Bug Reports - Post Here!

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Not bugged, just a typo (and yeah, a little OP). Will make 1 for 2 next patch.

IIRC, there were 2 different enhancer beliefs yielding happiness for cities - one for owned and one for foreign, am I not correct?
 
IIRC, there were 2 different enhancer beliefs yielding happiness for cities - one for owned and one for foreign, am I not correct?

There are three: 'Per city following' is for all cities, 'every city' is for owned cities, and 'per x foreign followers' is for x peaceful foreign followers. I'm using the first one, and it'll be 1 per 2 in the next version.

G
 
Do you have any idea what kind of mods could be causing this to crash after hitting Next on the mod menu?

I have a long list to go through, so anything that narrows it down even a little bit would be appreciated.
 
Do you have any idea what kind of mods could be causing this to crash after hitting Next on the mod menu?

I have a long list to go through, so anything that narrows it down even a little bit would be appreciated.

A mod list is necessary. I can't readily pull any Mod names out of hat so easily. :)



Also, hotfix for deals issue with CP posted. Savegame compatible, just clear your cache.

G
 
In my game Darius accepted Vassalage, however nothing in-game says that he's my vassal. There's no popup saying so and nothing shows up in the diplo text. I also tried it with 2 others and the same thing happened.
 
What is the deals issue, and what cache would be cleared?

See bug posts above. Your cache is in your documents/my games/civ 5 folder. The second line of that post, mind you, wasn't directed at you, but rather all users.

In my game Darius accepted Vassalage, however nothing in-game says that he's my vassal. There's no popup saying so and nothing shows up in the diplo text. I also tried it with 2 others and the same thing happened.

You on the latest version? 9-9v2? There was a small deals bug that slipped in at the last second with 9-9.

G
 
Tried the CS war/peace-buttons on another machine with a completely fresh installation of Civ5 + CP 9-9 (no other mods at all), and the problem persists.

Sounds like an installation error, as it works fine for me.

Oh and whenever I get the "Cities we would like to visit"-popup, it is completely empty (all others work flawlessly), but I haven't tested this without any other mods but CP yet, so not sure about that one.
Can't replicate at present.


I swear this game is driving me crazy.
This is what I have tried:

-using CP on another machine where no mod was ever installed (bug occurs)
-clearing cache/ moduserdata (did not help)
-validating gamefiles (no help either)
-reinstalling the game (after deleting everything, the remaining gamefolder itself and the one under MyDocuments)
-redownloading CP and installing it as the only mod (CP completely unmodified of course)

..and the CS-window-issue still occurs (along with all the other side effects with happiness, tourism-popup etc I guess)!

when I play an unmodified game, it works!
when I switch to various mod components, it works!

So I'm out of ideas what else I could do. :undecide:



edit: also happens in cunjunction with CBP. the mod itself is running fine and CP's changes (e.g. new ancient ruin rewards) are active
 
I swear this game is driving me crazy.
This is what I have tried:

-using CP on another machine where no mod was ever installed (bug occurs)
-clearing cache/ moduserdata (did not help)
-validating gamefiles (no help either)
-reinstalling the game (after deleting everything, the remaining gamefolder itself and the one under MyDocuments)
-redownloading CP and installing it as the only mod (CP completely unmodified of course)

..and the CS-window-issue still occurs (along with all the other side effects with happiness, tourism-popup etc I guess)!

when I play an unmodified game, it works!
when I switch to various mod components, it works!

So I'm out of ideas what else I could do. :undecide:



edit: also happens in cunjunction with CBP. the mod itself is running fine and CP's changes (e.g. new ancient ruin rewards) are active

If you have logging enabled, post your lua log and database logs.

Various Mod Components and the CP share similar DNA, but the CP edits way more of the DLL than it does.

