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Cities in Development (Obsolete)

Cities in Development (Obsolete)

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  1. sss64sss

    sss64sss Warlord

    Joined:
    Dec 15, 2014
    Messages:
    226
    Location:
    Paden City, WV
    Whoops. Sorry about that. I use them together so much, that I guess I'm starting to mix them up. :p
     
  2. Robynsegg

    Robynsegg Chieftain

    Joined:
    Feb 20, 2016
    Messages:
    37
    Location:
    Victoria, BC, Canada
    Lately, I have been finding cities other than capitals very easy to capture, especially once cannons become available. 4 shots and they are toast. If that was your aim it is working really well! If not... I have often wondered why there was this huge disparity. (after all, capital cities historically are large, sprawling, decadent and hard to defend (not to mention the huge morale hit of having your capital get attacked!), rather than cities on the front which are heavily fortified and defended?

    4 different (but related) things I have been thinking about:

    1) Why is it that the AI can force you to declare your intentions "I notice that you are amassing your forces near my border...what are you doing?" If you say you are doing nothing then you are stuck with that for x turns. (and if you say "You are right to be worried!" They get to do a first strike on you, which can severely hamper your effort. But you can't do the same when you notice another civ doing it? Why is that?

    2) Attacking a capital city: They were historically not better defended (or in more modern cases defended at all) but getting TO them is much harder. Think of it as the defensive effects of the frontier cities and the patriotic citizens in the interim. (the Russians actually burned down huge tracts of farmland rather than give the Germans anything to sustain their drive forward!) Would it be possible to give the attacking units a harder time with getting to and attacking a capital city? (right now, if their capital is on the coast you can sail your army in and attack just the capital, rather than taking the hard road and attacking from the outside in) Perhaps something like a fatigue factor? D-Day was a MASSIVE undertaking, and that was nowhere near a German city. They were just trying to get on the main European continent! Consider Washington, that massive crime-riddled US capital. Taking down Washington wouldn't be that hard for an army, but actually getting that army TO Washington would be very close to impossible. (even if you went underwater the entire way!)

    3) Land units on the water: This fatigue would work much faster on the water. Think of it as regular resupply. Right now, I can build my army out in the middle of the ocean and just leave them there, floating in when conditions are right and just pick off a capital. But realistically, if you pack men in like sardines on a converted cruise ship, they can only stay there for a short time before food/fuel/distractions gets very scarce. And without food Maslow's Hierarchy kicks into play. (who cares about your country when you haven't eaten for a week? On the other hand, your commander has a lot of meat on his frame, and he keeps yelling...)

    4) It also should be harder and harder to hide any sizeable force in one area. Especially when we consider that we are talking years...literally years spent just wandering/ floating around doing nothing.
     
  3. Robynsegg

    Robynsegg Chieftain

    Joined:
    Feb 20, 2016
    Messages:
    37
    Location:
    Victoria, BC, Canada
    So, I dl'd JFD's other mods (RtP, ExCE, CD to go with CiD), because this one is so great! And suddenly after I plop my main city my settlers can't make another city? (I placed this here because I don't know which mod is causing the difficulties...or even if it is an error, or just new aspect of game play, and if so what mod?) If there is someone that could give me a clue where I should even be looking for answers ...?

    Also I seem to be gaining social policies superfast (I am over half-finished Tradition and this game is at turn 40?) I do have one other mod active, IGE (In Game Editor, strictly because I hate crummy starting positions. I turn it off after turn 5)

    Thanks!

    UPDATE: As quick as that started, it stopped (the settler problem, that is - still gaining Social (IMHO) way too fast)
     
  4. OpenWorldAddict

    OpenWorldAddict Chieftain

    Joined:
    Aug 30, 2014
    Messages:
    22
    Location:
    San Diego
    First, I just want to say I love your mod. Just like in your other one, Rise to Power, it really feels like it should have been there to begin with. Although I have not been able to play it due to technical issues, I have read everything about it and I feel that it solves one of my biggest gripes with the game, a lack of interesting internal empire management, which your mod provides in spades. I do have a few questions though.

    It is obvious to me that parts of this mod was inspired by FramedArchitect's Health and Plague and Gedemon's Revolution. The question i have is what is the differences between those mods and health and resistance components of your mod.
     
  5. Zares

    Zares Warlord

    Joined:
    Dec 3, 2014
    Messages:
    226
    Gender:
    Male
    Location:
    Poland
    Not sure why, but I can't open city's production screen in non-EUI version. I click and nothing happens. And when I click a city, only production yield appears.

    The last lines from Lua.log:
    Spoiler :
    [27407.406] BarbariansEvolved: -------------------- Boudicca [0] Turn [1] END --------------------
    [27408.531] TurnProcessing: Hiding TurnProcessing
    [27428.921] Runtime Error: E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 42)\Shared\Lua\UI\Overrides\Popups\ProductionPopup.lua:1963: attempt to index local 'buildingclass' (a nil value)
    [27440.390] Runtime Error: E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 42)\Shared\Lua\UI\Overrides\Popups\ProductionPopup.lua:1963: attempt to index local 'buildingclass' (a nil value)
    [27440.828] Runtime Error: E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 42)\Shared\Lua\UI\Overrides\Popups\ProductionPopup.lua:1963: attempt to index local 'buildingclass' (a nil value)
    [27441.046] Runtime Error: E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 42)\Shared\Lua\UI\Overrides\Popups\ProductionPopup.lua:1963: attempt to index local 'buildingclass' (a nil value)
    [27441.281] Runtime Error: E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 42)\Shared\Lua\UI\Overrides\Popups\ProductionPopup.lua:1963: attempt to index local 'buildingclass' (a nil value)
    [27443.578] TechPopup: stealingTechTargetPlayerID: -1
    [27443.578] TechPopup: iValue: 0
    [27446.765] TechPopup: stealingTechTargetPlayerID: -1
    [27446.765] TechPopup: iValue: 0
    [27456.312] Runtime Error: E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 42)\Shared\Lua\UI\Overrides\Popups\ProductionPopup.lua:1963: attempt to index local 'buildingclass' (a nil value)
    [27457.171] Runtime Error: E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 42)\Shared\Lua\UI\Overrides\Popups\ProductionPopup.lua:1963: attempt to index local 'buildingclass' (a nil value)
    [27457.765] Runtime Error: E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 42)\Shared\Lua\UI\Overrides\CityView\CityView.lua:1637: attempt to index local 'thisBuildingClass' (a nil value)
    [27459.703] Runtime Error: E:\Dokumenty\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 42)\Shared\Lua\UI\Overrides\CityView\CityView.lua:1637: attempt to index local 'thisBuildingClass' (a nil value)


