The Enlightenment Era

Hey guys! I'm using a lot of mods and everything works fine.. except for this one. Everytime I play a game with EE enabled, it breaks my techtree. It's adding new techs and new units, but no new era - This moves all the techs following the rennaissance era. for example, 'Industrialization' is moved to the modern era, which obviously breaks the game. I've allready tryed it with only EE installed but had the same problem. I've also tryed both, steam and direct download...

Does anyone have a similar problem? Any ways to solve it? I'd love to play this mod
 
Hey guys! I'm using a lot of mods and everything works fine.. except for this one. Everytime I play a game with EE enabled, it breaks my techtree. It's adding new techs and new units, but no new era - This moves all the techs following the rennaissance era. for example, 'Industrialization' is moved to the modern era, which obviously breaks the game. I've allready tryed it with only EE installed but had the same problem. I've also tryed both, steam and direct download...

Does anyone have a similar problem? Any ways to solve it? I'd love to play this mod
Are you running any of these?
  1. Prehistoric Era
  2. Prehistoric Era Reborn
  3. Ultimate Eras
  4. Any other mod(s) that add or changes eras (Renaissance Era Revised is OK)
If the answer is yes for any of these other mods, therein lies your problem.
 
Are you running any of these?
  1. Prehistoric Era
  2. Prehistoric Era Reborn
  3. Ultimate Eras
  4. Any other mod(s) that add or changes eras (Renaissance Era Revised is OK)
If the answer is yes for any of these other mods, therein lies your problem.[/QUOTE]

No I'm not. Well, I use Future Worlds, but as I allready mentioned, I tested this with only EE enabled and still got the problem... :(

(Sry, I'm new, don't really know how quoting works)
 
are you running any of these?
  1. prehistoric era
  2. prehistoric era reborn
  3. ultimate eras
  4. any other mod(s) that add or changes eras (renaissance era revised is ok)
if the answer is yes for any of these other mods, therein lies your problem.

No i'm not. Well, i use future worlds, but as i allready mentioned, i tested this with only ee enabled and still got the problem... :(

(sry, i'm new, don't really know how quoting works)

d a t a b a s e
 
When reaching Enlightenment era I noticed that all the improvements (forts, farms etc.) switch to the modern era look, radar towers and all, instead of retaining the early game look. Does anyone know of a way to fix this? I combed through some of the files and only found this:

<Type>ERA_ENLIGHTENMENT</Type>
<ArtPrefix>RENAISSANCE </ArtPrefix>

Art prefix is set to Renaissance, cities appear normal but improvements change..why is this?
 
Just noticed this one:

Code:
[29054.999] Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\Enlightenment Era (v 5)\Lua/JFD_FirstRate_Functions.lua:54: attempt to call method 'IsAdjacentToUnitPromotion' (a nil value)
 
Just noticed this one:

Code:
[29054.999] Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\Enlightenment Era (v 5)\Lua/JFD_FirstRate_Functions.lua:54: attempt to call method 'IsAdjacentToUnitPromotion' (a nil value)

That line is only supposed to even execute if you are using the CP dll. I wonder if the mod ID's got changed or something so that this is returning incorrect data for whether CP is being used:
Code:
-- EE_IsUsingCPDLL
function EE_IsUsingCPDLL()
	local cPDLLID = "d1b6328c-ff44-4b0d-aad7-c657f83610cd"
	for _, mod in pairs(Modding.GetActivatedMods()) do
		if (mod.ID == cPDLLID) then
			return true
		end
	end
	return false
end
local isUsingCPDLL = EE_IsUsingCPDLL()
But even then you should not be able to get to this line unless a mod with the specified ID# is enabled in your list of mods.
Code:
isAdjacentFirstRate = unit:IsAdjacentToUnitPromotion(unitPromotionFirstRateID, true, false)
 
That'll be it - I was using VMC because the CP was causing CTDs. That clears that then.
 
I like this mod very much, thanks, Pouakai .
By the way, may I ask you a question? I want to change the look of cities of different era, so which file should I edit?

let's say, I want my cities to remain the old look of an Renaissance town without skyscrapers even it is in atom era.

I tried to find the related file, but I really could not find it.

Could anyone give me a helping hand?
 
