1.[minor]Pontoon Bridge mod has some bad visual alignment (mod works very well). Only visual glitch.
https://zapodaj.net/6f22b78b7db12.png.html
https://zapodaj.net/74dab3f07b29d.png.html
https://zapodaj.net/ed75e4752cc0c.png.html
2.[major]Enlightement Era mod works very well, but one thing is crashing the game. I read on steam workshop site of the EE mod that Fasil Ghebbi crashes the game when completed by human player. I tested it and it seems to be right. I built it for the first time in turn 299:
https://zapodaj.net/7514c0e6bae64.png.html
https://zapodaj.net/6720a7afa3246.png.html
and got crash log (lua.log):
Code:
[8062.116] WonderRaceDialog: ************HUMAN TURN STARTED (Turn 299)************
[8062.116] WonderRaceDialog: Processing Askia's turn
[8062.116] WonderRaceDialog: Askia is building Fasil Ghebbi in Nippur (1 turns)
[8062.116] WonderRaceDialog: Turndiff = NO CONTEST
[8062.116] WonderRaceDialog: WonderTable[BUILDING_EE_KRONBORG][Player 2] = 18
[8062.116] WonderRaceDialog: WonderTable[BUILDING_EE_FASIL_GHEBBI][Player 0] = 1
[8062.116] WonderRaceDialog: WinningPlayer[BUILDING_EE_KRONBORG] = 2
[8062.116] WonderRaceDialog: WinningPlayer[BUILDING_EE_FASIL_GHEBBI] = 0
[8062.116] WonderRaceDialog: FastestBuild[BUILDING_EE_KRONBORG] = 18
[8062.116] WonderRaceDialog: FastestBuild[BUILDING_EE_FASIL_GHEBBI] = 1
[8062.256] InfoAddictDataManager: INFO: Saving player stats took 0.082s to complete (6 inserts).
[8062.272] InfoAddictDataManager: INFO: Updating the historical data table with 0 turns took 0s to complete (0 queries).
[8062.646] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.117s
[8062.662] InfoAddictCivRelations: INFO: Total time to build political view: 0.009s
[8063.488] TurnProcessing: Hiding TurnProcessing
[8068.012] UnitPanel: GameInfo.Features[-1] is undefined
[8092.910] InGame: OnInterfaceModeChanged
[8092.910] InGame: oldInterfaceMode: 1
[8092.910] InGame: newInterfaceMode: 3
[8095.796] InGame: OnInterfaceModeChanged
[8095.796] InGame: oldInterfaceMode: 3
[8095.796] InGame: newInterfaceMode: 1
[9055.951] JFD_FirstRate_Functions: PlotAreaSweepIterator((49, 32), r=1, s=1, d=fwd, w=out, c=no)
...
[9055.951] JFD_FirstRate_Functions: PlotAreaSweepIterator((37, 29), r=1, s=1, d=fwd, w=out, c=no)
[9055.951] WonderRaceDialog: Processing Boudicca's turn
[9060.631] DiscussionDialog: Handling LeaderMessage: 12, Your proposal to the Ninth Gao Convention is a blatant attack on our interests. I hope this does not escalate to future conflict.
[9065.998] JFD_FirstRate_Functions: PlotAreaSweepIterator((21, 30), r=1, s=1, d=fwd, w=out, c=no)
...
[9066.013] JFD_FirstRate_Functions: PlotAreaSweepIterator((30, 23), r=1, s=1, d=fwd, w=out, c=no)
[9066.013] WonderRaceDialog: Processing Enrico Dandolo's turn
[9066.013] WonderRaceDialog: Player 2 is building Kronborg in one of their cities (15 turns)
[9068.712] JFD_FirstRate_Functions: PlotAreaSweepIterator((13, 17), r=1, s=1, d=fwd, w=out, c=no)
...
[9068.712] JFD_FirstRate_Functions: PlotAreaSweepIterator((12, 24), r=1, s=1, d=fwd, w=out, c=no)
[9068.712] WonderRaceDialog: Processing Harald Bluetooth's turn
[9074.063] JFD_FirstRate_Functions: PlotAreaSweepIterator((46, 12), r=1, s=1, d=fwd, w=out, c=no)
...
