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I just started a new game with the megapack and the game hangs during the City State turn. If I click on the screen it will crash. I addition to the megapack I'm using infoaddict, IGE, and rotate starting position. Thanks for your help

I have the same problem.. Only with the mods of the How to install page and YnAEMP..
 
I have the same problem.. Only with the mods of the How to install page and YnAEMP..

You cleared your cache, yes? Try redownloading the megapack, and make sure you install EUI and all the mods where they are supposed to go.

Edit: just tested ynaemp and all files - everything worked fine. CSs are slow in the first two or three turns while they found, but is otherwise normal.

G
 
Liberating citystates(from barbs) still gives you warmongerpenalty (which still doesn't make any sense). A rather large one also from what I'm able to gather, since it got every AI in the game to "early concerns"
 
Hey the Game is running now, ok sometimes it will freeze by calculating City States, but then I have to delete the Cache and ModUserData folder and try it again. I am not sure at the moment if it is related to other mods. I downloaded the Community Patch MEGAPACK and installed EUI and all mods except E&D and More Luxuries.

So this is the currently working Mod-Pack:
  • EUI (from the MegaPack)
  • Community Balance Patch - CSD Compatibility (v.1)
  • Ingame Editor (v.28)
  • Yet (not) Another Earth Maps Pack (v.23)
  • Community Patch - Civ IV Diplomatic Features Enabler (v.1)
  • Civ IV Diplomatic Features - Community Balance Patch Edition (v.10)
  • Community Patch - CSD Compatibility Enabler (v.1)
  • Community Balance Patch (v.13)
  • Community Balance Patch - Civ IV Diplomatic Features Compatibility Files (v.1)
  • Community Patch (v.66)
  • City-State Diplomacy Mod - Community Balance Patch Edition (v.26)
However there are some tiny issues I saw in the log files..

Issues:

There is an old mistake in "de_DE_Text_Civilopedia.xml":
Civ IV Diplomatic Features for CBP (v 10)\Civ IV Diplomatic Features (v 10)\XML\Text\de_DE

  • TXT_KEY_GAME_CONCEPT_SECTION_24 has to be changed to TXT_KEY_GAME_CONCEPT_SECTION_26 as it is also written in the english language file.

Another issue in the "de_DE_Text_UI.xml":
Civ IV Diplomatic Features for CBP (v 10)\Civ IV Diplomatic Features (v 10)\XML\Text\de_DE
  • KEY_GAME_OPTION_NO_TECH_TRADING_HELP needs to be changed to TXT_KEY_GAME_OPTION_NO_TECH_TRADING_HELP

Another issue in "DiploList.lua":
Civ IV Diplomatic Features for CBP (v 10)\Civ IV Diplomatic Features (v 10)\UI\InGame\
  • Runtime Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Civ IV Diplomatic Features for CBP (v 10)\Civ IV Diplomatic Features (v 10)\UI\InGame\DiploList.lua:39: attempt to index field 'OuterGrid' (a nil value)
  • Runtime Error: Error loading E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Civ IV Diplomatic Features for CBP (v 10)\Civ IV Diplomatic Features (v 10)\UI\InGame\DiploList.lua.

Combined logs:
Lua.log
Spoiler :
[175102.203] near "CREATE": syntax error
[175126.453] columns Language, Tag are not unique
[175126.453] While executing - 'insert into Language_de_DE('Tag', 'Text') values (?, ?);'
[175126.453] In XMLSerializer while inserting row into table insert into Language_de_DE('Tag', 'Text') with values (TXT_KEY_GAME_CONCEPT_SECTION_24, Vasallentum, ).
[175126.453] In XMLSerializer while updating table Language_de_DE from file XML/Text/de_DE/de_DE_Text_Civilopedia.xml.
[175126.453] columns Language, Tag are not unique
xml.log
Spoiler :
[176113.875] Tag (KEY_GAME_OPTION_NO_TECH_TRADING_HELP) does not start with 'TXT_KEY_'
 
Hey the Game is running now, ok sometimes it will freeze by calculating City States, but then I have to delete the Cache and ModUserData folder and try it again. I am not sure at the moment if it is related to other mods. I downloaded the Community Patch MEGAPACK and installed EUI and all mods except E&D and More Luxuries.

