Better Report Screen (UI)

Better Report Screen (UI) 7.0

First of all, thank you for great MOD.
If levied units can be marked on Unit panel, it will be helpful.
The maintenance of Levied units does not cost gold, but cost resource only.
So we need to see how many and which units should be ignored on the gold cost book.
 
Hello!
I am heaving issue with the mod. All reports except for gossip are showing nothing.

I checked lua log and there seems to be bunch of errors for each panel all are the same

Code:
Runtime Error: bad argument #1 to 'pairs' (table/struct expected, got nil)
stack traceback:
    [C]: in function 'pairs'
    D:\My Documents\My Games\Sid Meier's Civilization VI\Mods\Better Report Screen\ReportScreen.lua:84: in function 'spairs'
    D:\My Documents\My Games\Sid Meier's Civilization VI\Mods\Better Report Screen\ReportScreen.lua:3621: in function 'ViewCityStatusPage'
    D:\My Documents\My Games\Sid Meier's Civilization VI\Mods\Better Report Screen\ReportScreen.lua:5049: in function 'focusCallBack'
    D:\Igre\Sid Meier's Civilization VI\Base\Assets\UI\TabSupport.lua:176: in function '(anonymous)'
    [C]: in function '(anonymous)'
Lua callstack:
ReportScreen: Timer1 Tick    Section Gossip populated    0.189
Runtime Error: bad argument #1 to 'pairs' (table/struct expected, got nil)
stack traceback:
    [C]: in function 'pairs'
    D:\My Documents\My Games\Sid Meier's Civilization VI\Mods\Better Report Screen\ReportScreen.lua:84: in function 'spairs'
    D:\My Documents\My Games\Sid Meier's Civilization VI\Mods\Better Report Screen\ReportScreen.lua:4182: in function 'ViewUnitsPage'
    D:\My Documents\My Games\Sid Meier's Civilization VI\Mods\Better Report Screen\ReportScreen.lua:5049: in function 'focusCallBack'
    D:\Igre\Sid Meier's Civilization VI\Base\Assets\UI\TabSupport.lua:176: in function '(anonymous)'
    [C]: in function '(anonymous)'
Lua callstack:
Runtime Error: bad argument #1 to 'pairs' (table/struct expected, got nil)
stack traceback:
    [C]: in function 'pairs'
    D:\My Documents\My Games\Sid Meier's Civilization VI\Mods\Better Report Screen\ReportScreen.lua:84: in function 'spairs'
    D:\My Documents\My Games\Sid Meier's Civilization VI\Mods\Better Report Screen\ReportScreen.lua:4263: in function 'ViewDealsPage'
    D:\My Documents\My Games\Sid Meier's Civilization VI\Mods\Better Report Screen\ReportScreen.lua:5049: in function 'focusCallBack'
    D:\Igre\Sid Meier's Civilization VI\Base\Assets\UI\TabSupport.lua:176: in function '(anonymous)'
    [C]: in function '(anonymous)'
Lua callstack:
Help?

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Edit:
it doesn't make any sense. I start new game with all the same mods as my current save and mod is working fine.
But when i load save, this mod doesnt work.
All mods are identical in game, havent added ,changed or removed anything.. My current save is medieval age
 
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@IceLancer You must have an issue with the database. There are more errors in the Lua script related to m_kCityData / m_kUnitDataReport / m_kCurrentDeals but they might not appear (it happes). Check database.log.
Thanks, but gave up on that save, started new one. It only took me 5 days or so to get to medival period.. started new one full of "wisdom" will track if issue appears again late in game. So far its working fine
 
Hello. Bug: luxuries's deals count wrong sometimes. I had complex trading, buy from ones, sell to others etc. Not sure in repro scenario. For example furs: sold two, mod shows only one. Deals tab works correctly and is not syncronyzed with resources tab.
(wrong) 2 furs have, 1 sold, 1 buyed
1680325852022.png

(wrong) 2 furs rest
1680326011145.png

(correct) 2 furs sold
1680326156666.png

(correct) no furs for trading: 2 furs have, 2 sold, 1 buyed
1680326268625.png

Logs folder attached. Game version 1.0.12.28. Mod version 6.1.2. Other information mods: Extended Policy Cards are also installed. Tell me what else can I do.
 

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Correctly shown deal this turn, problem deal earlier. Before I had notised same problem with olive and deals were heavily in progress. Nothing changes over time. New deals with same luxury influence info but it still incorrect. Feels like problem deals are completely ignored once and forever.
 
Last edited:
Infixo updated Better Report Screen (UI) with a new update entry:

Version 7.0

Version 7.0

Major technical redesign
- Each tab is now a separate script with its own set of data and visuals. Helps with mod maintenance and code readability.
- Data is fetched only when a tab is displayed. This results in much better performance, especially late-game with many cities and units at play.
- Implemented precise tick-based timers to measure performance of each key function.
- Implemented many performance tweaks like reading data directly from SQLite engine...

Read the rest of this update entry...
 
Incredible update. As someone who plays huge maps, this'll be a big help! It normally runs into limitations towards end game, with like 50 cities and 100+ units lol. Nicely done mate.
 
I'm not talking about the policy cards, but about the civics' and techs' passive effects like the +1 to all mines etc. I cannot see that in the Policies tab.
 
I think I found some strange bug:
- I occupied the city of Bordeaux,
- I opened the Better Report Screen, to see the loyalty of all cities, cities sorted by an alphabet (pic. 1),
prvo.jpg

- I clicked on the header of a column the loyalty, there is no more Bordeaux, but it is twice Xi'an (a capital city, pic. 2),
drugo, po listanju.jpg

- I clicked again on the header of a column the loyalty, now a capital twice again, but one after another (pic. 3).
tretje.jpg


So Bordeaux miraculously changed in Xi'an. Try it yourself (save attached).
 

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