Bug Reports

Most of my cities do not appear, it is just the defense unit that shows and if it was not there, it would just be a blank space with the city name above it. I am also having the problem of the other civs not developing, building the palace (the only founded city, the first one has no star denoting it as a capital), and just producing cavemen.

Database
Spoiler :
[535957.814] columns StrategicViewType, TileType are not unique
[535957.814] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[535960.888] columns StrategicViewType, TileType are not unique
[535960.888] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[535965.178]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6013176 13656944
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5611872 10272360
Scratch: 0 0

Largest Allocations:
Malloc: 130560
PageCache: 1172
Scratch: 5200

Prepared Statements:
Current: 6
------------------------------
[535965.786]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6014352 13656944
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5613048 10272360
Scratch: 0 0

Largest Allocations:
Malloc: 130560
PageCache: 1172
Scratch: 5200

Prepared Statements:
Current: 6
------------------------------
[535988.437] no such column: Tier
[535988.437] near ",": syntax error
[535990.216] PRIMARY KEY must be unique
[535990.216] PRIMARY KEY must be unique
[535990.263] near "SELECT": syntax error
[535990.263] column UnitMemberType is not unique
[535990.263] column UnitMemberType is not unique
[535990.263] columns UnitMemberType, Index, SubIndex are not unique
[535990.263] columns UnitMemberType, Index, SubIndex are not unique
[535990.263] column Type is not unique
[535990.263] column Type is not unique
[535990.263] column Type is not unique
[535990.263] column Type is not unique
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/Global - Pro-rata Buildings Purchase (v 2)/GlobalProrataBuildingsPurchase.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/Global - Pro-rata Buildings Purchase (v 2)/GlobalProrataBuildingsPurchase.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/GlobalCityForestBonus/GlobalCityForestBonus.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/GlobalCityForestBonus/GlobalCityForestBonus.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/GlobalCityWorkingDistance/GlobalCityWorkingDistance.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/GlobalCityWorkingDistance/GlobalCityWorkingDistance.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/GlobalCSRazeRarely/GlobalCSRazeRarely.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/GlobalCSRazeRarely/GlobalCSRazeRarely.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/GlobalCSUnitUpgrades/GlobalCSUnitUpgrades.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/GlobalCSUnitUpgrades/GlobalCSUnitUpgrades.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/GlobalGratefulSettlers/GlobalGratefulSettlers.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/GlobalGratefulSettlers/GlobalGratefulSettlers.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/GlobalPassableForts/GlobalPassableForts.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/GlobalPassableForts/GlobalPassableForts.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/Promotions - Terrain Crossing (v 3)/PromotionsTerrainCrossing.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/Promotions - Terrain Crossing (v 3)/PromotionsTerrainCrossing.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/Tunnel/ImprovementTunnel.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/Tunnel/ImprovementTunnel.xml.
[535997.142]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 8203856 13656944
PageCache: 7 13
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 7762776 10272360
Scratch: 0 0

Largest Allocations:
Malloc: 130560
PageCache: 1172
Scratch: 6376

Prepared Statements:
Current: 12
------------------------------
[536154.657] no such column: Type
[536154.657] In Query - select * from Natural_Wonder_Placement where Type = ? LIMIT 1


