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Cities in Development (Obsolete)

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An idea for the colonizer: instead of just disabling it after enforcing decolonization, make it start founding normal cities with better infrastructure. It'd not only help to make settling not useless later in the game, but it' also feel less weird than unlocking a more advanced settler then being forced to use an inferior one. Might require a name change after enacting the decision though.

This was done as a quicker fix to the issue of colonists still founding colonies even after this Decision was enacted. I mean to come back to it in the future, but we'll see.

Sorry to bump this and double post, but I'm asking because I tried running the R.E.D. v28 beta alongside all of these mods and CID and CD plus R.E.D. have my screen lighting up with bugs and file load errors.

You'll need to be more specific, as I don't have the time to test these interactions myself (the more specific, the more likely someone is to recognise the issue). But AFAIK, there are no inherent incompatibilities. It's okay to bump things like this, btw - I don't tend to always see things, nor necessarily to remember to respond to everything when I mean to.

The game runs perfectly well except for one minor-ish problem. When I mouse-over a building instead of displaying the yield it displays:

"\Documents\My Games\Sid Meirers Civilization 5\MODS\Cities in Development EUI Compatibility Files\Lua\UI\Overrides\EUI_tooltip_library.lua:748: attempt to call method 'GetEventBuilding ClassYield' (nil value)"

I have tried re-downloading this mod and the CBP and clearing the cache. I even tried running the CBP modpack instead (commenting out the mod dependency) and it did the same thing (unsurprisingly). I initially tried running it with a couple of your other mods and then just this one and the CBP.

If you need me to provide any other info just ask.

The issue is that you're not using the latest beta, from May 21st.
 
Righto, here's a quick update to the EUI comp. files that should remedy the Plague of AI-City-Banner No-Working.

PRAISE BE!

Thanks for fixing - what was the problem in the end? I was just about to go out and blame the end at 1204 being out of line with the rest of the code, but that evidently wasn't the issue.
 
You'll need to be more specific, as I don't have the time to test these interactions myself (the more specific, the more likely someone is to recognise the issue). But AFAIK, there are no inherent incompatibilities. It's okay to bump things like this, btw - I don't tend to always see things, nor necessarily to remember to respond to everything when I mean to.

I will gladly provide screenshots as soon as anyone reminds me how to take one. I thought it was fn prt sc but I only saw one when I know I took many more. My confusion will also be enormously helped if anyone can tell me exactly which unit ART_DEF_UNIT_GALLEON refers to.
 
I will gladly provide screenshots as soon as anyone reminds me how to take one. I thought it was fn prt sc but I only saw one when I know I took many more. My confusion will also be enormously helped if anyone can tell me exactly which unit ART_DEF_UNIT_GALLEON refers to.

1. F12 on Steam

2. EE appears to use ART_DEF_UNIT_U_SPANISH_GALLEON, so it shouldn't be that.

I've never had issues with R.E.D., so I'm not sure.
 
I can't seem to purchase military units with slaves anymore since switching to v43

I have also had this issue (frustrating when you have 60+ slaves and can't do anything with them :)

I just started my first game with Hiawatha for a while, and I've noticed that the civilian units don't get the Woodsman promotion (so they can't use the 'treat jungle/forest as roads' that all of his other units can?
 
General feedback:

Charity is a balanced belief! Yay!

Scout and Peasant cost far too much to upgrade - the scout upgrade is around 600, iirc, and just doesn't feel worth the money; peasants cost ~900, which is just such a chunk that I struggle with making myself upgrade them. Possibly use the Escudera Nationale ability from Leuigi's Chile to reduce the upgrade cost?

All city-states secularise as soon as they discover Liberalism. Can't it at least be a chance to?

I'm seeing a lot of civs take state religions of religions that haven't spread to any of their cities. Surely this is just them penalising themselves?

Could colonies start with Harbours or something? It's really annoying that you have to suffer loyalty penalties because their AI doesn't want to build them. Or maybe make them auto-build if you're sending naval trade routes to them, Lincon-style.

Could you add a setting to disable the first colony being "New {1_Capital}"? I'd rather use the colony list from the get-go.

I think the "Enslave City" option could use some development. It seems a bit dull, with it just being "Annex or colonise, but with two fewer pop". Maybe having it allow you to press a button to exchange a population for a shackle, at will? It'd also be nice to remove it from the CityCapture panel, since at the moment it's kicked "View City" off the bottom.