There seems to be a problem for me. I just installed the mod, went to Advanced Startup, and created a game set in the Enlightenment Era, just to see the new techs and features. However when I start playing, I noticed that I can't access the production list in the city screen, and the tech tree is blank apart from the legend that always appears at the bottom of the screen. Can anyone help me solve this? Thanks.
 
There seems to be a problem for me. I just installed the mod, went to Advanced Startup, and created a game set in the Enlightenment Era, just to see the new techs and features. However when I start playing, I noticed that I can't access the production list in the city screen, and the tech tree is blank apart from the legend that always appears at the bottom of the screen. Can anyone help me solve this? Thanks.

Probably a mod conflict, post Lua log and mod list.
 
Probably a mod conflict, post Lua log and mod list.

Lua log:
Spoiler :
[115710.140] Initializing Lua 5.1.4
[115750.250] InstalledPanel: Refreshing Mods
[115750.250] InstalledPanel: GetModBrowserListings()
[115750.250] InstalledPanel: Refreshing Mods
[115750.250] InstalledPanel: GetModBrowserListings()
[115824.796] InstalledPanel: Refreshing Mods
[115824.796] InstalledPanel: GetModBrowserListings()
[115824.843] InstalledPanel: Refreshing Mods
[115824.843] InstalledPanel: GetModBrowserListings()
[115825.062] InstalledPanel: Refreshing Mods
[115825.062] InstalledPanel: GetModBrowserListings()
[115829.609] InstalledPanel: Refreshing Mods
[115829.609] InstalledPanel: GetModBrowserListings()
[115831.593] InstalledPanel: Refreshing Mods
[115831.593] InstalledPanel: GetModBrowserListings()
[115832.421] InstalledPanel: Refreshing Mods
[115832.421] InstalledPanel: GetModBrowserListings()
[115853.437] WorldBuilderMapLoader: -------------------------------
[115853.437] WorldBuilderMapLoader: Map Generation - Adding Goodies
[115853.437] WorldBuilderMapLoader: ** The Era specified NO GOODY HUTS
[115853.437] WorldBuilderMapLoader: Map Generation - Adding Resources
[115856.140] CivilopediaScreen: SetSelectedCategory(12)
[115856.140] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[115856.187] CivilopediaScreen: SetSelectedCategory(1)
[115856.187] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[115856.562] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion2\Tutorial\Lua\TutorialInclude_Expansion2.lua
[115856.562] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[115857.140] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarPlunderTradeRoutePopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\NetworkKickedPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[115857.140] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[115857.296] EconomicGeneralInfo: Total Units - 10
[115857.296] EconomicGeneralInfo: Maint Free Units - 0
[115857.296] EconomicGeneralInfo: Paid Units - 10
[115857.312] EconomicGeneralInfo: Total Units - 10
[115857.312] EconomicGeneralInfo: Maint Free Units - 0
[115857.312] EconomicGeneralInfo: Paid Units - 10
[115857.546] ChoosePantheonPopup: 60
[115857.546] ChoosePantheonPopup: 963
[115857.546] ChoosePantheonPopup: 1023
[115857.578] EspionageOverview: Refreshing My Cities
[115857.640] ChooseIdeologyPopup: 60
[115857.640] ChooseIdeologyPopup: 963
[115857.640] ChooseIdeologyPopup: 1023
[115857.968] AdvisorInfoPopup: Closing Advisor Info
[115857.968] Demographics: Dequeuing demographics
[115857.968] Demographics: Dequeuing demographics
[115882.656] Advisors: Marking ONE_UNIT_PER_TILE as seen
[115886.500] TechTree: popupInfo.Data1: 0
[115886.500] TechTree: popupInfo.Data2: -1
[115886.500] TechTree: popupInfo.Data3: 0
[115898.234] Advisors: Marking ARCH as seen
[115902.390] SocialPolicyPopup: In UpdateDisplay()
[115902.421] Advisors: Marking CHOOSE_POLICY_SCREEN as seen
[115902.421] Advisors: Could not find concept. HpZ
[115904.453] Advisors: Popping Advisor UI
[115951.515] Advisors: Marking CHOOSE_PRODUCTION_SCREEN as seen
[115951.515] Advisors: Could not find concept. HpZ
[115954.812] Advisors: Popping Advisor UI
[115957.031] TechTree: popupInfo.Data1: 0
[115957.031] TechTree: popupInfo.Data2: -1
[115957.031] TechTree: popupInfo.Data3: 0
[115958.203] TechTree: stealingTechTargetPlayerID: -1
[115958.203] TechTree: player:GetNumFreeTechs(): 0
[115962.593] Advisors: Marking CHOOSE_IDEOLOGY as seen
[115962.593] Advisors: Could not find concept. `ö
[115963.515] TurnProcessing: Hiding TurnProcessing
[115964.375] Advisors: Popping Advisor UI
[115965.187] SocialPolicyPopup: In UpdateDisplay()
[115969.500] ChooseIdeologyPopup: CultureVictory
[115969.500] ChooseIdeologyPopup: DiplomaticVictory
[115969.500] ChooseIdeologyPopup: DominationVictory
[115969.515] ChooseIdeologyPopup: CultureVictory
[115969.515] ChooseIdeologyPopup: DiplomaticVictory
[115969.515] ChooseIdeologyPopup: ScienceVictory
[115969.515] ChooseIdeologyPopup: CultureVictory
[115969.515] ChooseIdeologyPopup: DominationVictory
[115969.515] ChooseIdeologyPopup: ScienceVictory
[115975.078] SocialPolicyPopup: In UpdateDisplay()
[115988.328] SocialPolicyPopup: In UpdateDisplay()
[115997.046] SocialPolicyPopup: In UpdateDisplay()
[116012.828] SocialPolicyPopup: In UpdateDisplay()
[116019.250] SocialPolicyPopup: In UpdateDisplay()
[116023.125] SocialPolicyPopup: In UpdateDisplay()
[116056.796] TurnProcessing: Hiding TurnProcessing
[116079.125] TurnProcessing: Hiding TurnProcessing
[116099.812] TurnProcessing: Hiding TurnProcessing
[116103.187] Advisors: Marking COMBAT_INTRO as seen
[116104.562] CityBannerManager: CityBanner CombatBegin
[116107.312] CityBannerManager: CityBanner CombatEnd
[116108.578] Advisors: Popping Advisor UI
[116108.593] Advisors: Marking ATTACKING_CITY as seen
[116109.765] Advisors: Popping Advisor UI
[116109.781] Advisors: Marking ZONE_OF_CONTROL as seen
[116110.453] Advisors: Popping Advisor UI
[116129.546] LeaderHeadRoot: Handling LeaderMessage: 0, In the name of the peaceful Indian people, I greet you.
[116132.812] DiscussionDialog: DiploUIStateTypes.DIPLO_UI_STATE_WAR_DECLARED_BY_HUMAN
[116132.812] DiscussionDialog: DiploUIStateTypes.DIPLO_UI_STATE_WAR_DECLARED_BY_HUMAN NOT activated in DiscussionDialog
[116132.812] LeaderHeadRoot: Handling LeaderMessage: 1, How could you do such a thing? Begone, you vile being.
[116148.718] CityBannerManager: CityBanner CombatBegin
[116151.609] CityBannerManager: CityBanner CombatEnd