So this is the currently working Mod-Pack:
  • EUI (from the MegaPack)
  • Community Balance Patch - CSD Compatibility (v.1)
  • Ingame Editor (v.28)
  • Yet (not) Another Earth Maps Pack (v.23)
  • Community Patch - Civ IV Diplomatic Features Enabler (v.1)
  • Civ IV Diplomatic Features - Community Balance Patch Edition (v.10)
  • Community Patch - CSD Compatibility Enabler (v.1)
  • Community Balance Patch (v.13)
  • Community Balance Patch - Civ IV Diplomatic Features Compatibility Files (v.1)
  • Community Patch (v.66)
  • City-State Diplomacy Mod - Community Balance Patch Edition (v.26)
However there are some tiny issues I saw in the log files..

Issues:

There is an old mistake in "de_DE_Text_Civilopedia.xml":
Civ IV Diplomatic Features for CBP (v 10)\Civ IV Diplomatic Features (v 10)\XML\Text\de_DE

  • TXT_KEY_GAME_CONCEPT_SECTION_24 has to be changed to TXT_KEY_GAME_CONCEPT_SECTION_26 as it is also written in the english language file.

Another issue in the "de_DE_Text_UI.xml":
Civ IV Diplomatic Features for CBP (v 10)\Civ IV Diplomatic Features (v 10)\XML\Text\de_DE
  • KEY_GAME_OPTION_NO_TECH_TRADING_HELP needs to be changed to TXT_KEY_GAME_OPTION_NO_TECH_TRADING_HELP

Another issue in "DiploList.lua":
Civ IV Diplomatic Features for CBP (v 10)\Civ IV Diplomatic Features (v 10)\UI\InGame\
  • Runtime Error: E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Civ IV Diplomatic Features for CBP (v 10)\Civ IV Diplomatic Features (v 10)\UI\InGame\DiploList.lua:39: attempt to index field 'OuterGrid' (a nil value)
  • Runtime Error: Error loading E:\Documents\My Games\Sid Meier's Civilization 5\MODS\Civ IV Diplomatic Features for CBP (v 10)\Civ IV Diplomatic Features (v 10)\UI\InGame\DiploList.lua.

Combined logs:
Lua.log
Spoiler :
[175102.203] near "CREATE": syntax error
[175126.453] columns Language, Tag are not unique
[175126.453] While executing - 'insert into Language_de_DE('Tag', 'Text') values (?, ?);'
[175126.453] In XMLSerializer while inserting row into table insert into Language_de_DE('Tag', 'Text') with values (TXT_KEY_GAME_CONCEPT_SECTION_24, Vasallentum, ).
[175126.453] In XMLSerializer while updating table Language_de_DE from file XML/Text/de_DE/de_DE_Text_Civilopedia.xml.
[175126.453] columns Language, Tag are not unique
xml.log
Spoiler :
[176113.875] Tag (KEY_GAME_OPTION_NO_TECH_TRADING_HELP) does not start with 'TXT_KEY_'

I'll fix those two bugs. I also rebuilt the MEGAPACK following my own instructions to remove those two lua files. :crazyeye:
G
 
I'll fix those two bugs. I also rebuilt the MEGAPACK following my own instructions to remove those two lua files. :crazyeye:
G

I give up. Sometimes it is working and sometimes not. It's like some City State is freezing the game, but there is a small chance that this City State will not be in the game and so I can continue my first turn. But because it remains magic of what is going on during the calculation, I don't want to mess with it around. It is a fact, that YnAEMP will sometimes work with the Megapack and more often not, but how should I find a bug or a hint when FireTuner says "HidingTurnProcessing" and the logs seems to be fine..
 
I give up. Sometimes it is working and sometimes not. It's like some City State is freezing the game, but there is a small chance that this City State will not be in the game and so I can continue my first turn. But because it remains magic of what is going on during the calculation, I don't want to mess with it around. It is a fact, that YnAEMP will sometimes work with the Megapack and more often not, but how should I find a bug or a hint when FireTuner says "HidingTurnProcessing" and the logs seems to be fine..