G
 
There you go!

lua:

Spoiler :
[32312.752] Initializing Lua 5.1.4
[32366.978] InstalledPanel: Refreshing Mods
[32366.978] InstalledPanel: GetModBrowserListings()
[32367.025] InstalledPanel: Refreshing Mods
[32367.025] InstalledPanel: GetModBrowserListings()
[32370.940] InstalledPanel: Refreshing Mods
[32370.940] InstalledPanel: GetModBrowserListings()
[32370.987] InstalledPanel: Refreshing Mods
[32370.987] InstalledPanel: GetModBrowserListings()
[32376.525] InstalledPanel: Refreshing Mods
[32376.541] InstalledPanel: GetModBrowserListings()
[32409.769] Map Script: Generating Map
[32409.769] Map Script: Generating Plot Types (Lua Continents) ...
[32409.769] Map Script: Setting Plot Types (MapGenerator.Lua)
[32409.784] Map Script: Setting coasts and oceans (MapGenerator.Lua)
[32409.800] Map Script: Expanding coasts (MapGenerator.Lua)
[32409.800] Map Script: Generating Terrain (Lua Continents) ...
[32409.800] Map Script: Setting Terrain Types (MapGenerator.Lua)
[32409.800] Map Script: Map Generation - Adding Rivers
[32409.816] Map Script: Map Generation - Adding Lakes
[32409.816] Map Script: Adding Features (Lua Continents) ...
[32409.831] Map Script: Creating start plot database.
[32409.847] Map Script: Dividing the map in to Regions.
[32409.847] Map Script: Map Generation - Dividing the map in to Regions
[32409.847] Map Script: -
[32409.847] Map Script: Civs: 2
[32409.847] Map Script: City States: 6
[32409.847] Map Script: * * * * * * * * * *
[32409.847] Map Script: Area ID 1051 has fertility of 218
[32409.847] Map Script: Area ID 1059 has fertility of 3
[32409.847] Map Script: Area ID 1052 has fertility of 164
[32409.847] Map Script: Area ID 1056 has fertility of 6
[32409.847] Map Script: Area ID 1053 has fertility of 42
[32409.847] Map Script: Area ID 1057 has fertility of 15
[32409.847] Map Script: Area ID 1065 has fertility of -1
[32409.847] Map Script: Area ID 1054 has fertility of 525
[32409.847] Map Script: Area ID 1058 has fertility of 9
[32409.847] Map Script: * * * * * * * * * *
[32409.847] Map Script: Interim Table ID 1 has fertility of -1
[32409.847] Map Script: Interim Table ID 2 has fertility of 3
[32409.847] Map Script: Interim Table ID 3 has fertility of 6
[32409.847] Map Script: Interim Table ID 4 has fertility of 9
[32409.847] Map Script: Interim Table ID 5 has fertility of 15
[32409.847] Map Script: Interim Table ID 6 has fertility of 42
[32409.847] Map Script: Interim Table ID 7 has fertility of 164
[32409.847] Map Script: Interim Table ID 8 has fertility of 218
[32409.847] Map Script: Interim Table ID 9 has fertility of 525
[32409.847] Map Script: * * * * * * * * * *
[32409.847] Map Script: -
[32409.847] Map Script: --- Continental Division, Initial Readout ---
[32409.847] Map Script: -
[32409.847] Map Script: - Global Fertility: 981
[32409.847] Map Script: - Total Land Plots: 231
[32409.847] Map Script: - Total Areas: 9
[32409.847] Map Script: - Relevant Areas: 2
[32409.847] Map Script: -
[32409.847] Map Script: * * * * * * * * * *
[32409.847] Map Script: Area ID 1054 has fertility of 525
[32409.847] Map Script: Area ID 1051 has fertility of 218
[32409.847] Map Script: * * * * * * * * * *
[32409.847] Map Script: - - Searching landmasses in order to place Civ # 1
[32409.847] Map Script: -
[32409.847] Map Script: - Found new candidate landmass with Area ID#: 1054 with fertility of 525
[32409.847] Map Script: Civ # 1 has been assigned to Area# 1054
[32409.847] Map Script: -
[32409.847] Map Script: - - Searching landmasses in order to place Civ # 2
[32409.847] Map Script: -
[32409.847] Map Script: - Found new candidate landmass with Area ID#: 1054 with fertility of 262.5
[32409.847] Map Script: Civ # 2 has been assigned to Area# 1054
[32409.847] Map Script: -
[32409.847] Map Script: -
[32409.847] Map Script: --- End of Initial Readout ---
[32409.847] Map Script: -
[32409.847] Map Script: *** Number of Civs per Landmass - Table Readout ***
[32409.847] Map Script: --------------------------------------------------
[32409.847] Map Script: Table printout for table ID: table: 1706ECB0
