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Cities in Development (Obsolete)

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Mod list: CP, EUI, CID, IGE.
Mod list: CP, EUI, CID, IGE, E&D, Piety, CulDiv
Mod list: CP, EUI, CID, IGE, E&D, Piety, CulDiv, RER
Mod list: CP, EUI, CID, IGE, E&D, Piety, CulDiv, RER, HRC
Mod list: CP, EUI, CID, IGE, E&D, Piety, CulDiv, RER, HRC, Prussia, Archduchy of Austria

All above works fine:
Spoiler :
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However!!!
Mod list: CP, EUI, CID, IGE, E&D, Piety, CulDiv, RER, HRC, Prussia, Archduchy of Austria
Game Start Setting: start at Classic Era, 50 billion years earth, allow save policy, allow save promotion

NO LOYALTY TT!!!!!!
Spoiler :
attachment.php
 

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Odd! And you know, I've spotted a discrepency between EUI's city view Loyalty stuff and vanilla's. Could you try this update and see if it fixes it.



Ok, I confirmed:
Mod list: CP, EUI, CID, IGE, E&D, Piety, CulDiv, RER, HRC, Prussia, Archduchy of Austria

Start at Ancient Era = Loyalty TT works.
Start at Classic Era = NO Loyalty TT

Doesn't test later eras.
 
To that end, I defer the user to Leugi's BARBIE mod. Although I'm not clear on what you mean. If you leave your garrison and the city is still separatist, it may still flip - it's not a one time event. If you keep your garrison, the rebels will only grow. I don't see much room for abuse.

Ah, no, I simply misunderstood how it worked.

You should really get a coding intern to sort out all these bugs. I hear Pouakai isn't up to much these days... ;)
 
My Loyalty tooltip also gave up in my founded cities - if I had to blame something, it would be either being in a Golden Age, or having more than 100% Loyalty. I forgot to check if it worked after leaving a Golden Age, sorry :(

Also, I was unable to build Trading Posts - they didn't have a Can Be Built On section in the pedia, so that might be to blame.

The logs are the same as the ones I posted in Piety - it won't let me reupload them here.
 
Originally Posted by MorpheusAk View Post
Hi. I have 3 issues which may be related.

1) The game seems unable to process crime in many ways. In the city view, crime does not show as a modifier with regard to my yields, and does not appear to actually modify them, either.

2) In the city view, the food yield isn't shown, though the on hover tooltip works fine.

3) In the city view, The loyalty rating is never shown. It always just reads "Loyalty," with a white fist icon, regardless of the actual rating. No tooltip is shown for loyalty on hover.

I've attached a screenshot below showing the 3 issues in combination.

Attachment 403122

I've also attached a screenshot showing the mods active in the game. I'm using the most updated versions of all of the mods. I made the following alterations to the usersettings files.

Attachment 403123

Altered usersettings:
CID - CBP Mode Enabled
CID - Invest Gold in Buildings Enabled
ExPE - CBP Mode Enabled
Mercenaries - CBP Mode Enabled

I did re-download and clear my cache, as the troubleshooting guide suggested.

Additionally, I'm pretty sure that I followed all instructions for installing the JFD mods with regards to EUI compatibility. That is, for CID and Piety, I enabled EUI compatibility by copying the contents of "Moderator Action: /Shared/Lua/UI/Overrides/Enhanced User Interface" into "Moderator Action: /Shared/Lua/UI/Overrides."

Also attached are my database and lua log. From the end of the lua log, it looks to me like there's a problem involving "JFD_CID_CrimeUtils.lua," but that's all I got.

Spoiler: Show


If anyone can help, I would really appreciate it.

Finally, I'd like to say thank you to JFD for his hard/your hard work, amazing content, and incredible support.
Thank you. I truly appreciate the thorough report. This makes things easier for me to see what it might be.

