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Cities in Development (Obsolete)

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OC didn't disappear after the Prison increased the OC Threshold.

Spoiler :
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Is there a check for it? Or will Firetuner have an error?

I assume you waited until the next turn after you build the prison? Will take a look.

Your modjesty, my problem still occurs :(

I need a mod list. This: duplicate column name: ShowInUnitPanel is the cause of the problem, but I can't guess what's doing it. But I'll add a safety check in the next update.
 
Hello everyone, I remember reading that at one time CID was having compatibility problems with ExCE. Is that still the case? I also remember reading, though I may be mistaken, that an updated version of CP solved some issues with crashing.

The reason I am asking is because I am having repeated issues with crashing between turns 150 an 170 of every single game I play. It doesn't matter which Civs are in the game, or whose turn it is, but the game will always crash between those turns during the AI's phase.

1. All of my installed mods are up to date
2. I have deleted my cache
3. I do not use EUI
4. I am not using CBP or Health and Plague
5. I have not changed any user settings

As well as attaching my Database and Lua logs, here are the mods I am currently using:

Spoiler :
Ethnic Units
Extra Slow Research
More Luxuries
No Advanced Start (remove tech and unit bonuses to the AI)
Quick Turns
Events and Decisions
Unlock World Congress With Writing
Wonder Race
Working Workboats
YNAEMP

CP and a whole host of plug-ins from Whoward's site (for brevity's sake I am omitting them but I can supply them if needed)

CP Corporations
CP Civ IV Diplomatic Features

All of JFD's Civilizations
Enlightenment Era
CID
Culdiv
Culdiv Soundtrack
ExCE
RTP

All of Colonialist Legacies Civs
All of Pouakai, Sukritract, and Tomatekh's Civs
Several Assorted Civs by Tarcisso, Octoski, and Hypereon


Galley's For Civs/Fishpond
Skylift
Gobekli Tepe Wonder
National Parks
Pontoon Bridge
Resolutions - Cure for Cancer
Resolutions - XCOM
The Motherland Calls Wonder
Theatre for BNW
Unique Building - Bull Ring
Useful City Ruins
Wonder Mod - Great Wall Modification
UN Headquarters Wonder

Dropping the C-bomb Again
Several Great Artist/Writer/Musician addition mods
Extra Victory Conditions
Fallout Damage
Greatest Cities
Gibraltar, Reef, Krakatoa Fixes
Improved Lighthouse
Jungle Yields Mod
Late Game Range
Map Labels (This is actually out of date, but that's because the latest version causes slowdowns)
Observatory Tweaks
Porcelain Tower Science
Ranged XP
Stone Works in Plains
Zwei's Renaissance Era Revisited

Barbarians Unlimited XP
Capture Great People
Game Options
Move Capital
No Instaheal

And a partridge in a pear tree.
 

Attachments

CID, ExCE, and RtP have been variously tested together, and are now CTD free (up to at least turn 300, often tested beyond).

Re: logs - you can post the contents in a spoiler if you can't attach it.

But I think you have so many mods, it's hard to say. Your logs will help me see what mods are causing database issues, which are often causes of crashes.

Thank you for following the OP instructions to the T! You are the best :D

Oh, and btw, Motherland Calls is in Rise to Power, so you don't need the separate mod (unless you prefer that one :p)

Wonder-Jynxing?

Also, what would you think of a Health-bonus during Golden Ages? Maybe +1 Health to all Tiles that provide Health, or +20% Health in all Cities, or maybe just Curing any existing Plagues and resetting the Plague Counter when the Golden Age begins. Just seems odd for Golden Ages to coincide with massive City-ruining disease outbreaks.

Wonder-whoring. There is a definite excess of Wonders now and sometimes professors are tempted to horde them all. This is immersion-breaking for me, and whilst it should still be possible, it should come at a sacrifice (the opportunity costs equal out, I'd say, unless you fail at the wonder).
 
I assume you waited until the next turn after you build the prison? Will take a look.

It worked in a different city, but I don't think it ever worked in Brussels - the progress on the Archaeologist means at least one turn has passed.
 
CID, ExCE, and RtP have been variously tested together, and are now CTD free (up to at least turn 300, often tested beyond).

Re: logs - you can post the contents in a spoiler if you can't attach it.

But I think you have so many mods, it's hard to say. Your logs will help me see what mods are causing database issues, which are often causes of crashes.

Thank you for following the OP instructions to the T! You are the best :D

Oh, and btw, Motherland Calls is in Rise to Power, so you don't need the separate mod (unless you prefer that one :p)

Got them uploaded now, was a severe case of user idiocy.

If you think it's bad now, you should have seen it before the couple months hiatus I just returned from. My mods folder easily cleared 9gig. I am trying to cut the fat, but a lot of these are QoL for me.

I'll be removing Motherland Calls though, thanks for the heads up.

You don't ask for much, all it takes is a little reading before posting. I thank you for taking the time not only to help out with these issues, but in general for sharing your great work with us. I couldn't play this game without work like yours. YOU are the best.
 
Yes, I think trimming the fat will be needed, but I did observe that some mods are deleting a bunch of City-States, which is always a bad idea. Because those City-States are: Kuala Lumpur, Malacca, Melbourne, and Sydney, I'm going to hazard a guess and say that those mods are Colonialist Legacies civs (Australia and Malaysia). So I would suggest that you start by disabling CL civs - at least those two.

I would also say that you can be confident in Whoward's mods, so you needn't disable those.

Another thing: The Theatre for BNW mod is probably redundant, as Enlightenment Era re-adds the Theatre as a Writing-slot building.
 
What kind of problems can mods that replace city-states cause and why?
Also, didn't you say some time ago that using Whoward's stuff could conflict with CP because both have DLL changes?
 
Deleting anything can leave gaps in the database but the DLL may still call upon these gaps, e.g. City-State 1 is ID 1, City-State 2 is ID 2, City-State 3 is ID 3, but if City-State 2 is deleted and the DLL looks for ID 2, crash.

No, because it wouldn't - the CP is based upon Whoward's DLL, so everything Whoward's DLL can do, the CP DLL can do too.
 
Huh, I always thought the city-states were just renamed, not deleted and replaced.

That's the way most mods do it, to avoid causing those problems; Australia and Malaysia (or whichever mod is deleting those CSes if it's not them) isn't, however.
 
Is there any difference in game? I remember seeing some time ago a gameplay where someone had Luxembourg as city-state, but in some places (I think the main CS screen), it still displayed Luxembourg. Perhaps this is why it needed to be deleted and replaced, or does it have nothing to do with that?
 
No, all references to the old City-State in-text can be changed. There is never a need to delete a City-State, unless you're making an overhaul, and in that case you need to remap the IDs.
 
Can too many custom wonders/civilizations really cause CTD's?
 
Quick question: What colour would you associate with Overpopulation? Other than Red, which is taken by Starvation. I want to have the Overpopulation icon a re-coloured Citizen, but I'm not sure what colour - other than Red - stands out for the concept.
 
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