Lua Some warning of a fertility value tie
Spoiler :
[535946.411] Initializing Lua 5.1.4
[535981.261] InstalledPanel: Refreshing Mods
[535981.261] InstalledPanel: GetModBrowserListings()
[535981.261] InstalledPanel: Refreshing Mods
[535981.261] InstalledPanel: GetModBrowserListings()
[535986.472] InstalledPanel: Refreshing Mods
[535986.472] InstalledPanel: GetModBrowserListings()
[535986.737] InstalledPanel: Refreshing Mods
[535986.737] InstalledPanel: GetModBrowserListings()
[536021.088] Runtime Error: Assets\UI\FrontEnd\GameSetup\UniqueBonuses.lua:217: attempt to call field '?' (a nil value)
[536154.111] Map Script: Generating Map
[536154.111] Map Script: Generating Plot Types (Lua Continents) ...
[536154.126] Map Script: Setting Plot Types (MapGenerator.Lua)
[536154.251] Map Script: Setting coasts and oceans (MapGenerator.Lua)
[536154.267] Map Script: Expanding coasts (MapGenerator.Lua)
[536154.282] Map Script: Generating Terrain (Lua Continents) ...
[536154.298] Map Script: Setting Terrain Types (MapGenerator.Lua)
[536154.329] Map Script: Map Generation - Adding Rivers
[536154.391] Map Script: Map Generation - Adding Lakes
[536154.391] Map Script: 7 lakes added
[536154.391] Map Script: Adding Features (Lua Continents) ...
[536154.532] Map Script: Creating start plot database.
[536154.563] Map Script: Dividing the map in to Regions.
[536154.563] Map Script: Map Generation - Dividing the map in to Regions
[536154.563] Map Script: -
[536154.563] Map Script: Civs: 12
[536154.563] Map Script: City States: 11
[536154.579] Map Script: * * * * * * * * * *
[536154.579] Map Script: Area ID 1114188 has fertility of 7
[536154.579] Map Script: Area ID 1089609 has fertility of 4153
[536154.579] Map Script: Area ID 1286241 has fertility of 320
[536154.579] Map Script: Area ID 1155153 has fertility of 51
[536154.579] Map Script: Area ID 1261662 has fertility of 12
[536154.579] Map Script: Area ID 1228890 has fertility of 10
[536154.579] Map Script: Area ID 1073223 has fertility of 249
[536154.579] Map Script: Area ID 1065030 has fertility of 15
[536154.579] Map Script: Area ID 1138767 has fertility of 5
[536154.579] Map Script: Area ID 1245276 has fertility of 26
[536154.579] Map Script: Area ID 1278048 has fertility of 3
[536154.579] Map Script: Area ID 1302627 has fertility of -2
[536154.579] Map Script: Area ID 1056837 has fertility of 28
[536154.579] Map Script: Area ID 1122381 has fertility of 10
[536154.579] Map Script: Area ID 1294434 has fertility of -2
[536154.579] Map Script: Area ID 1048644 has fertility of 6691
[536154.579] Map Script: * * * * * * * * * *
[536154.579] Map Script: Interim Table ID 1 has fertility of -2
[536154.579] Map Script: Interim Table ID 2 has fertility of -2
[536154.579] Map Script: Interim Table ID 3 has fertility of 3
[536154.579] Map Script: Interim Table ID 4 has fertility of 5
[536154.579] Map Script: Interim Table ID 5 has fertility of 7
[536154.579] Map Script: Interim Table ID 6 has fertility of 10
[536154.579] Map Script: Interim Table ID 7 has fertility of 10
[536154.579] Map Script: Interim Table ID 8 has fertility of 12
[536154.579] Map Script: Interim Table ID 9 has fertility of 15
[536154.579] Map Script: Interim Table ID 10 has fertility of 26
[536154.579] Map Script: Interim Table ID 11 has fertility of 28
[536154.579] Map Script: Interim Table ID 12 has fertility of 51
[536154.579] Map Script: Interim Table ID 13 has fertility of 249
[536154.579] Map Script: Interim Table ID 14 has fertility of 320
[536154.579] Map Script: Interim Table ID 15 has fertility of 4153
[536154.579] Map Script: Interim Table ID 16 has fertility of 6691
[536154.579] Map Script: * * * * * * * * * *
[536154.579] Map Script: *** WARNING: Fertility Value Tie exists! ***
[536154.579] Map Script: -
[536154.579] Map Script: --- Continental Division, Initial Readout ---
[536154.579] Map Script: -
[536154.579] Map Script: - Global Fertility: 11576
[536154.579] Map Script: - Total Land Plots: 2646
[536154.579] Map Script: - Total Areas: 16
[536154.579] Map Script: - Relevant Areas: 12
[536154.579] Map Script: -
[536154.579] Map Script: * * * * * * * * * *
[536154.579] Map Script: Area ID 1048644 has fertility of 6691
[536154.579] Map Script: Area ID 1089609 has fertility of 4153
[536154.579] Map Script: Area ID 1286241 has fertility of 320
[536154.579] Map Script: Area ID 1073223 has fertility of 249
[536154.579] Map Script: Area ID 1155153 has fertility of 51
[536154.579] Map Script: Area ID 1056837 has fertility of 28
[536154.579] Map Script: Area ID 1245276 has fertility of 26
[536154.579] Map Script: Area ID 1065030 has fertility of 15
[536154.579] Map Script: Area ID 1261662 has fertility of 12
[536154.579] Map Script: Area ID 1228890 has fertility of 10
[536154.579] Map Script: Area ID 1122381 has fertility of 10
[536154.579] Map Script: Area ID 1114188 has fertility of 7
[536154.579] Map Script: * * * * * * * * * *
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 1
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 6691
[536154.579] Map Script: Civ # 1 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 2
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 3345.5
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1089609 with fertility of 4153
[536154.579] Map Script: Civ # 2 has been assigned to Area# 1089609
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 3
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 3345.5
[536154.579] Map Script: Civ # 3 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 4
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 2230.3333333333
[536154.579] Map Script: Civ # 4 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 5
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 1672.75
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1089609 with fertility of 2076.5
[536154.579] Map Script: Civ # 5 has been assigned to Area# 1089609
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 6
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 1672.75
[536154.579] Map Script: Civ # 6 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 7
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 1338.2
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1089609 with fertility of 1384.3333333333
[536154.579] Map Script: Civ # 7 has been assigned to Area# 1089609
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 8
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 1338.2
[536154.579] Map Script: Civ # 8 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 9
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 1115.1666666667
[536154.579] Map Script: Civ # 9 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 10
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 955.85714285714
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1089609 with fertility of 1038.25
[536154.579] Map Script: Civ # 10 has been assigned to Area# 1089609
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 11
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 955.85714285714
[536154.579] Map Script: Civ # 11 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 12
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 836.375
[536154.579] Map Script: Civ # 12 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: -
[536154.579] Map Script: --- End of Initial Readout ---
 