[32409.847] Map Script: Table index: 1 Table entry: 2
[32409.847] Map Script: Table index: 2 Table entry: 0
[32409.847] Map Script: - - - - - - - - - - - - - - - - - - - - - - - - - -
[32409.847] Map Script: --- End of Civs per Landmass readout ***
[32409.847] Map Script: -
[32409.847] Map Script: -
[32409.847] Map Script: -
[32409.847] Map Script: - Region #: 1
[32409.847] Map Script: - Civs on this landmass: 2
[32409.847] Map Script: - Area ID#: 1054
[32409.847] Map Script: - Fertility: 525
[32409.847] Map Script: - Plot Count: 266
[32409.847] Map Script: -
[32409.847] Map Script: DivideIntoRegions: Divide in to Halves selected.
[32409.847] Map Script: Dividing along vertical line between columns: 10 - 11
[32409.847] Map Script: -
[32409.847] Map Script: Removed Dead Rows, West: 0 East: 0
[32409.847] Map Script: Removed Dead Rows, South: 1 North: 0
[32409.847] Map Script: -
[32409.847] Map Script: Incoming values: 1 10 10 14
[32409.847] Map Script: Outgoing values: 1 11 10 13
[32409.847] Map Script: -
[32409.847] Map Script: Size of incoming fertility table: 140
[32409.847] Map Script: Size of outgoing fertility table: 130
[32409.847] Map Script: -
[32409.847] Map Script: Removed Dead Rows, West: 0 East: 0
[32409.847] Map Script: Removed Dead Rows, South: 0 North: 2
[32409.847] Map Script: -
[32409.847] Map Script: Incoming values: 11 10 9 14
[32409.847] Map Script: Outgoing values: 11 10 9 12
[32409.847] Map Script: -
[32409.847] Map Script: Size of incoming fertility table: 126
[32409.847] Map Script: Size of outgoing fertility table: 108
[32409.847] Map Script: -
[32409.847] Map Script: ---------------------------------------------
[32409.847] Map Script: Defined location of Start Region # 1
[32409.847] Map Script: ---------------------------------------------
[32409.847] Map Script: -
[32409.847] Map Script: -
[32409.847] Map Script: ---------------------------------------------
[32409.847] Map Script: Defined location of Start Region # 2
[32409.847] Map Script: ---------------------------------------------
[32409.847] Map Script: -
[32409.847] Map Script: -
[32409.847] Map Script: Data for Start Region # 1
[32409.847] Map Script: WestX: 1
[32409.847] Map Script: SouthY: 11
[32409.847] Map Script: Width: 10
[32409.847] Map Script: Height: 13
[32409.847] Map Script: AreaID: 1054
[32409.847] Map Script: Fertility: 260
[32409.847] Map Script: Plots: 130
[32409.847] Map Script: Fert/Plot: 2
[32409.847] Map Script: -
[32409.847] Map Script: -
[32409.847] Map Script: Data for Start Region # 2
[32409.847] Map Script: WestX: 11
[32409.847] Map Script: SouthY: 10
[32409.847] Map Script: Width: 9
[32409.847] Map Script: Height: 12
[32409.847] Map Script: AreaID: 1054
[32409.847] Map Script: Fertility: 265
[32409.847] Map Script: Plots: 108
[32409.847] Map Script: Fert/Plot: 2.4537037037037
[32409.847] Map Script: -
[32409.847] Map Script: Choosing start locations for civilizations.
[32409.847] Map Script: Map Generation - Choosing Start Locations for Civilizations
[32409.847] Map Script: Normalizing start locations and assigning them to Players.
[32409.847] Map Script: Player 0 of Civ Type CIVILIZATION_CHINA
[32409.847] Map Script: Player 1 of Civ Type CIVILIZATION_KOREA
[32409.847] Map Script: - - - - - - - needs Coastal Start!
[32409.847] Map Script: -
[32409.847] Map Script: Civs with Coastal Bias: 1
[32409.847] Map Script: Civs with River Bias: 0
[32409.847] Map Script: Civs with Region Priority: 0
[32409.847] Map Script: Civs with Region Avoid: 0
[32409.847] Map Script: -
[32409.847] Map Script: Region# 2 has a Coastal Start.
[32409.847] Map Script: iNumCoastalCivs: 1
[32409.847] Map Script: iNumUnassignableCoastStarts: 0
[32409.847] Map Script: shuffled_coastal_civs[1]: 1
[32409.847] Map Script: Placing Natural Wonders.
[32409.894] Map Script: -
[32409.894] Map Script: -
[32409.894] Map Script: --- Number of Candidate Plots on the map for Natural Wonders ---
[32409.894] Map Script: -
[32409.894] Map Script: - 13 candidates for FEATURE_CRATER