    1. 23rd April CBP Beta full non-EUI
    2. Barbarians Evolved v4
    3. Extra Victory Conditions V1
    4. Global - City Jungle Bonus
    5. Global - Civilians Move After Purchuase V2
    6. Global - City Working Distance V7
    7. Global Warming V7 and GW Congress V2
    8. Cultural Diversity V7
    9. ExCE V15
    10. CiD V42
    11. RtP V23
    12. Sukritact's Events and Decisions V3

    • I enabled CBP support in settings files.
    • I disabled CID_HAPPINESS
    • I enabled JFD_CID_MISC_NATIONAL_WONDER_CHANGES_NATIONAL_TREASURY
    • I changed Colonies values:
      Spoiler :
      ('JFD_CID_COLONIES_DISTANCE_WORLDSIZE_HUGE', 18), --Huge Maps.
      ('JFD_CID_COLONIES_DISTANCE_WORLDSIZE_LARGE', 13), --Large Maps.
      ('JFD_CID_COLONIES_DISTANCE_WORLDSIZE_STANDARD', 12), --Standard Maps.
      ('JFD_CID_COLONIES_DISTANCE_WORLDSIZE_SMALL', 10), --Small Maps.
      ('JFD_CID_COLONIES_DISTANCE_WORLDSIZE_TINY', 8), --Tiny Maps.
      ('JFD_CID_COLONIES_DISTANCE_WORLDSIZE_DUEL', 7); --Duel Maps.
    • I disabled JFD_CID_PROVINCES_CORE_LEVIES and JFD_CID_PROVINCES_CORE_LEVIES_AI
    • I enabled JFD_CID_INVESTMENTS_CORE_UI and JFD_CID_INVESTMENTS_CORE_UNITS
    I think these are all changes I've made in CiD settings file.

    With all mods, but without CiD, production screen works fine.
     

    Attached Files:

  6. Natan35

    Natan35 Mayor of St. Natansburg

    Joined:
    Jul 2, 2014
    Messages:
    5,116
    Location:
    Ashdod,israel
    I also have user interface issues. I can't see anything in the diplomacy panel (no icons, except for a globe icon which does nothing if I click on it). So I don't have access to decisions. And I sit intended that city states with their quests are no longer displayed below the diplomacy panel and the score list? That was. a feature of EUI I really fancied...

    (I'm using EUI, your gameplay changing mods and custom civs that have support for your mods)
     
  7. Chrisy15

    Chrisy15 Flower, Beautiful

    Joined:
    Jul 9, 2015
    Messages:
    2,072
    It's just a problem with the compatibility files - clear the cache, move them in and out of the MODS folder a few times, etc.
     
  8. Robynsegg

    Robynsegg Chieftain

    Joined:
    Feb 20, 2016
    Messages:
    37
    Location:
    Victoria, BC, Canada
    Wow...just had the most bizarre game ever. Nothing wrong in game except that...it was way too easy. I hit the first Prophet at around turn 40. A SECOND? one showed up just a few turns later. After that great people just started arriving by the busload. A Great Engineer around turn 50, A Great Musician around 61...don't get me wrong, the gifts are nice but there is no challenge here? What happened, anyone know?

    UPDATE: I'm still playing this game, for giggles if nothing else, and I realize there are many parts of JFD's 'empire' are just ...gone. On top of the great people every 5 turns or so, there is no disease, or levels of government. I mean, the people for those levels of government are there...just there is no space for them to fill (for example, when you build a hospital, it gives you the graphic for it, but it doesn't give you any significant change in output. (there are no health (+) icons or disease markers, so you just have a plague every once in a while that you can't do anything about.

    This game is obviously broken, I just wish I knew what to do to fix it.
     
  9. havox79

    havox79 Chieftain

    Joined:
    Oct 28, 2015
    Messages:
    58
    Hello guys, I think that's my first post on civ fanatics and I don't know if I am in the right thread but I have questions about civ modding for made myself compatibility between mods. (sorry if my english is bad i'm french^^')

    In addition of the super epic mod CID I use future worlds mod and my problem is the buildings from future worlds don't use crime, healt and power mechanics and it's pity !

    I use Global warming too and in the same way, the blast furnace, coal station and oil station are not use in the calculation of global warming except it will be logical these buildings participate to global warming.

    My question is : how to use buildings, ressources and yields from a mod to use in a other mod ?

    for exemple for power i found two interesting files :

    buildings.xml in future worlds where buildings and their ressources/yields are set. (my idea was to add "RESOURCE_JFD_POWER" in the resource requiment or production, same idea for healt/crime yield)
    power_buildings.sql in CID where the power function for buildings is define. (my idea was to add the "BUILDINGCLASS_XXXX" of future worlds in the "Building_ResourceQuantity" part and made the same for health_buildings.sql etc...)

