Divine Yuri
Never Closes Chrome
I finally had the free time to try this mod out, but the link to DropBox isn't working.
Oops seems I accidentally cut the folder instead of copying it on my machine. It's back up now, sorry about that.
I finally had the free time to try this mod out, but the link to DropBox isn't working.
I made it to step 5, but I'm stuck.
When trying to Save the Mod Folder Directory, I'm getting "IOException error on Gui.actionperformed", followed by "Cannot find error.log!"
Here is a video of the problem that I've been experiencing.
"ALTER TABLE ADD COLUMN 'PrereqPolicy' TEXT DEFAULT NULL;"You fixed it, sorta. Running the new JAR file successfully created a mod. However, it didn't actually randomize anything.
Checking the DATABASE file, I saw an error that mentioned the word "ADD". I opened your SQL file up with the SDK and deleted the first line:
ALTER TABLE ADD COLUMN 'PrereqPolicy' TEXT DEFAULT NULL;
that successfully randomized things, but not everybody has the same amount of components if I try to randomize the 3UC and 4UC.
hope it helps
Edit: Have you updated the code since version 7 of 3UC and 4UC. The Ottoman Siege Foundry was replaced, and the Mayan Obsidian Warrior is now a Swordsman UU instead of a Spearman UU. Those two things might be causing the current issue.
This is what happens to me when I try to run this http://i.imgur.com/zAIgE5p.gif
Huh.
Try moving the .jar to the [BNW]Randomized Game folder. Which contains the Defines the program needs to function correctly.
The reason it's doing that must be because what actually defines the size of the window is at the bottom of the code that creates the GUI, and it must be crashing at some point in the code before that.
I notice something else was working, but didn't have anything in the Mods directory. Which I believe is the SQL fix. If it felt like that one wasn't working it's probably from being in the wrong folder.
Get back to me if that works.
Here's a question: how do I add support for a civ who's unique building (for instance) is a different building class depending upon what mods are active. For example, if Building A is a Zoo replacement normally, but when the Enlightenment Era mod is active, it becomes a Menagerie replacement (the two - frustratingly - have different building classes).
CREATE TABLE IF NOT EXISTS DY_Random_RequiredMod(
Type text default null,
Table text default null,
Column text default null,
Check text default null,
ID text default null
);
CREATE TABLE IF NOT EXISTS DY_Random_Component(
Type text default null,
Class text default null,
AltMod text default null,
AltType text default null,
AltClass text default null
);
INSERT OR REPLACE INTO DY_Random_RequiredMod
(Type, Table, Column, Check, ID )
VALUES ('MOD_ENLIGHTENMENT', 'Eras', 'Type', 'ERA_ENLIGHTENMENT', 'ce8aa614-7ef7-4a45-a179-5329869e8d6d' );
INSERT INTO DY_Random_Component
(Type, Class, AltMod, AltType, AltClass)
VALUES ('BUILDING_DY_RABBIT_HOUSE', 'BUILDINGCLASS_GARDEN', 'MOD_ENLIGHTENMENT', 'BUILDING_DY_RABBIT_HOUSE_ENLIGHTMENT', 'BUILDINGCLASS_EE_MANOR');
INSERT INTO Civilization_BuildingClassOverrides
( CivilizationType, BuildingClassType, BuildingType)
VALUES ( 'CIVILIZATION_ASSYRIA', 'BUILDINGCLASS_GARDEN', 'BUILDING_DY_RABBIT_HOUSE');
UPDATE Civilization_BuildingClassOverrides
SET BuildingClassType = 'BUILDINGCLASS_EE_MANOR', BuildingType = 'BUILDING_DY_RABBIT_HOUSE_ENLIGHTMENT'
WHERE CivilizationType = 'CIVILIZATION_ASSYRIA'
AND EXISTS (SELECT * FROM [B]Eras[/B] WHERE [B]Type[/B] = '[B]ERA_ENLIGHTENMENT[/B]' );