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Cities in Development (Obsolete)

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Lol no... As I've mentioned, I fixed the Diplo corner issue by deleting the diplo corner files in the EUI folder.
Tbh EUI is so much better than the vanilla interface, it might not be worth giving up on it for an individual mod's sake...
 
Thank you for the update, Your Modjesty! :)

I'm only slightly concerned about the plagued units: they will die within 20 turns, if I can't upgrade them? (because excess health in a city is something I barely witnessed) But I think it's a step in the good direction from the defense penalty.

Fantastic update JFD, thank you! :) Looking forward for the RtP update and ofc Sov.! :thumbsup:

can be disabled in user settings if you're lame like Sir Kekkler and Sir Chrisy

:lol: had a good chuckle at this
 
Sadly, I already found a bug (apparently): the notification panel is literally useless. it shows nothing, and when I have to choose production or a tech, I do not see the proper Icons.

DB log:

Spoiler :
[958494.437] column Type is not unique
[958494.437] column Type is not unique
[958494.437] column Type is not unique
[958494.437] column Type is not unique
[958497.875] no such column: Type
[958498.484] table Civilization_JFD_CultureTypes has no column named DefeatScreenEarlyTag
[958501.250] duplicate column name: ShowInUnitPanel
[958511.859] near ")": syntax error
[958513.828] duplicate column name: SlotTexture
[958518.765] columns Language, Tag are not unique
[958518.765] While executing - 'insert into Language_en_US('Tag', 'Text') values (?, ?);'
[958518.765] In XMLSerializer while inserting row into table insert into Language_en_US('Tag', 'Text') with values (TXT_KEY_TECH_JFD_NATIONALISM_TITLE, Nationalism, ).
[958518.765] In XMLSerializer while updating table Language_en_US from file Components/Sovereignty/Core/Sovereignty_GameText.xml.
[958518.765] columns Language, Tag are not unique
[958520.031] table Policy_JFD_SlaveryMods has no column named SlaveCostMod
[958521.640] no such column: DefeatScreenEarlyTag
[958522.671] no such column: DefeatScreenEarlyTag
[958524.203] table Civilization_JFD_CultureTypes has no column named IdealsTag
[958525.484] no such column: IdealsTag
[958527.109] no such column: IdealsTag
[958527.453] no such column: IdealsTag
[958528.328] no such column: IdealsTag
[958528.890] no such column: IdealsTag
[958529.281] table Civilization_JFD_CultureTypes has no column named IdealsTag
[958529.656] no such column: IdealsTag
[958529.859] no such column: DefeatScreenEarlyTag
[958532.531] no such column: Type
[958532.562] no such column: IdealsTag
[958533.875] table Civilization_JFD_CultureTypes has no column named IdealsTag
[958534.593] near ")": syntax error
[958535.453] no such column: IdealsTag
[958536.718] near "INSERT": syntax error
[958537.265] Audio_2DSounds.SoundID may not be NULL
[958537.265] While executing - 'insert into Audio_2DSounds('ScriptID', 'SoundID', 'SoundType', 'Looping', 'MinVolume', 'MaxVolume') values (?, ?, ?, ?, ?, ?);'
[958537.265] In XMLSerializer while inserting row into table insert into Audio_2DSounds('ScriptID', 'SoundID', 'SoundType', 'Looping', 'MinVolume', 'MaxVolume') with values (AS2D_AMBIENCE_LEADER_PALMYRA_AMBIENCE, , GAME_SFX, 1, 60, 60, ).
[958537.265] In XMLSerializer while updating table Audio_2DSounds from file Sounds/Music.xml.
[958537.265] Audio_2DSounds.SoundID may not be NULL
[958537.593] near "CREATE": syntax error
[958537.625] near ";": syntax error
[958538.281] no such column: IdealsTag
[958544.593]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 14504096 78106568
PageCache: 8 79
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 13499304 65206848
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6664

Prepared Statements:
Current: 14
------------------------------
[958548.546]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 14506448 78106568
PageCache: 8 79
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 13501656 65206848
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6664

Prepared Statements:
Current: 14
------------------------------
[958792.937] no such column: Type
[958792.937] In Query - select * from Natural_Wonder_Placement where Type = ? LIMIT 1


LUA log:

Spoiler :
[960263.093] Incorrect type for pointer argument. Using NULL instead.
[960263.093] Runtime Error: C:\Users\NATAN\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development - EUI Compatibility Files (v 47)\Lua\UI\Overrides\NotificationPanel.lua:621: attempt to index local 'button' (a nil value)
[960272.312] Runtime Error: C:\Users\NATAN\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development - EUI Compatibility Files (v 47)\Lua\UI\Overrides\NotificationPanel.lua:340: attempt to index field 'BigStack' (a nil value)
[960273.265] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.003s
[960273.359] InfoAddictCivRelations: INFO: Total time to build political view: 0.011s
[960273.453] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.004s
[960273.531] InfoAddictCivRelations: INFO: Total time to build political view: 0.01s
[960285.656] InfoAddictDataManager: INFO: Saving player stats took 0.899s to complete (11 inserts).
[960285.734] InfoAddictDataManager: INFO: Updating the historical data table with 1 turns took 0.002s to complete (1 queries).
[960285.734] Incorrect type for pointer argument. Using NULL instead.
[960285.734] Runtime Error: C:\Users\NATAN\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development - EUI Compatibility Files (v 47)\Lua\UI\Overrides\NotificationPanel.lua:621: attempt to index local 'button' (a nil value)
[960285.859] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.003s
[960285.906] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
[960286.734] TurnProcessing: Hiding TurnProcessing
[960338.906] EUI_context: Shutdown LuaContext: 17DF4990


I'm using EUI with the diplocorner folder deleted.
 