Hello

I noticed that most resources do not show on "Earth map" even with proper technology researched, other maps works fine.
Except i got bug when started game on "Ring map" and immediately after it showed you have been defeated :-D, but that happened only once in few tries.

For some reasons the resource generator doesnt work with all map types.
IIRC the Earth map seems buggy with the generator.
 
Most of my cities do not appear, it is just the defense unit that shows and if it was not there, it would just be a blank space with the city name above it. I am also having the problem of the other civs not developing, building the palace (the only founded city, the first one has no star denoting it as a capital), and just producing cavemen.

Database
Spoiler :
[535957.814] columns StrategicViewType, TileType are not unique
[535957.814] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[535960.888] columns StrategicViewType, TileType are not unique
[535960.888] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[535965.178]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6013176 13656944
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5611872 10272360
Scratch: 0 0

Largest Allocations:
Malloc: 130560
PageCache: 1172
Scratch: 5200

Prepared Statements:
Current: 6
------------------------------
[535965.786]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6014352 13656944
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5613048 10272360
Scratch: 0 0

Largest Allocations:
Malloc: 130560
PageCache: 1172
Scratch: 5200

Prepared Statements:
Current: 6
------------------------------
[535988.437] no such column: Tier
[535988.437] near ",": syntax error
[535990.216] PRIMARY KEY must be unique
[535990.216] PRIMARY KEY must be unique
[535990.263] near "SELECT": syntax error
[535990.263] column UnitMemberType is not unique
[535990.263] column UnitMemberType is not unique
[535990.263] columns UnitMemberType, Index, SubIndex are not unique
[535990.263] columns UnitMemberType, Index, SubIndex are not unique
[535990.263] column Type is not unique
[535990.263] column Type is not unique
[535990.263] column Type is not unique
[535990.263] column Type is not unique
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/Global - Pro-rata Buildings Purchase (v 2)/GlobalProrataBuildingsPurchase.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/Global - Pro-rata Buildings Purchase (v 2)/GlobalProrataBuildingsPurchase.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/GlobalCityForestBonus/GlobalCityForestBonus.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/GlobalCityForestBonus/GlobalCityForestBonus.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/GlobalCityWorkingDistance/GlobalCityWorkingDistance.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/GlobalCityWorkingDistance/GlobalCityWorkingDistance.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/GlobalCSRazeRarely/GlobalCSRazeRarely.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/GlobalCSRazeRarely/GlobalCSRazeRarely.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/GlobalCSUnitUpgrades/GlobalCSUnitUpgrades.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/GlobalCSUnitUpgrades/GlobalCSUnitUpgrades.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/GlobalGratefulSettlers/GlobalGratefulSettlers.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/GlobalGratefulSettlers/GlobalGratefulSettlers.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/GlobalPassableForts/GlobalPassableForts.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/GlobalPassableForts/GlobalPassableForts.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/Promotions - Terrain Crossing (v 3)/PromotionsTerrainCrossing.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/Promotions - Terrain Crossing (v 3)/PromotionsTerrainCrossing.xml.
[535990.263] no such table: CustomModOptions
[535990.263] In Query - UPDATE CustomModOptions SET "Value" = ? WHERE "Name" = ?;
[535990.263] Database::XMLSerializer (DLL Support/Tunnel/ImprovementTunnel.xml): There was an error executing the update statement! See Database.log for details.
[535990.263] In XMLSerializer while updating table CustomModOptions from file DLL Support/Tunnel/ImprovementTunnel.xml.
[535997.142]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 8203856 13656944
PageCache: 7 13
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 7762776 10272360
Scratch: 0 0

Largest Allocations:
Malloc: 130560
PageCache: 1172
Scratch: 6376

Prepared Statements:
Current: 12
------------------------------
[536154.657] no such column: Type
[536154.657] In Query - select * from Natural_Wonder_Placement where Type = ? LIMIT 1