    For add power (or healt and crime) to buildings of future worlds, what is best method ?
    add the buildings class of future worlds in the power CID file or add the power ressource of CID in the buildings file of future worlds ?
    And how to make CID recognize future worlds buildings or future worlds recognize power ? add them in reference in modinfo file ?

    For global warming same question, I want to add buildings of CID in the lua file of global warming, I found where to add the buildings but how to make global warming recognize the buildings of CID ? reference, dependence ?

    thanks you if you help, I hope I was clear^^'

    Of course if I succeeded to made compatibility between these mods i will share for interested peoples.
     
  10. bouncymischa

    bouncymischa Synthetic Genie

    Joined:
    Nov 28, 2012
    Messages:
    1,537
    Location:
    In a bottle
    I've been meaning to add in compatibility with CiD at some point -- it is a really cool looking mod, although I haven't tried using it yet myself. But being able to refocus some buildings on Health, or playing around with Power would be fun, so I'd definitely be interested in making Future Worlds CiD compatible.
     
  11. havox79

    havox79 Chieftain

    Joined:
    Oct 28, 2015
    Messages:
    58
    Happy to read that ! I can start to work on what modifications to do with power, crime and health. (a basis to discuss and balance later)
    If you want to do yourself the modification of the mod i understand and you certainly know civ modding better than me but i can help if you want, xml is not that difficult.

    But my question remains, (it can help for other modifications i want to do in other mods like in global warming) if i want to use a object (buildings, units, resources, yields) of a mod1, in a another mod2, do I need to make a reference or dependence to mod1 in the mod2 modinfo file ? (sorry if it's not the thread for that but it just a little question^^)
     
  12. Chrisy15

    Chrisy15 Flower, Beautiful

    Joined:
    Jul 9, 2015
    Messages:
    2,072
    Code:
    [9258.628] Runtime Error: C:\Users\Christopher\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 42)\Shared\Lua\Utilities\JFD_CIDUtilities.lua:127: attempt to index local 'city' (a nil value)
    ProductionPanel failed - I was unable to build anything. EUI.
     
  13. Buildkirbyus

    Buildkirbyus Trainee Modder

    Joined:
    Dec 24, 2014
    Messages:
    159
    Location:
    University Wi-Fi
    I had a similar problem as well. I could settle cities but the city screen was blank and not navigable.

    Possible Error
    Code:
    [24005.328] Runtime Error: C:\Users\Build\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 42)\Shared\Lua\UI\Overrides\ToolTips\InfoTooltipInclude.lua:1854: attempt to call method 'GetEventCityYield' (a nil value)
    Mod List
    Spoiler :

    Code:
    [23939.453] EUI_context: Active MOD:	d1b6328c-ff44-4b0d-aad7-c657f83610cd	(1) Community Patch	Version	72
    [23939.453] EUI_context: Active MOD:	8411a7a8-dad3-4622-a18e-fcc18324c799	(2) Community Balance Patch	Version	13
    [23939.453] EUI_context: Active MOD:	eead0050-1e3f-4178-a91f-26cf1881ac39	(3) City-State Diplomacy Mod for CBP	Version	27
    [23939.453] EUI_context: Active MOD:	47dd6204-89ab-4cf6-af4f-1327d2ce584c	(4) Civ IV Diplomatic Features - CBP Edition	Version	10
    [23939.453] EUI_context: Active MOD:	be2d13ee-d18d-410e-8f04-7cd19cd99a98	(5) More Luxuries - CBP Edition	Version	155
    [23939.453] EUI_context: Active MOD:	24923240-e4fb-4bf6-8f0e-6e5b6cf4d3c2	(6a) Community Balance Patch - Compatibility Files (EUI)	Version	1
    [23939.453] EUI_context: Active MOD:	473b0504-ddfe-4209-bb11-e0bddcf2e9f9	Global - Barbarian XP Level 6	Version	2
    [23939.453] EUI_context: Active MOD:	846f2b90-8d83-4b30-a62a-2a5ec801b1d4	Global - Commander Influence Borders	Version	1
    [23939.453] EUI_context: Active MOD:	a526e077-5066-4268-a23f-95a562e709e1	Global - Local Generals	Version	2
    [23939.453] EUI_context: Active MOD:	1628ab1d-e2c1-4b6c-ace5-062618249248	Hex Conquer and Release	Version	3
    [23939.453] EUI_context: Active MOD:	99506232-2c32-4800-8beb-305f3240f169	Promotions - All Siege Units Indirect Fire	Version	2
    [23939.453] EUI_context: Active MOD:	c01be061-a3aa-4937-8548-9cf9c23ec59e	Promotions - Flagship	Version	1
    [23939.453] EUI_context: Active MOD:	1f941088-b185-4159-865c-472df81247b2	Sukritact's Events and Decisions	Version	3
    [23939.453] EUI_context: Active MOD:	e0bea4b7-dff9-40da-b6e3-4ea6da5853d5	Improved Air Recon	Version	1
    [23939.453] EUI_context: Active MOD:	0410e638-98da-4d02-930a-daf4c3a120ef	Quick Turns	Version	10
    [23939.453] EUI_context: Active MOD:	67c4bb4c-7c68-44fd-ba6f-c2cf289562eb	Advancing Worker	Version	2
    [23939.453] EUI_context: Active MOD:	0fdce971-641d-4c28-9664-17df85fc1c9d	Double Speed Aircraft	Version	4
    [23939.453] EUI_context: Active MOD:	170c8ed1-b516-4fe2-b571-befeac39d220	Ingame Editor	Version	39
    [23939.453] EUI_context: Active MOD:	27219efc-1d23-4c5f-8aad-993bf1708026	JFD's Cities in Development - EUI Compatibility Files	Version	42
    [23939.453] EUI_context: Active MOD:	b817fb3e-17ba-4ffb-885d-3f82a640cd6c	JFD's Rise to Power - EUI Compatibility Files	Version	23
    [23939.453] EUI_context: Active MOD:	1c60d0cc-ed38-4572-b163-c4014fc3ba87	Leadership Reformation	Version	4
    [23939.453] EUI_context: Active MOD:	c12bdc20-b6f7-4547-a9b8-f6ac4c1bcfeb	Music Changer	Version	2
    [23939.453] EUI_context: Active MOD:	95b11d5c-767e-47b8-b441-72a697ce4bb4	Pillage Perfect	Version	1
    [23939.453] EUI_context: Active MOD:	09f11249-de39-4884-975d-9d8f01c241d7	Barbarians Evolved	Version	4
    [23939.453] EUI_context: Active MOD:	6010e6f6-918e-48b8-9332-d60783bd8fb5	Historical Religions Complete (BNW or GK)	Version	32
    [23939.453] EUI_context: Active MOD:	10e9728f-d61c-4317-be4f-7d52d6bae6f4	JFD's Cities in Development	Version	42
    [23939.453] EUI_context: Active MOD:	eea66053-7579-481a-bb8d-2f3959b59974	JFD's Rise to Power	Version	23
    [23939.453] EUI_context: Active MOD:	7fdd72a5-d4ae-441c-bc4e-2e3d2a26cff4	Ethnic Units	Version	31
    [23939.453] EUI_context: Active MOD:	6676902b-b907-45f1-8db5-32dcb2135eee	JFD's Exploration Continued Expanded	Version	15
    [23939.453] EUI_context: Active MOD:	31a31d1c-b9d7-45e1-842c-23232d66cd47	JFD's Cultural Diversity (Core)	Version	7
    
