A couple more "quick" inquiries

Errors:
table Buildings has no column named TradeRouteModifier (wonders.sql)
table Policies has no column named TradeRouteGoldModifier (policies.sql)


Now it's late. I need to sleep a bit. :)

Edit: LeaderScenes need to be imported to VFS.
Edit2: Audio/Peace/ALF_Peace.mp3 is not imported to VFS.
For Vanilla and G&K TradeRouteModifier is good. For BNW it is a file-discard issue. It is replaced by CityConnectionTradeRouteModifier.
 
Yes, I'm aware of what Global tables do, so that was intentional, although I wasn't aware that Building_SpecialistYieldChanges is global. :cringe: And a couple of those are my oh-so-common typos.

At any rate... I was testing with BNW disabled as I like to, so that shouldn't be causing the crash, although I guess it wouldn't be a bad idea to remove the column and add it to a separate trigger that checks for if BNW is enabled or not.

No other ideas on why it's crashing? :/
 
Code:
INSERT INTO Building_DomainFreeExperiences
	(BuildingType,			DomainType,		Experience)
VALUES
	('BUILDING_HEROS_BLADE_ALTAR',	'DOMAIN_LAND',		50),
	('BUILDING_HEROS_BLADE_ALTAR',	'DOMAIN_SEA',		50),
	('BUILDING_HEROS_BLADE_ALTAR',	'DOMAIN_AIR',		50),
	('BUILDING_HEROS_BLADE_ALTAR',	'DOMAIN_HOVER',		50);
DOMAIN_HOVER is a domain, but are you adding any units that use it?

----------------------------------------------------------------------------------------------------

Code:
INSERT INTO Building_FreeUnits
	(BuildingType,				UnitType,			NumUnits)
VALUES	
	('BULDING_GATES_OF_THE_UNDERWORLD',	'UNIT_ENGINEER',		1),
	('BUILDING_BLOOD_TEMPLE',		'UNIT_HEALER',			1),
	('BUILDING_ANKH_OF_YHIS',		'UNIT_ARTIST',			1),
	('BUILDING_BATTLE_FONT',		'UNIT_GENERAL',			1),
	('BUILDING_OLIVE_RELIQUARY',		'UNIT_PROPHET',			1),
	('BUILDING_TOWER_OF_TRADE',		'UNIT_MERCHANT',		1),
	('BUILDING_NEXTWORLD_LABORATORY',	'UNIT_SCIENTIST',		1);

I didn't catch where you were altering the unit name of the great general, so you will need: UNIT_GREAT_GENERAL instead of UNIT_GENERAL

----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995077.015] Invalid Reference on Buildings.IconAtlas - "0" does not exist in IconTextureAtlases
[995077.015] Invalid Reference on Buildings.IconAtlas - "1" does not exist in IconTextureAtlases
etc
etc


Some snippetted code from Wonders.SQL:
Code:
HurryCostModifier,	IconAtlas,	PortraitIndex,		SpecialistType,

-1,			0,		'WOA_WONDER_ATLAS',	NULL,
-1,			1,		'WOA_WONDER_ATLAS',	NULL,
----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995077.015] Invalid Reference on Buildings.PrereqTech - "TECH_CURRNCY" does not exist in Technologies
Ought to be obvious the misspelling

----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995077.015] Invalid Reference on Buildings.TrainedFreePromotion - "PROMOTION_SVEKETOL_SHRINE" does not exist in UnitPromotions
[995077.015] Invalid Reference on Buildings.TrainedFreePromotion - "PROMOTION_TEMPLE_OF_RAGNOTRE" does not exist in UnitPromotions
[995077.015] Invalid Reference on Buildings.TrainedFreePromotion - "PROMOTION_DOME_OF_EKHTAH_KAMUT" does not exist in UnitPromotions



----------------------------------------------------------------------------------------------------