Lua Some warning of a fertility value tie
Spoiler :
[535946.411] Initializing Lua 5.1.4
[535981.261] InstalledPanel: Refreshing Mods
[535981.261] InstalledPanel: GetModBrowserListings()
[535981.261] InstalledPanel: Refreshing Mods
[535981.261] InstalledPanel: GetModBrowserListings()
[535986.472] InstalledPanel: Refreshing Mods
[535986.472] InstalledPanel: GetModBrowserListings()
[535986.737] InstalledPanel: Refreshing Mods
[535986.737] InstalledPanel: GetModBrowserListings()
[536021.088] Runtime Error: Assets\UI\FrontEnd\GameSetup\UniqueBonuses.lua:217: attempt to call field '?' (a nil value)
[536154.111] Map Script: Generating Map
[536154.111] Map Script: Generating Plot Types (Lua Continents) ...
[536154.126] Map Script: Setting Plot Types (MapGenerator.Lua)
[536154.251] Map Script: Setting coasts and oceans (MapGenerator.Lua)
[536154.267] Map Script: Expanding coasts (MapGenerator.Lua)
[536154.282] Map Script: Generating Terrain (Lua Continents) ...
[536154.298] Map Script: Setting Terrain Types (MapGenerator.Lua)
[536154.329] Map Script: Map Generation - Adding Rivers
[536154.391] Map Script: Map Generation - Adding Lakes
[536154.391] Map Script: 7 lakes added
[536154.391] Map Script: Adding Features (Lua Continents) ...
[536154.532] Map Script: Creating start plot database.
[536154.563] Map Script: Dividing the map in to Regions.
[536154.563] Map Script: Map Generation - Dividing the map in to Regions
[536154.563] Map Script: -
[536154.563] Map Script: Civs: 12
[536154.563] Map Script: City States: 11
[536154.579] Map Script: * * * * * * * * * *
[536154.579] Map Script: Area ID 1114188 has fertility of 7
[536154.579] Map Script: Area ID 1089609 has fertility of 4153
[536154.579] Map Script: Area ID 1286241 has fertility of 320
[536154.579] Map Script: Area ID 1155153 has fertility of 51
[536154.579] Map Script: Area ID 1261662 has fertility of 12
[536154.579] Map Script: Area ID 1228890 has fertility of 10
[536154.579] Map Script: Area ID 1073223 has fertility of 249
[536154.579] Map Script: Area ID 1065030 has fertility of 15
[536154.579] Map Script: Area ID 1138767 has fertility of 5
[536154.579] Map Script: Area ID 1245276 has fertility of 26
[536154.579] Map Script: Area ID 1278048 has fertility of 3
[536154.579] Map Script: Area ID 1302627 has fertility of -2
[536154.579] Map Script: Area ID 1056837 has fertility of 28
[536154.579] Map Script: Area ID 1122381 has fertility of 10
[536154.579] Map Script: Area ID 1294434 has fertility of -2
[536154.579] Map Script: Area ID 1048644 has fertility of 6691
[536154.579] Map Script: * * * * * * * * * *
[536154.579] Map Script: Interim Table ID 1 has fertility of -2
[536154.579] Map Script: Interim Table ID 2 has fertility of -2
[536154.579] Map Script: Interim Table ID 3 has fertility of 3
[536154.579] Map Script: Interim Table ID 4 has fertility of 5
[536154.579] Map Script: Interim Table ID 5 has fertility of 7
[536154.579] Map Script: Interim Table ID 6 has fertility of 10
[536154.579] Map Script: Interim Table ID 7 has fertility of 10
[536154.579] Map Script: Interim Table ID 8 has fertility of 12
[536154.579] Map Script: Interim Table ID 9 has fertility of 15
[536154.579] Map Script: Interim Table ID 10 has fertility of 26
[536154.579] Map Script: Interim Table ID 11 has fertility of 28
[536154.579] Map Script: Interim Table ID 12 has fertility of 51
[536154.579] Map Script: Interim Table ID 13 has fertility of 249
[536154.579] Map Script: Interim Table ID 14 has fertility of 320
[536154.579] Map Script: Interim Table ID 15 has fertility of 4153
[536154.579] Map Script: Interim Table ID 16 has fertility of 6691
[536154.579] Map Script: * * * * * * * * * *
[536154.579] Map Script: *** WARNING: Fertility Value Tie exists! ***
[536154.579] Map Script: -
[536154.579] Map Script: --- Continental Division, Initial Readout ---
[536154.579] Map Script: -