     
  14. roman_architect

    roman_architect Chieftain

    Joined:
    Jul 5, 2011
    Messages:
    13
    I'm new to this mod but it looks incredible and i'm excited to play. Been trouble shooting for about 10 hours and can't make it stop crashing to desktop when trying to use Cities in Development.

    I'm not using any other mods besides the
    required Community Patch, Cultural Diversity (Core), Exploration Continued Expansion, and Cities in Development, and Rise of Power (all latest versions as of today). This should be a straight forward setup.

    I can make everything except Cities in Development launch if I use the Community Patch V72. When I move to v79 (the new beta) and it lets met set up the game and crashes on initiation (actually freezes my entire computer so I have to reboot).

    That is all I know, no fancy stuff, no EUI, no CBP.

    Edited- had attached the wrong logs yesterday, please help someone. I'm like 3 days into searching for answers and trying things and I've got nothing.

    Logs attached
     

    Attached Files:

  15. DuncanIdahoTPF

    DuncanIdahoTPF Chieftain

    Joined:
    Nov 23, 2001
    Messages:
    12
    Location:
    AZ
    -I think I know exactly what the problem is because I've run into this problem before with another mod. Please skip to the end for what I think will be the solution if this is TLDR.

    I'm unable to choose production. I started having the problem the first time I tried this mod a couple days ago. Got to turn 550ish and all cities are unable to choose production. You click on the city and click on a building and nothing happens; it doesn't select it. When you save the game and reload, it completely removes any option to produce anything. The whole screen is just blank.

    I realized I may have installed the mod incorrectly, so I painstakingly uninstalled every single mod I had, reinstalled the CBP (latest beta this time) and reinstalled all files for EUI and CiD. I made sure I selected all the proper files and followed directions exactly. I even verified the integrity of the game cache in steam and cleared out the cache in MyGames.

    I started a brand new game with the same Civ, and to my delight, all bugs had disappeared. Previously, the game was running slow getting occasional popup errors, crashed to desktop, plagues would be endless, and I never got event popups... After my reinstall, all issues were cleared up. I am now 671 turns into a marathon game and to my horror... I am getting the choose production bug. I have tried to reload older autosaves, which do not have the bug. When I get to exactly turn 671 (after researching Civil Service) and the production breaks. The game is unplayable.

    I tried restarting the game, cleared out the cache, verifying steam cache. I just tried changing my research to a different tech and I am able to get past turn 671. Obviously that isn't a fix or even a workaround because I need to research that tech.

    -The mod where I ran into this exact issue was a mod that allows you to hover over the unique building / unit for a civ when you are ONLY on the loading screen. Normally, hovering does nothing. I noticed that either CiD or EUI uses a similar or identical mod. I'm almost sure this is what is causing the problem since it's not likely for that to be a coincidence. If someone can tell me how to remove that specific feature, fix the mod, or point me towards an older version of the mod that does not have that sub-mod, that would be great. I have very much enjoyed playing CiD; it has breathed life back into a very enjoyable game. I would hate to have to stop playing the mod/game because of this bug. Since it takes 6+ hours of gameplay to get to the point where it breaks, I only have so much patience / time to continue to troubleshoot this.

    I attached my list of mods (plus EUI v1.28g 21mar2016) Thanks.

     

    Attached Files:

  16. DuncanIdahoTPF

    DuncanIdahoTPF Chieftain

    Joined:
    Nov 23, 2001
    Messages:
    12
    Location:
    AZ
    I enabled logging and reloaded the faulty savegame... I get this string:

    Here's the full log if that's helpful.

