Bug Reports

The lua log mirror is related with a missing health entry in one of the files.

We are aware of that, when Gyogen gets back he will upload a altered version.

For the traffic issue, thats the way it goes when to many people download it, we might add a mirror for the download soon.
 
ResourceEraUpdate.lua is still bugous causing resource count to inflate if game is loaded many time instead of playing in a single session:
It doesnt store g_OneTime = {}; which at the end causes the resource count to increase again and again as high as several hundred per plot.
 
Also if anyone with the crazy happiness error could please post a save that could help me as nothing relevant is showing up in logs.
Sorry i didn't save that one. If i get the error again i'll let you know :blush:

EDIT : Got more on this bug here: It seems like it will occur if you move your settler rather than settle on spot and is probably related to the turn 1 event "New Year Celebration". Choosing first option (Lavish Festival) will drop you to minus infinity as soon as you settle while choosing the last one (no festivities) will drop you to minus infinity two turns after you settle.

Link for a save
T0 autosave
 
I have fixed the plague error, adjusted order for prehistory(and classic), and fixed several more buildings that will cause the gp spam. I am doing a build right now to test those, and am looking into the tech icons on the tech screen.

I am still not sure what is causing the happiness bug, as nothing adds or subtracts that must happiness in the mod, I suspect it may be a syntax error in a formula in one of the luas, but haven't found it yet.
 
Doh, Sorry i edited my previous post while doing some in game tests. Yes turn one event (new year celebration) seems to be involved as is moving with settler (more in edited previous post)

EDIT : And then it looks like it will occur even if i use IGE to teleport my settler to another location and still settle on turn 0 :dunno:
 
Hey, thx for your mod.
Gave it some testing rounds...is it compatible with Civilization IV Diplomacy Mod?
It starts (together with arround 30 modded civs), but I get a crash to desktop before reaching ancient times.
 
Hello again to Gilgamesh and Gyogen, sorry I fell off the face of the planet without managing to get back to you on fixing text entries....but work swamped me.

I just downloaded the mod again this weekend and things were working rather well for my first game, but upon trying a second game, and for all games I have tried to start since suddenly all the resources are visible on the map immediately (i.e. silk, truffles, marble, etc) instead of being unlocked via technologies.

Also, I have never been able to see Honey on the map, even with one of the goodie huts that leads you to a resource (which works with other resources but never honey).

I completely cleared out CCTP and Whowards DLL and re-downloaded and installed them twice, and I am using no other mods.

If you would like me to produce logs, I certainly can do that.

-Stalwart
 
I'm using CCTP version which I just downloaded about an hour ago or two ago. Also using Whowards Various Mod Components v.66.

You're right about Honey being trade-only, which is strange because I swear I've had at least one or two goodie-huts supposedly leading me to it. Never occurred for me to check that.

The image is from Turn 10 of a game I just started, haven't even finished Language tech yet and you can see all the visible resources.

Attached also are the logs. I don't really know enough about modding and how the processes work to tell what is what in the logs, but looks like in the Database log there is a whole lot of unhappy regarding resources.
 

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The reason for all the resource errors in the database log is this:

Spoiler :
[617840.796] column Type is not unique
[617840.796] While executing - 'insert into Resources('Type', 'TechCityTrade', 'TechReveal', 'Description', 'Civilopedia', 'ResourceClassType', 'ArtDefineTag', 'PlacementOrder', 'ConstAppearance', 'MinAreaSize', 'MaxLatitude', 'RandApp1', 'RandApp2', 'Unique', 'TilesPer', 'Flatlands', 'NoRiverSide', 'Normalize', 'IconString', 'PortraitIndex', 'IconAtlas') values (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);'
[617840.796] In XMLSerializer while inserting row into table insert into Resources('Type', 'TechCityTrade', 'TechReveal', 'Description', 'Civilopedia', 'ResourceClassType', 'ArtDefineTag', 'PlacementOrder', 'ConstAppearance', 'MinAreaSize', 'MaxLatitude', 'RandApp1', 'RandApp2', 'Unique', 'TilesPer', 'Flatlands', 'NoRiverSide', 'Normalize', 'IconString', 'PortraitIndex', 'IconAtlas') with values (RESOURCE_BISON, TECH_HUNTING, TECH_HUNTING, TXT_KEY_NEWWORLD_SCENARIO_RESOURCE_BISON, TXT_KEY_NEWWORLD_SCENARIO_CIV5_RESOURCE_BISON_TEXT, RESOURCECLASS_BONUS, ART_DEF_RESOURCE_BISON, 4, 50, 3, 90, 25, 25, 1, 5, 1, 1, 1, [ICON_RES_BISON], 1, RESOURCE_ATLAS_DLC_07, ).
[617840.796] In XMLSerializer while updating table Resources from file CCTP/Resources/CCTP_Resources.xml.
[617840.796] column Type is not unique


Because of this error the file itself is not getting loaded into game, and probably causing the issue you are having in game.

The reason for this error, is a resource bison. In the current version this resource is not included because it was added to the last civ v update. The fact you are getting this error means you somehow have an older version of the file being loaded (possiby form not deleting older version of mod or something).

I would completely remove cctp from your mod directory, re install it and clear your cache and moddata folders and try agian.

Edit: I just discovered the mod did not upload correctly, leaving an older version posted, I am fixing now. Will post when done.
 
I found a small issue with the AI. The AI seems to favor the "No Production" process a bit too much. This results in them not building some valuable buildings (Lean To, Savage Hut, Fire Keeper, etc) or units even when they have plenty of gold to pay for the maintenance. I think this is probably just a balance issue with how high the flavor is for the "No Production" process, however there may be a bug as when I was checking what buildings the AI had with In Game Editor, the Lean To was grayed out even when the Shelter tech had been researched. With In Game Editor, buildings are grayed out when you don't have the Tech/Policy to be able to build them, so this might indicate that the AI for some reason thinks it can't build these buildings.

On a different note, I've found that some of the AI civs can pick up the Warfare policy tree before the relevant tech has been researched. Is this a bug, or are some militaristic civs allowed to enter social policy trees without all the relevant techs.
 
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