[536154.579] Map Script: - Global Fertility: 11576
[536154.579] Map Script: - Total Land Plots: 2646
[536154.579] Map Script: - Total Areas: 16
[536154.579] Map Script: - Relevant Areas: 12
[536154.579] Map Script: -
[536154.579] Map Script: * * * * * * * * * *
[536154.579] Map Script: Area ID 1048644 has fertility of 6691
[536154.579] Map Script: Area ID 1089609 has fertility of 4153
[536154.579] Map Script: Area ID 1286241 has fertility of 320
[536154.579] Map Script: Area ID 1073223 has fertility of 249
[536154.579] Map Script: Area ID 1155153 has fertility of 51
[536154.579] Map Script: Area ID 1056837 has fertility of 28
[536154.579] Map Script: Area ID 1245276 has fertility of 26
[536154.579] Map Script: Area ID 1065030 has fertility of 15
[536154.579] Map Script: Area ID 1261662 has fertility of 12
[536154.579] Map Script: Area ID 1228890 has fertility of 10
[536154.579] Map Script: Area ID 1122381 has fertility of 10
[536154.579] Map Script: Area ID 1114188 has fertility of 7
[536154.579] Map Script: * * * * * * * * * *
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 1
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 6691
[536154.579] Map Script: Civ # 1 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 2
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 3345.5
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1089609 with fertility of 4153
[536154.579] Map Script: Civ # 2 has been assigned to Area# 1089609
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 3
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 3345.5
[536154.579] Map Script: Civ # 3 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 4
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 2230.3333333333
[536154.579] Map Script: Civ # 4 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 5
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 1672.75
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1089609 with fertility of 2076.5
[536154.579] Map Script: Civ # 5 has been assigned to Area# 1089609
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 6
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 1672.75
[536154.579] Map Script: Civ # 6 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 7
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 1338.2
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1089609 with fertility of 1384.3333333333
[536154.579] Map Script: Civ # 7 has been assigned to Area# 1089609
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 8
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 1338.2
[536154.579] Map Script: Civ # 8 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 9
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 1115.1666666667
[536154.579] Map Script: Civ # 9 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 10
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 955.85714285714
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1089609 with fertility of 1038.25
[536154.579] Map Script: Civ # 10 has been assigned to Area# 1089609
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 11
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 955.85714285714
[536154.579] Map Script: Civ # 11 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: - - Searching landmasses in order to place Civ # 12
[536154.579] Map Script: -
[536154.579] Map Script: - Found new candidate landmass with Area ID#: 1048644 with fertility of 836.375
[536154.579] Map Script: Civ # 12 has been assigned to Area# 1048644
[536154.579] Map Script: -
[536154.579] Map Script: -
[536154.579] Map Script: --- End of Initial Readout ---

Well for the invisble Cities. Ether its a result of the art.defines (buildings, wonders), or like other saying its a CiV problem.
Hell i dont know why this happened.
For you lua log, never seen this error what map typ you played?
 