    Spoiler :
    [5205.265] Initializing Lua 5.1.4
    [5252.078] InstalledPanel: Refreshing Mods
    [5252.078] InstalledPanel: GetModBrowserListings()
    [5252.078] InstalledPanel: Refreshing Mods
    [5252.078] InstalledPanel: GetModBrowserListings()
    [5253.609] InstalledPanel: Refreshing Mods
    [5253.609] InstalledPanel: GetModBrowserListings()
    [5253.625] InstalledPanel: Refreshing Mods
    [5253.625] InstalledPanel: GetModBrowserListings()
    [5301.437] LoadScreen: GameInfo.Buildings[UNIT_SHOSHONE_PATHFINDER] is undefined
    [5301.453] LoadScreen: GameInfo.Buildings[IMPROVEMENT_ENCAMPMENT_SHOSHONE] is undefined
    [5317.765] EUI_context: ==================================================================================================
    [5317.765] EUI_context: EUI CONTEXT LuaContext: 203D8260
    [5317.765] EUI_context: ==================================================================================================
    [5317.765] EUI_context: Active DLC: 293C1EE3-1176-44F6-AC1F-59663826DE74 Genghis Khan's Mongolia
    [5317.765] EUI_context: Active DLC: B685D5DE-7CCA-4E75-81B4-2F60754E6330 Isabella's Spain and Pachacuti's Incan Empire
    [5317.765] EUI_context: Active DLC: ECF7C605-BA11-4CAC-8D80-D71306AAC471 Kamehameha's Polynesian Empire
    [5317.765] EUI_context: Active DLC: B3030D39-C0D8-4BC7-91B1-7AD1CAF585AB Harald Bluetooth's Denmark
    [5317.765] EUI_context: Active DLC: 112C22B2-5308-42B6-B734-171CCAB3037B Sejong The Great's Korea
    [5317.765] EUI_context: Active DLC: BBB0D085-A0B1-4475-B007-3E549CF3ADC3 Wonders of the Ancient World
    [5317.765] EUI_context: Active DLC: EA67AED5-5859-4875-BF3A-360FE9E55D1B Conquest of the New World Deluxe
    [5317.765] EUI_context: Active DLC: 7459BA32-5764-44AE-8E95-01AD0E0EFD48 Nebuchadnezzar's Babylon
    [5317.765] EUI_context: Active DLC: 3F49DF54-68B6-44D1-A930-A168628FAA59 Explorers Map Pack
    [5317.765] EUI_context: Active DLC: 46EAEFFC-7B1D-443D-BFC8-F825DFEFB094 Scrambled Continents Map Pack
    [5317.765] EUI_context: Active DLC: 0E3751A1-F840-4E1B-9706-519BF484E59D Gods & Kings Expansion Pack
    [5317.765] EUI_context: Active DLC: 6DA07636-4123-4018-B643-6575B4EC336B Brave New World Expansion Pack
    [5317.765] EUI_context: Active DLC: 8871E748-29A4-4910-8C57-8C99E32D0167 Upgrade Data 1
    [5317.765] EUI_context: Disabled: CBE91AF6-0683-4326-BC77-58BB489E509F Tablet Data 1
    [5317.765] EUI_context: Active MOD: d1b6328c-ff44-4b0d-aad7-c657f83610cd (1) Community Patch Version 79
    [5317.765] EUI_context: Active MOD: 8411a7a8-dad3-4622-a18e-fcc18324c799 (2) Community Balance Overhaul Version 13
    [5317.765] EUI_context: Active MOD: eead0050-1e3f-4178-a91f-26cf1881ac39 (3) City-State Diplomacy Mod for CBP Version 27
    [5317.765] EUI_context: Active MOD: c7bf7064-d1b1-4708-9e93-7a1560868582 (4) C4DF - CBP Version 11
    [5317.765] EUI_context: Active MOD: be2d13ee-d18d-410e-8f04-7cd19cd99a98 (5) More Luxuries - CBO Edition (5-14b) Version 155
    [5317.765] EUI_context: Active MOD: 24923240-e4fb-4bf6-8f0e-6e5b6cf4d3c2 (6a) Community Balance Overhaul - Compatibility Files (EUI) Version 1
    [5317.765] EUI_context: Active MOD: 10e9728f-d61c-4317-be4f-7d52d6bae6f4 JFD's Cities in Development Version 42
    [5317.765] EUI_context: Active MOD: 27219efc-1d23-4c5f-8aad-993bf1708026 JFD's Cities in Development - EUI Compatibility Files Version 42
    [5317.765] EUI_context: ==================================================================================================
    [5318.140] CivilopediaScreen: SetSelectedCategory(12)
    [5318.140] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
    [5318.156] CivilopediaScreen: SetSelectedCategory(1)
    [5318.156] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
    [5318.187] ResourceIconManager: This is the modded ResourceTooltipGenerator from CBP
    [5318.234] MiniMapPanel: This is the modded MiniMapPanel from 'UI - Overlay Antiquities'
    [5318.234] OverlayAntiquities_MiniMapOverlayHook: Adding Antiquities to group other
    [5318.437] DiploList: This is the modded CityStateStatusHelper from EUI - CBP- CSD
    [5318.437] Runtime Error: C:\Users\dunca\OneDrive\Documents\My Games\Sid Meier's Civilization 5\MODS\(2) Community Balance Overhaul\LUA\DiploList.lua:39: attempt to index field 'OuterGrid' (a nil value)