DataBase.log error:
Spoiler :
Code:
[995077.218] Invalid Reference on Buildings.Help - "TXT_KEY_BUILDING_EREULIADE_HELP" does not exist in Language_en_US
[995077.281] Invalid Reference on Buildings.Strategy - "TXT_KEY_BUILDING_EREULIADE_STRATEGY" does not exist in Language_en_US
[995077.281] Invalid Reference on Buildings.Strategy - "TTX_KEY_BUILDING_REBEL_CAMP_STRATEGY" does not exist in Language_en_US
[995077.281] Invalid Reference on Buildings.Strategy - "TXT_KEY_BUILDING_SVEKETOL_SHRINE_STRATEGY" does not exist in Language_en_US
[995077.343] Invalid Reference on Buildings.Civilopedia - "TXT_KEY_BUILDING_BONUS_CULTURE_PEDIA" does not exist in Language_en_US
[995077.343] Invalid Reference on Buildings.Civilopedia - "TXT_KEY_BUILDING_EREULIADE_PEDIA" does not exist in Language_en_US
[995077.343] Invalid Reference on Buildings.Civilopedia - "TXT_KEY_BUILDING_MASTABA_PEDIA" does not exist in Language_en_US
[995077.343] Invalid Reference on Buildings.Civilopedia - "TXT_KEY_BUILDING_TAVERN_PEDIA" does not exist in Language_en_US
[995077.343] Invalid Reference on Buildings.Civilopedia - "TXT_KEY_BUILDING_BARAY_PEDIA" does not exist in Language_en_US
[995077.343] Invalid Reference on Buildings.Civilopedia - "TXT_KEY_BUILDING_STADMONTAGPAKKA_PEDIA" does not exist in Language_en_US
[995077.343] Invalid Reference on Buildings.Civilopedia - "TXT_KEY_BUILDING_DIVINE_ACADEMY_PEDIA" does not exist in Language_en_US
[995077.343] Invalid Reference on Buildings.Civilopedia - "TXT_KEY_BUILDING_DYERY_PEDIA" does not exist in Language_en_US
[995077.343] Invalid Reference on Buildings.Civilopedia - "TXT_KEY_BUILDING_MERCANTEUM_PEDIA" does not exist in Language_en_US
[995077.343] Invalid Reference on Buildings.Civilopedia - "TXT_KEY_BUILDING_EBONY_GROVE_PEDIA" does not exist in Language_en_US
[995077.343] Invalid Reference on Buildings.Civilopedia - "TXT_KEY_BUILDING_REBEL_CAMP_PEDIA" does not exist in Language_en_US
[995077.406] Invalid Reference on Buildings.Description - "TXT_KEY_BUILDING_EREULIADE" does not exist in Language_en_US

----------------------------------------------------------------------------------------------------

DataBase.log error:
Not necessary to repeat here, but you're getting a boatload of missing building references in other Building_ tables coming from the delete of the standard wonder and national wonders.

----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995077.484] Invalid Reference on Civilizations.Adjective - "TXT_KEY_CIVILIZATION_WOA_PIF_DEMONYM" does not exist in Language_en_US

----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995077.609] Invalid Reference on Civilization_BuildingClassOverrides.BuildingClassType - "BUI[color="red"]DL[/color]INGCLASS_MARKET" does not exist in BuildingClasses

Typo typo again

----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995077.609] Invalid Reference on Civilization_BuildingClassOverrides.CivilizationType - "CIVILIZATION_BARBARIAN" does not exist in Civilizations
[995077.609] Invalid Reference on Civilization_BuildingClassOverrides.CivilizationType - "CIVILIZATION_MINOR" does not exist in Civilizations

Getting a whole bunch of these from deletions leaving dangling references effects, I assume

----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995077.671] Invalid Reference on Civilization_CityNames.CityName - "TXT_KEY_CITY_NAME_WOA_ALF_UHUIR" does not exist in Language_en_US
[995077.671] Invalid Reference on Civilization_CityNames.CityName - "TXT_KEY_CITY_NAME_WOA_NWO_ADRAMANTH" does not exist in Language_en_US

----------------------------------------------------------------------------------------------------

DataBase.log errors:
Code:
[995077.671] Invalid Reference on Civilization_CityNames.CivilizationType - "CIVILIZATION_AMERICA" does not exist in Civilizations
[995077.703] Invalid Reference on Civilization_FreeBuildingClasses.CivilizationType - "CIVILIZATION_ZULU" does not exist in Civilizations
[995077.703] Invalid Reference on Civilization_FreeTechs.CivilizationType - "CIVILIZATION_AMERICA" does not exist in Civilizations
[995077.703] Invalid Reference on Civilization_FreeUnits.CivilizationType - "CIVILIZATION_ENGLAND" does not exist in Civilizations
[995077.703] Invalid Reference on Civilization_Leaders.CivilizationType - "CIVILIZATION_AMERICA" does not exist in Civilizations
[995077.703] Invalid Reference on Civilization_Religions.ReligionType - "RELIGION_PROTESTANTISM" does not exist in Religions
[995077.703] Invalid Reference on Civilization_Religions.CivilizationType - "CIVILIZATION_AMERICA" does not exist in Civilizations
[995077.765] Invalid Reference on Civilization_SpyNames.CivilizationType - "CIVILIZATION_AMERICA" does not exist in Civilizations
[995077.765] Invalid Reference on Civilization_UnitClassOverrides.CivilizationType - "CIVILIZATION_BARBARIAN" does not exist in Civilizations
[995077.781] Invalid Reference on Civilization_Start_Along_Ocean.CivilizationType - "CIVILIZATION_ENGLAND" does not exist in Civilizations
[995077.781] Invalid Reference on Civilization_Start_Region_Priority.CivilizationType - "CIVILIZATION_ARABIA" does not exist in Civilizations
[995077.781] Invalid Reference on Civilization_Start_Region_Avoid.CivilizationType - "CIVILIZATION_EGYPT" does not exist in Civilizations
[995077.781] Invalid Reference on Civilization_Start_Place_First_Along_Ocean.CivilizationType - "CIVILIZATION_VENICE" does not exist in Civilizations
[995077.781] Invalid Reference on MinorCivilizations.MinorCivTrait - "MINOR_TRAIT_CULTURAL" does not exist in MinorCivTraits
[995079.093] Invalid Reference on Improvements.CivilizationType - "CIVILIZATION_FRANCE" does not exist in Civilizations
[995079.281] Invalid Reference on Resources.CivilizationType - "CIVILIZATION_INDONESIA" does not exist in Civilizations

