could resolve it this way and found out that both quests were the "forum" (diplomatic missions are temporarily more effective).

Can you think of any reason why this quest should be incompatible with EUI (its a quest you designed for CSD right?)?

\Skodkim

Hmm. The only thing I can think of right now is that the quest is sending a value to the LUA which the EUI lua isn't reading properly (i.e. the dll forwards values from quests, such as the % influence from diplomatic missions, to the lua, and the lua translates it into text). You might post it to bc1 and see if maybe his citystatestatushelper code omits a data collection from the dll or something.

G
 
Quest stuff is hardcoded, so EUI's CityStateStatusHelper.lua script only knows how to decode the game's base quests. If a mod adds new quest types, it needs to supply its own CityStateStatusHelper.lua script (which will overwrite EUI's)

Cheers

Oh, the legend himself is here. I love your work, please make it work for us :D

It is seriously painful having to choose between playing a superior mod with a crappy UI or playing a inferior game with an awesome UI
 
Quest stuff is hardcoded, so EUI's CityStateStatusHelper.lua script only knows how to decode the game's base quests. If a mod adds new quest types, it needs to supply its own CityStateStatusHelper.lua script (which will overwrite EUI's)

Cheers
Gazebo, which quest do CSD add?

\Skodkim
 
CSD has its own citystatestatushelper file for new quests. I'd just delete EUI's and use CSD's instead.
G

That did the trick. Deleted the file from eui and went back to the file included in CBP (was using the version from the EUI compatibility files) and the error seems to be gone n

Thanks one again!

\Skodkim
 
That did the trick. Deleted the file from eui and went back to the file included in CBP (was using the version from the EUI compatibility files) and the error seems to be gone n

Thanks one again!

\Skodkim

Figured that might do it. Glad it worked!
G
 
That did the trick. Deleted the file from eui and went back to the file included in CBP (was using the version from the EUI compatibility files) and the error seems to be gone n

Thanks one again!

\Skodkim

So did you _replace_ the file in EUI with the file in CBP (that is, put the CBP file into the EUI folder)? Or just delete the EUI file?
 
So did you _replace_ the file in EUI with the file in CBP (that is, put the CBP file into the EUI folder)? Or just delete the EUI file?

  1. Used the file that came with CBP (had previously overwritten this with the file from the EUI Compatibility Files thread
  2. Deleted the corresponding file in the EUI mod folder (even though this shouldn't be necessary).

Hope it works for you - it does for me!

\Skodkim
 
Had an interesting bug.
Running with Whoward's latest DLL, plus Events & Decisions, Cultural Diversity and Piety & Prestige. Playing as Bolivia (custom civ with custom events).

I happened to (being unaware of the spectacular coincidence) enact the decision to take 4 turns of anarchy while it gives me a few free social policies (didnt enact any policies related to Patronage).
At the exact same turn where my Great Diplomat counter was about to tick over. At the exact same time as i entered a 10 turn Golden Age.

The result was a grand 4 following anarchy turns with a new Great Diplomat on each single turn. In fact it persisted throughout the Golden Age for 10 turns. I manually took off the Great Person Point specialist from the building, forgot its name, the one giving you the specialist from this mod.
Waited a good 5 turns, no more Great Diplomats, then put the specialist back. No more Great Diplomats.
In fact the counter for them disappeared from the UI. Perhaps they will return, perhaps not.

Any idea what happened there? :D
 
Had an interesting bug.
Running with Whoward's latest DLL, plus Events & Decisions, Cultural Diversity and Piety & Prestige. Playing as Bolivia (custom civ with custom events).

I happened to (being unaware of the spectacular coincidence) enact the decision to take 4 turns of anarchy while it gives me a few free social policies (didnt enact any policies related to Patronage).
At the exact same turn where my Great Diplomat counter was about to tick over. At the exact same time as i entered a 10 turn Golden Age.

The result was a grand 4 following anarchy turns with a new Great Diplomat on each single turn. In fact it persisted throughout the Golden Age for 10 turns. I manually took off the Great Person Point specialist from the building, forgot its name, the one giving you the specialist from this mod.
Waited a good 5 turns, no more Great Diplomats, then put the specialist back. No more Great Diplomats.
In fact the counter for them disappeared from the UI. Perhaps they will return, perhaps not.

Any idea what happened there? :D

Sounds like the anarchy didn't allow the great person rate to reset, thus causing it to stick at/exceed the maximum. I'm not sure if that's an E&D bug, or a DLL one – I'd have to look and see. As far as the counter disappearing, I wonder if it went negative (the GP rate) when anarchy ended. Who knows? Sounds like a terrible case of bad timing that has revealed a small bug in firaxis's code.
G
 
Time will tell.
I'm hoping it went negative, so its now "making up" for those 4-5 great diplomats i earned.
As long as i dont see the whole map covered in AI great diplomats i'll be happy, lol.

*loads the savegame, goes to scout the AI*
 
Just tried out the Mod. But the social policy "Cultural Diplomacy" (Kulturelle Diplomatie) doesn't seem to work for me? It claims it gives +1 relation with city states you have a trade route with, but I see no effect. Relationship is ticking down with every city state to the resting point.
 
Just tried out the Mod. But the social policy "Cultural Diplomacy" (Kulturelle Diplomatie) doesn't seem to work for me? It claims it gives +1 relation with city states you have a trade route with, but I see no effect. Relationship is ticking down with every city state to the resting point.

The +1 counteracts the inherent decay, so, even with the policy, you may still experience decay (it'll just be much slower).
G
 
Thanks for the answer. But it doesn't work for me. I included a savegame if that helps.
Neither by tooltip nor the real decay per turn I see a difference between city states with trade routes or without.

Maybe it is because I play only with the Community Patch, but not together with the Balance Patch?

.

EDIT:
That savegame is from the January 9th version, which doesn't seem to be compatible (crash to desktop) with the latest version.
 

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