Solving Bugs

... do not work. at least the ones that involve a lump sum of gold anyway. cannot get extra land for 300g, cannot hire barbs as mercs, cannot ambush barbs for 50g. yield increases for buildings and improvements (pasture, granary) seem to be working: at least they show up on the map.

additionally, persians should be starting with an immortal instead of a warrior - instead they start with both.

also, the improved barbs seems imbalanced. whiled the AI seems to get his starting units killed with great ease, i just kill the barbs villas off and buy myself ahead. playing with aztecs, i had 10k gold before i reached classical age and nothing to spend it on.

more - English steam mill has no icon in the starting screen.
 
link says report here then my posts get erased mkay. whats with this mod ? turn 254 this time game jams up cant pick production ui didnt load visit here . something wrong with your mods bro , they make this gane so much beter please fix so they are usable ya know, thanks for the hard work , but bro every game around turn 250 ui fails , works fine up until then , middle of playing game it goes wrong
 
Did you build Wat Phra Kaew? The same "UI didn't load" thing happened to me after building that wonder. I was unable to purchase or produce in my cities.
 
Did you build Wat Phra Kaew? The same "UI didn't load" thing happened to me after building that wonder. I was unable to purchase or produce in my cities.

I had this same bug tonight. Had to revert to an autosave before the wonder was finished and delete it from my build queue. Bug doesn't occur when the AI builds the wonder. Oh, and it's only cities that have a shrine or temple that won't give you the build menu.

I finally had to abandon my well-developed game when the gold counter and my actual gold diverged. Interface and mouseover help showed I was earning +80 gp per turn, but my total was going down by about 30. I was fed up after hitting two bugs in one night so I didn't track down what caused that, but I suspect it happened when I discovered Economics.

I'm new to this mod and to this forum so I'm not submitting a proper bug report. I cleaned out my cache and moduserdata folders, reinstalled my mods, checked my game integrity, and started over. If the gold bug occurs again I'll run it down and submit a report with log.

You can take the Wat bug as verified, though.
 
The Wat bug was fixed in 2.52. I never saw it going straight in on that version. There's also a fix in the Wat is bugged thread below if people are mid game and didn't want to upgrade straight away, but were willing to tinker with the mod files.

The gold bug is a separate problem. There's been a number of severe UI issues. Up until this beta version (2.62/1.14), I had only experienced the gold bug once and only had some minor UI issues like faith in cities not presented correctly. The beta is a lot more buggy at the moment.

Had you taken the commerce tree? I found that correlated better than economics would.
 
I am playing whatever version autoinstalls through Steam Workshop.

It's quite possible that I had opened the commerce policy tree. As I said, I didn't make any effort to run down the gold display bug.

I'll poke through your forums a bit to get a better idea of what's going on with this mod in terms of bugs and versions.
 
Apparently 2.5.1 is the Steam version. Where can I download 2.5.2? (I don't want the buggy 2.6 beta that everybody's talking about, but rather your highest release version). Is there a reason that Steam is still distributing the older version? If I upgrade from 2.5.1 midgame will it break my save? I've got another decent game developing and want to minimize the chance of having to abandon it to bugs halfway through, as the gold bug made me do in my previous game.

Sorry to ask these questions here but I'm confused by your forum structure.
 
@Ironrod.

It's always risky changing version during a game. Best to wait until you are between games to upgrade.
 
Thanks for that link. I finished my 2.5.1 game. Hit the Wat bug again when I took over an AI capital, but I was able to get past that with the hotfix. Now I would like to upgrade to 2.5.2.

Where do I drop that file (which folder)? Or, if it's more complicated than that, can you link me to upgrade instructions?

TIA. Hoping that the devs will eventually update the Steam Workshop to automate all this.
 
Download the mod files you want from Thals Wiki.
(Get to it from the first post of this thread, or any one of his posts).

Save them into your Civilization_V/Mods folder.

Make sure you remove any mods you are not using and any duplicate copies or older versions of any mod you have.
Delete the Cache folder.
Delete the Mod User Data Folder (Mud folder).
Set any options you want in the options file.

Open game turn on Mods in Mods window.
Play and enjoy.

FYI the latest Beta version is a bit buggy right now and there hasn't been an update in a few weeks.

If it doesn;t work properly go to the first post of this thread and folow the instructions there.
 
Thanks! I'm taking a break from Civ for awhile, but look forward to playing patch 2.5.2. Hope you guys can get your latest Beta ready for prime time before the new expansion comes out. :cry:
 
Activating the Civ V Unofficial Patch (G&K) mod removes the 'Load Game' option from the in-game menu. How can I fix this?

It also seems to rename things, like a Forge is named Blast Furnace, and other such things that were not listed in the features or implied by the mod description. I would like to be able to actually know exactly what this 'patch' is changing.