    [5318.437] Runtime Error: Error loading C:\Users\dunca\OneDrive\Documents\My Games\Sid Meier's Civilization 5\MODS\(2) Community Balance Overhaul\LUA\DiploList.lua.
    [5318.453] SimpleDiploTrade: This is the modded TradeLogic from CBP- C4DF
    [5318.640] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion2\Tutorial\Lua\TutorialInclude_Expansion2.lua
    [5318.640] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarPlunderTradeRoutePopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\NetworkKickedPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
    [5318.843] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
    [5318.859] DeclareWarPopup: This is the modded DeclareWarPopup from CBP - C4DF
    [5318.906] SocialPolicyPopup: This is the modded SocialPolicyPopup from CBP
    [5318.953] WhosWinningPopup: This is the 'UI - Enhanced Rankings - WhosWinningPopup' mod script.
    [5319.031] CityStateDiploPopup: This is the modded CityStateStatusHelper from EUI - CBP- CSD
    [5319.109] EconomicGeneralInfo: This is the modded EconomicGeneralInfo from CBP
    [5319.109] EconomicGeneralInfo: Total Units - 24
    [5319.109] EconomicGeneralInfo: Maint Free Units - 4
    [5319.109] EconomicGeneralInfo: Paid Units - 20
    [5319.140] EconomicGeneralInfo: Total Units - 24
    [5319.140] EconomicGeneralInfo: Maint Free Units - 4
    [5319.140] EconomicGeneralInfo: Paid Units - 20
    [5319.156] DiploCurrentDeals: This is the modded TradeLogic from CBP- C4DF
    [5319.203] DiploRelationships: This is the modded CityStateStatusHelper from EUI - CBP- CSD
    [5326.015] ChoosePantheonPopup: 31
    [5326.015] ChoosePantheonPopup: 963
    [5326.015] ChoosePantheonPopup: 994
    [5326.046] EspionageOverview: This is the modded EspionageOverview from CBP
    [5326.046] EspionageOverview: This is the modded CityStateStatusHelper from EUI - CBP- CSD
    [5326.078] ChooseMayaBonus: This is the modded ChooseMayaBonuws from 'CBP'
    [5326.109] LeagueOverview: This is the modded LeagueOverview from CBP
    [5326.125] ChooseIdeologyPopup: 31
    [5326.125] ChooseIdeologyPopup: 963
    [5326.125] ChooseIdeologyPopup: 994
    [5326.140] ChooseInternationalTradeRoutePopup: This is the modded ChooseInternationalTradeRoutePopup from 'UI - Trade Route Enhancements'
    [5326.140] ChooseInternationalTradeRoutePopup: This is the modded TradeRouteHelpers from CBP
    [5326.171] CultureOverview: This is the modded CultureOverview from CBP
    [5326.171] CultureOverview: Non-Wonder Great Work buildings
    [5326.171] CultureOverview: 121:BUILDINGCLASS_AMPHITHEATER/BUILDING_AMPHITHEATER: 1x GW / Generic (4,1)
    [5326.171] CultureOverview: 177:BUILDINGCLASS_AMPHITHEATER/BUILDING_ODEON: 1x GW / CIVILIZATION_GREECE (4,1)
    [5326.171] CultureOverview: 116:BUILDINGCLASS_CIRCUS/BUILDING_CEILIDH_HALL: 1x GW / CIVILIZATION_CELTS (5,7)
    [5326.171] CultureOverview: 30:BUILDINGCLASS_OPERA_HOUSE/BUILDING_OPERA_HOUSE: 1x GW / Generic (8,5)
    [5326.171] CultureOverview: 31:BUILDINGCLASS_MUSEUM/BUILDING_MUSEUM: 2x GW+T / Generic (10,1)
    [5326.171] CultureOverview: 32:BUILDINGCLASS_BROADCAST_TOWER/BUILDING_BROADCAST_TOWER: 2x GW+T / Generic (12,4)
    [5326.171] CultureOverview: 137:BUILDINGCLASS_CATHEDRAL/BUILDING_CATHEDRAL: 1x GW / Generic (no tech)
    [5326.171] CultureOverview: 138:BUILDINGCLASS_MOSQUE/BUILDING_MOSQUE: 1x GW / Generic (no tech)
    [5326.171] CultureOverview: 139:BUILDINGCLASS_PAGODA/BUILDING_PAGODA: 1x GW / Generic (no tech)
    [5326.171] CultureOverview: 163:BUILDINGCLASS_CHURCH/BUILDING_CHURCH: 1x GW / Generic (no tech)
    [5326.171] CultureOverview: 164:BUILDINGCLASS_MANDIR/BUILDING_MANDIR: 1x GW / Generic (no tech)
    [5326.171] CultureOverview: 165:BUILDINGCLASS_SYNAGOGUE/BUILDING_SYNAGOGUE: 1x GW / Generic (no tech)
    [5326.203] ChooseTradeUnitNewHome: This is the modded ChooseTradeUnitNewHome from 'UI - Trade Route Enhancements'
    [5326.218] TradeRouteOverview: This is the modded TradeRouteOverview from 'UI - Trade Route Enhancements'
    [5326.218] TradeRouteOverview: This is the modded TradeRouteHelpers from CBP
    [5326.437] InGame: This is the modded Bombardment from 'Global - City Bombard Range'
    [5326.453] EventChoicePopupCity: This is the City Event Popup Manager from CBP
    [5326.453] EventChoicePopup: This is the Event Popup Manager from CBP
