Better Loading Screen (UI)

Better Loading Screen (UI) 1.9

Changing my Portugal mod to work better with the better loading screen:
Spoiler :

upload_2019-3-30_15-30-38.png

 
Problem: Loading screen is not showing things, only sometimes doing leader abilities, and failing to do anything else. The logs are from right after starting a game, hoping that helps.
 

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@Austin001 You have so many errors in the database.log that I am surprised that your game loads at all.

Anyway, the problem with LoadingScreen originates in the fact that the unique ability has some errors i.e. missing Name in the table. Probably one of the mods has not fully loaded due to errors. See below.

The mods that you should disable because they cause errors.

[3884187.302] 0519ef95-f0ff-4432-9814-f47dda9934d2 (Mo' Food)
[3884187.303] * MoFood (UpdateDatabase)

[3884201.077] Applying Component - MoPower (UpdateDatabase)
[3884201.078] UpdateDatabase - Loading Improvements.xml
[3884201.079] Warning: UpdateDatabase - Error Loading XML.

[3884187.358] 392666dc-63bb-42b2-84dd-d89f35321417 (Ballistic Missiles)
[3884187.359] * Gameplay (UpdateDatabase)
[3884189.797] [Gameplay]: While executing - 'insert into Tags('Tag', 'Vocabulary') values (?, ?);'
[3884189.797] [Gameplay]: In XMLSerializer while inserting row into table insert into Tags('Tag', 'Vocabulary') with values (CLASS_STEALTH, ABILITY_CLASS, ).
[3884189.797] [Gameplay]: In XMLSerializer while updating table Tags from file BallisticMissiles_Gameplay.xml.

Temple of Heaven? Not sure which mod is that.
[3884074.259] [Database]: While executing - 'insert into IconDefinitions('Name', 'Atlas', 'Index') values (?, ?, ?);'
[3884074.259] [Database]: In XMLSerializer while inserting row into table insert into IconDefinitions('Name', 'Atlas', 'Index') with values (ICON_BUILDING_TEMPLE_OF_HEAVEN, ICON_ATLAS_TEMPLE_OF_HEAVEN, 0, ).
[3884074.259] [Database]: In XMLSerializer while updating table IconDefinitions from file G:/SteamLibrary/steamapps/workshop/content/289070/1185630489/NewBuilding_Icons.xml.

[3884187.649] 01ebffa9-f893-4ec3-9a36-30f0c2f5f388 (Canal Enhancements)
[3884198.104] Applying Component - DistrictData (UpdateDatabase)
[3884198.106] UpdateDatabase - Loading Mod_District.xml
[3884198.114] Warning: UpdateDatabase - Error Loading XML.

??? Generic component name, doesn't point to a specific mod
[3884198.129] [Gameplay]: While executing - 'insert into Improvement_ValidFeatures('ImprovementType', 'FeatureType') values (?, ?);'
[3884198.129] [Gameplay]: In XMLSerializer while inserting row into table insert into Improvement_ValidFeatures('ImprovementType', 'FeatureType') with values (IMPROVEMENT_LUMBER_MILL, FEATURE_JUNGLE, ).
[3884198.129] [Gameplay]: In XMLSerializer while updating table Improvement_ValidFeatures from file NEWImprovements.xml.

[3884187.696] 88e6bda2-af85-4d6c-b798-9abbdc05e2e1 (Slower Civics x2)
[3884187.696] * SLOWER_CIV_2 (UpdateDatabase)
[3884198.786] [Gameplay] ERROR: no such table: CivicsRandomCosts
[3884198.785] UpdateDatabase - Loading SlowerCivic2.sql
[3884198.786] Warning: UpdateDatabase - Error Loading SQL.

[3884187.747] b01b3e97-2896-4328-9913-306cb126dcd9 (Super Civs VI)
[3884187.747] * InGameUpdateDatabase (UpdateDatabase)
[3884199.166] UpdateDatabase - Loading AoH/Batwoman/Batwoman_Leader.xml
[3884199.173] Warning: UpdateDatabase - Error Loading XML.
[3884199.173] [Gameplay]: While executing - 'insert into Modifiers('ModifierId', 'ModifierType') values (?, ?);'
[3884199.173] [Gameplay]: In XMLSerializer while inserting row into table insert into Modifiers('ModifierId', 'ModifierType') with values (TRAIT_REPLACE_MILITARY_SLOT_WITH_WILDCARD, MODIFIER_PLAYER_CULTURE_REPLACE_GOVERNMENT_SLOTS, ).
[3884199.173] [Gameplay]: In XMLSerializer while updating table Modifiers from file Batwoman_Leader.xml.
 
Thanks very much for writing this mod. I just came across it while looking for a mod that would just start the game when it was ready. While this doesn't do it right off, a simple edit to add "or true" in "if (Automation.IsAutoStartEnabled()) then" seemed to do the trick. (Apparently also enabling AutoStart in Automation would do it, but my limited searching did not revel how to do that.)

There's a quirk though. It works the first time, and if I click Restart it even works a second time. Yet for some reason if I do Restart again then the customized load screen doesn't trigger, nor the autostart functionality. Any idea why that would be?
 
I tinkered around with this a little this evening, and it is definitely because after the first two loads, it switches to using the base game FrontEnd/LoadingScreen.lua. Didn't figure out why it does that, but at least I could just put my autostart in the base game file as well. Imperfect, but achieving what I want for the moment.
 
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