[9074.063] JFD_FirstRate_Functions: PlotAreaSweepIterator((50, 13), r=1, s=1, d=fwd, w=out, c=no)
[9074.063] WonderRaceDialog: Processing Nebuchadnezzar II's turn
[9078.836] JFD_FirstRate_Functions: PlotAreaSweepIterator((7, 11), r=1, s=1, d=fwd, w=out, c=no)
...
[9078.836] JFD_FirstRate_Functions: PlotAreaSweepIterator((6, 11), r=1, s=1, d=fwd, w=out, c=no)
[9078.836] WonderRaceDialog: Processing Pedro II's turn
Then I inserted different builing to slow down queue and check if it wasn't AI crashing the game by building something or moving somewhere. Then two turns later I got another crash (turn 301):
https://zapodaj.net/d7a00407974f1.png.html
And my crash log no 2:
Code:
[9998.104] WonderRaceDialog: ************HUMAN TURN STARTED (Turn 301)************
[9998.104] WonderRaceDialog: Processing Askia's turn
[9998.104] WonderRaceDialog: Askia is building Fasil Ghebbi in Nippur (1 turns)
[9998.104] WonderRaceDialog: Turndiff = NO CONTEST
[9998.104] WonderRaceDialog: WonderTable[BUILDING_EE_KRONBORG][Player 2] = 14
[9998.104] WonderRaceDialog: WonderTable[BUILDING_EE_FASIL_GHEBBI][Player 0] = 1
[9998.104] WonderRaceDialog: WinningPlayer[BUILDING_EE_KRONBORG] = 2
[9998.104] WonderRaceDialog: WinningPlayer[BUILDING_EE_FASIL_GHEBBI] = 0
[9998.104] WonderRaceDialog: FastestBuild[BUILDING_EE_KRONBORG] = 14
[9998.104] WonderRaceDialog: FastestBuild[BUILDING_EE_FASIL_GHEBBI] = 1
[9998.228] InfoAddictDataManager: INFO: Saving player stats took 0.079s to complete (6 inserts).
[9998.244] InfoAddictDataManager: INFO: Updating the historical data table with 1 turns took 0.002s to complete (1 queries).
[9998.369] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.112s
[9998.384] InfoAddictCivRelations: INFO: Total time to build political view: 0.009s
[9999.149] TurnProcessing: Hiding TurnProcessing
[10072.079] JFD_FirstRate_Functions: PlotAreaSweepIterator((49, 32), r=1, s=1, d=fwd, w=out, c=no)
...
[10072.079] JFD_FirstRate_Functions: PlotAreaSweepIterator((37, 29), r=1, s=1, d=fwd, w=out, c=no)
[10072.079] WonderRaceDialog: Processing Boudicca's turn
[10074.357] JFD_FirstRate_Functions: PlotAreaSweepIterator((25, 27), r=1, s=1, d=fwd, w=out, c=no)
...
[10074.357] JFD_FirstRate_Functions: PlotAreaSweepIterator((28, 31), r=1, s=1, d=fwd, w=out, c=no)
[10074.357] WonderRaceDialog: Processing Enrico Dandolo's turn
[10074.357] WonderRaceDialog: Player 2 is building Kronborg in one of their cities (13 turns)
[10077.508] JFD_FirstRate_Functions: PlotAreaSweepIterator((3, 17), r=1, s=1, d=fwd, w=out, c=no)
...
[10077.508] JFD_FirstRate_Functions: PlotAreaSweepIterator((21, 16), r=1, s=1, d=fwd, w=out, c=no)
[10077.524] WonderRaceDialog: Processing Harald Bluetooth's turn
[10083.842] JFD_FirstRate_Functions: PlotAreaSweepIterator((46, 12), r=1, s=1, d=fwd, w=out, c=no)
...
