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#41 |
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Chieftain
Join Date: Oct 2010
Location: New Zealand
Posts: 9
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Hi Thal,
Quick question: How can I integrate the 'simple 12 hour clock' mod so that I can avoid having to tweak your top-panel.lua file everytime you provide an update? I noticed the luxury resources display mod somehow does it without modifying the top-panel, so I was wondering if you knew how to do that with the clock mod? I have the clock working, by simply adding a couple of lines to your top-panel.lua file, but I want to avoid having to do this everytime. Thanks, love your work so far! |
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#42 | |
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Zeppelin Commander
Join Date: Aug 2009
Location: Idaho
Posts: 378
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Quote:
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Currently playing: Star Trek Online, OpenTTD Bring back rigid airships, the most awesome aircraft ever built by mankind! |
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#43 | |
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Deity
Join Date: Mar 2002
Location: Belgrade, Serbia
Posts: 2,122
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Quote:
Last edited by player1 fanatic; Oct 10, 2010 at 04:31 PM. |
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#44 |
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Prince
Join Date: Aug 2010
Location: 954, Florida
Posts: 321
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There any way to download this patch from a website? The Mod program in Civ5 has never worked for me.
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The Civ5 Guide - almost everything you want to know about Civ5! See all my work on games, mods, and guides at: Reat Channel |
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#45 |
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Chieftain
Join Date: Sep 2010
Location: Europe
Posts: 72
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Yes, it is, along with the other mods, attached to this thread
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#46 |
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Emperor
Join Date: Apr 2010
Posts: 1,003
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A minor issue, your reference :- SET GoodyHutUpgradeUnitClass = "NULL"
In UnofficalPatch.sql returns an Invalid Reference, 24 times in a row in the Database.log. |
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#47 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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@BomberEscort
Even though the uranium on nuclear missiles is not technically a bug, I fixed lots of things regarding missing civlopedia information, so I'll take a look. Thank you for pointing it out. @AndyWiltshireNZ I think the only way to do so is using a merging program. I use CompareIt, and saw another good one linked when browsing the forums a few weeks ago, but can't seem to find the link again now. Since lua files are (I believe) not modular, I think this is the only solution. In the readme file included with Unofficial Patch are instructions on what to search for. I indicated comments with each bug fix. Also, you only need to do this merge each time Lua files are updated. Most of the updates are XML fixes, not Lua fixes. @Horem That's strange, it works properly in-game. I tested it by placing several dozen ancient ruins and running a scout through all of them - upgraded once to an archer, but did not upgrade further. It does match the schema specification: <Column name="GoodyHutUpgradeUnitClass" type="text" reference="UnitClasses(Type)" default="NULL"/> Edit: I've attempted several methods to try and duplicate the error you describe, and cannot seem to do so. You're referring to this file, right? <username>\Documents\My Games\Sid Meier's Civilization 5\Logs\Database.log Here's what my file looks like, all I see are the text key messages the game always spits out (with or without mods): Spoiler:
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![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Oct 11, 2010 at 03:25 AM. |
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#48 | |
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Zeppelin Commander
Join Date: Aug 2009
Location: Idaho
Posts: 378
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Quote:
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Currently playing: Star Trek Online, OpenTTD Bring back rigid airships, the most awesome aircraft ever built by mankind! |
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#49 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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Yes, I think that's it, nearly identical but open source. I'll include a link to it in the readme file, thank you.
Thank you, found and corrected this issue for v.15. The civlopedia entry now states it requires 2 Uranium.
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![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Oct 11, 2010 at 03:25 AM. |
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#50 |
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Mod lister!
Join Date: Nov 2005
Location: Sweden
Posts: 1,117
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Just wanted to say I like your mod
.
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#51 |
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Chieftain
Join Date: Dec 2003
Location: Algonquin, IL
Posts: 57
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Something in v15 breaks the compatability instructions. Top panel is now broken using "civ5crazy ui emod (v 1)" with your compatability instructions.
EDIT- It worked fine with v14 |
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#52 |
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Chieftain
Join Date: Dec 2003
Location: Algonquin, IL
Posts: 57
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ANd of course I deleted the old version so I can't try it myself.
