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Cities in Development (Obsolete)

Cities in Development (Obsolete)

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  1. Zooasaurus

    Zooasaurus Warlord

    Joined:
    Nov 6, 2015
    Messages:
    117
    Location:
    Sidoarjo, Indonesia
    Your modjesty, my problem still occurs :(
     
  2. JFD

    JFD Kathigitarkh

    Joined:
    Oct 19, 2010
    Messages:
    9,130
    Location:
    The Kingdom of New Zealand
    I assume you waited until the next turn after you build the prison? Will take a look.

    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.
     
  3. Maguyver

    Maguyver Chieftain

    Joined:
    Jul 29, 2013
    Messages:
    72
    Location:
    Pittsburgh
    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.
     

    Attached Files:

  4. JFD

    JFD Kathigitarkh

    Joined:
    Oct 19, 2010
    Messages:
    9,130
    Location:
    The Kingdom of New Zealand
    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-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).
     
  5. Chrisy15

    Chrisy15 Flower, Beautiful

    Joined:
    Jul 9, 2015
    Messages:
    2,079
    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.
     
  6. Maguyver

    Maguyver Chieftain

    Joined:
    Jul 29, 2013
    Messages:
    72
    Location:
    Pittsburgh
    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.
     
  7. JFD

    JFD Kathigitarkh

    Joined:
    Oct 19, 2010
    Messages:
    9,130
    Location:
    The Kingdom of New Zealand
    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.
     
  8. DarthStarkiller

    DarthStarkiller King

    Joined:
    Jun 2, 2015
    Messages:
    915
    Location:
    Santos, Brazil
    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?
     
  9. JFD

    JFD Kathigitarkh

    Joined:
    Oct 19, 2010
    Messages:
    9,130
    Location:
    The Kingdom of New Zealand
    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.
     
  10. DarthStarkiller

    DarthStarkiller King

    Joined:
    Jun 2, 2015
    Messages:
    915
    Location:
    Santos, Brazil
    Huh, I always thought the city-states were just renamed, not deleted and replaced.
     
  11. Klisz

    Klisz King

    Joined:
    Aug 18, 2014
    Messages:
    804
    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.
     
  12. JFD

    JFD Kathigitarkh

    Joined:
    Oct 19, 2010
    Messages:
    9,130
    Location:
    The Kingdom of New Zealand
  13. DarthStarkiller

    DarthStarkiller King

    Joined:
    Jun 2, 2015
    Messages:
    915
    Location:
    Santos, Brazil
    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?
     
  14. JFD

    JFD Kathigitarkh

    Joined:
    Oct 19, 2010
    Messages:
    9,130
    Location:
    The Kingdom of New Zealand
    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.
     
  15. Skaz881

    Skaz881 History Major

    Joined:
    Dec 15, 2013
    Messages:
    1,349
    Location:
    Crystal Lake, Illinois, USA.
    Can too many custom wonders/civilizations really cause CTD's?
     
  16. JFD

    JFD Kathigitarkh

    Joined:
    Oct 19, 2010
    Messages:
    9,130
    Location:
    The Kingdom of New Zealand
  17. bouncymischa

    bouncymischa Synthetic Genie

    Joined:
    Nov 28, 2012
    Messages:
    1,537
    Location:
    In a bottle
    Recently I got one of those enigmatic TXT_KEY city states. :p
     
  18. JFD

    JFD Kathigitarkh

    Joined:
    Oct 19, 2010
    Messages:
    9,130
    Location:
    The Kingdom of New Zealand
    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.
     
  19. Ixor_Drakar

    Ixor_Drakar Warlord

    Joined:
    Aug 7, 2013
    Messages:
    161
    Purple or blue? Like they are being suffocated.
     
  20. Kesler

    Kesler Master Kekkler

    Joined:
    Apr 5, 2015
    Messages:
    917
    Location:
    The Imperial Puppet of Canada
    I'd say Brown or Green (Tho green won't work since that's used for disease). Brown just strikes me as a very thick, dirty crowded color.
     
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