Thank you for the update, Your Modjesty! :)

I'm only slightly concerned about the plagued units: they will die within 20 turns, if I can't upgrade them? (because excess health in a city is something I barely witnessed) But I think it's a step in the good direction from the defense penalty.

Fantastic update JFD, thank you! :) Looking forward for the RtP update and ofc Sov.! :thumbsup:



:lol: had a good chuckle at this

Plagued units can also be cured through the Heal Instantly promotion.
 
While the workaround does work (though it is definitely a little cumbersome), the problem is that you don't see any notifications on the right bottom (for example, a wonder has been completed, your population has grown and so on), while is rather useful when keeping track of what's going on in the world.

I understand from reading your previous posts that it would be incredibly difficult to 'fix' the issue but can't you maybe collaborate with EUI's author? Because I want to try your mechanics but EUI is incredibly useful, especially because of the drop-downs with all the relevant information that are found on the Civ selection page and so on which are really useful when deciding which Civ to play as, which tech to research and so on. Having to go to the Civilopedia every five minutes would be maddening.

Issue 2: I don't know if this is the right page for it, but I'm also unable to activate Rise to Power as I'm told it's being blocked by another mod. Since I've only Downloaded the latest version of Vox Populi, CID and Mercenaries, I'm thinking that CID or Mercenaries is to blame - but I'm a modding noob so not entirely sure.
 
1. Collaborating with bc_1 isn't an option because bc_1. I'm trying to create a version of EUI that only includes files that don't conflict with the JFDDLC, but it's far from perfect to use a frankenUI.

2. Yeah, RTP blocks Mercenaries because RTP includes Mercenaries.
 
Plagued units can also be cured through the Heal Instantly promotion.

I'm very well aware of that, but Promotions are way too important to just "waste" them in my opinion.

..Since I've only Downloaded the latest version of Vox Populi, CID and Mercenaries...

As Sir Chrisy15 already said, Mercenaries is part of RtP, no need for separate download.
 
Lol no... As I've mentioned, I fixed the Diplo corner issue by deleting the diplo corner files in the EUI folder.
Tbh EUI is so much better than the vanilla interface, it might not be worth giving up on it for an individual mod's sake...

I don't see how, for IIRC, the diplo corner files in EUI are pretty much empty sans the diplomacy button.

While the workaround does work (though it is definitely a little cumbersome), the problem is that you don't see any notifications on the right bottom (for example, a wonder has been completed, your population has grown and so on), while is rather useful when keeping track of what's going on in the world.

I'm confused by this. The workaround is literally a re-creation of how EUI does it, except it gives you the option in-game to choose which icons to display along the top row. How is this cumbersome?

This is what I have:

Spoiler :


You're seeing this too?

The growth notification appears to be working, and I assume the same is true for wonders. Sounds like you might have a conflict going on. Care to post your logs?

Thank you for the update, Your Modjesty! :)

I'm only slightly concerned about the plagued units: they will die within 20 turns, if I can't upgrade them? (because excess health in a city is something I barely witnessed) But I think it's a step in the good direction from the defense penalty.

I'll have a think about it, Sir Revolutionist. Thanks.

@Natan your issues sound like a terrible mod conflict.
 
[*]Added Diplo Corner support for extra buttons. See the Additional Information dropbox for options on what buttons are shown (this is to make up for the fact that I can't fix the Diplo corner issue with EUI. Will be added in RtP too).
It's wierd that you say it can't be fixed because, as Chrisy15 pointed out on previous page before the updated release happened, it can be made to work. CP + RtP + RtP EUI Compatibility + CiD (previous version at least) + CiD EUI Compability fixes the issue magically. The diplo corner buttons work. The leaderheads show up. Notifications show up.

Something must be interacting positively between RtP and CiD EUI Compatibility files, the question is what part.

I'm confused by this. The workaround is literally a re-creation of how EUI does it, except it gives you the option in-game to choose which icons to display along the top row. How is this cumbersome?

I don't know about the notifications, they should be appearing.

I tried the new release for a moment and I while I didn't pay attention to notifications I can confirm that the civ leaderhead section does not appear. The rest of the workaround, i.e. the option to choose what buttons appear is there.
 
It's wierd that you say it can't be fixed because, as Chrisy15 pointed out on previous page before the updated release happened, it can be made to work. CP + RtP + RtP EUI Compatibility + CiD (previous version at least) + CiD EUI Compability fixes the issue magically. The diplo corner buttons work. The leaderheads show up. Notifications show up.

