Building_ResourceYieldChanges

gdwitt

Prince
Joined
Sep 27, 2010
Messages
359
Location
Austin, TX
This is not specific to this mod.
I've been playing Vanilla mostly.
I've found that after the latest patch, that
Building_ResourceYieldChanges and <Building_YieldModifiers>
in the Building folder no longer work.
I've tested this multiple times with and without mods.

However, Building_YieldChangesPerPop and building yield changes.

My log files show nothing new or alarming, just the long list of failed name tags.

I would guess that some internal calculation mechanism is lacking.

I've deleted game files and redownloaded the game twice from Steam as well.

How could I figure out what's going on?
 
Hmm...

While I am not 100% convinced that your observations are correct. What you need to do is provide quantifiable evidence of those observations. Then eliminate any reasons for their change, one by one, until the culprit is revealed. :)

1) How are 'Building_ResourceYieldChanges' and 'Building_YieldModifiers' NOT working?


2) Keep in mind, the XML files inside the core directory are only setting up the database by defining the tables and the initial values they contain. As those tables haven't really been changed, much, by the expansions or the patches, I don't see how any fault can be seen by examining them.

So, is it because the expected yield figure is not displayed? If so, where? City view? Top panel? Some other way? Most "errors" seen are the result of some Lua files not accessing the correct table value.

Your testing methods would be helpful here. As would your log files. You say they show failed TAGS. What are they? Where are they defined? What files aren't loading, if any?

If this exists outside of any mods being loaded, have you also placed a post in the main forum?

I too have experienced frustrating errors with the core game recently, though not of the kind you describe. However, ALL errors can be found, eventually.
 
Thank you for the reply.
I am now pretty confident that the settings are coming from core xml files that I modified 1 installation ago. I can tell because the building modifications are still appearing, such as added specialists for walls and temples.

I deleted several tables (yieldmodifiers) because the game was crashing with CEG and BNW and log files were pointing at yieldmodifier files.
The game is worked without those files, but it would not capture updates I made the XML buidlings.

I can verify that the new handicaps and gamespeed XML changes do show up in the tests I'm running.
However, the default CIV5buildings.xml is appearing.
I cut and pasted the problematic buildings file on a thumb drive.
When I installed the game the last time, this file was in a quarantine file in side the xml, so it wasn't deleted. But Civ5 should not have seen it either.
Anyways, this troublesome buildings file is still being read to create the dynamics of all games whether I use mods or not.

I am DELETING THE CACHE between each load.

It seems that there's a central cache that the game is referencing for the each load.
I don't know how this test file is still being seen.
 
Ahh...there's the rub.

There is really no good reason to modify the core files at any time.
All changes that you want to make should be done with mods that load modified versions of those files or your own files that reference the tables that the core files make.

A valuable lesson has been learned here I believe.

Just for clarity. The core files generate a database called Civ5CoreDatabase.db
Then, and don't ask me why, Firaxis designed it so a copy of that database is made called Civ5DebugDatabase.db which is then, in turn, modified with the mods to produce the database that the game uses.

My advice to you is either "verify your installation" using Steam or, also using Steam, delete the local content and re-install the game files. I did it on Tuesday and it took about 6 hrs and 5.3Gb to get ALL the game files fresh and new. That's all DLC and expansions including all the patches.

Regarding cache locations.
There are 2 that you can remove safely and are made new each game.
1) the %USERPROFILE%\My Games\Sid Meier's Civilization 5\cache
2) the %USERPROFILE%\My Games\Sid Meier's Civilization 5\ModUserData

Having the same core base to work from also means any errors you may encounter in the future can be narrowed to only the loaded mods, not some forgotten edits from an earlier time.

Hope you get it all sorted.
 
I verified the file integrity using Stem.
Nothing changed.
I don't know where that old file is sitting, grabbing attention away from the valid Building files.
 
There are locations for files in an installation that has both expansions.
If you are looking for Civ5Buildings.xml it can be found here:

Vanilla:
"C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\Assets\Gameplay\XML\Buildings\CIV5Buildings.xml"

G&K:
"C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\Assets\DLC\Expansion\Gameplay\XML\Buildings\CIV5Buildings.xml"

BNW:
"C:\Program Files (x86)\Steam\SteamApps\common\Sid Meier's Civilization V\Assets\DLC\Expansion2\Gameplay\XML\Buildings\CIV5Buildings.xml"

Likewise, associated files such as CIV5Buildings_Expansion.xml, CIV5BuildingClasses.xml and CIV5BuildingClasses_Expansion.xml are also in each of those locations.

For the most part they are very similar with just minor additions to reflect the added 'stuff' for each expansion.

If you are not sure what 'exactly' you changed last time. I will do a compare on those files if you send me a zip of them. I can verify them and return them with the modifications reverted if you like.

There should be no other way that those files from previously are being read. It must be the case that the edited file(s) are still there.
Steam verification isn't 100% fool-proof.
 
Three attempts at verifying cache integrity failed to fix it.

Yes, I know the terrain of the XML files very well.
I know where the cache is as an experienced tester.

I searched "cache" and found that Steam has it own cache.

I deleted it, deleted the game, and reinstalled it.
The mystery building file reappeared in the first game.
In addition, I had modified the Handicaps file with some crazy numbers and they always reappear no matter what I do to handicaps.
I test with IGE.