Hey,

I also experienced a crash on turn 50, playing on cruel, huge maps, Japanese nation.

I only have your mod installed, and how can i find the crash logs?

Welcome to the Forum.:band::high5::high5:[party]:dance:

For enabling logs please see the first page of this thread and follow Horems instructions.

For the Crash to Desktop, is a nasty ctd that doest show up in the logs.
will take some time to find him.
 
Some observations playing a huge crawl king game as celts on the Boreal map, up to turn 260. I have not had any crashes or error messages.

The tempo is 2nd city established turn 224. 12 techs by turn 260 (2 of those from goody huts).

I have explored about 60% of the world and have not found any natural wonders. Do you need some special tech or palace to be able to find them.

I note that wood clearing and sports do not lead to any other techs.

Gold is tight and I have had a negative income for about 150 turns , I have spent more than 100 turns building Cavemen and then dismissing them (because there is nothing else I am allowed to build) to keep my economy from crashing.

I note that you lowered the happiness from luxuries from 4 to 3. Without wonders that also makes happiness tight, but that is normal.

My first city has a bonfire and a council of eldars, my 2nd city a bonfire for a total of three happiness . When I mouse over the happiness total, sometimes it says I have 3 happiness from Local city happiness and sometimes It says I have one happiness from local city happiness. I am not sure why I sometimes lose two happiness. No enemy or barbarian activity. I have a large treasury. Some effect must be hindering the effects of the building some of the time (bonfire canceled by Calendar, problem solved)

I notice that there are about 6 wonders in the stone age / early ancients. But there are no manpower in the period. I did not realize that the "chieftans hut" would use up my only manpower for 300 turns. My next manpower will probably have to be used for a palace wonder so that I can get a capital since the policies don’t work right without a capital.

Bronze working enables Pictish Warrior and some other troops. Warriors require Tribal warrior tech, Spearmen require military training tech. Since Bronze working does not require either of those, the celts go directly from cavemen to Pictish warriors skipping both warriors and spearmen. I like it but just making sure that is intended.

(Added) Silver mine not producing gold. The yield says it should make gold. It makes happiness fine. If I manually control whether the city works the tile, the cities gold production does not change.
These are not really bugs but observations. There are ways around all these obsticles and it has been interesting to play.
 
I made few test runs with different set of maps/difficuluty/eras/civs, and hate to say but AI is really broken.
In every try they only spam low era units, hardly build any city and they never build single tile improvement.

By turn 300 they are all 400% behind me, even on highest diffilutly.
They also do not do research it seems as they lack 50+ techs i have (show when making trade routes)

The "Temple of Artemis Wonder" bug is correct, one of AI always build it by 50-70 turn. They also build "Jelling Stone Wonder" and then they stop wonder building (at least those one-in-game)
 
Well for the invisble Cities. Ether its a result of the art.defines (buildings, wonders), or like other saying its a CiV problem.
Hell i dont know why this happened.
For you lua log, never seen this error what map typ you played?

It was huge, continents, 12 civs, 8 city-states, standard time rate.
 
I downloaded v.4.01. The Gobleki art error is even more problematic. In trying to discover Tools, every turn the Gobleki texture load error I posted about before comes up. In order to cycle through the other civs' turns, you must hit return or click with the mouse okay. This allows each civ its turn to cycle through and then allows you to go to your next turn.

Once tools is discovered, this stops, however, you get popups of the error every time you view a city. If you try to build it, you go through the cycling process again.

Continued playing, other civs were sort of settling new cities, but then did nothing, cities did not grow much, no capital, lots of cavemen, no tile improvements, no workers, no wonders, etc.
 
