Alpha testing of v3.4

Super food and production, after picking Landed Elite. It also seems to have given me a Chinampa.

Also, check out this the resource + wonder spread in the last screenshot! :eek:

There is nothing in the Tradition line of policies, including Landed Elite, that can explain why a Unique watermill is granted.

Also we haven't modified the Chinampa in any way.

Something else is happening here.
Please provide your logs and a list of any other mods you are using.

Regardless of the reason for the bug it would be good to know how it occurs and then we can squash it.
 
Sure, also please see my last post for a couple edits.

Edit: Logs

Edit 2: Mods are communitas enhanced gameplay, cat, and communitas map.

This was a test game to check how the Dutch UA worked, and to see how the trade office xml worked. As such I added the building class override to the Netherland section of CEL__J_to_Z for this game. I used the same xml I posted earlier, with the harbor + caravansary trade length extension added to the trade office.

Apart from that its the same. I can upload my CEL__J_to_Z if you want.
 

Attachments

  • Lua.rar
    1.6 KB · Views: 99
  • Mods.jpg
    Mods.jpg
    227.8 KB · Views: 136
Luxuries tend to cluster in a region for trade benefits so a citrus cluster wouldn't be too surprising. It's the iron being so overloaded like that that would worry me.

It might be worth checking if its a consistent luxury perhaps related. But it sounds like several bugs at once on top of the map being bugged.
 
No citrus in her capital. It looks like my problem has to do with the abbey. I took control of the Celts and sold the abbey and the food amounts dropped by 120 :c5food:. So either something is wrong with the yields or she bought 120 abbeys through faith.

EDIT: Yields look fine. The bug mentioned earlier where you could buy multiple abbeys is the probable cause.

It looks like if a building has <FaithCost> defined and you don't tie the building to a conditional tag like <UnlockedByBelief> or <BuildingClassEnabled> which is checked by the function "player:IsCanPurchaseAnyCity()" then it'll appear as a option to buy even though the abbey is supposed to be a Celtic unique building. This also might be related to the bug where you could buy universities and Wats with faith as Siam.

A quick fix would be to disable the option to buy through faith in the CEL__A_I.xml file:

PHP:
	<Buildings>
		<Row>
			<Type>BUILDING_ABBEY</Type>
			<BuildingClass>BUILDINGCLASS_TEMPLE</BuildingClass>
			<!--<MaxStartEra>ERA_RENAISSANCE</MaxStartEra>-->
			<Cost>100</Cost>
			<!--<FaithCost>200</FaithCost>-->
			<GoldMaintenance>2</GoldMaintenance>
			<PrereqTech>TECH_PHILOSOPHY</PrereqTech>
			<Description>TXT_KEY_BUILDING_ABBEY</Description>
			<Civilopedia>TXT_KEY_BUILDING_ABBEY_TEXT</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_ABBEY_STRATEGY</Strategy>
			<ArtDefineTag>TEMPLE</ArtDefineTag>
			<MinAreaSize>-1</MinAreaSize>
			<HurryCostModifier>25</HurryCostModifier>
			<IconAtlas>EXPANSION_SCEN_BUILDING_ATLAS</IconAtlas>
			<PortraitIndex>0</PortraitIndex>
			<NeverCapture>true</NeverCapture>
		</Row>
 
It looks like the difficulty that the AI plays on <HANDICAP_AI_DEFAULT> is not modified anywhere inside the mod. This is probably what is causing the AI to start with massive amounts of happiness since they start with 15 additional happiness from the difficulty level while the player has their difficulty level happiness zero'd out (both AI and player gets the national happiness from CEP).

EDIT: Looks like something might be wrong with the CEP_Options.sql file since the maximum experience I can get from barbarians is 30.
 
@stackpointer

Nice pick up on the Celtic Abbey.:)

About your experience from barbariansl.

I'm not sure, but I reckon eventually the 'options' will be set from just the CAT mod.
That mod shouldn't need to be updated as much as CEG and therefore the options won't need to be changed each time.

The 'UPDATE Defines SET Value = 60 WHERE Name = 'BARBARIAN_MAX_XP_VALUE';'
line isn't in the Cat_Options.sql which would seem to indicate precedence over Cep_Options.

They both have the 'UPDATE LoadedFile SET Value=1 WHERE Type='Cep_Options.sql'' line to show if they load into the database.
Change the Cat_options.sql to load the right name and check if they both load and which one gets the precedence.


@toby

I have tried to reproduce the 'Chinampa' error you encountered and am unable to reproduce it. Everytime I get the already documented bug of a Unique Aqueduct building on completing the Tradition tree.