This would also solve the problem where Shackles seem to be in quite short supply - getting 20 is a bit of a challenge, and it seems odd that you get ~6 for clearing a barb camp, but 1 or 2 for capturing a city...

I'm finding that my cities aren't always getting their free Aqueduct/Cistern from the Tradition finisher. Haven't nailed down the logic of the error, but I think it's either only working for the first two cities, or it's only working for cities founded before you finish the tree.

Are offensive levies intentional? Since levies have been nerfed a bit, I guess they could be a thing. Out of interest, does their health bar actually say that they've got 50 health if you're not using EUI?

Code:
[47001.744] Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development - EUI Compatibility Files (v 43)\Lua\UI\Overrides\UnitPanel.lua:1560: attempt to call method 'GetNumFriendlyUnitsOfType' (a nil value)

I think that error is related to upgrading the Peasant, where the upgrade button bugged out a bit. It still worked fine when necessary, though.

Had both EE's scout tree and ExCE's tree in my last game - isn't ExCE meant to disable EE's?

(Only thing that might be relevant - timestamp is past the end of Stopwatch.log)

Code:
[49065.075] no such table: Units
[49065.075] In Query - SELECT Units.* from Units as u inner join UnitClasses as uc on u.Type = uc.DefaultUnit where uc.Type = ?

Plagues feel a bit too weak. I might want a second opinion on this, since I can't help but compare them to the old, instant starvation plagues, but they certainly seem weaker, almost ineffectual.

AI is actually obsessed with the wonder belief, I swear! Guaranteed to be the first to go!

Eh, that'll do for now - thanks as ever for the glorious work!
 
General feedback:

Scout and Peasant cost far too much to upgrade - the scout upgrade is around 600, iirc, and just doesn't feel worth the money; peasants cost ~900, which is just such a chunk that I struggle with making myself upgrade them. Possibly use the Escudera Nationale ability from Leuigi's Chile to reduce the upgrade cost?

Could colonies start with Harbours or something? It's really annoying that you have to suffer loyalty penalties because their AI doesn't want to build them. Or maybe make them auto-build if you're sending naval trade routes to them, Lincon-style.

Could you add a setting to disable the first colony being "New {1_Capital}"? I'd rather use the colony list from the get-go.

I think the "Enslave City" option could use some development. It seems a bit dull, with it just being "Annex or colonise, but with two fewer pop". Maybe having it allow you to press a button to exchange a population for a shackle, at will? It'd also be nice to remove it from the CityCapture panel, since at the moment it's kicked "View City" off the bottom.

This would also solve the problem where Shackles seem to be in quite short supply - getting 20 is a bit of a challenge, and it seems odd that you get ~6 for clearing a barb camp, but 1 or 2 for capturing a city...

Are offensive levies intentional? Since levies have been nerfed a bit, I guess they could be a thing. Out of interest, does their health bar actually say that they've got 50 health if you're not using EUI?

Plagues feel a bit too weak. I might want a second opinion on this, since I can't help but compare them to the old, instant starvation plagues, but they certainly seem weaker, almost ineffectual.

Changing the upgrade cost is functionally easy, but I don't know to what. I'm too busy modding to be playing, so other people need to tell me what numbers they think would work better.

Yup, yup.

I don't agree that the Enslave City option needs any radical changes. It serves its intended purpose. However, as noted in the previous update, the number of Shackles being provided was accidentally being divided instead of multiplied by the Pop. I need to revise this when I get the chance. At the same time, I didn't notice the View City button had fallen off - I'll fix this.

Offensive Levies being? Are they calling you names? :p The HP bar isn't constant, though I intend to make it so. However, it does say, EUI or no (or, should), that they have 50 HP - unless EUI hardcodes it.

Can't please everyone. I feel that they're in a good place, especially mechanically. Decimals can't be done, so the next best thing would be to bump it up to an extra 2 food cost per citizen, but I anticipate that this would be too much.

I have also had this issue (frustrating when you have 60+ slaves and can't do anything with them :)

I just started my first game with Hiawatha for a while, and I've noticed that the civilian units don't get the Woodsman promotion (so they can't use the 'treat jungle/forest as roads' that all of his other units can?

Other people report a problem with using Shackles? I'll look into it, of course.

