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Cities in Development (Obsolete)

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Bug report:
Lack of 'big icon' in the pedia page of Dignitaries(resource).
screenshot:
Spoiler :
attachment.php

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I've also run this mod with Crimes active for several AI-only games, for several hundred turns, and never once experienced a crash. So look to your system or your other mods before complaining at me about crashes :p
How to play a AI-only game?:confused:
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A little question: Are there special meanings of the colours of diffenent kinds of crimes? or just refer to the element they affect?
 

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Using CID with Piety seems to break the tags for Piety's buildings and tech, and undoes the tech changes for the Temple.

Also, Hapeshthut's Burial Tomb still says that it has no gold maintenance.

EDIT: Extra stuff!

The sound effects for buildings being built appear to be global - every turn, I'm hearing noises because other civs are building buildings.

Also, unconfirmed issue where Merchant's Trade Mission doesn't give WLtKD. Not confirmed.

Also, it would be nice to have an idea of what my cities' Crime levels should be, so that I can decide whether it needs lowering. On Crimes, lots of buildings say "-x Crime". Does this mean that they reduce crime? Why would building Banks or Markets reduce crime?
 

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Fantastic to see that Crimes has been released, and that the Health component is becoming a reality. From what I've read on the wiki it's shaping up to be quite the interesting addition to the game, but I have some questions. Do you still intend to add the Dates, Maize and Rice (?) resources into the game?

It'd be interesting if certain resources like those and Ginger had a health yeild. I'm also looking forward to see how the diseases and such will work. Lots of hype for the new year certainly.

Hopefully I'll be able to give Crimes a try soon - I've not been playing Civ much due to an issue with the CP where work boats cannot be created, hopefully this will be fixed soon. Was the issue with Magistrates, Dignitaries and Engineers sharing the same great person pool fixed?
 
Hey JFD according to data that EUI provide for wonders on science tree (their effects) both White tower and Pentagon reduce Global crime, not certain kinds of crime.
 
I've not been playing Civ much due to an issue with the CP where work boats cannot be created

I had a similar issue, but I found that I could build Work Boats from the start, but they could only improve resources after Optics. If anyone else has found this, I'll repost it on the CP page.
 
CID updated (to v7. so that's it clear):

  • Building construction sounds will no longer trigger for the AI, and should no longer duplicate or overlap (thanks Sukritact!)
  • Added missing 256x256 (civilopedia) icon for the Dignitary resource.
  • Fixed a conflict between Piety and Health.
  • Fixed an issue wherein the Great Merchant did not trigger a WLTKD when expended.
  • Fixed an issue wherein the Great People counters were not separated (hopefully includes the Engineer/Prophet/Magistrate/Dignitray).
  • Fixed an issue wherein Building investments could not be properly enabled (this, and the above two, was a typo from when the setting still thought the mod was CCC).
  • Fixed an issue wherein the EUI city view building stats and TT displayed Crime as being subtracted by buildings, not added.
  • Fixed an issue with the Tower of London splash.
  • Fixed an issue wheren EUI tooltips displayed Global or Local Crime modifiers where specific Crimes are actually reduced.

Also, Hapeshthut's Burial Tomb still says that it has no gold maintenance.


Also, it would be nice to have an idea of what my cities' Crime levels should be, so that I can decide whether it needs lowering. On Crimes, lots of buildings say "-x Crime". Does this mean that they reduce crime? Why would building Banks or Markets reduce crime?

I've tested and she works as intended. Perhaps your bug is to do with the Piety conflict, which I've now resolved.

There is no should per se. Crime supplants Maintenance generally, so it is as inevitable as Maintenance in the vanilla game. I've given tools by which to lower it, or to move it in a direction that's more amenable to your empire's needs (so if you can't afford to lose Faith from Heresy, build the - ok, bad example because the GI isn't present yet :p - and force up others), but that's not meant to suggest that it needs to be lowered. Crime should be as high or as low as you need, depending I suppose on how much it is costing you in yields (oh, I probably should've mentioned it, but you can sell Crime-producing buidings, too).

The -X Crime was an logical oversight on my part, wherein I copied how EUI handles Maintenance over to Crimes. It now correctly indicates that the building adds Crime.