Getting a whole bunch of these for each civ., religion, etc., from deletions leaving dangling references effects, I assume

----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995077.843] Invalid Reference on MinorCivilizations.Adjective - "TXT_KEY_MINOR_CIV_EZKABAI_DEMONYM" does not exist in Language_en_US
[995077.906] Invalid Reference on MinorCivilizations.ShortDescription - "TXT_KEY_MINOR_CIV_EZKABAI" does not exist in Language_en_US
[995077.968] Invalid Reference on MinorCivilizations.Civilopedia - "TXT_KEY_MINOR_CIV_EZKABAI_PEDIA" does not exist in Language_en_US
[995078.015] Invalid Reference on MinorCivilizations.Description - "TXT_KEY_MINOR_CIV_EZKABAI" does not exist in Language_en_US

----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995078.031] Invalid Reference on MinorCivilization_CityNames.MinorCivType - "MINOR_CIV_GULLISSE" does not exist in MinorCivilizations

----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995078.031] Invalid Reference on Traits.FreeBuilding - "BUILDING_WOA_ALF" does not exist in Buildings



----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995078.328] Invalid Reference on Policies.Description - "TXT_KEY_POLICY_WOA_GHA" does not exist in Language_en_US
[995078.328] Invalid Reference on Policies.Description - "TXT_KEY_POLICY_WOA_NEP_GOLD_PEACE" does not exist in Language_en_US
[995078.328] Invalid Reference on Policies.Description - "TXT_KEY_POLICY_WOA_NEP_GOLD_WAR" does not exist in Language_en_US
[995078.328] Invalid Reference on Policies.Description - "TXT_KEY_POLICY_WOA_NEP_BONUS_PEACE" does not exist in Language_en_US
[995078.328] Invalid Reference on Policies.Description - "TXT_KEY_POLICY_WOA_NEP_BONUS_WAR" does not exist in Language_en_US
[995078.328] Invalid Reference on Policies.Description - "TXT_KEY_POLICY_WOA_OTK" does not exist in Language_en_US
[995078.328] Invalid Reference on Policies.Description - "TXT_KEY_POLICY_WOA_PIF" does not exist in Language_en_US
[995078.328] Invalid Reference on Policies.Description - "TXT_KEY_POLICY_WOA_TPR" does not exist in Language_en_US
[995078.328] Invalid Reference on Policies.Description - "TXT_KEY_POLICY_12_BLADES_PERFIDIA" does not exist in Language_en_US
[995078.328] Invalid Reference on Policies.Description - "TXT_KEY_POLICY_AKROPOLI_LIBRARY" does not exist in Language_en_US
[995078.328] Invalid Reference on Policies.Description - "TXT_KEY_POLICY_WORLD_WELL" does not exist in Language_en_US



----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995078.531] Invalid Reference on Specialists.IconAtlas - "WOA_SPECIALIST_ATLAS" does not exist in IconTextureAtlases
[995078.531] Invalid Reference on Specialists.IconAtlas - "WOA_SPECIALIST_ATLAS" does not exist in IconTextureAtlases
[995078.531] Invalid Reference on Specialists.IconAtlas - "WOA_SPECIALIST_ATLAS" does not exist in IconTextureAtlases
[995078.531] Invalid Reference on Specialists.IconAtlas - "WOA_SPECIALIST_ATLAS" does not exist in IconTextureAtlases
[995078.531] Invalid Reference on Specialists.IconAtlas - "WOA_SPECIALIST_ATLAS" does not exist in IconTextureAtlases
[995078.531] Invalid Reference on Specialists.IconAtlas - "WOA_SPECIALIST_ATLAS" does not exist in IconTextureAtlases



