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Cities in Development (Obsolete)

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Hey JFD. The Korean city of Seoul currently has -24 citizens, and each turn that number has been increasing by 1. & the city has had 1 turn of resistance for about 30 turns now. + when I sent a trade route to that city I recieved -1.28 disease. Was this intended? Or is this a horrible glitch? :P.
 
Hey JFD. The Korean city of Seoul currently has -24 citizens, and each turn that number has been increasing by 1. & the city has had 1 turn of resistance for about 30 turns now. + when I sent a trade route to that city I recieved -1.28 disease. Was this intended? Or is this a horrible glitch? :P.

I think the population is a problem with the CP beta, and the disease is a result. Don't kno about the resistance, though.
 
I think the population is a problem with the CP beta, and the disease is a result. Don't kno about the resistance, though.

Ahh. Interesting. + once I captured a capitol that had -113 population, I saw that it actually had 3 pop, though my unit supply suddenly dropped to -38 & the production in all of my cities was reduced by 70%. I assume that this is because the game calculated that I had about -98 population, taking the difference between the negative pop city and my other cities.
 
Not sure if this has been reported, or if it is only present on my end - but with the latest version of CID (Alongside all the relevant EUI additions and such), I am noticing that the plague timer below my City Bar ceases being updated once the city has entered it's first plague. I get notifications of additional plagues starting in the same city, but for some reason the icon always seems to suggest that Yin (in this case) will be plagued for three more turns. This is possibly a problem with EUI, or the support files, which I can understand is a headache to deal with. I'll provide logs in any case, which can be found here; database and lua. Upon reloading the game, the problem has persisted, with the city now being plagued for 28 turns (not decreasing).

Was the Slavery Resource renamed to shackles? I noticed when clearing Barb camps that I was getting a notification about additional slaves rather than shackles.

Asides from that - haven't really had a chance to try out the new functions much, though the recent updates to both CID and RTP did persuade me to return to civ after a wee break. Fantastic work as always, really looking forward to trying out Power and whatnot.

In addition, whenever I start a game since updating to the latest CP, I've noticed a popup saying 'Unable to load texture [notificationeventorange.dds]' - I presume that this is to do with their new event system - but I've no idea what could be causing it - anyone have any ideas?
 
Not sure if this has been reported, or if it is only present on my end - but with the latest version of CID (Alongside all the relevant EUI additions and such), I am noticing that the plague timer below my City Bar ceases being updated once the city has entered it's first plague. I get notifications of additional plagues starting in the same city, but for some reason the icon always seems to suggest that Yin (in this case) will be plagued for three more turns. This is possibly a problem with EUI, or the support files, which I can understand is a headache to deal with. I'll provide logs in any case, which can be found here; database and lua. Upon reloading the game, the problem has persisted, with the city now being plagued for 28 turns (not decreasing).

Was the Slavery Resource renamed to shackles? I noticed when clearing Barb camps that I was getting a notification about additional slaves rather than shackles.

Asides from that - haven't really had a chance to try out the new functions much, though the recent updates to both CID and RTP did persuade me to return to civ after a wee break. Fantastic work as always, really looking forward to trying out Power and whatnot.

In addition, whenever I start a game since updating to the latest CP, I've noticed a popup saying 'Unable to load texture [notificationeventorange.dds]' - I presume that this is to do with their new event system - but I've no idea what could be causing it - anyone have any ideas?

Slaves == Shackles

It's just an issue with the CP - I reported it, but I think G missed it.
 
Not sure if this has been reported, or if it is only present on my end - but with the latest version of CID (Alongside all the relevant EUI additions and such), I am noticing that the plague timer below my City Bar ceases being updated once the city has entered it's first plague. I get notifications of additional plagues starting in the same city, but for some reason the icon always seems to suggest that Yin (in this case) will be plagued for three more turns. This is possibly a problem with EUI, or the support files, which I can understand is a headache to deal with. I'll provide logs in any case, which can be found here; database and lua. Upon reloading the game, the problem has persisted, with the city now being plagued for 28 turns (not decreasing).

Was the Slavery Resource renamed to shackles? I noticed when clearing Barb camps that I was getting a notification about additional slaves rather than shackles.

Asides from that - haven't really had a chance to try out the new functions much, though the recent updates to both CID and RTP did persuade me to return to civ after a wee break. Fantastic work as always, really looking forward to trying out Power and whatnot.

In addition, whenever I start a game since updating to the latest CP, I've noticed a popup saying 'Unable to load texture [notificationeventorange.dds]' - I presume that this is to do with their new event system - but I've no idea what could be causing it - anyone have any ideas?

You need to be using the April 5th beta of the CP.

Slavery as a resource was renamed to Shackles sometime before release. This was to avoid any conceptual dissonance over trying to convert Slavery the resource into Slaves as Units (implies less that each resource is x Slaves, as the resource hasn't yet been spent to make Slaves).

Hey JFD. The Korean city of Seoul currently has -24 citizens, and each turn that number has been increasing by 1. & the city has had 1 turn of resistance for about 30 turns now. + when I sent a trade route to that city I recieved -1.28 disease. Was this intended? Or is this a horrible glitch? :P.

Did you delete any Units? For whatever reason, I found city population to become wide whenever I deleted a Unit. But this is a CP issue. I'll look at the -1.28 Disease, though - maybe forgot to negate Health from the calculation.
 