[10083.842] JFD_FirstRate_Functions: PlotAreaSweepIterator((50, 12), r=1, s=1, d=fwd, w=out, c=no)
[10083.842] WonderRaceDialog: Processing Nebuchadnezzar II's turn
[10090.035] JFD_FirstRate_Functions: PlotAreaSweepIterator((10, 9), r=1, s=1, d=fwd, w=out, c=no)
...
[10090.035] JFD_FirstRate_Functions: PlotAreaSweepIterator((6, 11), r=1, s=1, d=fwd, w=out, c=no)
[10090.035] WonderRaceDialog: Processing Pedro II's turn
You need to ask author of the mod (probably Poakai) if he solved this problem and released new version of EE. If not, you have to disable that wonder from the game to not to crash the game. Moreover I don't know if AI can build it. Maybe then the game crashes too. I will leave them that wonder and check, but if you disable it somehow (Enlightenment_Wonders.xml?)), everything should be ok.
3.What do you think about adding "Global - X units in forts" mod and making one of two settings:
-tiles - 1 unit; forts - 2 units;
citadels - 3 units; cities - 3 units (imo the best way to play with some "realism") or
-tiles - 2 units; forts - 3 units;
citadels - 3 units; cities - 3 units? (leave "realism" and give your archer and catapult some protection :])
Is it possible to make 2upt but ONLY for archers and siege weapons (I mean some escort), where 2 sworsmen or spearman and horseman combos on one tile are forbidden? Then first option with this modification would be the best of the best.
4.I found UI mod "Improved City View". It could be useful for people like me who play on laptop and interfaces take significant part of the screen. I didn't test it because it needs some VP files to be deleted, but it is possible to incorporate it to your modpack.
EDIT:
How is your progress going with updating modpack? Did you encounter some difficulties?
I tested few other mods and created list of possible tematical updates that could be your future releases. Thanks to this differentiation it could be easier to test it out and implement as well.
1st update (FLAGS UPDATE):
-bug fixing we talked earlier in this forum:
-UI for stacking units (unitflagmanager.lua from eui needs to be adjusted)
-flag promotions (this mod isn't compatible with "UI for stacking units" and "new promotions" mod. I believe there's a way to merge them somehow and make them work together. If some problems are encountered you could implement only UI for stacking units and leave flags to later point)
-no suzerainty mod (i will describe below why)
2nd update (CITY STATES UPDATE):
-suzerainty mod isn't compatible with big expansion related to CS. Tested this pack of mods and it was amazing experience - brand new nation states with settlers, no more random colors etc.:
-city states evolved (
link at the bottom of the post) (Increased threshold values)
-city states leaders II (
link at the bottom of the post) (Changed 2 icons - Samarkand and Sydney)
-enhanced city states (
link at the bottom of the post) (same bug between ECS and CSE like between ECS and UCS -
repaired)
-global - city states airbase (
link at the bottom of the post) (found 1 serious bug which do not allowed to move ALL stationed units from city states to our cities (just 1 for every 2) -
repaired)
-global - city states overseas territory
-meaningful city states colors (
link at the bottom of the post) (Changed some colors, added 3 missing CS)
-unique city states (?) (
link at the bottom of the post) (I tried most recent version from mod site. Its partially compatible with "cs evolved" and "enhanced cs" mods because the amount of influence shown in city state window is different from that one needed to be a friend or an ally. UCS wants to set ally influence value on 70, but ECS has higher number for that (100), so here's conflict (f. e.