----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995078.906] Invalid Reference on Features.Civilopedia - "TXT_KEY_FEATURE_SUMMIT_PEDIA" does not exist in Language_en_US
[995078.968] Invalid Reference on Features.Description - "TXT_KEY_FEATURE_SUMMIT" does not exist in Language_en_US


----------------------------------------------------------------------------------------------------

DataBase.log error:
Spoiler :
Code:
[995079.406] Invalid Reference on Resources.Civilopedia - "TXT_KEY_RESOURCE_WOA_EBONY_PEDIA" does not exist in Language_en_US
[995079.406] Invalid Reference on Resources.Civilopedia - "TXT_KEY_RESOURCE_WOA_MAHOGANY_PEDIA" does not exist in Language_en_US
[995079.406] Invalid Reference on Resources.Civilopedia - "TXT_KEY_RESOURCE_WOA_TEAK_PEDIA" does not exist in Language_en_US
[995079.843] Invalid Reference on Units.Help - "TXT_KEY_UNIT_KHOPESH_HELP" does not exist in Language_en_US
[995079.843] Invalid Reference on Units.Help - "TXT_KEY_UNIT_CLAYMORE_HELP" does not exist in Language_en_US
[995079.843] Invalid Reference on Units.Help - "TXT_KEY_UNIT_VILLAIN_HELP" does not exist in Language_en_US
[995079.843] Invalid Reference on Units.Help - "TXT_KEY_UNIT_GANNADWEREOR_HELP" does not exist in Language_en_US
[995079.843] Invalid Reference on Units.Help - "TXT_KEY_UNIT_NOLIN_MERCHANTMAN_HELP" does not exist in Language_en_US
[995079.843] Invalid Reference on Units.Help - "TXT_KEY_UNIT_HERO_HELP" does not exist in Language_en_US
[995079.906] Invalid Reference on Units.Strategy - "TXT_KEY_UNIT_KHOPESH_STRATEGY" does not exist in Language_en_US
[995079.906] Invalid Reference on Units.Strategy - "TXT_KEY_UNIT_CLAYMORE_STRATEGY" does not exist in Language_en_US
[995079.906] Invalid Reference on Units.Strategy - "TXT_KEY_UNIT_VILLAIN_STRATEGY" does not exist in Language_en_US
[995079.906] Invalid Reference on Units.Strategy - "TXT_KEY_UNIT_NOLIN_MERCHANTMAN_STRATEGY" does not exist in Language_en_US
[995079.906] Invalid Reference on Units.Strategy - "TXT_KEY_UNIT_HARROW_STRATEGY" does not exist in Language_en_US
[995079.906] Invalid Reference on Units.Strategy - "TXT_KEY_UNIT_CASTRUS_STRATEGY" does not exist in Language_en_US
[995079.906] Invalid Reference on Units.Strategy - "TXT_KEY_UNIT_HERO_STRATEGY" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_AXEMAN_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_MACEMAN_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_KHOPESH_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_CLAYMORE_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_VILLAIN_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_IGNUMITE_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_GENDARME_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_GANNADSWEREOR_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_KAIGA_ITE_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_BASLARDER_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_NOLIN_MERCHANTMAN_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_MASTER_ARCHITECT_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_HARROW_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_GASTRAPHETES_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_CASTRUS_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_SECHIYAWE_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_HERO_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_CI_NORDA_BERSERKER_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_CI_NORDA_HUSCARL_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_HEALER_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_AIR_SAGE_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_WATER_SAGE_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_EARTH_SAGE_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_FIRE_SAGE_PEDIA" does not exist in Language_en_US
[995079.968] Invalid Reference on Units.Civilopedia - "TXT_KEY_UNIT_ANCIENT_SAGE_PEDIA" does not exist in Language_en_US

----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995080.031] Invalid Reference on Unit_Builds.BuildType - "BUILD_CHOP_FOREST" does not exist in Builds
[995080.031] Invalid Reference on Unit_Builds.BuildType - "BUILD_ASCLEPEION" does not exist in Builds

----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995080.031] Invalid Reference on Unit_ClassUpgrades.UnitType - "UNIT_GANNADWEREOR" does not exist in Units
[995080.031] Invalid Reference on Unit_FreePromotions.UnitType - "UNIT_CI_NORDA_BESERKER" does not exist in Units
[995080.093] Invalid Reference on Unit_UniqueNames.UniqueName - "TXT_KEY_MASTER_ARCHITECT_JEDA" does not exist in Language_en_US

----------------------------------------------------------------------------------------------------

DataBase.log error:
Code:
[995080.171] Invalid Reference on UnitPromotions.PediaEntry - "TXT_KEY_PROMOTION_PROMOTION_BASLARDER" does not exist in Language_en_US
 
Dang, I have no idea where you're getting all these errors from! :wow: None of these are popping up in my logs!
Nonetheless, whatever you're doing right, thank you; I'll get straight to work fixing all of these.
 