There is a function included in the April 5th Beta that your logs tell me you're missing, which is what's causing the Health component to fail entirely. Your logs tell me that your version of the CP is v72, whereas mine is v79. Possibly, try downloading via the installer if you didn't the first time.
 
Yeah, my apologies, I didn't realise the latest version was a beta and just went to the usual place to download the CP, I've remedied that now and am no longer getting such issues.

I did notice that a majority of the buttons on the right side of the screen that EUI normally provides are missing - but I've probably broken the EUI support with all the reinstalling and such.
 
Yeah, my apologies, I didn't realise the latest version was a beta and just went to the usual place to download the CP, I've remedied that now and am no longer getting such issues.

I did notice that a majority of the buttons on the right side of the screen that EUI normally provides are missing - but I've probably broken the EUI support with all the reinstalling and such.

Wait, but if you weren't using the latest beta, how could you have the missing atlas?

I found that the EUI Compatiability files fixed the NotificationPanel - make sure that the EUI files load after the CP? Even though they should do that anyway...
 
Here we are, back again with that kind of bug report:

Code:
[9176.415] Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 38)\Components\Slavery\Lua\Utilities\JFD_CID_SlaveryUtils.lua:127: attempt to index local 'player' (a nil value)

Code:
[12109.936] Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 38)\Shared\Lua\Utilities\JFD_CIDUtilities.lua:178: attempt to index local 'city' (a nil value)

[Edit] More!

Code:
[20738.258] JFD_CID_Slavery_Functions: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 38)\Components\Slavery\Lua\Utilities\JFD_CID_SlaveryUtils.lua:56:  Cannot find key - EnslavementMod

Code:
[22844.396] Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 38)\Components\Colonies\Lua\Utilities\JFD_CID_ColoniesUtils.lua:201: bad argument #1 to 'convertTextKey' (string expected, got nil)

Other things I noticed:

I wasn't able to purchase units in my colony - the Units tab just wasn't there (EUI)

I founded a late-game colony (Industrial/Modern) with a Colonist, and it spawned with 3 pop, but it was only a puppet city, and not a colony.

With the vanilla UI, there's a button on the ProductionPanel that allows you to invest in the building you're building currently - can you add that to EUI please?
 
Here we are, back again with that kind of bug report:

I don't know what this means, but don't turn into Natan please. Bugs arise alongside circumstances that I don't predict or specifically test for.

Code:
[22844.396] Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 38)\Components\Colonies\Lua\Utilities\JFD_CID_ColoniesUtils.lua:201: bad argument #1 to 'convertTextKey' (string expected, got nil)

With the vanilla UI, there's a button on the ProductionPanel that allows you to invest in the building you're building currently - can you add that to EUI please?


Did you notice any oddly named colonies? This'll be a missing Colony name, but as there are literally hundreds, it'd be impossible to track down.

Nope; too much effort. Seems superfluous anyway - as you can purchase and add to queue in the same menu in EUI.
 
Did you notice any oddly named colonies? This'll be a missing Colony name, but as there are literally hundreds, it'd be impossible to track down.

As in a TXT_KEY? I don't think so. The colony-that-wasn't-a-colony took the next name from my city list, so maybe it caused this error.
 
As in a TXT_KEY? I don't think so. The colony-that-wasn't-a-colony took the next name from my city list, so maybe it caused this error.

Which civ were you? And did you have any other colonies that got normal colony names?
 
Did you delete any Units? For whatever reason, I found city population to become wide whenever I deleted a Unit. But this is a CP issue. I'll look at the -1.28 Disease, though - maybe forgot to negate Health from the calculation.

Ahh. I didn't delete any units if I remember correctly. Though the city belonged to another civ, so I'm not sure if it would've had any effect.
 
Which civ were you? And did you have any other colonies that got normal colony names?

Byzantium - I'd founded one Enlightenment colony fine, but my second industrial/modern one gained its extra pop, but presumably didn't receive a Governors Mansion, and so didn't trigger the colony functions. I can't remember if it gained any free buildings, though.

I might also have seen a case of Plague Zombies too. I was also experiencing some other oddities with plagues, where they seemed to keep on starving my pop for a few turns after ending. Is the Disease yield meant to tell you how long your plague has left? Because all it ever seems to say is "Diseased", but the normal tooltip info.
 
I am currently playing with the 09/04 version of CBP and the newest versions of ExCE, CID, RTP and CulDiv. The ultimate civ experience :p

I was able to create a fort colony :c5puppet: in a coastal tile. That seemed to be an issue by itself, but also this colony can't create a harbor :c5trade:, nor can I fortify :c5strength: a unit inside of it.

Screenshot: https://imgur.com/yB1ygxA

By the way, this fort colony did not start with pre-built infrastructure :c5production:, even though I have the pioneer tech :c5science:. Is this intended? If it is, then these fort colonies are kinda worthless in the late game. :undecide:
 
Atlantis event
Fort New Beijing sinks to the bottom of the ocean, causing great inconvenience.
The city suffers -30:c5production: per turn
Choice 1: Open the city to tourists, generating 10:c5culture: and 5:tourism: per turn
Choice 2: Send scientists to investigate, generating 25 :c5science: per turn

One can dream :mischief:
 
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