2 Broken mods need fixed XD (files included)

thadian

Kami of Awakened Dreamers
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I see no sign these mods will be "fixed" as neither have seen any update (or needed one) until now.

The mods are already balanced, so i do not need changes made - i just need them to work again. Here are the mods. If anyone can fix them it would be appreciated.
 

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I see no sign these mods will be "fixed" as neither have seen any update (or needed one) until now.

The mods are already balanced, so i do not need changes made - i just need them to work again. Here are the mods. If anyone can fix them it would be appreciated.

Ah, I just came across the post in G&K.

As mentioned there, it's not just G&K, but since the 674 patch too and appears to be an issue with [callback in] the GPList lua. I've yet to spot anything obvious as to why though, grr!
 
in the last patch, these 2 mods worked well - but now, they don't.

Because these mods were "older", if you will, and apparently abandoned by the modders who made them, i fear only by asking for help here will this be fixable.
 
in the last patch, these 2 mods worked well - but now, they don't.

Because these mods were "older", if you will, and apparently abandoned by the modders who made them, i fear only by asking for help here will this be fixable.

Government Buildings was done by me ;)

It wasn't abandoned - I've been working on it further for quite some time, getting bogged down with Lua in the process. :crazyeye:

Since the recent patch, I'm having issues with it and wonder if there's things I'm using that have been changed to bring the vanilla game in line with the expansion (I'm just guessing here), as I think some lua functions have been changed(?)
 
Ive always meant to tell you i love the balance in the government buildings mod - it gave a nice feel to having different options and it felt like i was developing bureaucracy and internal offices as much as i was building libraries - it gave something nice on the side to do when i was out of "obvious choices".

I look forward to the next version, very nicely done!
 
Ive always meant to tell you i love the balance in the government buildings mod - it gave a nice feel to having different options and it felt like i was developing bureaucracy and internal offices as much as i was building libraries - it gave something nice on the side to do when i was out of "obvious choices".

I look forward to the next version, very nicely done!

Thanks :)

I'm new to modding as of Civ 5, so have to confess that I'm more a case of luck than judgement and, unfortunately, likely to take longer than most to fathom things out when they throw a wobbly!

Fingers crossed I can sort something asap
 
It was the culture yield problem– stumbled upon it this morning. For anyone else having problems with buildings not transferring over, the old <culture> modifier in the actual building attribute section no longer works- you have to create a <yield> table for the building (as with food, production, happiness, etc.). You had the right idea, Spatzimaus– if only I had asked before I fumbled around for a few hours last night!

Now, on to solve .sql issues...
G

from another thread but i think an answer! hopefully it will allow conversions of most of the mods.
 
from another thread but i think an answer! hopefully it will allow conversions of most of the mods.

I think there's a few changes that will result in some sore heads (not least of which will be mine!) but I do have a working version of this now, using G&K, but need to spend some time with it yet :)
 
awesome, i can't wait, one of my fav things about those 2 mods is they were compatible with EVERY mod. Though i would make the first palace addition give +1 faith and remove the +4 food to have room.
 
awesome, i can't wait, one of my fav things about those 2 mods is they were compatible with EVERY mod. Though i would make the first palace addition give +1 faith and remove the +4 food to have room.

Working version now up in the Workshop. Can't say it's finished, but should be useable enough to most :)
 
Sweet, ill have to sub + rate + fav. I thought more about palace additions and both of the "food" bonuses can go, the first bonus being +1 faith instead of culture removing the first food to "slide the others up" - then the second food building replaced by one that gives some kind of token bonus to espionage defense. This would allow each of them to be better balanced for G+K, and some of the palace additions i realized would need different names because of beliefs sharing the same.

Ill give the next govt buildings a whirl and see how it goes!
 
Sweet, ill have to sub + rate + fav. I thought more about palace additions and both of the "food" bonuses can go, the first bonus being +1 faith instead of culture removing the first food to "slide the others up" - then the second food building replaced by one that gives some kind of token bonus to espionage defense. This would allow each of them to be better balanced for G+K, and some of the palace additions i realized would need different names because of beliefs sharing the same.

Ill give the next govt buildings a whirl and see how it goes!

I can't answer for Palace Additions, as that one wasn't me, just Government Buildings. I'm still tweaking things and can't do anything about unique icons for everything atm, plus with G&K being so new, I'm not always sure if issues are due to that, or something I've done :)
 
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