Dang, I have no idea where you're getting all these errors from! :wow: None of these are popping up in my logs!
Nonetheless, whatever you're doing right, thank you; I'll get straight to work fixing all of these.
Huh. All I've ever done is follow whoward's tutorial step-by-step and to the letter. Not the 1st time, though, that somebody has asked me where "all those errors" are showing. Database.log instead of xml.log or xml-perf.log is the only thing I can answer.
 
Yes, it's not crashing anymore!
I mean, it still needs a heckuva lot of clean up, but I can at least start up a game now...
I'm getting a lot of errors now :lol: Especially in the lua.log, where IGE is spitting about 4 thousand trillion (no exaggerations here :p) errors along the lines of "!!!!!!!!! WARNING! In table 'X', the token '"Y"' does not exist for '"Z"' "
Plus normal lua errors, even though none of the functions should be firing yet. :/

And I added in a cleanup file, which deletes missing references to Type in Civilizations, MinorCivilizations and Buildings.

Now, as for the database.log, I'm getting this:
Code:
[43458.072] In Query - select * from Civilization_Leaders where 
[43458.072] near " ": syntax error
[43458.072] In Query - select * from Leader_Traits where 
[43458.072] near " ": syntax error
repeated a couple hundred times over, no exaggeration. (really :p) Case in point -> https://www.dropbox.com/s/mlbv2n1avl4yejz/2MANYERRORS.txt?dl=0
Leader file was changed a bit in the update. No idea what to think about this; the sheer number of repetitions fried my brain. Civ file changed only to add in CIVILIZATION_MINOR and CIVILIZATION_BARBARIAN to the list of not-to-be-deleted civs, but should I re-attach anyway?
 
No ideas as to the repeated error?
Well, here's a fresh one: upon founding a city and opening the city screen, I'm forbidden from building anything except wealth and research. See for yourself.(newest version here) I'm fairly certain this is because I screwed up CityView.lua, but I was just adding new specialists...

Lua.log
A whole bunch of errors that make so sense, like in GHA_Functions pPlot - which is defined just 2 lines before - is apparently a nil value. :p But on going through them again I'm fairly sure that most of them are caused by accidently switching iPlayer out for playerID, and because of the whole "for i, iPlayer in pairs(Players) do" thing that I finally grasped in another thread. So I'm going through and theoretically fixing those right now, but the GHA pPlot error still makes no sense.
And I followed Sneaks' tuto on how to add new specialists to city view, but apparently screwed something up. :p Anyone want to throw a random guess out there as to what exactly?

Have no idea why the music isn't playing even with the audio file, Reload Audio checked and all the music imported into VFS. Leaderscenes aren't working because I forgot to import the XML into VFS, so I'm changing that now too.

Database.log doesn't seem to have changed.

EDIT: Eliminated most of the errors, but the GHA pPlot one remains. So... ignore most of the errors in the lua.log until I re-upload it, I guess.
 
I did see one music file that is not set VFS=true, but I don't understand why that would make the whole thing fail. I'm struggling with looking through your SQL file and comparing it in my head to what it would look like in XML. Could you be having the same "too much at once" issue you ran into earlier ?

Code:
<File md5="25B356C0A9A74C4B2C351366BB47182B" import="0">Audio/Peace/ALF_Peace.mp3</File>

-----------------------------------------------------------------------------------------

In this:
Spoiler :
Code:
iRequiredCivilization = GameInfoTypes.CIVILIZATION_WOA_GHA

