Severon_Rathe
Chieftain
- Joined
- Nov 8, 2007
- Messages
- 23
Could someone please post the DebugDatabase for me? (It's in the cache folder after you start the mod.) I can't play the game now (I only have my 12 year old laptop) but I might be able to troubleshoot the Sidhe-can't-build-units bug with this file.
--Paz add
local cityRaceType = ""
if city:GetNumBuilding(BUILDING_MAN) then
cityRaceType = "EARACE_MAN"
elseif city:GetNumBuilding(BUILDING_SIDHE) then
cityRaceType = "EARACE_SIDHE"
elseif city:GetNumBuilding(BUILDING_HELDEOFOL) then
cityRaceType = "EARACE_HELDEOFOL"
end
--end Paz add
--Paz add
local cityRaceType = ""
if city:GetNumBuilding(BUILDING_MAN) == 1 then
cityRaceType = "EARACE_MAN"
elseif city:GetNumBuilding(BUILDING_SIDHE) == 1 then
cityRaceType = "EARACE_SIDHE"
elseif city:GetNumBuilding(BUILDING_HELDEOFOL) == 1 then
cityRaceType = "EARACE_HELDEOFOL"
end
--end Paz add
I am having issues with the game- I am on turn one, I found my city, I choose my production, then I go to choose my research. Nothing shows up- not even after I click the open technology tree button. All that is there is the pipes weaving one tech to another. What is the source of this?
Make sure your game is up to date. If you are running in offline mode like I was you will have to let steam update it. If you are bypassing steam you're kind of out of luck.
For me this was fixed simply by downloading the most recent patch for CiV released this fall.
Well that told me exactly where to look. In EaUI/EaGenericPopupTradition.lua:I still get a workboat from opening the tradition policy, regardless of whether I choose the sage or the artist it is always a workboat. All other sages/artists function properly (and well), so it's something with this specific event.
-- This popup occurs when a player opens Tradition (and is not getting trait-specific GP from it)
PopupLayouts[ButtonPopupTypes.BUTTONPOPUP_MODDER_0] = function(popupInfo)
-- Initialize popup text.
SetPopupText("Chose a Sage or an Artist")
-- Initialize 'Sage' button.
local OnSageClicked = function()
MapModData.class = "Sage"
print("OnSageClicked")
LuaEvents.EaPeopleGenerateGreatPerson(Game.GetActivePlayer(), nil, "Sage")
end
AddButton("Sage", OnSageClicked)
-- Initialize 'Artist' button.
local OnArtistClicked = function()
MapModData.class = "Artist"
print("OnArtistClicked")
LuaEvents.EaPeopleGenerateGreatPerson(Game.GetActivePlayer(), nil, "Artist")
end
AddButton("Artist", OnArtistClicked)
Controls.CloseButton:SetHide( false );
end
KNOWN BUGS AND ISSUES
Gameplay Bugs
- Pantheistic civs don't get trade resources from wildlands as intended.
DELETE FROM Improvement_ResourceTypes WHERE ResourceType IN ('RESOURCE_WHALE','RESOURCE_WINE','RESOURCE_IVORY','RESOURCE_COAL','RESOURCE_OIL','RESOURCE_ALUMINUM','RESOURCE_URANIUM');
INSERT INTO Improvement_ResourceTypes (ImprovementType, ResourceType)
SELECT 'IMPROVEMENT_WHALING_BOATS', 'RESOURCE_WHALE' UNION ALL
SELECT 'IMPROVEMENT_MINE', 'RESOURCE_COPPER' UNION ALL
SELECT 'IMPROVEMENT_MINE', 'RESOURCE_JADE' UNION ALL
SELECT 'IMPROVEMENT_MINE', 'RESOURCE_MITHRIL' UNION ALL
SELECT 'IMPROVEMENT_MINE', 'RESOURCE_BLASTING_POWDER' UNION ALL
SELECT 'IMPROVEMENT_MINE', 'RESOURCE_NAPHTHA' UNION ALL
SELECT 'IMPROVEMENT_CAMP', 'RESOURCE_ELEPHANT' UNION ALL
SELECT 'IMPROVEMENT_CAMP', 'RESOURCE_BOARS' UNION ALL
SELECT 'IMPROVEMENT_VINEYARD', 'RESOURCE_WINE' UNION ALL
SELECT 'IMPROVEMENT_GATHERERS_HUT', 'RESOURCE_REAGENTS' UNION ALL
[COLOR="Blue"]SELECT 'IMPROVEMENT_WILDLANDS_ANIMAL', 'RESOURCE_DEER' UNION ALL -- added line...[/COLOR]
SELECT 'IMPROVEMENT_LUMBERMILL', 'RESOURCE_YEW';
Let me know if this makes resources available (tradeable for luxury and strategic) for Pantheists from wildlands. (It's 20 lines of sql, so hopefully I didn't make a typo.)
I'll do a longer play through as Sidhe / Pantheism tonight. I suspect they will now RULE the non-Pantheists, as having those wild forest/jungle on your side and not needing to spend resources on workers is a big advantage.
Well, I had this great start as Sidhe, saved the game then tried loading it, and the game crashed. Happened again. Happened a third time. So I'm going to delete the save, then try again with a new game, and I'll get back to you on how that goes. This hasn't happened before to me, but I did just delete a lot of other saves that weren't relevant to this game.
I played about 150 turns as the Sidhe again, mostly because I'd like to see how well I can do a Pantheism game. They seem easier, what with the not having to fight the forests and jungles and all that. Some minor observations:
1) Even after taking all of the policies in the Pantheism tree, I am not able to sell or connect my luxuries. I built a worker just to see if I could improve one of the salts near my capital, but all he could do was build a road. So I'm wondering if anybody else has that problem.
2) the only military units I can build as the Sidhe are Scouts, Hunters and Rangers. I have also never seen the Yew resource on the map, so no archers anyways. Incidentally, I think the recon line should keep their no terrain movement penalty promotion. Otherwise, the map just doesn't get explored; there are too many trees.
3) I suggest removing the barbarian experience cap. There were swarms of them in this game, sometimes popping out two from an encampment that I was besieging before it was destroyed. It makes little sense, anyway, for an XP cap to be there.
4) I'm thinking that it is necessary to research that 1st tier money tech in order to be able to stay solvent, let alone even think of building units. Armies are very expensive when gold bonuses are lacking and you have no resources, luxury or strategic, to sell.
5) For most of the early game my capital was swarmed by barbarians; at one point there were seven visible within 3 tiles of the city, and yet they never attacked. I could have built units to ward them off but I wanted to see if they would attack. They didn't, and I think that's a problem. You should make them more aggressive about attacking cities.
It would be nice if you wrote explicitly that the mod requires Gods & Kings. I don't own it. I wanted to try your mod to give Civ V a chance but I'm not going to buy G&K just for it. I suggest adding a [G&K] to the thread title.
Good luck with your project.
I played the demo and decided it's not worth 1 buck.G&K is like $14 bucks on steam for the Christmas sale. If you were EVER thinking of giving it a try, it's cheap right now!