https://zapodaj.net/312cd9f7b3769.png.html,
https://zapodaj.net/a6ba37b9d38ef.png.html). This change:
https://zapodaj.net/335ae18d551bd.png.html fixes values (50 - friend/100 - ally - values from ECS) but not display:
https://zapodaj.net/8bb5eeebbd615.png.html,
https://zapodaj.net/051f278d197a8.png.html. Rest of conflicting code is probably in citystatestatushelper.lua file. This change no 2 in ECS:
https://zapodaj.net/2155ca3edbb72.png.html and deleting citystatestatushelper.lua from UCS folder resolves last conflict:
https://zapodaj.net/6964b1fc7426d.png.html,
https://zapodaj.net/ed9173c898ebb.png.html,
https://zapodaj.net/8fdd0154e6a76.png.html,
https://zapodaj.net/2d6dcdbf518bb.png.html). Moreover - I tested few perks that cs are offering and they seem to work in that version but they are infinite (declaring war, city state sphere of influence or just dropping influence under the threshold of being an ally don't make them stop giving you those perks (maybe there is simple way to repair it)) -
partially repaired
Recently I spoke to Enginseer - author. There are some problems and without Gazebo's help he can't do much. So in conclusion, mod is somehow playable and maybe once we got fully working version)
3rd update (ARMY UPDATE):
-civ-linked Great Generals
-global - commander influence borders
-global - local general
-units - submarines ignore borders
-units - submarines immune under ice
-improved air recon
-global - 2 units per fort (you could differentiate forts (2 units) and citadels (3 units) (look at point 3 before EDIT in this post)
-no XP cap on barbarians
-units - paratrooper enhancements (didn't work at all)
-units - prospector (didn't work at all)
4th update (TRADE UPDATE):
-trade route enhancements (in EUI this mod lacks an information about how to stop trade route and return it to your starting city immediately. In trade routes panel you need to click left mouse + ctrl on that trade route. I saw that when playing that mod on G&K without EUI there was a prompt informing about that while hovering over trade routes. Maybe you could add it)
-marble shipements (must be with "trade route enhancements")
-units - visible trade units
-trading posts grow into towns
-UI - trade opportunities (
link at the bottom of the post) (resources from"more luxuries" are enumerated as other luxuries,
https://zapodaj.net/71b251af1b222.png.html. Made this mod compatible - link below.
https://zapodaj.net/1e0a0ba5eeece.png.html,
https://zapodaj.net/d6e7b5a0f810e.png.html. You just need to check it out in multiplayer. I'm not sure if it works there without some changes.)
5th and 6th update (UI UPDATE 1 and 2):
-UI overlay (barbarians, luxuries, resources, road and rail, wonders)
-UI project splash screen
-UI small resource icons
-UI unit list enhancements
-symbolic ideology tenets
-redesigned colors and icons
-faster aircraft animations
-unit path viewer
-improved city view (incorporation to EUI)
7th update (IMPROVEMENTS UPDATE):
-improvement - tunnel
-UI - city expansion
-useful oil mod
-maximum natural wonders (modification of VP file)
-improvement - airbase (didn't work at all)
-improvement - upgrades (partially working, not compatible with ML)
8th, 9th and so on (if incorporation is possible):
-JFD's cultural diversity
-JFD's exploration continued expanded
-quick turns
-events and decision
-future worlds with compatibility patch for CBP and EE. (for now I found one bug - when clicking on unit and then "m" or "b" on keyboard there's no response)
Remember to add changelog with your new updates.
Links to modified or repaired mods:
Meaningful City-States Colors:
https://megawrzuta.pl/download/16008d1638e6971faadd254aad798cc5.html
Enhanced City-State:
https://megawrzuta.pl/download/b61c4465d8a79fabd270a7dbd8509054.html
City-States Leaders II:
https://megawrzuta.pl/download/740bfde6238876f4eb15776040f43d11.html
City-States Evolved:
https://megawrzuta.pl/download/c503e04a5b5a7796c6210e47a051a0f4.html
Unique City-States:
https://megawrzuta.pl/download/1eb8e61f9eaaec6c349c95a545a1f748.html
UI - Trade Opportunieties:
https://megawrzuta.pl/download/04bd8e3c39a4aa5ab77437c5b423cae2.html
City-States Airbases:
https://megawrzuta.pl/download/0284cc4c49a4b726f16bec625d36c2f9.html
EDIT 2:
Look at latest VP patch. I think that G implemented choosable goody huts for all nations and instead of shoshone pathfinder now there's commanche rider. Appropiate mod in your modpack is now useless.
EDIT 3:
Latest TO DO LIST:
https://zapodaj.net/a8bbf232e4a58.png.html