GameEvents.UnitSetXY.Add(
function(playerID, iUnit, iX, iY)
	local pPlot = Map.GetPlot(iX, iY)
	local iPlotOwner = pPlot:GetOwner()
	if iPlotOwner == playerID then return end
	if Players[iPlotOwner]:GetCivilizationType() ~= iRequiredCivilization then return end
	local pPlotOwnerPlayer = Players[iPlotOwner]
	local pUnitOwner = Players[playerID]
	local pUnit = pUnitOwner:GetUnitByID(iUnit)
	local iHomeTeam = pPlotOwnerPlayer:GetTeam()
	local iVisitingTeam = pUnitOwner:GetTeam()
	local bWar = Teams[iHomeTeam]:IsAtWar(iVisitingTeam)
	if bWar then
		local iDefaultMoves = GameInfo.Units{ID=pUnit:GetUnitType()}.Moves
		local iNewMoves = math.floor(iDefaultMoves / 2)
		local iMovesUsed = (iDefaultMoves - pUnit:GetMoves())
		if (iMovesUsed >= iNewMoves) then
			pUnit:SetMoves(0)
		end
	end
end)
this line is coming back as a nil value at times (I think):
Code:
local pPlot = Map.GetPlot(iX, iY)
which causes the following line to fail:
Code:
local iPlotOwner = pPlot:GetOwner()
I'm pretty sure that's code that I wrote for you. I'm not sure what's causing the runtime result to come back nil on "pPlot". Something obvious I'm overlooking. If someone knows what it is stupid I did there please enlighten.
 
Mmm, I think I figured out the problem with the music not playing; I believe it's because I used the wrong naming convention for the AS2Ds in Audio.sql. (Need WOA_ in their names) So hopefully that should be fixed in the next playtest.

So #1 priority for me right now is figuring why the heck the city production screen is all screwy, although it would be nice if I wasn't getting 50 GHA_Function errors a turn.

Oh, and to answer one of your questions from a little bit back, yes, I'm adding exactly one unit with DOMAIN_HOVER.

EDIT: Gah, as soon as I reopen CityView I see a potential problem. :cringe: I wager it's because I forgot ".dds" at the end of a couple of my new specialist textures, lines 167-169, but I could be wrong. I guess we'll see. :D
Oh, and what the heck is this?
Code:
[45491.014] Syntax Error: C:\Users\travis\Documents\My Games\Sid Meier's Civilization 5\MODS\AW's World of Asmos CivPak (v 1)\Lua/NWO_Functions.lua:55: unexpected symbol near ')'
[45491.014] Runtime Error: Error loading C:\Users\travis\Documents\My Games\Sid Meier's Civilization 5\MODS\AW's World of Asmos CivPak (v 1)\Lua/NWO_Functions.lua.
Spoiler :
Code:
GameEvents.PlayerCityFounded.Add(
function(iPlayer, iX, iY)
	local pPlayer = Players[iPlayer]
	if not (GameInfo.Leader_Traits{LeaderType={GameInfo.Civilization_Leaders{CivilizationType={GameInfo.Civilizations{ID=pPlayer:GetCivilizationType()}}}}} == GameInfoTypes.TRAIT_WOA_ARRIDEN) then
		return
	else
		local pCity = Map.GetPlot(iX, iY):GetPlotCity()
		local iTerrain = Map.GetPlot(iX, iY):GetTerrainType()
		if (iTerrain == GameInfoTypes.TERRAIN_GRASSLAND) or (iTerrain == GameInfoTypes.TERRAIN_PLAINS) then
			pCity:SetNumRealBuilding(GameInfoTypes.BUILDING_GRANARY, true)
		elseif (iTerrain == GameInfoTypes.TERRAIN_DESERT) then
			pCity:SetNumRealBuilding(GameInfoTypes.BUILDING_OBELISK, true)
		end
		if (pPlot:GetPlotType() == PlotTypes.PLOT_HILLS) then
			pCity:SetNumRealBuilding(GameInfoTypes.BUILDING_SHRINE, true)
		if (pPlot:IsRiverSide()) then
			pCity:SetNumRealBuilding(GameInfoTypes.BUILDING_WATERMILL, true)
		end
		if (pCity:IsCoastal()) then
			pCity:SetNumRealBuilding(GameInfoTypes.BUILDING_LIGHTHOUSE, true)
		end
		if (pCity:IsHasResourceLocal(GameInfoTypes.RESOURCE_SHEEP)) or (pCity:IsHasResourceLocal(GameInfoTypes.RESOURCE_HORSE)) or (pCity:IsHasResourceLocal(GameInfoTypes.RESOURCE_COW)) then
			pCity:SetNumRealBuilding(GameInfoTypes.BUILDING_STABLE, true)
		end
		if (pCity:IsHasResourceLocal(GameInfoTypes.RESOURCE_IRON)) then
			pCity:SetNumRealBuilding(GameInfoTypes.BUILDING_FORGE, true)
		end
	end
end)
It's complaining about... something next to that last parenthesis? A symbol which doesn't even exist?

Ah, well. The mod is good enough - as in, not crashing - for me to roll out the alpha 1.0 version tomorrow. :D
(Alpha 1.0 because I didn't give myself enough time to playtest :cringe: But you'll see tomorrow why I set a deadline in the first place.)
 
if (pPlot:GetPlotType() == PlotTypes.PLOT_HILLS) then

is missing its end
 
Whoops :lol: Fixed.