I've now tested it multiple times, and from what I can tell it works fine. To be clear, are you using any mods that add additional CSs? There's a hard cap on the number of civs/cs that can be in a game, and that may be your problem.
G
 
Same issue here. It freezes on first turn (but not always). I'm using mega pack mods and nothing else besides Terra Incognita map script
 
<SNIP>

Assets\DLC\Expansion2\UI\InGame\TechTree\TechButtonInclude.lua:198: attempt to index local 'improvement' (a nil value)


I then tried just enabling CP and it works fine. So it's something in CBP that is causing the problem.


I figured out the issue I was having. I am not sure why, but the CIV IV Diplo mode was messing the tech tree up. I had the same issue all the way up to including the Jan 19 Mega Pack. I disabled that mode and now everything works fine.

Just in case anyone is having the issue as me.

P.S. This mod is just amazing. Great work, Gazebo.

One suggestion is to include the Quick Turns Mod. It works fine with the mega pack, and it auto makes NPC moves not in your view into quick movements. Great when playing big worlds with many civs. Waiting between moves is now pretty quick.
 
One suggestion is to include the Quick Turns Mod. It works fine with the mega pack, and it auto makes NPC moves not in your view into quick movements. Great when playing big worlds with many civs. Waiting between moves is now pretty quick.

Does this do anything if you already have "quick movement" enabled in the options?
 
Does this do anything if you already have "quick movement" enabled in the options?

It gives you more options. You can designate quick movements and combat for yourself, friendly AI, AI you're at war with, city-state allies, barbs, etc.

If you want everything to have quick movement (for the faster turn times) except for say, barbs and whoever you're at war with, you can do that. The mod also includes the Faster Aircraft Animations mod, so there's that too.
 
It gives you more options. You can designate quick movements and combat for yourself, friendly AI, AI you're at war with, city-state allies, barbs, etc.

If you want everything to have quick movement (for the faster turn times) except for say, barbs and whoever you're at war with, you can do that. The mod also includes the Faster Aircraft Animations mod, so there's that too.

Well the base options "Quick Movements" and "Quick Combat" removes all animations, so I'm guessing that mod won't help me if I'm already using both those options :D
 
I've now tested it multiple times, and from what I can tell it works fine. To be clear, are you using any mods that add additional CSs? There's a hard cap on the number of civs/cs that can be in a game, and that may be your problem.
G

Same issue here. It freezes on first turn (but not always). I'm using mega pack mods and nothing else besides Terra Incognita map script

No I don't use any other Mod than these below as far as I know YnEMP don't add any new City States:
  • EUI (from the MegaPack)
  • Community Balance Patch - CSD Compatibility (v.1)
  • Ingame Editor (v.28)
  • Yet (not) Another Earth Maps Pack (v.23)
  • Community Patch - Civ IV Diplomatic Features Enabler (v.1)
  • Civ IV Diplomatic Features - Community Balance Patch Edition (v.10)
  • Community Patch - CSD Compatibility Enabler (v.1)
  • Community Balance Patch (v.13)
  • Community Balance Patch - Civ IV Diplomatic Features Compatibility Files (v.1)
  • Community Patch (v.66)
  • City-State Diplomacy Mod - Community Balance Patch Edition (v.26)
Don't be irritated by me when I sometimes post additional Mods. I can reproduce the freezes with only those mods above. The problem is the probability. So when you set up YnAEMP and select 22 Civs + 41 City States it will not mean that you will have actually 41 City States in the game. After you started your game YnAEMP's Map-Script will check if there is enough space between the City States (between themself) and if they are not blocked by already existing Civs. So you will end up with up to 25 City States actually.

I don't have any feeling about the reasons or solutions for the freezes. It seems like it is depending on the amount of City States or which Civs are in the game, which will then influence the probability of the occurring freezes. As far as I can see it, it will not make any difference if you select 30 or 41 City States, the probability for a freeze is all the same..

Maybe someone can tell me how much City States can be in a vanilla game (I mean singleplayer only, not via the Mod menu), because there you can select up to 41 City States, too.

The question is why YnAEMP has now a problem with City States, because it is working very nicely without CP etc..
 
Well the base options "Quick Movements" and "Quick Combat" removes all animations, so I'm guessing that mod won't help me if I'm already using both those options :D

Correct. It's pointless unless you ever want to remove Quick Movements/Combat for only a specific faction or two (like me :) I like to see my enemies' movements during war).
 