Next try, I will try to use Thal's 3.6.3 and see if that butts it out.

The file is not anywhere on my computer unless it's looking in the recycling bin.

Maybe it's like life: no matter how hard you try to reinvent yourself, the same old file sneaks back in.
 
No mod will ever "fix" an edited core file by overwriting it.
Installing the latest CEP mods will not fix the problem as you have described it.
If you are re-installing the game there should be no reason for an edited file to re-appear.

Have you installed the game into two different places? Maybe you are playing the older installation?
Have you tried checking if any AV software you have is trying to "fix" this file by keeping a copy in quarantine and replacing it when it senses a change?

Are you ABSOLUTELY sure the files are being changed?
If you have re-installed the game and, somehow, the file(s) are being changed they will have different time-stamps and check-sums. Do they?

I am trying to help here. If you have a working game then this mod will also work as expected. Any discrepancies with your core files and ours will make it very hard to help with your bug-fixes or with any testing you do of it.

In short, it is in our best interest to get your system to match ours.
 
The core files are all brand new as it has been with the last few installations.
I let steam handle all the details of file locations so there are not more than 1 version running.
The only thing I suspect is that when I launch and then choose mods, the program is looking at a different source for the altered files.
The ONLY mod I enable is IGE so I can test all the resourceyields in a few minutes.
I am certain it is not functioning.

I just ran a trial with CEG 3.6.2 or whatever is on the wiki. The resource yields do work with this mod. Wheat and sugar get 1 extra food with granary; horses cattle deer 1 extra yield with stable, etc.

However, it is still showing signs of my modifications of the core files for buildings that were not altered by CEG. For ex, I added specialists back in the core buildings.xml that aren't in CEG. They appear with the CEG mod.

It's a mystery. Let me know if there's a file I can upload.
I've verified all the files in the Core expansions 2 XML files.
Steam has done this many times as well.
 
However, it is still showing signs of my modifications of the core files for buildings that were not altered by CEG. For ex, I added specialists back in the core buildings.xml that aren't in CEG. They appear with the CEG mod.

Can you please explain HOW you are seeing these signs of change. HOW is it made visible? Is it just with the values displayed inside the game? There are some visual anomalies at the moment that are not due to incorrect yields.

What do you mean by "I added specialists back in the core buildings.xml"
Please tell me you DIDN'T directly modify those core files.

If you are testing the changes of this mod it is imperative to eliminate any other changes from any other mods, yours or others.

I do not use IGE so I can not, at this time, say exactly how it evaluates the changes made, but, it may be possible that IGE and CEG are affecting yields differently and therefore you are seeing differences. I will check how IGE works.

So, to eliminate any differences you may be seeing please only use pristine core files and unload other mods while checking anything inside CEG.

EDIT:
I am currently testing IGE alongside CEG and my first instinct is IGE is loading before CEG is making any changes. Unconfirmed as yet.
If this is the case, any yields that IGE displays will be based off the vanilla values (although I do think CAT is loading before IGE so any edits made here will be included).

If your conclusions about incorrect yield values are based off the display inside IGE then I would question the accuracy.

EDIT2:
No, I don't think that is the issue. I believe IGE will accurately display any changes made, regardless of the load order of the mods. Interesting.

EDIT3:
After closely examining ALL values that CEG changes via Building_ResourceYieldChanges or Building_YieldModifiers with IGE I feel comfortable in saying there is no problem with the way IGE evaluates the changes.
I must fall back on the assertion you are changing core files instead of making a mod to load an modify the values "ingame".

Please provide some definitive examples of what you believe is wrong and how you evaluate it. Although I enjoy the thrill of the chase. ;) I also have more pressing issues to pursue.
 
I found the culprit hiding in the Expansion 1 Gameplay folder.
It read Lua, XML and myXML.
Sorry I didn't look more closely at each file directory.
Yes, I modded the core files and saved them when I uninstalled.
I thought that all local content deletes when uninstall.
I still don't understand why the program was pulling at myXML instead of XML.

I will have to learn mod-buddy for now.
It appears I can't use CEG for testing because it is incompatible with IGE.

IGE is a reliable tester for building resource changes from what I've seen.

It is confused by maybe the new buildings but still barely works on some loads.
For ex, when I add a stadium, a cinema appears like Thal intended.
There must be a disconnect with a new building or tech.
 
Ok. Good. At least you have found the file.

Learning Mod-Buddy is a step in the right direction. Remember it is only a tool that does what you tell it to do. If you design a mod that does some "bad, stupid or illogical" things, Mod-Buddy won't say "hey wait up there, you know that will not work!". It will just do exactly what you tell it to do.

Your best bet is to decide what/why/where and then look at how.

What are you trying to achieve?
Why is that a good step?
Where will this have an effect?
How I am going to do it?

Regarding IGE & CEG.

It is perfectly fine to use IGE with ANY mod.
I had some rather informative discussions yesterday, via PM, with DonQuiche about his mod.
It makes no difference whatsoever to IGE what mods do what. All his mod does is pull the information from the modified database and display it inside his panels.
If you or I or anyone decides to make a building that gives 1000:c5gold: when built on a resource, for example, it will show that.
It will faithfully display ALL changes, good and bad.

Your "stadium" issue is more likely a simple edit problem with the 'IconAtlas' & 'PortraitIndex' looking in the wrong place.

Hope you get it all back on track so you can continue with your 'testing'.
 
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