    [5326.500] GlobalArchaeologistDigSites: This is the 'Global - Archaeologist Dig Sites' mod script.
    [5326.500] GlobalCityBombardRange: This is the 'Global - City Bombard Range' mod script.
    [5326.515] VassalageOverview: This is the VassalageOverview.lua for C4DF - CP
    [5326.718] DiscussionDialog: This is the modded DiscussionDialog.lua from CBP - C4DF
    [5326.734] DiploTrade: This is the modded TradeLogic from CBP- C4DF
    [5326.968] AdvisorInfoPopup: Closing Advisor Info
    [5326.968] Demographics: Dequeuing demographics
    [5326.968] Demographics: Dequeuing demographics
    [5332.421] PlotHelpManager: Loading EUI plot help LuaContext: 201FFAB0 133.369
    ____ _ _ _ _ _ __ __
    | _ \| | ___ | |_| | | | ___| |_ __ | \/ | __ _ _ __ __ _ __ _ ___ _ __
    | |_) | |/ _ \| __| |_| |/ _ \ | '_ \| |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
    | __/| | (_) | |_| _ | __/ | |_) | | | | (_| | | | | (_| | (_| | __/ |
    |_| |_|\___/ \__|_| |_|\___|_| .__/|_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
    |_| |___/
    [5332.421] PlotHelpManager: This is the modded ResourceTooltipGenerator from CBP
    [5332.421] PlotHelpManager: found default work rate 150
    [5332.421] PlotHelpManager: Finished loading EUI plot help 133.37
    [5332.421] CityBannerManager: Loading EUI city banners LuaContext: 203BB0B0 133.37
    ____ _ _ ____ __ __
    / ___(_) |_ _ _| __ ) __ _ _ __ _ __ ___ _ __| \/ | __ _ _ __ __ _ __ _ ___ _ __
    | | | | __| | | | _ \ / _` | '_ \| '_ \ / _ \ '__| |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
    | |___| | |_| |_| | |_) | (_| | | | | | | | __/ | | | | | (_| | | | | (_| | (_| | __/ |
    \____|_|\__|\__, |____/ \__,_|_| |_|_| |_|\___|_| |_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
    |___/ |___/
    [5332.437] CityBannerManager: This is the modded CityStateStatusHelper from EUI - CBP- CSD
    [5332.437] CityBannerManager: Finished loading EUI city banners 133.386
    [5332.437] UnitPanel: Loading EUI unit panel LuaContext: 203DD6B0 133.386
    _ _ _ _ ____ _
    | | | |_ __ (_) |_| _ \ __ _ _ __ ___| |
    | | | | '_ \| | __| |_) / _` | '_ \ / _ \ |
    | |_| | | | | | |_| __/ (_| | | | | __/ |
    \___/|_| |_|_|\__|_| \__,_|_| |_|\___|_|
    [5332.484] UnitPanel: Finished loading EUI unit panel 133.429
    [5332.484] NotificationPanel: Loading EUI notification panel LuaContext: 204C4A00 133.429
    _ _ _ _ __ _ _ _ ____ _
    | \ | | ___ | |_(_)/ _(_) ___ __ _| |_(_) ___ _ __ | _ \ __ _ _ __ ___| |
    | \| |/ _ \| __| | |_| |/ __/ _` | __| |/ _ \| '_ \| |_) / _` | '_ \ / _ \ |
    | |\ | (_) | |_| | _| | (_| (_| | |_| | (_) | | | | __/ (_| | | | | __/ |
    |_| \_|\___/ \__|_|_| |_|\___\__,_|\__|_|\___/|_| |_|_| \__,_|_| |_|\___|_|
    [5332.484] NotificationPanel: This is the modded CityStateStatusHelper from EUI - CBP- CSD
    [5332.500] NotificationPanel: Finished loading EUI notification panel 133.448
    [5332.500] CityView: Loading EUI city view LuaContext: 2020FAA0 133.448
    ____ _ _ __ ___
    / ___(_) |_ _ \ \ / (_) _____ __
    | | | | __| | | \ \ / /| |/ _ \ \ /\ / /
    | |___| | |_| |_| |\ V / | | __/\ V V /
    \____|_|\__|\__, | \_/ |_|\___| \_/\_/
    |___/
    [5332.531] CityView: Finished loading EUI city view 133.477
    [5332.531] TechTree: Loading EUI tech tree LuaContext: 2020F4A0 133.477
    _____ _ _____
    |_ _|__ ___| |_|_ _| __ ___ ___
    | |/ _ \/ __| '_ \| || '__/ _ \/ _ \
    | | __/ (__| | | | || | | __/ __/
    |_|\___|\___|_| |_|_||_| \___|\___|
    [5332.625] TechTree: Finished loading EUI tech tree 133.568
    [5332.625] TopPanel: Loading EUI top panel LuaContext: 201FEEB0 133.568
    _____ ____ _
    |_ _|__ _ __ | _ \ __ _ _ __ ___| |
    | |/ _ \| '_ \| |_) / _` | '_ \ / _ \ |
    | | (_) | |_) | __/ (_| | | | | __/ |
    |_|\___/| .__/|_| \__,_|_| |_|\___|_|
    |_|
    [5332.625] TopPanel: Finished loading EUI top panel 133.569
    [5341.484] PlotHelpManager: GameInfo.PolicyBranchTypes[-1] is undefined
    [5343.203] Runtime Error: C:\Users\dunca\OneDrive\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 42)\Shared\Lua\Utilities\JFD_CIDUtilities.lua:127: attempt to index local 'city' (a nil value)
    [5343.296] Runtime Error: C:\Users\dunca\OneDrive\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 42)\Shared\Lua\Utilities\JFD_CIDUtilities.lua:127: attempt to index local 'city' (a nil value)