[32409.894] Map Script: - 1 candidates for FEATURE_FUJI
[32409.894] Map Script: - 1 candidates for FEATURE_MESA
[32409.894] Map Script: - 70 candidates for FEATURE_REEF
[32409.894] Map Script: - 0 candidates for FEATURE_VOLCANO
[32409.894] Map Script: - 62 candidates for FEATURE_GIBRALTAR
[32409.894] Map Script: - 4 candidates for FEATURE_GEYSER
[32409.894] Map Script: - 4 candidates for FEATURE_FOUNTAIN_YOUTH
[32409.894] Map Script: - 11 candidates for FEATURE_POTOSI
[32409.894] Map Script: - 6 candidates for FEATURE_EL_DORADO
[32409.894] Map Script: - 33 candidates for FEATURE_SRI_PADA
[32409.894] Map Script: - 1 candidates for FEATURE_MT_SINAI
[32409.894] Map Script: - 4 candidates for FEATURE_MT_KAILASH
[32409.894] Map Script: - 0 candidates for FEATURE_ULURU
[32409.894] Map Script: - 3 candidates for FEATURE_LAKE_VICTORIA
[32409.894] Map Script: - 4 candidates for FEATURE_KILIMANJARO
[32409.894] Map Script: - 6 candidates for FEATURE_SOLOMONS_MINES
[32409.894] Map Script: -
[32409.894] Map Script: --- End of candidates readout for Natural Wonders ---
[32409.894] Map Script: -
[32409.909] Map Script: -- Placed all Natural Wonders --
[32409.909] Map Script: -
[32409.909] Map Script: -
[32409.909] Map Script: Placing Resources and City States.
[32409.909] Map Script: Map Generation - Assigning Luxury Resource Distribution
[32409.909] Map Script: -
[32409.909] Map Script: Region# 1 of type 3 has been assigned Luxury ID# 20
[32409.909] Map Script: -
[32409.909] Map Script: Region# 2 of type 6 has been assigned Luxury ID# 31
[32409.909] Map Script: Luxury ID# 20 rejected by City States as already belonging to Regions.
[32409.909] Map Script: Luxury ID# 31 rejected by City States as already belonging to Regions.
[32409.909] Map Script: --- Luxury Assignment Table ---
[32409.909] Map Script: -
[32409.909] Map Script: - - Assigned to Regions - -
[32409.909] Map Script: Region# 1 has Luxury type 20
[32409.909] Map Script: Region# 2 has Luxury type 31
[32409.909] Map Script: -
[32409.909] Map Script: - - Assigned to City States - -
[32409.909] Map Script: Luxury type 15
[32409.909] Map Script: Luxury type 27
[32409.909] Map Script: Luxury type 22
[32409.909] Map Script: -
[32409.909] Map Script: - - Assigned to Random - -
[32409.909] Map Script: Luxury type 33
[32409.909] Map Script: Luxury type 16
[32409.909] Map Script: Luxury type 19
[32409.909] Map Script: Luxury type 41
[32409.909] Map Script: -
[32409.909] Map Script: - - Luxuries handled via Special Case - -
[32409.909] Map Script: Luxury type 18
[32409.909] Map Script: -
[32409.909] Map Script: - - Disabled - -
[32409.909] Map Script: Luxury type 14
[32409.909] Map Script: Luxury type 25
[32409.909] Map Script: Luxury type 32
[32409.909] Map Script: Luxury type 24
[32409.909] Map Script: Luxury type 13
[32409.909] Map Script: Luxury type 21
[32409.909] Map Script: Luxury type 26
[32409.909] Map Script: Luxury type 23
[32409.909] Map Script: Luxury type 34
[32409.909] Map Script: Luxury type 30
[32409.909] Map Script: Luxury type 17
[32409.909] Map Script: - - - - - - - - - - - - - - - -
[32409.909] Map Script: Map Generation - Placing City States
[32409.909] Map Script: Map Generation - Choosing sites for City States
[32409.909] Map Script: All city states assigned.
[32409.925] Map Script: Map Generation - Placing Luxuries
[32409.925] Map Script: -
[32409.925] Map Script: Attempting to place Luxury# 20 at start plot 7 17 in Region# 1
[32409.925] Map Script: -
[32409.925] Map Script: Attempting to place Luxury# 31 at start plot 17 17 in Region# 2
[32409.925] Map Script: -
[32409.925] Map Script: -
[32409.925] Map Script: -Assigned Luxury Type 15 to City State# 1
[32409.925] Map Script: -
[32409.925] Map Script: -
[32409.925] Map Script: -Assigned Luxury Type 15 to City State# 2
[32409.925] Map Script: -
[32409.925] Map Script: -
[32409.925] Map Script: -Assigned Luxury Type 16 to City State# 3
[32409.925] Map Script: -
[32409.925] Map Script: -
[32409.925] Map Script: -Assigned Luxury Type 15 to City State# 4