No I don't use any other Mod than these below as far as I know YnEMP don't add any new City States:
  • EUI (from the MegaPack)
  • Community Balance Patch - CSD Compatibility (v.1)
  • Ingame Editor (v.28)
  • Yet (not) Another Earth Maps Pack (v.23)
  • Community Patch - Civ IV Diplomatic Features Enabler (v.1)
  • Civ IV Diplomatic Features - Community Balance Patch Edition (v.10)
  • Community Patch - CSD Compatibility Enabler (v.1)
  • Community Balance Patch (v.13)
  • Community Balance Patch - Civ IV Diplomatic Features Compatibility Files (v.1)
  • Community Patch (v.66)
  • City-State Diplomacy Mod - Community Balance Patch Edition (v.26)
Don't be irritated by me when I sometimes post additional Mods. I can reproduce the freezes with only those mods above. The problem is the probability. So when you set up YnAEMP and select 22 Civs + 41 City States it will not mean that you will have actually 41 City States in the game. After you started your game YnAEMP's Map-Script will check if there is enough space between the City States (between themself) and if they are not blocked by already existing Civs. So you will end up with up to 25 City States actually.

I don't have any feeling about the reasons or solutions for the freezes. It seems like it is depending on the amount of City States or which Civs are in the game, which will then influence the probability of the occurring freezes. As far as I can see it, it will not make any difference if you select 30 or 41 City States, the probability for a freeze is all the same..

Maybe someone can tell me how much City States can be in a vanilla game (I mean singleplayer only, not via the Mod menu), because there you can select up to 41 City States, too.

The question is why YnAEMP has now a problem with City States, because it is working very nicely without CP etc..

Do me a favor. In the CommunityOptions.sql file in the CBP, find the option that turns off settler moves on turn zero and disable it. See if that's the problem.

G
 
Do me a favor. In the CommunityOptions.sql file in the CBP, find the option that turns off settler moves on turn zero and disable it. See if that's the problem.

G

This option is btw. in the CP folder. I deactivated the option and I also deactivated "No More Civilian Traffic Jams". No difference, even when I play the game in english. I activated the debug panel to see what is going on.. There is not much. I unchecked the Simultaneous turn processing, because I thought it would be an error that their path finding is killing each others processing, but I am not sure if the unchecked option "Simultaneous" means that also the City States are processed one by one.

So far as I was able to see it: One City State settled (found a City), all or the most were standing still, while the processing was in progress.

  • One theory could be, that only one (I am quiet sure that it was only one) City State found a City and the processing ended here. It could be that the AI then don't know what to do e.g. what building to choose.
  • Another theory could be, that one City State successfully found a City while the other ones were not able to move, because of a restriction or the script which tells them where it would be the best to found a City is not working properly.

In which order do you activated YnAEMP? At first and then the megapack or vice versa?


EDIT:
As far as I can see it, I can reproduce the problem with these Mods active:
  • EUI (from the MegaPack)
  • Community Balance Patch - CSD Compatibility (v.1)
  • Yet (not) Another Earth Maps Pack (v.23)
  • Community Patch - CSD Compatibility Enabler (v.1)
  • Community Balance Patch (v.13)
  • Community Patch (v.66)
  • City-State Diplomacy Mod - Community Balance Patch Edition (v.26)

There was a probability of 4 to 6 that this was working. I think that my luck ended, after the fourth try I was not able to continue my first turn anymore..

Because it is sometimes working under different active mods constellations and sometimes not, I don't know if it was a fluke that it was working with only these mods active:
  • EUI (from the MegaPack)
  • Yet (not) Another Earth Maps Pack (v.23)
  • Community Balance Patch (v.13)
  • Community Patch (v.66)
 
I downloaded the Megapack with all the related mods in it.

When I start a game and settle my first city, I can't pick any research to study, the research panel shows an empty research tree... help. :(
 
I downloaded the Megapack with all the related mods in it.

When I start a game and settle my first city, I can't pick any research to study, the research panel shows an empty research tree... help. :(

Make sure you've placed everything in the correct folder, make sure you've cleared your cache-folder and your moduserdata-folder.
Make sure you've enabled only the mods in the megapack, in fact it would probably be better if you cleared your modfolder before you installed extracted the megapack into it. (Doing that fixed a thing for me once, and it really can't hurt :D)
 
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