The CEL_Events.lua error in your log points to a function Thal is developing to do with the German trait that checks for certain buildings in the capital as part of a 'TradeBonus' function. I can only assume the Netherlands 'Trade Company' building is throwing a spanner in there somehow. Possibly placing the first Unique building it reads from the database in that city.

However, as I am not a programmer, it is pure speculation!;)

Therefore until Thal gets a chance to check on it, lets just note it down and move to another Civ leader to play.
 
To fix the excess happiness issue for the AI, edit the following lines in CEAI_Handicaps.xml in CAT to the following:

PHP:
<GameData>
	<PostDefines>
		<Update>
			<Where Name="STANDARD_HANDICAP" />
			<Set Key="HANDICAP_PRINCE" />
		</Update>
		<Update>
			<Where Name="STANDARD_HANDICAP_QUICK" />
			<Set Key="HANDICAP_PRINCE" />
		</Update>
		<Update>
			<Where Name="AI_HANDICAP" />
			<Set Key="HANDICAP_PRINCE" />
		</Update>
		<Update>
			<Where Name="MINOR_CIV_HANDICAP" />
			<Set Key="HANDICAP_PRINCE" />
		</Update>
	</PostDefines>

@stackpointer

Nice pick up on the Celtic Abbey.:)

About your experience from barbariansl.

I'm not sure, but I reckon eventually the 'options' will be set from just the CAT mod.
That mod shouldn't need to be updated as much as CEG and therefore the options won't need to be changed each time.

The 'UPDATE Defines SET Value = 60 WHERE Name = 'BARBARIAN_MAX_XP_VALUE';'
line isn't in the Cat_Options.sql which would seem to indicate precedence over Cep_Options.

They both have the 'UPDATE LoadedFile SET Value=1 WHERE Type='Cep_Options.sql'' line to show if they load into the database.
Change the Cat_options.sql to load the right name and check if they both load and which one gets the precedence.

I'll check if fixing the loadfile works but I'm past the era where barbarians spawn regularly.
 
@stackpointer

Don't bother checking.
I just did and it looks like Cep_Options.sql isn't being loaded.


On another point, you managed to play Celts past the Ancient Era?
On my setup as soon as I get into the Classical the production queue is unavailable, but only when I play as Celts.
 
I was actually playing as the Shoshone and the Celts were on the other continent and were a runaway. I played up to the Industrial era before quitting because the Celts were two eras ahead of me.

I also just hit the production queue bug in my new game just now. Playing as the Shoshone again and just hit the Renaissance era before being unable to access the production queue in any of my cities. I also liberated and captured a city in this game which caused the production queue symbol for the liberated city to stay in my sidebar until I saved and reloaded. This may be unrelated to the other bug.

Spoiler :
[42423.847] MT_Initialize: C:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Communitas Enhanced Gameplay (v 3)\Leaders/CEL_Events.lua:286: attempt to index field '?' (a nil value)
[42424.659] TurnProcessing: Hiding TurnProcessing
[42426.671] Runtime Error: C:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Communitas AI and Tools (v 3)\Tools\YieldLibrary\YieldLibrary.lua:781: attempt to perform arithmetic on field 'VERY_UNHAPPY_PRODUCTION_PENALTY' (a nil value)
[42428.215] Runtime Error: C:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Communitas AI and Tools (v 3)\Tools\YieldLibrary\YieldLibrary.lua:781: attempt to perform arithmetic on field 'VERY_UNHAPPY_PRODUCTION_PENALTY' (a nil value)
[42428.527] Runtime Error: C:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Communitas AI and Tools (v 3)\Tools\YieldLibrary\YieldLibrary.lua:781: attempt to perform arithmetic on field 'VERY_UNHAPPY_PRODUCTION_PENALTY' (a nil value)
[42428.730] Runtime Error: C:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Communitas AI and Tools (v 3)\Tools\YieldLibrary\YieldLibrary.lua:781: attempt to perform arithmetic on field 'VERY_UNHAPPY_PRODUCTION_PENALTY' (a nil value)
[42428.933] Runtime Error: C:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Communitas AI and Tools (v 3)\Tools\YieldLibrary\YieldLibrary.lua:781: attempt to perform arithmetic on field 'VERY_UNHAPPY_PRODUCTION_PENALTY' (a nil value)
[42429.120] Runtime Error: C:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Communitas AI and Tools (v 3)\Tools\YieldLibrary\YieldLibrary.lua:781: attempt to perform arithmetic on field 'VERY_UNHAPPY_PRODUCTION_PENALTY' (a nil value)
[42429.323] Runtime Error: C:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Communitas AI and Tools (v 3)\Tools\YieldLibrary\YieldLibrary.lua:781: attempt to perform arithmetic on field 'VERY_UNHAPPY_PRODUCTION_PENALTY' (a nil value)
[42429.526] Runtime Error: C:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Communitas AI and Tools (v 3)\Tools\YieldLibrary\YieldLibrary.lua:781: attempt to perform arithmetic on field 'VERY_UNHAPPY_PRODUCTION_PENALTY' (a nil value)
[42429.729] Runtime Error: C:\Users\Owner\Documents\My Games\Sid Meier's Civilization 5\MODS\Communitas AI and Tools (v 3)\Tools\YieldLibrary\YieldLibrary.lua:781: attempt to perform arithmetic on field 'VERY_UNHAPPY_PRODUCTION_PENALTY' (a nil value)
 
