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around turn 140, when ending a turn I get a endless loop of:

"ottomans lost their capital"
"ottomans regained their capital"

it kills my game

I am using latest mod patchset, downloaded it today

attached savegame which should crash within 1-2 turns

map is the TrueStartLocations world map, standard size. http://forums.civfanatics.com/showthread.php?t=381921
 

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around turn 140, when ending a turn I get a endless loop of:

"ottomans lost their capital"
"ottomans regained their capital"

it kills my game

I am using latest mod patchset, downloaded it today

attached savegame which should crash within 1-2 turns

map is the TrueStartLocations world map, standard size. http://forums.civfanatics.com/showthread.php?t=381921

I doubt this has anything to do with the mod. However, this is what I do when encountering a freeze or crash (I'm putting your bug into this category):

1. Go to the main screen.
2. Open the nearest auto-save prior to the crash turn.
3. Save that to Steam, just in case.
4. Try to keep playing.

Sometimes I have to go back another turn, but this approach gets me around glitches almost 100% of the time.
 
yeah I tried that, it seemed to get a bit further and I got my hopes up, then it died next turn the same way. thanks though.
 
Rather significant new development testing version up on the first post... I'm experimenting with redesigning the rather underwhelming unique ships and aircraft into UUs/UBs more useful (and historically significant) for the civs involved (US, UK, Japan). Give it a try if you have a chance, it'd be great to have feedback. :)


@CBG68
The effects of a trade route are explicitly described in the Harbor's civlopedia entry:

An unbroken :c5trade: route of roads, railroads, or water tiles to the :c5capital: Capital provides :c5gold:.

An unbroken :c5trade: route of railroads or water tiles to the :c5capital: Capital provides +50% :c5production: (requires Railroads technology).
In addition, there are two special bonuses described elsewhere:

  • +0.5:c5happy: per :c5trade: with Meritocracy policy.
  • +1:c5gold: per :c5trade: with Arabia's unique trait.
These are the only four effects of trade routes (unless I forgot to mention something).


@ShaneGC
Do you have the Economy Mod installed? It hides the unit order frame. I think some other mods might also do so, but the Balance mods do not.


@kiwijase
I haven't encountered this issue before, so I have no idea what the problem might be. Do you have any other mods installed? I've played through dozens of games without such a problem.
 
Rather significant new development testing version up on the first post... I'm experimenting with redesigning the rather underwhelming unique ships and aircraft into UUs/UBs more useful (and historically significant) for the civs involved (US, UK, Japan). Give it a try if you have a chance, it'd be great to have feedback. :)

I'll try it next. The Japanese UB seems like classic Civ 5, and promising. I'm curious to see whether the payoff to the English one is meaningful. My guess is the American one will be the hardest to gauge. It promises some partial-first-turn exploring, safe unescorted journeys, and the possible winning of a few races, all of which could have long-term payoffs... but who knows?

By the way, does the current mod have the nerfed chariots?
 
Yeah, I think I actually included the chariot nerf in Combat v19... believe I forgot to document it.

I aimed for the "possibly not powerful enough" side of things with these UUs/UBs, and will buff them if gameplay testing demonstrates they're underpowered. The buffs I have in mind to add are (if necessary):
  • Pioneer ignores terrain.
  • Manufacturing Plant specialists raised from 1 to 3.
  • Shinto Temple culture raised from 2 to 3.
 
Thalassicus:

I don't have any other mods installed. Disabling CCMAT v11 and things work fine... :cry:

I've had the mod for awhile (never had the problem pre v11). Could there be a problem with an older config file or do they go into different directories based on version?
 
Tried looking this up as I know for a fact it's been answered before but no luck so...

My unit menu is missing in the lower left corner. I see the little >> expand arrows which I can click but that doesn't do much. How do I go about fixing this?

(make future search easier..) unit menu missing - unit menu gone - unit menu

AFAIK Thal's mods don't affect unitpanel.lua. Do you have any other mods like "rename units anytime" or the one that shows promotions in world view (included in CCMAT)?

I had problems using "rename units anytime", the unit panel didn't show reliably. This was despite having only one instance of unit panel.lua in my MODS folder (the one from RUA).
 
I downloaded the newest dev. mod of Balance Combined, and the policy of -50% less land cost was still there. I was able to get all tiles with Washington for free, in Classical era.
 
I don't get the installation.

It says "unizip the package into the folder bla bla bla..."

The "package?" As in the .zip/.rar file??? How will that work? No other civ mod works like that as far as I know. :S
And if I just extract all the separate folders into the /MODS folder, how would I choose all of them at once?? Do I go to the mods list and check all the boxes of those I want in the game?
 
I don't get the installation.

It says "unizip the package into the folder bla bla bla..."

The "package?" As in the .zip/.rar file??? How will that work? No other civ mod works like that as far as I know. :S
And if I just extract all the separate folders into the /MODS folder, how would I choose all of them at once??

You would install them in the game's Mod screen.
 
@kiwijase
I haven't encountered this issue before, so I have no idea what the problem might be. Do you have any other mods installed? I've played through dozens of games without such a problem.

yeah a couple of other minor mods

tell me though, did you load my savegame and have the same issue? I just want to know if its something to do with my setup or not... thanks
 
Downloaded this mod, together with the Recommended Mods.

But I'm now changing my GlobalDefines.xml, I only forgot that things got changed.
Where can I find the modversion of globaldefines?

Could I get some help on this one?
Still haven't located it. And Im quite sick of the game taking all food tiles above hammer tiles...
 
Have you tried taking manual control of your city workers, or shifting the focus to Production?

I think he means: the tiles that are selected for cultural expansion.
AFAIK city governor settings and tile working has no impact on the fact that the culture-acquisition algorithm favors flatland over hills.
 
Hi Thal,

Great to see you back on the job.
I am using the latest mod pack from your download.
Couple of bugs I came across:

I had two cities, both with aqueducts, but there was no option given to build the Baths of Trajan. The icon was present in the tech tree, but no choice in the city build queue.

Second bug: Having some issues with city state requests. Ragusa was asking for barbs to be killed. I smoted all of them, but Ragusa then did not give me any handshakes. I then attempted to build a road to it as it requested (this meant Ragusa had two concurrently activated missions). Again with completion of BOTH harbour and land roads - no handshakes again.
 
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