The description found via the links on the Steam Workshop page link to this page, which makes no mention of actual gameplay changes or things being renamed. I assumed, based on that, that what I was getting was a bunch of UI improvements.

I would like to be able to keep the UI enhancements, but I really want to know what else was changed and how to turn those changes off should I wish to do so.
 
1) You can't. See here. The load game error has to do with lua modifications breaking when reloaded and the mod disables it because it would just cause a crash anyway to try to load a game from the in-game menu. It's a vanilla bug caused by modding anything significantly. :(

2) There aren't that many renames, but with just CivUp at least they shouldn't be changing the essential function of the buildings/units renamed. I would consider most of them to be effectively UI improvements anyway as they're just cosmetic. They are listed in GEM documentation on the wiki page you linked where they are often accompanied by non-cosmetic changes like building or unit stats, but if you're just using CivUp, none of that matters. It just renames the thing.

This is a partial list of renames (there are other features that are renamed aside from buildings and units, like unique civ abilities or happiness descriptors).

a) Blast Furnace - was Forge
b) Dragoon - was Cavalry
c) Chang Suek - was Naresuans Elephant
d) Arquebusier - was Musket
e) Musketman - was Rifleman
f) Rifleman - was Great War Infantry
g) Missile Sub - was Nuclear Sub
h) Chinampa - was Floating Gardens
i) Smithy - was Workshop
j) Workshop - was Windmill
k) Foundry - was Iron Works

You can disable or modify these changes by editing the core.sql file in the text bark folder of CivUp.
 
The gold bug is a separate problem. There's been a number of severe UI issues. Up until this beta version (2.62/1.14), I had only experienced the gold bug once and only had some minor UI issues like faith in cities not presented correctly. The beta is a lot more buggy at the moment.

Had you taken the commerce tree? I found that correlated better than economics would.

I'm using 2.5.1 at the moment, was just bypassing building the Wat to get around that bug (it hit me in the first game I built it in), but now the gold bug just nailed me. I didn't go into Commerce at all, but about the time the bug started (gold not going up, but going down steadily every turn), was when I decided to put a bunch of citizens into the gold specialist slots. Up until then those slots had all been empty, and no problems. But as soon as I filled those spec slots, boom. Gold started going down. And nothing fixes it- taking the specialists back out didn't slow it down any. Does the stable 2.5.2 version fix the gold bug?

Edit: upgraded to 2.5.2, got another game going, and halfway through I started losing half my gold accrual every turn. No wonder it had been so hard to upgrade my military units... <sigh>. I really like a lot of things about these two mods (not so much the super-frickin'-hard barbs at the start), but this gold thing is a solid show-stopper. Going to have to go back to normal G&K, sadly.
 
Well, since I have no way to even open an sql, never mind not knowing how to edit one, I guess I'm just stuck with the annoying renames.
 
@hyzaku , wasn't sure of your level of modding ability.. so here's a quick version for what you're asking about.

The best approach to avoid introducing new bugs might be to replace the text changes with any preferred ones instead.
Example:
Code:
INSERT INTO Civup_Language_EN_US (DateModified, Tag, Text, Gender, Plurality) VALUES (date('2013-01-18'), 'TXT_KEY_BUILDING_BLAST_FURNACE', 'Blast Furnace', '', '');
That's the change for forges, you could put the asterisks in to delete it as below.. but instead just change the text part at the end of the line to read "forge". Like this.
Code:
INSERT INTO Civup_Language_EN_US (DateModified, Tag, Text, Gender, Plurality) VALUES (date('2013-01-18'), 'TXT_KEY_BUILDING_BLAST_FURNACE', 'Forge', '', '');

1) You can open an sql file in notepad (notepad++ tends to work better for modding as it will colour code a lot of things to make clear what's what).

2) To remove it entirely, do a search for a change you intend to remove and put /* before the line and */ after. That might cause some other problems because of how the text is changed in the civup code though (blast furnace is not a default building, and it points to it where "forge" is to be accessed). It should work if you want to remove renames for units however.
 
Sorry about that less than courteous reply, I shouldn't have posted when I was quite so stressed out.

I managed to change most of the renamed things back, but a couple are eluding me.

I'm looking in the en_US core.sql but I cannot find any trace of the text that is changing Rifleman to Musketman, or what is changing Windmills to Workshops.

Also, I've tried the /* */ trick to remove the lines involving the Arquebusier changes, but it just outright breaks the unit's name in-game by trying to reference TXT_KEY_UNIT_ARQUEBUSIER. Kinda of strange, but renaming it in the text does work fine at least for the end goal.

Also, I would like to change Villages back to Trading Posts, but there are so many folders call Villages in the mod that I'm really not sure what to do.
 
Top Bottom