Hey JFD according to data that EUI provide for wonders on science tree (their effects) both White tower and Pentagon reduce Global crime, not certain kinds of crime.

Fixed according to v7. Thanks.

Fantastic to see that Crimes has been released, and that the Health component is becoming a reality. From what I've read on the wiki it's shaping up to be quite the interesting addition to the game, but I have some questions. Do you still intend to add the Dates, Maize and Rice (?) resources into the game?

It'd be interesting if certain resources like those and Ginger had a health yeild. I'm also looking forward to see how the diseases and such will work. Lots of hype for the new year certainly.

Hopefully I'll be able to give Crimes a try soon - I've not been playing Civ much due to an issue with the CP where work boats cannot be created, hopefully this will be fixed soon. Was the issue with Magistrates, Dignitaries and Engineers sharing the same great person pool fixed?

Are you sure this workboat issue is with the base CP? I can build them just fine.

Ginger, Citrus, and Wine right now are slated to yield Health. I'm not sure if I will add Dates, Maize, and Rice. I don't want to oversaturate the map, and, IIRC, there is only graphic enough for them being Plantation-based, which is a bit weird for Maize and Rice I think.

No, as I thought the issue was with the DLL refusing to separate my new GP from the lot. However, as it turns out, the setting may have been switched off! So hopefully it's fixed now.
 
Are you sure this workboat issue is with the base CP? I can build them just fine.

Yeah, though perhaps I should have been clearer. The work boat units are buildable, though they cannot construct improvements - which is unfortunate as I tend to enjoy playing on naval maps.

Thanks for the update regardless, looking forward to being able to make full use of the new great people with the fix!
 
I've tested and she works as intended. Perhaps your bug is to do with the Piety conflict, which I've now resolved.

Oh, I was just talking about the <Help> tag, which only mentioned that it costed no maintenance. She's fine functionally (and really fun - love the detail where she's been set with a male <Gender> because of the whole Pharoah-is-male-god thing)
 
Runtime Error: C:\Users\mache\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 7)\Shared\Lua\UI\Overrides\CivilopediaScreen.lua:853: bad argument #1 to 'ConvertTextKey' (string expected, got nil)
[242941.765]

Runtime Error: Error loading C:\Users\mache\Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Cities in Development (v 7)\Shared\Lua\UI\Overrides\CivilopediaScreen.lua.

my civilopedia did not display properly, some pages were lost.
 

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Sorry, after updated to v.7, every time when I settle down my first city, then, CTD.
Only enable: CP, CID, IGE. With the 1.27G version of EUI
 

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I'd like to report a bug with V.4: Entering strategic view causes the game to crash(as in, pressing the strategic view button). I don't know if its been reported before, though I thought I should probably mention that.
 
I'm running 0.7 and the game crashes whenever I enter city-view. It's not totally gamebreaking but it's annoying to say the least.
 
I just wanted to say, that one bug with the weird overlay on the civlopedia cleared up a while back (though its in the most recent version on my end, its nothing game-breaking, every civlopedia page just has a section to the side mentioning they cost 60 gold and have no crime.), but I also CTD when clicking on city-view.
I didn't have logging on, but I was using mostly what I normally use (Minus FramedArchitects mods except global warming).
 
CTD when settling my capital.
Also of note, some of the Coast tiles near my capital had some odd yield icons; they had 1 :c5food: icon, then the 5 :c5food: basket, and then the basket again. Might it have something to do with the Database error referring to Health?

Don't know if the crash dump will be of use to you, but I'll submit it anyway.
 

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Having PC troubles, so all I can do is say that I have had no such issues, so you may want to check your load orders, update CP DLL, and/or clear your Cache.

@Chrisy15 Did you forget to delete the YieldIconManager files when installing CP?
 
@Chrisy15 Did you forget to delete the YieldIconManager files when installing CP?

Yeah, all the other icons were working fine - it was just that a couple of coast tiles said that they were yielding stupid amounts of food. Hovering over the tile gave the normal yield, however.
 
@zwei833 Where is this EUI v1.27G? I could only find v1.27d. I want to test if its somehow an interaction with EUI. Though I do recommend deleting your Cache folder and retrying.
 
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