[32409.925] Map Script: -
[32409.925] Map Script: -
[32409.925] Map Script: -Assigned Luxury Type 22 to City State# 5
[32409.925] Map Script: -
[32409.925] Map Script: -
[32409.925] Map Script: -Assigned Luxury Type 15 to City State# 6
[32409.925] Map Script: -
[32409.925] Map Script: - - -
[32409.925] Map Script: Attempting to place regional luxury # 20 in Region# 1
[32409.925] Map Script: -
[32409.925] Map Script: - - -
[32409.925] Map Script: Attempting to place regional luxury # 31 in Region# 2
[32409.925] Map Script: * *
[32409.925] Map Script: * iNumTypesRandom = 4
[32409.925] Map Script: * *
[32409.925] Map Script: iNumRandomLuxTarget = 5. Just putting in 3 of each random.
[32409.925] Map Script: -
[32409.925] Map Script: Random Luxury Target Number: 3
[32409.925] Map Script: Random Luxury Target Placed: 3
[32409.925] Map Script: -
[32409.925] Map Script: -
[32409.925] Map Script: Random Luxury Target Number: 3
[32409.925] Map Script: Random Luxury Target Placed: 3
[32409.925] Map Script: -
[32409.925] Map Script: -
[32409.925] Map Script: Random Luxury Target Number: 3
[32409.925] Map Script: Random Luxury Target Placed: 1
[32409.925] Map Script: -
[32409.925] Map Script: -
[32409.925] Map Script: Random Luxury Target Number: 3
[32409.925] Map Script: Random Luxury Target Placed: 0
[32409.925] Map Script: -
[32409.925] Map Script: -
[32409.925] Map Script: --- Eligible Types List for Second Luxury in Region# 1 ---
[32409.925] Map Script: - Found eligible luxury type: 18
[32409.925] Map Script: --- End of Eligible Types list for Second Luxury in Region# 1 ---
[32409.925] Map Script: -
[32409.925] Map Script: Placed Second Luxury type of ID# 18 for start located at Plot 7 17 in Region# 1
[32409.925] Map Script: -
[32409.925] Map Script: --- Eligible Types List for Second Luxury in Region# 2 ---
[32409.925] Map Script: - Found eligible luxury type: 18
[32409.925] Map Script: --- End of Eligible Types list for Second Luxury in Region# 2 ---
[32409.925] Map Script: -
[32409.925] Map Script: Placed Second Luxury type of ID# 18 for start located at Plot 17 17 in Region# 2
[32409.925] Map Script: Failed to place 2 units of Marble.
[32409.925] Map Script: Map Generation - Placing Strategics
[32409.925] Map Script: Map Generation - Placing Bonuses
[32409.925] Map Script: Map Generation - Normalize City State Locations
[32409.940] Map Script: -
[32409.940] Map Script: --- Table of Results, New Start Finder ---
[32409.940] Map Script: -
[32409.940] Map Script: Region# 1 has start plot at: 7 17 with Fertility Rating of 219
[32409.940] Map Script: -
[32409.940] Map Script: Region# 2 has start plot at: 17 17 with Fertility Rating of 202
[32409.940] Map Script: -
[32409.940] Map Script: --- End of Start Finder Results Table ---
[32409.940] Map Script: -
[32409.940] Map Script: -
[32409.940] Map Script: --- Table of Final Results, City State Placements ---
[32409.940] Map Script: -
[32409.940] Map Script: - City State 1 in Region 1 is located at Plot 2 21
[32409.940] Map Script: - City State 2 in Region -1 is located at Plot 38 7
[32409.940] Map Script: - City State 3 in Region 2 is located at Plot 12 21
[32409.940] Map Script: - City State 4 in Region 2 is located at Plot 11 10
[32409.940] Map Script: - City State 5 in Region -1 is located at Plot 36 13
[32409.940] Map Script: - City State 6 in Region -1 is located at Plot 4 8
[32409.940] Map Script: -
[32409.940] Map Script: - - - - -
[32409.940] Map Script: -
[32409.940] Map Script: --- Table of Final Results, Resource Distribution ---
[32409.940] Map Script: -
[32409.940] Map Script: - LUXURY Resources -
[32409.940] Map Script: - Whale...: 0
[32409.940] Map Script: - Pearls..: 0
[32409.940] Map Script: - Gold....: 4
[32409.940] Map Script: - Silver..: 4
[32409.940] Map Script: - Gems....: 0
[32409.940] Map Script: - Marble..: 2
[32409.940] Map Script: - Ivory...: 1
[32409.940] Map Script: - Fur.....: 4
[32409.940] Map Script: - Dye.....: 0
[32409.940] Map Script: - Spices..: 1
[32409.940] Map Script: - Silk....: 0