Sukritact presented with this same issue previously, and he found the solution to be to update EUI to the latest version (1.27g/h IIRC). I'm not certain why there would be a conflict between older versions of EUI and CID, but please try that and see how it goes. If that doesn't work, I'll look at alternative causes.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
Moderator Action: Moderator Action:

I did some more investigation, and after installing version 15 of CID, I was able to reproduce the aforementioned bugs. I consequently reinstalled the CPP in non-EUI mode.

The CPP in non-EUI mode with all other optional mods initialized produced no bugs when used in conjunction with the JFD mods.

I'm led to believe that the incompatibility is between CID and the the EUI-enabled version of the CPP.

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889

Please read the forum rules: http://forums.civfanatics.com/showthread.php?t=422889
 
Same bugs as stated by Chrisy, most likely because of EUI. The trading posts may be a seperate issue.

Is it Golden Ages that are causing it?

This may just be the UI messing up, or a coincidence, but none of my founded cities ever dropped below 100% - although these weren't exactly test conditions :/
 
JFD, thanks for amazing work. CID is one of my favorite mods.

Speaking of loyalty mechanics.

Currently I can't keep captured city with population more than 30. It's impossibile without building wonder or spy inside in city.

You can collect maximum 155 % loyalty
50 % base
40 % from city modifiers
5 % from connection
50 % from unbroken rule
10 % from garrison
-----------
155 %

Occupation modifier for city with 31 population -5 %*30 = -155

In my opinion Occupation modifier should decrease with time. If you captured city with 5 population you shouldn't worry about loyalty 300 turns later when city grows. Especially if local happiness is high and orginal city owner is defeated long time ago. ;)
 
JFD, thanks for amazing work. CID is one of my favorite mods.

Speaking of loyalty mechanics.

Currently I can't keep captured city with population more than 30. It's impossibile without building wonder or spy inside in city.

You can collect maximum 155 % loyalty
50 % base
40 % from city modifiers
5 % from connection
50 % from unbroken rule
10 % from garrison
-----------
155 %

Occupation modifier for city with 31 population -5 %*30 = -155

In my opinion Occupation modifier should decrease with time. If you captured city with 5 population you shouldn't worry about loyalty 300 turns later when city grows. Especially if local happiness is high and orginal city owner is defeated long time ago. ;)

A balance feedback? What's this? :D

Thank you. And I agree. Do you think uncapping the unbroken rule modifier would do the trick? This would be easier than decreasing the occupation disloyalty, but would achieve the same thing (although I suppose there's a conceptual benefit to decreasing occupation - so I'll look into that first.) I did also wonder if I should make Happiness contribute to Loyalty, but worry that it would then become too easy to maintain Loyalty. What do you think?

And welcome to the forums :D

Is it Golden Ages that are causing it?

This may just be the UI messing up, or a coincidence, but none of my founded cities ever dropped below 100% - although these weren't exactly test conditions :/

Nope, doesn't seem to be.

Most founded cities won't drop below 100%, unless you've got them upgraded into Duchies/Counties and you're losing a war/letting them starve. The purpose of Loyalty for founded cities is more a reservation for Sovereignty.

I did some more investigation, and after installing version 15 of CID, I was able to reproduce the aforementioned bugs. I consequently reinstalled the CPP in non-EUI mode.

The CPP in non-EUI mode with all other optional mods initialized produced no bugs when used in conjunction with the JFD mods.

I'm led to believe that the incompatibility is between CID and the the EUI-enabled version of the CPP.

Ok, I'm going to install CBP and EUI from the installer and to see.

My Loyalty tooltip also gave up in my founded cities - if I had to blame something, it would be either being in a Golden Age, or having more than 100% Loyalty. I forgot to check if it worked after leaving a Golden Age, sorry :(

Also, I was unable to build Trading Posts - they didn't have a Can Be Built On section in the pedia, so that might be to blame.

The logs are the same as the ones I posted in Piety - it won't let me reupload them here.

