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Cities in Development (Obsolete)

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I have not been able to replicate this. Can anyone else corroborate?
I don't know why this happens, but when CID was disabled, whole of games works well. If this happens only for me, I apologize. I don't know how to make logs or something like that.
And I find a very small problem. Corporation, Event, Vassalage overview icons aren't displayed with CID EUI comp.
 
I don't know why this happens, but when CID was disabled, whole of games works well. If this happens only for me, I apologize. I don't know how to make logs or something like that.
And I find a very small problem. Corporation, Event, Vassalage overview icons aren't displayed with CID EUI comp.

http://forums.civfanatics.com/threads/how-to-enable-logging.487482/

For future reference, this is where your logs are stored. You've certainly got an odd bug tho.

...anyone remember the bb code for the hyperlink being linked to text? It was URLSAME or something, wasn't it?
 
I can corroberate, although I don't have any logs. It may be a conflict between CiD and the 10-26 Vox. I had the AI building Wonders in 4 turns and the City screen acting wonkish. Hit a CTD at about turn 70.
 
Just to ask.EUI update don't have for new CID,AND RtP? Because i get some crazy EUI,so i need to ask am i doing it something wrong or it's EUI definetly out ?
 
Just to ask.EUI update don't have for new CID,AND RtP? Because i get some crazy EUI,so i need to ask am i doing it something wrong or it's EUI definetly out ?

I'm not sure if anyone tests with EUI anymore; Jifford's slowly moving various EUI features over to the JFDDLC, so it should hopefully be less of a drastic change.
 
Hi JFD; I don't know if it would be of any help in tracking the quirk that's effecting Albebaran1979 & I, but I've noticed that the AI civs have an enormous amount of Power in the Ancient Era, 250 to 300. I think that's why they were able to build (Neolithic) Wonders within the first 4 turns of the game. If I start an game & have the same issues, I'll send you the Logs.
 
Hi JFD; I don't know if it would be of any help in tracking the quirk that's effecting Albebaran1979 & I, but I've noticed that the AI civs have an enormous amount of Power in the Ancient Era, 250 to 300. I think that's why they were able to build (Neolithic) Wonders within the first 4 turns of the game. If I start an game & have the same issues, I'll send you the Logs.
I'm not using Neolithic Wonders, and is there any Wonder which offers Power in ancient era? I check AIs' production, food, gpt, etc. and all of them has quite proper value at turn 1, but after turn 2, they were always going wrong exponentially. I think that it means there are few variables used by both VP and CiD's function. Probably.
Anyway, thanks to your corroborating effort!:)
 
Are the comp. Files still required for EUI use? They have not been updated...
 
Watermill is the earliest Power source, and gives +1. Worth noting that Power has no influence on production; it is merely required before some buildings may be built.
 
FYI, the issue that I was having with CiD seems to have resolved itself with the recent update to RtP. I don't know why, but now its working properly...which is great because I don't like playing without CiD. It adds so very much to the enjoyment of the game. Thank you very much for all of your hard work, JFD!!!
 
Alright, here is my official stance on the matter of the Enhanced User Interface. Simply, I can no longer support EUI. This means that, in order to use this mod, you cannot be using EUI. Or, you can use EUI, but only some features will work correctly. All support for EUI officially ends, be that from me or from Chrisy. This is simply because it is too cumbersome to maintain support for it - EUI has never been the most inter-mod friendly of mods and I have not had much patience for modding lately.

Now, that said, I do wish to expand upon the UI that I incorporate in this mod. I have already added a number of QoL features included in EUI, and there are a number that I intend to add. These things have a lower priority than the mod functionality itself, but I do want to ease the dis-use of EUI as much as I can. So, if you have suggestions for things in EUI that you particularly like or find it difficult to live without, post about it and I may be able to incorporate it. Bear in mind, however, that these cannot be too radical, such as the city view layout in EUI. At the end of the day, I have to also like these features, or it has to not interfere with my enjoyment of the base UI.

Please, do not post interface-related issues if you are using EUI.
 
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Please, do not post interface-related issues if you are using EUI.
Ok, so I dropped EUI (installed non-EUI VP via installer, cleared cache, moduserdata) and I still have interface-related issues. F.e. there is no correct info, when I want to build an improvement. If I want to see what camp improvement will do, then I see an info from constructing a road or whatever I hovered before hovering on the camp icon.
Code:
[757902.312] Runtime Error: D:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\(9c) JFD's Cities in Development (v 53)\Shared\Lua\Utilities\JFD_CIDUtilities.lua:335: attempt to index field '?' (a nil value)
stack traceback:
    D:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\(9c) JFD's Cities in Development (v 53)\Shared\Lua\Utilities\JFD_CIDUtilities.lua:335: in function 'JFD_CalculateFakeYield'
    D:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\(9c) JFD's Cities in Development (v 53)\Shared\Lua\UI\Overrides\Worldview\UnitPanel.lua:1965: in function <D:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\(9c) JFD's Cities in Development (v 53)\Shared\Lua\UI\Overrides\Worldview\UnitPanel.lua:1276>
And I have "Invest -1 gold" to hurry production of Solomon's Temple".
 
JFD updated [WIP] Cities in Development with a new update entry:

Update to v54

  • Removed a rogue print statement.
  • Made some updates to the Civilopedia game concept entries.
  • Fixed an issue with the AI not receiving the correct amount of Food from Excess Health.
  • Fixed issue with tooltips and building improvements not working correctly.
  • Fixed some database issues when using CBO.
  • Added plot mouseover support for Golden Age Points, Great Admiral Points, and Great General points as yields.
  • Fixed Longhouse changes half-working with CBO.
  • Terrorists...

Read the rest of this update entry...
 
Hmm, I don't know it only happens to me, but I have cityview issue when I play with CiD and RtP simultaneously. I played with CP with no-EUI, CiD, CulDiv(core and soundtrack), RtP. Without RtP, cityview displays city's yield properly.
 
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