CBP Events and Decisions Compatibility

Is v13 savegame compatible with a game using v12?

And by the other way, using v12 haven't received a Magistrate or free Chancery after building Roman Forum.
 
Is v13 savegame compatible with a game using v12?

And by the other way, using v12 haven't received a Magistrate or free Chancery after building Roman Forum.

Shoot, I made it boost morality instead of magistrates. I'll do a v 13 hotfix, but no it's not savegame compatible.
 
Still on V11, but don't see anything on this in the changelog since.

When I liberate a CS multiple times, the options I've already chosen are greyed out as being already active. Even when I liberate a third time, both previous choices are listed as active. Not sure what happens if I get to five, and everything's greyed out.

I do have this:[162353.703] Runtime Error: C:\Users\James\Documents\My Games\Sid Meier's Civilization 5\MODS\(8) Events and Decisions (CBO) (v 11)\Lua/UI/EnactDescisionsPopup.lua:882: attempt to call method 'SetPersonality' (a nil value)
 
Still on V11, but don't see anything on this in the changelog since.

When I liberate a CS multiple times, the options I've already chosen are greyed out as being already active. Even when I liberate a third time, both previous choices are listed as active. Not sure what happens if I get to five, and everything's greyed out.

I do have this:[162353.703] Runtime Error: C:\Users\James\Documents\My Games\Sid Meier's Civilization 5\MODS\(8) Events and Decisions (CBO) (v 11)\Lua/UI/EnactDescisionsPopup.lua:882: attempt to call method 'SetPersonality' (a nil value)
I think I fixed the liberation problem of CS already, but hold up on that last liberation. I think you have to wait 30 turns approx..

Oh right I know why the Runtime Error exist. It's an immediate hotfix to Version 13(Wish I could upload this mod to Steam Workshop, but Sukritact didn't, so I can't. :sad: Would be a lot faster at keeping the game up to date oh well)
 
I think I fixed the liberation problem of CS already, but hold up on that last liberation. I think you have to wait 30 turns approx..

After posting the bug report, I went into IncompentDiplomat and just deleted the event in question tbh. Myself and Genghis are going to be fighting over Madagascar for a long time, and I didn't want to take any chances. Seems to be working fine. (I have nothing else to do with my Eastern Great Galls, and controlling it keeps his units away from the part of the war I'd much rather his Cuirs can't reach.)
 
Hi there, I tried to install this mod with the latest beta of Vox Populi (full version with EUI) but it says I am missing a dependency when I try to tick the mod. I can't think what I am missing. The Vox Populi mods are numbered 1-6, this mod is numbered 8, and I don't have a 7 - perhaps this is the culprit? Very strange. Anyone else have this issue?

EDIT: I found the problem. I needed to install a totally different mod by Enginseer called CBO Events (which is not linked to anywhere on this thread that I could find by the way, or mentioned in the install instructions). Recommend clarifying this in OP for other newbie users like me. Really excited to play with these two new mods - thanks Enginseer for making and posting them up.
 
I can't get a proper description for the events that are specific to civilizations. All I get is "TXT_Key_Decisions_Civilization". Anything I can do to fix this?
 
I can't get a proper description for the events that are specific to civilizations. All I get is "TXT_Key_Decisions_Civilization". Anything I can do to fix this?

Events or Decisions?

If it's events from enacting decisions suddenly, it's alright since the text doesn't really matter(only the effects).. but if it's decisions, you may have a faulty install.
 
Events or Decisions?

If it's events from enacting decisions suddenly, it's alright since the text doesn't really matter(only the effects).. but if it's decisions, you may have a faulty install.

Faulty install as it happened to be a mod conflict that I haven't exactly pinpoint yet. I appreciate the response. I love your mods. Can't play without them sometimes :goodjob:.
 
Is this the mod that makes the units removed by CBP available for everyone again, or is it the Community Patch Events Development that does that?

Because if so, I'd like to see if anyone can duplicate this bug: the appearance of barbarian cataphracts on turn 7.
 
Is this the mod that makes the units removed by CBP available for everyone again, or is it the Community Patch Events Development that does that?

Because if so, I'd like to see if anyone can duplicate this bug: the appearance of barbarian cataphracts on turn 7.