...Although, by adding the .dds I apparently managed to screw up the city view even more, because I can't build anything (not even research or wealth), but that might be because I started in the ancient era.
But the lua.log has this to say about the problem:
Code:
[38435.370] Runtime Error: C:\Users\AW\Documents\My Games\Sid Meier's Civilization 5\MODS\AW's World of Asmos CivPak (v 1)\Lua\Overrides\CityView.lua:1725: attempt to index global 'TutorialButtonPopupTypes' (a nil value)
[38438.474] Runtime Error: C:\Users\AW\Documents\My Games\Sid Meier's Civilization 5\MODS\AW's World of Asmos CivPak (v 1)\Lua\Overrides\CityView.lua:53: attempt to index global 'TutorialButtonPopupTypes' (a nil value)
[38438.505] Runtime Error: C:\Users\AW\Documents\My Games\Sid Meier's Civilization 5\MODS\AW's World of Asmos CivPak (v 1)\Lua\Overrides\CityView.lua:53: attempt to index global 'TutorialButtonPopupTypes' (a nil value)
So... first it's complaining about this:
Spoiler :
Code:
-------------------------------------------------
-- Enter City Screen
-------------------------------------------------
function OnEnterCityScreen()
	
	local pCity = UI.GetHeadSelectedCity();
	
	if (pCity ~= nil) then
		Network.SendUpdateCityCitizens(pCity:GetID());
	end

	[B][COLOR="Red"]OpenAdvisorTutorialPopup(TutorialButtonPopupTypes.TUTORIALBUTTONPOPUP_CITYSCREEN);[/COLOR][/B]
	
	UI.SetInterfaceMode(InterfaceModeTypes.INTERFACEMODE_SELECTION);
end
Events.SerialEventEnterCityScreen.Add(OnEnterCityScreen);
And then goes on to complain about this...
Spoiler :
Code:
-----------------------------------------------------------------
-- CITY SCREEN CLOSED
-----------------------------------------------------------------
function CityScreenClosed()
	
	UI.SetInterfaceMode(InterfaceModeTypes.INTERFACEMODE_SELECTION);
	OnCityViewUpdate();
	UI.ClearSelectedCities();
	CloseAdvisorTutorialPopup[B][COLOR="red"](TutorialButtonPopupTypes.TUTORIALBUTTONPOPUP_CITYSCREEN);[/COLOR][/B]
	
	g_iCurrentSpecialist = -1;
	
	UI.SetCityScreenViewingMode(false);
end
Events.SerialEventExitCityScreen.Add(CityScreenClosed);

local DefaultMessageHandler = {};

DefaultMessageHandler[KeyEvents.KeyDown] =
function( wParam, lParam )
	
	local interfaceMode = UI.GetInterfaceMode();
	if (--	interfaceMode == InterfaceModeTypes.INTERFACEMODE_CITY_PLOT_SELECTION or
		interfaceMode == InterfaceModeTypes.INTERFACEMODE_PURCHASE_PLOT) then
		if ( wParam == Keys.VK_ESCAPE or wParam == Keys.VK_RETURN ) then
			UI.SetInterfaceMode(InterfaceModeTypes.INTERFACEMODE_SELECTION);
			return true;
		end	
	else
		if ( wParam == Keys.VK_ESCAPE or wParam == Keys.VK_RETURN ) then
			if(Controls.SellBuildingConfirm:IsHidden())then
				--CloseScreen();
				Events.SerialEventExitCityScreen();
				return true;
			else
				Controls.SellBuildingConfirm:SetHide(true);
				g_iBuildingToSell = -1;
				return true;
			end
		elseif wParam == Keys.VK_LEFT then
			Game.DoControl(GameInfoTypes.CONTROL_PREVCITY);
			return true;
		elseif wParam == Keys.VK_RIGHT then
			Game.DoControl(GameInfoTypes.CONTROL_NEXTCITY);
			return true;
		end
	end
	
    return false;
end
TutorialButtonTypes isn't found anywhere else in the file. So how did adding the .dds in a completely different place break this? :confused:

And I have no idea why I keep spawning with ancient sages. In the ancient era, in place of the warrior even. I'm fairly certain that there's no code anywhere telling it to do that...

Oh, and the tech tree went berserk. I can't research anything, and the classical and ancient eras look good, but then the lines head off into blank whiteness... :confused:

I'm not sure if that has anything to do with these complaints:
Code:
[38411.002] Runtime Error: Assets\DLC\Expansion\UI\InGame\InfoTooltipInclude.lua:251: attempt to compare number with nil
[38411.002] Runtime Error: Error loading Assets\DLC\Expansion\UI\TechTree\TechTree.lua.
Well, the second one definitely, but I'm just wondering if Civ5 just had a bad day today or I screwed something up... again.
As for the former, it's complaining about this line:
Code:
if(pBuildingInfo.SpecialistCount > 0) then
This I'm fairly certain is my fault although I don't know why adding new specialists would make this fail...