Is this on v15?

Ah, you're right. My oversight. I'll try and look at the Loyalty issue before updating.

You should really get a coding intern to sort out all these bugs. I hear Pouakai isn't up to much these days... ;)

You always know the right thing to say :p

Ok, I confirmed:
Mod list: CP, EUI, CID, IGE, E&D, Piety, CulDiv, RER, HRC, Prussia, Archduchy of Austria

Start at Ancient Era = Loyalty TT works.
Start at Classic Era = NO Loyalty TT

Doesn't test later eras.

I did try the Classical Era start, but it made no difference for me :/ This is on v15, right?
 
JFD i also can't build trading post's.When i look into pedia it says that i can only build it on feathers.Played with v14 of CID,Mercaniers,ExCe,Right to rule and ENGL era.So the only way to upgrade my cities was with Great Magistrate.
 
Yes, I know. Sorry - it's a pretty serious oversight on my part. I will fix it asap, but want to investigate the other issues first.

@MorpheusAk Your hypothesis appears correct. Installing from the CBP installer produced the same issues for me. I'll see what I can do to trace it.
 
Regardless of that problem,i had a lot of fun playing game.I played first time with Mercenaries and Right to Rule mods and it was pretty good.Along of your great civs,these mods are even better.Only high praise from me!
 
Yup, using v15

Do you need to have towns/villages up for a city to upgrade, or is it an either/or with the buildings or improvements? Might be helpful to know for this game :)

Found this:
Code:
Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 15)\Components\Loyalty\Lua\Utilities\JFD_CID_LoyaltyUtils.lua:111: attempt to call global 'mathMin' (a nil value)

and this:
Code:
 Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 15)\Components/Loyalty/Lua/JFD_CID_Loyalty_Functions.lua:120: attempt to index local 'newUnit' (a nil value)

Mid-game bug reports. Too good...
 
Yeah, you need all things.

I'll run an AI game will I do some real work; see if I can pick up any other bugs before I update v16. Thanks for the reports.

Well, I guess I've got some SQL files to edit...
 
You consider all to be too much?

No, it's the fact that you can't build towns/villages at the moment - hence, your cities can't upgrade.

Also:
Code:
[48627.929] Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 15)\Shared\Lua\UI\Overrides\CivilopediaScreen.lua:7387: attempt to index field '?' (a nil value)
[48629.474] CivilopediaScreen: SetSelectedCategory(14)
[48629.474] CivilopediaScreen: start CivilopediaCategory[CategoryImprovements].DisplayList
[48629.474] Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 15)\Shared\Lua\UI\Overrides\CivilopediaScreen.lua:7491: attempt to index field '?' (a nil value)
[48630.144] CivilopediaScreen: SetSelectedCategory(13)
[48630.144] CivilopediaScreen: CivilopediaCategory[CategoryResources].DisplayList
[48630.144] Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 15)\Shared\Lua\UI\Overrides\CivilopediaScreen.lua:7440: attempt to index field '?' (a nil value)

IIRC, each one corresponds to a blank Pedia tab.

Also, I love that you've got Whoward's City Banner for non-EUI - I prefer Whoward's banner design, but the functionality of bc1's banner is far superior - don't suppose you want to have a go at adding the info?

[Edit] If you're going to have Trading Posts remove Jungle (because jungle towns would be silly - right?), then can you provide an alternative? 2 food, 2 gold and 2 science is a reason to work jungle - 2 food and 2 science is less appetising.

Okay, remembering that Mesmoamerica is a thing, jungle towns might not be so bad. Goddamn British education, not teaching you the interesting stuff!
 
Oh yea, forgot :p Use this instead. Replace at JFD's Cities in Development\Components\Provinces\Core

Yup, I can't make heads or tails of that error, especially because I can't recreate it myself.

You mean adding Whoward's City Banner stuff to EUI's? Sure, I can do that.
 
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