I cant get to my next turn my north coastal city Shanghai just built another trade ship and I can't build anything which means I cant proceed to my next turn.

When conquering cities the build icon doesn't disappear. Also only 1 city was I ever ask to choose how to sack it (bug?). I am also not taking happiness penalties for taking cities.

Other specialist slots in city manager when moused over display extreme numbers.

The most recent hotfix should have fixed the happiness penalty/auto annexing bug. It is possible that Thal's work with city taking could have reintroduced it. In my most recent game I did manage to liberate one city and "show mercy" to another.
 
@toby

I have tried to reproduce the 'Chinampa' error you encountered and am unable to reproduce it. Everytime I get the already documented bug of a Unique Aqueduct building on completing the Tradition tree.

The CEL_Events.lua error in your log points to a function Thal is developing to do with the German trait that checks for certain buildings in the capital as part of a 'TradeBonus' function. I can only assume the Netherlands 'Trade Company' building is throwing a spanner in there somehow. Possibly placing the first Unique building it reads from the database in that city.

However, as I am not a programmer, it is pure speculation!;)

Therefore until Thal gets a chance to check on it, lets just note it down and move to another Civ leader to play.

Sure thing. Thanks for looking into it :goodjob:
 
Sure thing. Thanks for looking into it :goodjob:

You may want to clear your moduserdata and cache when you start a new game since you mentioned that you had ran both the old and newer versions of CEP together at the same time and that could've caused some problems too.
 
Is 3.4. meant to be played with the BNW hotfix patch?

Link

I think we should agree on a base game version before discussing bugs. Personally, I don't think Thal has taken the hotfix into account yet. There's no mentioning of it in the Github changelog.
 
Thanks stackpointer. Cache clearing been a deeply ingrained habit since vem. Moduserdata less so, so it's certainly possible that I didn't before that game. I'll try to replicate the bug in a new game sometime and see how it turns out :)
 
Further to the options.sql situation.

It appears, at least for me, that the Cep_Options.sql is loading everything upto the the 2 'Defines' updates.

BARBARIAN_MAX_XP_VALUE = 60
MIN_CITY_RANGE = 2

Also the UPDATE LoadedFile is not set for this file.

I see no other place where the 'BarbarianBonus' in 'HandicapInfos' is set apart from Cep_Options.sql. And the figures in this file match the database yet the 'Defines' that come after it are not.

Weird.

Could someone else check their database for the 2 'Defines' I have mentioned and see if they are being set.
 
I'm not 100% sure if it is impossible, but I haven't found a way to check them from inside the game.
However, they are stored, along with just about everything else, in the database.
The default location is:

%USERPROFILE%\Documents\My Games\Sid Meier's Civilization 5\Cache

and the file to examine is 'Civ5DebugDatabase.db'.

I use SQLiteSpy to examine the db file.

Edit:
Having a look in the FireTuner there is a panel 'Table Browser' that provides some limited ability to examine the database, including the 'Defines' table.
However, the rows we are looking for are not listed. I think I will try and create a FireTuner panel to examine some things like these.
 
I used SQLiteSpy to examine the db files and saw that those values (BARBARIAN_MAX_XP_VALUE and MIN_CITY_RANGE) were at a default as well. It could be that the CEP_Options.sql file isn't executing at all since the only difference between the CEP and the CAT options files modify BARBARIAN_MAX_XP_VALUE, MIN_CITY_RANGE and BARBARIANBONUS parameters. And the BARBARIANBONUS value is also set using CEAI_FixTables.lua in CAT.

However, I can't see why the file wouldn't execute in the first place since the file is defined in the modinfo file and there doesn't appear to be any syntax errors...
 
Top Bottom