    Just to put a finer point on this... I want to highlight this only happens after I finish researching Civil Service. I was able to locate the offending mod that EUI or CiD uses: http://steamcommunity.com/sharedfiles/filedetails/?id=135958213

    Apparently in the vanilla game, the choose production error starts after researching guilds.

    Edit: I will attempt to play the game on fast (rather than marathon) without EUI to see if that's the culprit.

    Edit2: I played a game on fast with everything the same minus EUI. I no longer get the extra hover tooltips on the loading screen. I got way past the civil service tech without the choose production bug. I haven't tried playing vanilla Civ 5 plus the EUI, but I may try that tomorrow. I really think it's because of that loading screen tooltip sub-mod in EUI, although the secondary possibility is CiD and EUI incompatibility issues.
     
  17. Chrisy15

    Chrisy15 Flower, Beautiful

    Joined:
    Jul 9, 2015
    Messages:
    2,072
    Decided to go bug hunting :p

    Code:
    -- JFD_CanPurchaseLevies
    local buildingDrillAcademyID = GameInfoTypes["BUILDING_JFD_DRILL_ACADEMY"]
    function JFD_CanPurchaseLevies(playerID, city)
    	local player = Players[playerID]
    	if (not JFD_IsTechnologyRequirementUnlocked(playerID, "AllowLevies")) then
    		return false
    	end
    	if (JFD_IsCityColony(city) and (not city:HasBuilding(buildingDrillAcademyID))) then
    		return false
    	end
    	return true
    end
    All your other functions seem to require the cityID - is this function meant to be an exception?

    Alternatively:

    Code:
    function JFD_CID_Provinces_Levies(teamID, otherTeamID)
    	local team = Teams[teamID]
    	local otherTeam = Teams[otherTeamID]
    	if otherTeam:GetAtWarCount(true) > 1 then return end
    	local attackingPlayerID = team:GetLeaderID()
    	local attackingPlayer = Players[attackingPlayerID]
    	if attackingPlayer:IsMinorCiv() then return end
    	local playerID = otherTeam:GetLeaderID()
    	local player = Players[playerID]
    [COLOR="Red"]	if (not JFD_CanPurchaseLevies(playerID, city)) then return end[/COLOR]
    	local unitID = GetStrongestMilitaryUnit(player, false, "UNITCOMBAT_MELEE", "UNITCOMBAT_GUN")
    	if (not unitID) then return end
    	local unitClass = GameInfo.Units[unitID].Class
    	unitID = player:GetSpecificUnitType(unitClass) 
    	local cityList = ""
    	for city in player:Cities() do
    		local loyaltyID = JFD_GetCityLoyaltyID(playerID, city)
    		if (loyaltyID ~= loyaltySeparatistID and loyaltyID ~= loyaltyRebelliousID) then
    			JFD_DoPurchaseLevies(playerID, city, unitID, nil, true)
    			cityList = cityList .. "[NEWLINE][ICON_BULLET]" .. city:GetName()
    			if player:IsHuman() then
    				local hex = ToHexFromGrid(Vector2(city:GetX(), city:GetY()))
    				Events.GameplayFX(hex.x, hex.y, -1)
    			end	
    		end
    	end
    	if player:IsHuman() then
    		player:AddNotification(notificationGreatPersonID, Locale.ConvertTextKey("TXT_KEY_JFD_PROVINCES_LEVIES_RAISED_NOTIFICATION", cityList), Locale.ConvertTextKey("TXT_KEY_JFD_PROVINCES_LEVIES_RAISED_NOTIFICATION_SHORT"), nil, nil, unitID)
    	end
    end
    city doesn't appear to be defined until later, which would cause the problem. Should this line be moved inside the city loop?

    [Edit] Nope, didn't work - still gives the same error, too...
     
  18. JFD

    JFD Kathigitarkh

    Joined:
    Oct 19, 2010
    Messages:
    9,112
    Location:
    The Kingdom of New Zealand
    v43:
    • Fixed an issue that would sometimes disrupt the City View.
    • Added the notification icon dds', in the hopes to avoid the texture errors some people are getting.
    • Fixed an issue wherein disabling Levies would remove the Governor's Mansion building class, thus sometimes resulting in CTDs.
    • Fixed an issue wherein Yield changes from Policies did not show on Building tooltips.
    • Added unique construction sounds for: Blast Furnace, Chancery, Court of Chancery, Cinema, Cistern, Cloth Mill, Coal Station, High Court, Magistrate's Court, Menagerie, Military Academy, Military Base, Mint, National Treasury (truly impressive!), (I opted to stick with the Oil Refinery I had), Spaceship Factory, Supreme Court, and Wind Farm. Big thanks to Kesler for these!
    • Added missing CBP support for Santorium and Great Doctor.
    • Fixed an issue wherein you could not recruit Levies in Municipality-level cities.
    • Added support for Historic gamespeed.
    • Fixed a few Lua errors, or at least added safety checks until I can re-create them.
    • Updated for the lastest UI files of Vox Populi.
    • Fixed an issue wherein the Indian UB for the CBP did not yield Health on river tiles.
    • Enslaving a city will now show the rounded number of Shackles received. I mean to adjust this to a more reasonable value later.
    • Distance will no longer show as a stat on Settlers when the De-Colonization Decision has been enacted.
    • De-colonization Decision now disables Colonists, and converts any current Colonists into Settlers.
    • Levies should no longer spawn as units that you cannot support. For instance, you will spawn Longswordsmen only up to as much Iron as you possess, then you will receive Pikemen.

    Luei333, please note that it appears that the Great Prophet fix is already incorporated (probably copied over from the CP at some point).

    May 21st version of the CP is recommended.

    EUI Comp. Files
     
  19. thunderbird_14

    thunderbird_14 Prince

    Joined:
    May 21, 2016
    Messages:
    326
    Location:
    Isles of Marble de Pilipinas
    Now I know why you're called His Modjesty. Looking forward to a new game :bowdown: :king:
     
  20. Natan35

    Natan35 Mayor of St. Natansburg

    Joined:
    Jul 2, 2014
    Messages:
    5,116
    Location:
    Ashdod,israel
    Wondered if your modjesty will bother adding a way of playing with provinces while keeping the current city bombardment range, as +1 bombardment range for capitals totally changes the balance of the game...
     
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