[32409.940] Map Script: - Sugar...: 0
[32409.940] Map Script: - Cotton..: 0
[32409.940] Map Script: - Wine....: 0
[32409.940] Map Script: - Incense.: 0
[32409.940] Map Script: - Expansion LUXURY Resources -
[32409.940] Map Script: - Copper..: 0
[32409.940] Map Script: - Salt....: 3
[32409.940] Map Script: - Citrus..: 0
[32409.940] Map Script: - Truffles: 3
[32409.940] Map Script: - Crab....: 0
[32409.940] Map Script: - Cocoa...: 0
[32409.940] Map Script: -
[32409.940] Map Script: + TOTAL.Lux: 32
[32409.940] Map Script: -
[32409.940] Map Script: - STRATEGIC Resources -
[32409.940] Map Script: - Iron....: 26
[32409.940] Map Script: - Horse...: 14
[32409.940] Map Script: - Coal....: 30
[32409.940] Map Script: - Oil.....: 25
[32409.940] Map Script: - Aluminum: 25
[32409.940] Map Script: - Uranium.: 6
[32409.940] Map Script: -
[32409.940] Map Script: - BONUS Resources -
[32409.940] Map Script: - Cow.....: 3
[32409.940] Map Script: - Wheat...: 4
[32409.940] Map Script: - Sheep...: 3
[32409.940] Map Script: - Deer....: 8
[32409.940] Map Script: - Banana..: 3
[32409.940] Map Script: - Fish....: 33
[32409.940] Map Script: - Stone...: 5
[32409.940] Map Script: - Bison...: 2
[32409.940] Map Script: -
[32409.940] Map Script: -----------------------------------------------------
[32409.940] Map Script: -------------------------------
[32409.940] Map Script: Map Generation - Adding Goodies
[32409.940] Map Script: -------------------------------
[32409.940] Map Script: Determining continents for art purposes (MapGenerator.Lua)
[32412.904] CivilopediaScreen: SetSelectedCategory(12)
[32412.904] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[32412.920] CivilopediaScreen: SetSelectedCategory(1)
[32412.920] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[32412.936] YieldIconManager: This is the modded YieldIconManager from 'DLL - Various Mod Components'
[32413.185] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion2\Tutorial\Lua\TutorialInclude_Expansion2.lua
[32413.185] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[32413.669] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarPlunderTradeRoutePopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\NetworkKickedPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[32413.669] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[32413.669] DeclareWarPopup: This is the modded DeclareWarPopup from CP
[32413.809] EconomicGeneralInfo: Total Units - 2
[32413.809] EconomicGeneralInfo: Maint Free Units - 0
[32413.809] EconomicGeneralInfo: Paid Units - 2
[32413.825] EconomicGeneralInfo: Total Units - 2
[32413.825] EconomicGeneralInfo: Maint Free Units - 0
[32413.825] EconomicGeneralInfo: Paid Units - 2
[32413.856] DiploGlobalRelationships: This is the modded DiploGlobalRelationships from CP
[32414.106] ChoosePantheonPopup: 60
[32414.106] ChoosePantheonPopup: 963
[32414.106] ChoosePantheonPopup: 1023
[32414.184] ChooseIdeologyPopup: 60
[32414.184] ChooseIdeologyPopup: 963
[32414.184] ChooseIdeologyPopup: 1023
[32414.199] ChooseInternationalTradeRoutePopup: This is the modded TradeRouteHelpers from CBP
[32414.230] TradeRouteOverview: This is the modded TradeRouteHelpers from CBP
[32414.418] DiscussionDialog: This is the modded DiscussionDialog.lua from CBP
[32414.558] AdvisorInfoPopup: Closing Advisor Info
[32414.558] Demographics: Dequeuing demographics
[32414.558] Demographics: Dequeuing demographics
[32428.411] TechPopup: stealingTechTargetPlayerID: -1
[32428.411] TechPopup: iValue: 0
[32433.153] TurnProcessing: Hiding TurnProcessing
[32440.376] TurnProcessing: Hiding TurnProcessing
[32450.423] TurnProcessing: Hiding TurnProcessing
[32452.451] LeaderHeadRoot: Handling LeaderMessage: 0, Welcome to the Joseon Court, friend. I have done much to help my people - can you say the same?
[32457.521] TurnProcessing: Hiding TurnProcessing
[32464.042] TurnProcessing: Hiding TurnProcessing
[32473.885] TurnProcessing: Hiding TurnProcessing
[32483.105] TurnProcessing: Hiding TurnProcessing
[32493.760] TurnProcessing: Hiding TurnProcessing