EDIT: WHOA WHOA WHOA... Er... I checked the default CityView.lua and it doesn't have any TutorialButton stuff or whatever it is at all! No results when I searched for the same string. This leads me to believe that the CityView.lua I originally got from Sneaks is bugged itself. I'll try an edit of a different instantiation of the file and see if anything changes.
EDIT2: Civ5 is having a bad day today. :cringe: Getting crashes just trying to load it up...
 
Completely different topic and now with a reward for the most necros!

Really quick question. I made a new Build that for a new unit that constructs a Fishing Boat improvement without killing the unit. But for some reason the game says that it will take 2,147,483,647 turns to complete, (Yes, exactly that number, no joke) even though its <Time> is 500. :confused: Shouldn't it take less time than a farm to build? Is this a known bug? I assume CL didn't have this problem with their Inuit UU's fishing boats...
 
Have you checked the code for the samurai?
I sure hadn't. :/
But I just did, as well as the CL Inuit Fishing Boat code. It turns out neither have a <Time> specification, so I assume the game must be hardcoded to not allow sea-based improvements to take time to build. But I'll test again with <Time> removed.
 
All water based builds are immediate (mainly because, before the Samurai confused the issue, the unit was killed in the process)
 
So, how about this error that's not making any sense to me?
Code:
[47525.236] Runtime Error: C:\Users\AW\Documents\My Games\Sid Meier's Civilization 5\MODS\AW's [REDACTED] Mod (v 1)\Compatibility\Sukritact's Events and Decisions\Compatibility_SukritactEvents.lua:17: attempt to index local 'player' (a nil value)
Code:
function AW_GetRandomCity(playerID)
   local player = Players[playerID]
   local playerCities= {}
   local playerCity = nil
			
   for city in [B][COLOR="Red"]player[/COLOR][/B]:Cities() do
	local count = 1
	playerCities[count]=playerID
	count=count+1
   end

   playerCity = playerCities[GetRandom(1, #playerCities)]
   return playerCity 
end

EDIT: Nevermind, this is probably due to me plugging in a player instance instead of a player ID later in the code...
(But then why didn't I get an error about Players[playerID]?)
 
I made a new Build that for a new unit that constructs a Fishing Boat improvement without killing the unit. But for some reason the game says that it will take 2,147,483,647 turns to complete

Does your new unit have a <WorkRate>100</WorkRate> entry? I would think that missing that would gum up the math of turns-to-complete, even if it finishes in one turn.
 
Code:
function AW_GetRandomCity(playerID)
   local player = Players[playerID]
   local playerCities= {}
   local playerCity = nil
			
   for city in [B][COLOR="Red"]player[/COLOR][/B]:Cities() do
	local count = 1
	playerCities[count]=playerID
	count=count+1
   end

   playerCity = playerCities[GetRandom(1, #playerCities)]
   return playerCity 
end
Couldn't say about the rest of the issue (ie, player coming back as a nil value) without the rest of the code to look at. But the chunck of code shown is going to always only return the playerID #, and not the city # or its ID info. You are going to get a table, where if the contents were printed into the lua log, would look like this:
Item # k v
1 1 0
2 2 0
3 3 0
4 4 0
If the player ID was "0" and the player had four cities.

This is because lua tables are structured as:
TableName[k] = v
in the way that you are using it with playerCities[count]=playerID. When you do this:
Code:
playerCity = playerCities[[COLOR="Blue"]GetRandom(1, #playerCities)[/COLOR]]
the color-coded blue part is randomly assigning a 'k' number from those available within the table, so if that random number generator came up with '4' as its answer, that line would be the same as stating:
Code:
playerCity = playerCities[4]
which would pull the 'v' (value) from the fourth item in the table, and place that 'v' value into variable playerCity.
 
I'll be frank here: I got this code from JFD and don't know (and never bothered to learn) the specifics of how it works anyway. But I believe the problem lies in how I was calling the method later on in the code.
 
2 more questions:

1) For the life of me, I can't seem to find the code that dictates that the Huns steal other civs' city names is. Is this a tie in the DLL or am I just looking in the wrong place?

2) Is it possible without DLL to disallow building an improvement within a certain number of tiles of a city or improvement? I don't think this is even doable with BNW XML, but I'd like to see if anyone knows of a workaround.
 
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