Well, some bugs about v4.01, first when some wonders were built up, my city become transparent!
The wonders like,Panama Canal,knossos palace, ishtar gate.
Second, tech-tree broken, which appears after modern era.
Third, some units model have problem, like gauss tank, civil engineer,powered infantry etc. whenever I choose it or built it, it appears a window that says "Unable to load texture [UnitFlagAtlasWhiteTwo.dds]".
 
3tb_1309231525202p9f512293.bmp

3tb_130923152818od7n512293.bmp
 
Tried new version (with Palace from start) and AI is still broken but i guess i found problem, they do not build any worker. Hence they tend to spam units and get behind player so easily.
 
Tried new version (with Palace from start) and AI is still broken but i guess i found problem, they do not build any worker. Hence they tend to spam units and get behind player so easily.

Well in my test game with the current changes i have done, playing on immortal doesnt feel like broken ai.:lol:
In fact only 3 players have less points then me, and the both civs on place 1 and 2 have the double ammounts of points, then i have.
 
only miner bugs

In my first game (4.1) I never got the palace, and with 1000 faith points, I never founded a religion. It said 7 religions available , but no great people available. In my 2nd game, I founded my religion after I got my palace. Does lack of palace prevent great people ?

In both games, "the Jelling stone" wonder is being offered, even though I have no stone nearby?

In both games the "olive press" is being offered in every city, with no olives nearby. Is the wording “Requires a nearby source of olives” for the building or just for the extra ability?

Leatherworker is showing up on my production list as a wonder and not a building

In my first game I built a silver mine. It seemed to work fine for a while. Then my happiness mouse-over reported I was getting happiness from silver and marble. I had not unlocked marble yet. I found that if I manually made sure I was not working the silver tile, I was still getting access to silver. Not sure why. In my 2nd game I have a silver mine that seems to be working properly, but I have different techs.

Policy legalism says it adds two trade routes. I had one before I took it and still am only allowed one. so it may not be working
 
Lucky you:lol:, i made lot of test runs 400+ turns, last was today 8 hours play on "Continets - Normal - Immortal - 8 AIs" while overseeing AI, and none of them not even city-states build worker, they tend to over-spam archers/cavemens, build like 3 towns and get to -200 gold per turn. Note all of those were on immortal or diety difficulty.
I oversaw them as ally and as enemies too.
So far no worker, only 3 AI builds wonders. No matter how many AI you play with.

By time i get to classical era they lack 40+ researches, wich says a lot.
Strangely at beging till like 80 turn they are far ahead, but since they got zero tiles worked, they have no funds to improve they freeze on ancient era.
Its quite seriouse problem they prove absolute zero challange making game end in ancient era if you want to be conqueror.

All different civs and maps. Maybe the AI "thinks" its building worker while its building different unit or completely skips it?
 
Policy legalism says it adds two trade routes. I had one before I took it and still am only allowed one. so it may not be working

Yes its not working, is one of the parts i missed to update the database.
Will upload tomorrow a overworked version with last tweaks and bughunting:cool:
 
All different civs and maps. Maybe the AI "thinks" its building worker while its building different unit or completely skips it?

Thanks for testing, we will see how it works after the changes are out.
 
Hi,

TO correct the bug "unable to load texture [GOBEKLI_icon45.dds]" make as follow:

In the folder Art/Wonders/, you should find the folder "G+ûBELI"
Rename it 'GÖBELI'
Reload mods or restard the game
 
Still crashing in the beginning of the game.

Just reinstalled your mod today with nothing else other than dlc's installed

Huge/22 Civs/40 City States/Archipels/Cruel
The crash always happens during another civ turn and it stall on their turn.

if you got any tips to make it work it would be appreciated
 

Attachments

Hi,

TO correct the bug "unable to load texture [GOBEKLI_icon45.dds]" make as follow:

In the folder Art/Wonders/, you should find the folder "G+ûBELI"
Rename it 'GÖBELI'
Reload mods or restard the game

Welcome to the forum,:band::dance::salute:,
this is realy strange. The folder is called Göbekli (its the german name for the wonder).
Never encountered this problem but it must be related with "Ö", i guess.
Also when you changed the name the icon problem disappaire?
 
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