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#53 |
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Emperor
Join Date: Jul 2003
Location: Missouri USA
Posts: 1,021
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Depending on how anal you are about the Civilopedia, several errors can be found by spell checking this document:
CIV5GameTextInfos_Civilopedia.XML
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Check out my Steam ID: http://steamcommunity.com/profiles/7...615/stats/CivV
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#54 |
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Chieftain
Join Date: Dec 2003
Location: Algonquin, IL
Posts: 57
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And now it works again with v2 of the UI mod. Disregard...
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#55 |
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Chieftain
Join Date: Oct 2010
Posts: 9
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Thalassicus, I'm surprised by how much your mods have done to fix and improve this game in only a couple weeks. In all seriousness, Fireaxis really ought to get rid of a few of their quality control people and bring you on board. Thanks.
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#56 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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@GoNzOTW
If you encounter the problem again, please notify me, maybe there's a way I can clarify the compatibility instructions. @BomberEscort That's actually an interesting idea to run a spell check on it, will try that. Sometimes those things can get overlooked... @floydian101 I'm not really doing much in comparison to all the work they did. It's easy to take an already near-perfect product and poke a few things around in it, much harder to create the whole thing from scratch and try and get as much of it working as possible, on time and on budget. This patch only changes a dozen or so tooltips, they had to create hundreds! Also had lots of help from people who post suggestions or discuss things on the customization and strategy forums, and I've been trying to credit that in places like the new readme files or Special Thanks. This patch in particular is about 90% suggestions. In regards to broader balance changes (in the other mods), something important that might not be obvious in the field of software engineering is that goals or system requirements change constantly. The team doesn't sit down, decide how everything is going to function so it all works properly and is balanced, then implement everything following these plans (at least not in the game industry, which is relatively progressive compared to other industries and typically use good, iterative software lifecycles). Developers must change their goals/requirements due to internal factors or external pressures, and as a result it's very difficult to fix all bugs or balance everything perfectly, since the program is only static for a short while before getting changed again. In contrast I've spent several weeks of effort while trying to keep the game mostly static, and don't have to worry about deadlines or such, so it's a much easier environment than what real developers have to deal with. I've been on both the user and developer sides of software, so I know how much easier it is to analyze as users after the fact, compared to getting the program right as the developer, so I have a lot of respect for what they've done with this game. I try and figure out what their goals were (designer notes help a lot), analyze ways to enhance those goals, and implement the necessary changes. ^^^ I way over-analyze things too sometimes.
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![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Oct 12, 2010 at 05:05 AM. |
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#57 |
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Chieftain
Join Date: Dec 2003
Location: Algonquin, IL
Posts: 57
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Your instructions were fairly clear. I actually had it working previously. Then I updated to v15, and it stopped working.
I checked to make sure the fix was still applied, cleared my cache, and it still didn't work. The UI mod got an update tonight. I downloaded it, reapplied the fix, and it worked again. I have no idea what the difference was. |
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#58 |
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Emperor
Join Date: Apr 2010
Posts: 1,003
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Sorry its taken so long to reply been a bit busy
![]() Spoiler:
If I change NULL to something like UNITCLASS_SCOUT in Unoffical Patch.sql the invalid refrences go away. |
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#59 |
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Bytes and Nibblers
Join Date: Nov 2005
Location: Texas
Posts: 10,263
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That's very strange, I wonder why our output would be different? Since I can't get this to occur, could I ask you if it works for an empty string "" ?
If you have time, it would greatly help if you can reproduce my test case in the attached scenario map (start a new game using the test map). If the scout is moved into the ancient ruins, it upgrades to an Archer but no further.
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![]() We are the Modders. CiV will be assimilated. We will enhance its biological and technological distinctiveness with our own. Resistance is futile. Communitas Expansion Pack Wiki - Discussion - News Forum Icons ~ Starting Civ5 Mods ~ Forum Tables Last edited by Thalassicus; Oct 12, 2010 at 08:51 AM. |
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