Something must be interacting positively between RtP and CiD EUI Compatibility files, the question is what part.



I tried the new release for a moment and I while I didn't pay attention to notifications I can confirm that the civ leaderhead section does not appear. The rest of the workaround, i.e. the option to choose what buttons appear is there.

Can't be fixed as in I can't really track down how to make it work. I'll keep looking at it.

I just realised now that there is that list of leaders, too. I don't really like that, so blocked it from my minds. This may have been what theblindman was remarking about. Like I said, I'll keep looking into it then.
Ah! And the vanilla diplomacy button isn't quite correct either - this explains the cumbersome comment. Apologies theblindman :p
 
Nice to see such a big update has arrived. Wasn't really expecting to see the Venetian Arsenal.

Quick question though. Wasn't the cinema removed in an earlier version? I remember the only way to enable it then was to do so in the user settings. Does that mean that can't be done anymore? I haven't really been on the ball with some updates this summer.
 
Nice to see such a big update has arrived. Wasn't really expecting to see the Venetian Arsenal.

Quick question though. Wasn't the cinema removed in an earlier version? I remember the only way to enable it then was to do so in the user settings. Does that mean that can't be done anymore? I haven't really been on the ball with some updates this summer.

Yup, Cinema was removed by default originally and shifted to being optional, but is now completely removed, as I wish to use the icon elsewhere.
 
Haha!

Spoiler :


  • Fixed broken Notification Panel for EUI Comp. Files.
  • Fixed Diplo Corner and leader list conflicts with EUI Comp. Files.

EUI Comp.

Praised be, it works! \[T]/

Some things (related to Rise to Power though) I'd want to bring up while your eye is turned here:

1) I noticed that in CiD config file I can pretty much turn off any and all parts of the mod as it suits me. RtP seems to be much more limited in that regard (for example I can turn off Mercs outright but turning off Piety - yeah I realize that's a big one - seems to be a no-go). Is it possible for customization of what parts of RtP are in work to be expanded in one of the future releases or is it a case of RtP features being too integrated into one another?

2) I'd need to reinstall RtP to doublecheck that but there seemed to be a small incompatibility with CP (or CBP? Not 100% sure) in terms of Great Merchant. Namely it seems that CP (CBP?) merchant can be expended to make a Town while with RtP this ability is missing to best of my memory (didn't even knew it was a thing until a friend who didn't use RtP pointed it out)

3) Great Magistrates seem to retain ability to be expended for 2 Magistrates even if one does not use Events & Decisions making it possible for them to be entirely wasted.

Edit: This one is for CiD (with EUI). The city-view local happines counter always shows +0 (and one that is oddly only takes upper half of the row designated for it, similar to how the disease count looks). Hovering over it shows a proper breakdown, but the counter itself never changes, at least not for negatives. (This is with CBO in case this might matter - haven't checked with only CP)
 
1. Piety is required for RTP; it's too integral

4. CID's Happiness system is disabled with the CBP, so this will likely be the problem.
 
So, um, is it possible for a plague to *not* occur? Because I just had (in the new version) the Disease counter roll over without anything happening and I'm not sure if it's a bug or just luck.
 
@Natan your issues sound like a terrible mod conflict.


LOL I wish that this was the case in real life as well...

Anyway, thanks for the quick fix!!! :goodjob:
 
Praised be, it works! \[T]/

Some things (related to Rise to Power though) I'd want to bring up while your eye is turned here:

1) I noticed that in CiD config file I can pretty much turn off any and all parts of the mod as it suits me. RtP seems to be much more limited in that regard (for example I can turn off Mercs outright but turning off Piety - yeah I realize that's a big one - seems to be a no-go). Is it possible for customization of what parts of RtP are in work to be expanded in one of the future releases or is it a case of RtP features being too integrated into one another?

2) I'd need to reinstall RtP to doublecheck that but there seemed to be a small incompatibility with CP (or CBP? Not 100% sure) in terms of Great Merchant. Namely it seems that CP (CBP?) merchant can be expended to make a Town while with RtP this ability is missing to best of my memory (didn't even knew it was a thing until a friend who didn't use RtP pointed it out)

3) Great Magistrates seem to retain ability to be expended for 2 Magistrates even if one does not use Events & Decisions making it possible for them to be entirely wasted.

Edit: This one is for CiD (with EUI). The city-view local happines counter always shows +0 (and one that is oddly only takes upper half of the row designated for it, similar to how the disease count looks). Hovering over it shows a proper breakdown, but the counter itself never changes, at least not for negatives. (This is with CBO in case this might matter - haven't checked with only CP)

1. As Chrisy states, its too well ingrained. CiD started out with the intention to make it with various toggelable components, whereas RtP started out as Piety and had such components added to it.

2. Not sure. Will have to check.

3. Will check too.

4. Yea, Happiness from CiD is disabled, given that Happiness in the CBO is so radically different.

So, um, is it possible for a plague to *not* occur? Because I just had (in the new version) the Disease counter roll over without anything happening and I'm not sure if it's a bug or just luck.

Does it occur the next turn? The counter isn't perfectly accurate.
 
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