I don't think that's how the Iroquois UA works, but I'm not really sure. Though that's not how Woodsman works - it doubles your movement through Forest/Jungle, IIRC; nothing to do with roads.
 
I don't think that's how the Iroquois UA works, but I'm not really sure. Though that's not how Woodsman works - it doubles your movement through Forest/Jungle, IIRC; nothing to do with roads.

In that case, the civ (Iroquois) gives the combat units the Woodsman promo to go with their specific civ ability (treat jungle/forest as roads) so that you don't actually need to build a lot of roads within your civ. However, it doesn't give the same promo to civilian units, so I ended up having to build roads anyway so that my civilian units (workers, settlers, Great Ppl, Diplomats) can move along them quickly. :P
 
The Iroqouis treat Friendly jungle and forest as roads.

I started a new game today, but ran into a serious tech tree bug. I'm going to to grab my files tomorrow, just know this is not an EUI problem, as I'm playing your mods to test without EUI. That said RtP or CiD had a null return that interfered with IGE, will provide details tomorrow.
 
1. F12 on Steam

2. EE appears to use ART_DEF_UNIT_U_SPANISH_GALLEON, so it shouldn't be that.

I've never had issues with R.E.D., so I'm not sure.

In R.E.D.'s SQL files there's a an ART_DEF_UNIT_GALLEON that often has art attached to it, and I don't know if that's an actual unit or mid game transport.
 
In R.E.D.'s SQL files there's a an ART_DEF_UNIT_GALLEON that often has art attached to it, and I don't know if that's an actual unit or mid game transport.

I think that's the renaissance transport ship. I'm not really sure how to check, though :/
 
This was done as a quicker fix to the issue of colonists still founding colonies even after this Decision was enacted. I mean to come back to it in the future, but we'll see.



You'll need to be more specific, as I don't have the time to test these interactions myself (the more specific, the more likely someone is to recognise the issue). But AFAIK, there are no inherent incompatibilities. It's okay to bump things like this, btw - I don't tend to always see things, nor necessarily to remember to respond to everything when I mean to.

Here are a couple of screenshots. I have CID and Cultural Diversity enabled. I get a lot of font texture errors with these.
 

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Hi!

It's the first time I am modding Civ V and I tried this mod out. I had serveral problems which I managed to fix. Now I have the following problem, if you look at the bottom left of this screenshot you will see that some building descriptions are bugged: http://images.akamai.steamuserconte...597/EE131E792E4F2CE4148DC6A6D5575B31FD1BEA30/

Here's my mod list:

http://images.akamai.steamuserconte...436/E8BF33E119BBDFEA9F14428B9E84BC3CD077BA01/

Does anyone know how to fix this?

I think your not COMPLETELY following the instructions on how to install the CBP (and all). I encountered that before. Look thoroughly on the instructions such as deleting the LUA folders on CP and CBP if using CBP etc.
 
Hi!

It's the first time I am modding Civ V and I tried this mod out. I had serveral problems which I managed to fix. Now I have the following problem, if you look at the bottom left of this screenshot you will see that some building descriptions are bugged: http://images.akamai.steamuserconte...597/EE131E792E4F2CE4148DC6A6D5575B31FD1BEA30/

Here's my mod list:

http://images.akamai.steamuserconte...436/E8BF33E119BBDFEA9F14428B9E84BC3CD077BA01/

Does anyone know how to fix this?

You need to be using the latest CP beta.

Here are a couple of screenshots. I have CID and Cultural Diversity enabled. I get a lot of font texture errors with these.

Phew, those are some serious errors. I'm more inclined to think its your graphics card or drivers acting up, rather than the mod. Make sure they're up to date. Anyone else have any ideas?
 
You need to be using the latest CP beta.



Phew, those are some serious errors. I'm more inclined to think its your graphics card or drivers acting up, rather than the mod. Make sure they're up to date. Anyone else have any ideas?

They say they're up to date but I am defragmenting and optimizing my hard disk so maybe that will do something. I don't know though, this only just started happening in the last couple of weeks.....I had no problems with R.E.D before.....
 
So... minor problem with this world project. I have by FAR the highest production of any civ but I contributed 0 hammers because Hiawatha completed it in one turn before I had an opportunity to contribute.

vJXvMbk.png


Anyways, I am really enjoying the mod overall. I am finally getting to the modern era and am just staggered as to all that has been added to the game.
 
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