database:

Spoiler :
[32323.157] columns StrategicViewType, TileType are not unique
[32323.157] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[32330.661] no such table: ContentPackage.LocalizedText
[32330.661] no such table: ContentPackage.LocalizedText
[32330.661] no such table: ContentPackage.LocalizedText
[32332.080] no such table: ContentPackage.LocalizedText
[32334.342] columns StrategicViewType, TileType are not unique
[32334.342] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[32335.388] no such table: ContentPackage.LocalizedText
[32335.388] no such table: ContentPackage.LocalizedText
[32335.388] no such table: ContentPackage.LocalizedText
[32341.316] Validating Foreign Key Constraints...
[32341.316] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32341.316] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32341.316] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32341.331] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32341.331] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32341.331] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32341.331] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32341.331] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32341.331] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32344.592] Failed Validation.
[32345.231]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 8564720 78106568
PageCache: 7 13
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 8142624 65215080
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6664

Prepared Statements:
Current: 6
------------------------------
[32345.278] Validating Foreign Key Constraints...
[32345.278] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32345.278] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32345.278] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32345.278] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32345.278] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32345.278] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32345.278] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32345.278] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32345.278] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32348.570] Failed Validation.
[32349.225]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 8565896 78106568
PageCache: 7 13
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 8143800 65215080
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6664