Yeah I understand the problem. Barbarians tend to use unique units as also barbarian and since the cataphracts are the Persian's Unique Decision that replaces the Horseman(Recent VP change made it replace the knight and this E&D version is like 5 weeks old?).. well you get that problem. I'll do a major bugfix probably within this week.
 
Last edited:
Yeah I understand the problem. Barbarians tend to use unique units as also barbarian and since the cataphracts are the Persian's Unique Decision that replaces the Horseman(Recent VP change made it replace the knight and this is like 5 weeks old?).. well you get that problem. I'll do a major bugfix probably within this week.

After witnessing 6 barbarians cataphracts torching Thebes with poor Ramses still trying designing his tomb (it was turn 43 on prince/epic/raging barb for reference). I spend nearly two hours to isolate the problem, and I found that they are not cataphract but persiaravan and because they have no technology prereq they spread like crazy from the beginning.

A tested dirty quicfick is to give them ('TECH_CHIVALRY') instead of null (file CivDecisions.sql line 347 for the impatients).
A better solution would be IMO to rebalance the unit around the companion cavalry.

nb: from what I understand this is not really an UU, because there is no override, it's the common unit of a new class. Now is there a way to exclude this class from the barbarian selection pool?
 
After witnessing 6 barbarians cataphracts torching Thebes with poor Ramses still trying designing his tomb (it was turn 43 on prince/epic/raging barb for reference). I spend nearly two hours to isolate the problem, and I found that they are not cataphract but persiaravan and because they have no technology prereq they spread like crazy from the beginning.

A tested dirty quicfick is to give them ('TECH_CHIVALRY') instead of null (file CivDecisions.sql line 347 for the impatients).
A better solution would be IMO to rebalance the unit around the companion cavalry.

nb: from what I understand this is not really an UU, because there is no override, it's the common unit of a new class. Now is there a way to exclude this class from the barbarian selection pool?
Nope. I'll just make the Persiaravanry based on the Mandekalu Horseman and fix some of the common bugs.
 
Last edited:
Hello. Thank you for providing us the amusing mod.

I have found inconsistent expressions between CanFunc and DoFunc in Decisions_HolyBook since v 12.
In <root>\Core\Decisions\Religious Decisions\ReligiousDecisions.lua
line #59,60 (CanFunc)
Code:
local iCost = math.ceil((250*iMod)+(250*(Game.GetGameTurn()/100)+1))
local iReward = math.ceil((200*iMod)+(200*(Game.GetGameTurn()/100)+1))
line #96,97 (DoFunc)
Code:
local iCost = math.ceil((250*iMod)+(250*(Game.GetGameTurn()/75)+1))
local iReward = math.ceil((200*iMod)+(200*(Game.GetGameTurn()/75)+1))
I think it's a just careless misskate not a deliberate specification. If I don't misunderstand, Would you tell me eather right expressions?

Thank you for reading though my poor English.
 
Hello. Thank you for providing us the amusing mod.

I have found inconsistent expressions between CanFunc and DoFunc in Decisions_HolyBook since v 12.
In <root>\Core\Decisions\Religious Decisions\ReligiousDecisions.lua
line #59,60 (CanFunc)
Code:
local iCost = math.ceil((250*iMod)+(250*(Game.GetGameTurn()/100)+1))
local iReward = math.ceil((200*iMod)+(200*(Game.GetGameTurn()/100)+1))
line #96,97 (DoFunc)
Code:
local iCost = math.ceil((250*iMod)+(250*(Game.GetGameTurn()/75)+1))
local iReward = math.ceil((200*iMod)+(200*(Game.GetGameTurn()/75)+1))
I think it's a just careless misskate not a deliberate specification. If I don't misunderstand, Would you tell me eather right expressions?

Thank you for reading though my poor English.

The second one.
 
Trying to isolate an issue. If I have this and the (7) Community Events installed and click the "enable events" box in really advanced setup...I'm good to go? No other action needed?
 
Isolate what issue? I think you're good to go nonetheless.
 
Isolate what issue? I think you're good to go nonetheless.

About 50 turns before my last long game started crashing to the desktop I stopped getting any events. 15 cities...but no events. Since then I've played 85 turns of one game and 25 of two others...no events, other than the event when a city is founded.

So I've been trying to figure out what went awry. Earlier today I deleted my civ 5 folder in its entirety, reinstalling the basic game right now. Just making sure there isn't some small, stupid mistake I'm making that brought this on.
 
Back
Top Bottom