Mod List:
City State Leaders II (compatible) (v7)
Enlightenment Era (v5)
Historical Religions Edit (BNW or GK) (v45)
Yet (not) Another Earth Maps Pack (v22)
- YnAEMP DLL 43 civs (v2)
- YnAEMP DLL Leader fix for BNW (v2)
- YnAEMP DLL Leader fix for GK (v1)
ZNW-Symbolic Ideology Tenets (v1)

Also when I tried the same thing but with all mods disabled (except the Enlightenment mod), the problem's still there. I can't "choose production" and I can't see the tech tree.
 
Okay, after a fair while of no activity, version 6 should have just gone live. It fixes a bunch of bugs people have had, adds missing effects for wonders, and a few other issues people have brought up. It also adds a complete German language version courtesy of derdeppjones, while other languages have had files for them added with English text to fix an issue where the tech tree didn't display properly. I think it's hit most of the bugs people have reported, though one or two may have slipped through the cracks.
 
Thanks for the update Poukai. When going through the files I noticed some balance changes, will the manual be updated too? And Manor seems to be missing "GreatPeopleRateModifier", and I could not see any effect/yield to substitute that, possibly a bug. Ok just checked the text file it indicates 15% gp generation, so it's a bug then. Good call on nerfing the new buildings btw.
Also the manual is outdated in regards to ships too, and a very minor issue, setting prereqtech blank instead of "null" makes the log a bit more clean. Thanks again.
 
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