Prepared Statements:
Current: 6
------------------------------
[32379.661] Validating Foreign Key Constraints...
[32379.661] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32379.661] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32379.661] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32379.661] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32379.661] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32379.661] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32379.661] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32379.661] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32379.661] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32383.358] Failed Validation.
[32384.325]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 9287376 78106568
PageCache: 8 14
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 8741208 65215080
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6664

Prepared Statements:
Current: 12
------------------------------
[32384.419] Validating Foreign Key Constraints...
[32384.419] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32384.419] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32384.419] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32384.419] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32384.419] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32384.419] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32384.419] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32384.419] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32384.419] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[32388.100] Failed Validation.
[32389.099]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 9288552 78106568
PageCache: 8 14
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 8742384 65215080
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6664

Prepared Statements:
Current: 12
------------------------------
[32409.862] no such column: Type
[32409.862] In Query - select * from Natural_Wonder_Placement where Type = ? LIMIT 1
 
too long for 1 post, so I have to continue in a second one:

about the logs:
I started a new game with CP 9-9v2 only, played a few turns until I discovered a CS and declared war/ made peace a few times.


another thing that's happening and may be related:
when I load a savegame, the citybanners won't show the religion of each city. instead, at the beginning of the next turn I get a bunch of notifications for all my religious cities ("your city has become religious") and the banners are updated with the symbol.

I hope that helps!


PS: with various mod components I just wanted to point out that the game files are not broken or something :)



edit: one more thing I experienced when I was creating a lot of new games during my tests:

during the game setup, when you select more city states than the map size's standard, the game tends to crash. maybe this is a known or vanilla issue, but I add this info just in case!
 
I don't think this explains it. Seems everyone has a cossack and everyone has several ninjas. Except me. Something very odd is going on. I've used exploration expanded with every other version of CBP and never seen anything like this.

I seem to have gotten to the bottom of this crash issue.

I had forgotten that I had Barbarian Lands installed as a Mod as well. It appears to no longer be compatible.
 
too long for 1 post, so I have to continue in a second one:

about the logs:
I started a new game with CP 9-9v2 only, played a few turns until I discovered a CS and declared war/ made peace a few times.


another thing that's happening and may be related:
when I load a savegame, the citybanners won't show the religion of each city. instead, at the beginning of the next turn I get a bunch of notifications for all my religious cities ("your city has become religious") and the banners are updated with the symbol.

I hope that helps!


PS: with various mod components I just wanted to point out that the game files are not broken or something :)



edit: one more thing I experienced when I was creating a lot of new games during my tests:

during the game setup, when you select more city states than the map size's standard, the game tends to crash. maybe this is a known or vanilla issue, but I add this info just in case!

This is all with just the CP by itself? Also, are you switching between Various Mod Components and the CP?

G
 
Still in a game on version 8-20 and Archaeological Sites can't be constructed outside of my territory. Is this bug known, has it been fixed in more recent versions, and is there anything I can do about it?

To clarify, they can be constructed in neutral territory, but not in another civ's territory. I have Open Borders with those civs.

ETA: Ignore this post! Turns out those were all coincidentally occupied by other Civ's archaeologists. Whoops
 
This is all with just the CP by itself? Also, are you switching between Various Mod Components and the CP?

G


Yes, these logs are CP only (9-9v2) with cleared cache and everything.

No, I don't switch between CP and VMC, I just put it in once for a single test (new game) to see if the problem persists (it doesn't) in case some gamefiles are broken, but deleted VMC from the mod folder and cleared the cache afterwards before I put CP back in.

I also tried it on the other computer where I did a complete reinstall (so no other mods have been used there) and the database log is completely identical, I already compared everything. :undecide:


edit: should I try an older version for test purposes? I don't have anything older than 8-24 on my disk though..
 
Open borders with England, i encircle London with some troops, then i declare war.
What happens is that all my troops are immediately expelled from England territory (now on war with me) and put out of London borders.
Is it intended (i don't know if it was so in Vanilla, a bit rusty with CiV) or is it a bug?
 
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