Civ 5 Unofficial Patch does not work

Omega553

Chieftain
Joined
Apr 20, 2013
Messages
22
Hello, I installed this mod manually via instructions here.

I launched Civ 5, went to 'mods', enabled it, and started a new game. Unfortunately, there are zero interface changes when a game loads so I don't think the mod is working.

Note, I have tried some of the tips listed in Common checklist but nothing worked.

Could someone perhaps give me some pointers as to what I may be doing wrong?

Cheers.

Moderator Action: Moved to the bug reports subforum.
 
Okay let's check this out.

You said you tried "some of the tips" in the checklist so I am assuming you are running the latest versions of everything. CivV G&K, CivUp, GEM?

Could you describe exactly what is/not shown? Perhaps a screenshot.
 
Here is my game version: 1.0.2.44

I started fresh by doing the following:
1) Deleted the cache folder
2) Deleted the ModUserData folder
3) Verified game files are not corrupt
4) Deleted the Mods folder

I loaded the game, went to 'mods', and the game automatically re-downloaded the CIVUP mod (most likely because I subscribed to it via steam workshop). I enabled it (as shown here and here)

Edit: I noticed the screenshot doesn't show the green check mark next to the mod indicated it is actually enabled. This is because I took the screenshot before I enabled it, but rest assured, I did in fact enable it. :)

I loaded a standard game but I am not getting additional info when I mouse over a tile, here is a screenshot in game.

here is what it's supposed to look like: http://forums.civfanatics.com/attachment.php?attachmentid=311480&stc=1&d=1326974105
 
Unsubscribe via steam. There might be a conflict in the mod folder between what you have manually and the steam version being automatically installed.

Try posting a lua.log , this might help track down a cause.
 
The latest stable version for CivUp is 2.5.2. Your screenshot shows 2.5.1.
I assume this is what Steam is upto. I suggest manually downloading it and install without Steam.

On another note. I see no reason to run the game with Steam 'Online'. I always have it set to 'Offline Mode' and thus avoid unwanted "Updates".
 
So here's what I did (in this order):

1) Unsubscribed CivUP from the Steam workshop

2) Deleted both the cache and ModUserData folders and removed any files or folder within the MODS folder (all located at C:\<username>\Documents\My Games\Sid Meier's Civilization 5\)

3) Launched Civ 5 and verified that there were no mods active or even listed under the 'Mods' menu

4) Downloaded CivUP (from here again) and extracted the contents into the MODS folder (as shown here)

5) Enabled logging (per instructions here)

6) Launched Civ 5, enabled the CivUP mod (as seen here and here), and started a new standard game. The interface did not change at all. I built my first city and ended the turn to record data in the log

I have attached the log to this response.
 

Attachments

From that first screen shot in step 6 did you click "Single Player" at the top of the screen, or "Back" at the bottom of the screen? Given that the lua.log file shows nothing from CivUP, I'm guessing the "Back" button - which is wrong - see step 10 in post #1 here http://forums.civfanatics.com/showthread.php?t=465972
 
From that first screen shot in step 6 did you click "Single Player" at the top of the screen, or "Back" at the bottom of the screen? Given that the lua.log file shows nothing from CivUP, I'm guessing the "Back" button - which is wrong - see step 10 in post #1 here http://forums.civfanatics.com/showthread.php?t=465972

Oh my goodness, you are on point. That's pretty embarrassing of me! I didn't think that the "Single player" at the top of the screen shown in step 10 was clickable, I thought it was a title. I'm so used to buttons being on the bottom of an interface/menu. I just clicked back and set up a game like I would normally do without mods :blush:

I haven't tested it out yet, but I am fairly certain this is why the mod wasn't working! I'll report back later when I give it a shot. Thank you! :)
 
Ok, I have an update:

The mod works just fine; however, there is one very annoying change. When I select a unit and order it to move to any tile the movement animation is extremely fast. Is this a default tweak by the mod? How can I restore the old movement speed animation of units?

Note: The 'Quick Movement' option is NOT enabled when setting up a game.

Edit: It has been noted here that the mod does in fact increase unit movement speed by as much as 4x. It seems this may be tweakable in some options file. Will look into this further, not sure what the options file is.

Edit 2: Found the options file, opened it w/ Notepad and edited the values as shown here. The values for the unit movement animation were set at 0.5 * x and I changed each to 1 * x. Likewise, the aircraft movement speed was set to 4 * x and I changed it to 1 * x. Will report back on how this works. Additionally, I'm a little perplexed as to why some of these options seem to be disabled by default, such as the "Good For" option. The readme didn't help in deciphering what these options do.
 
The airplane movement speed increase is undoubtedly an improvement... just in my opinion. Airplanes take forever without some increases in movement.

I'm not sure if this is still true, but I recall there was some kind of conflict with the R.E.D modpack that these changes in animations helped resolve some time ago. It's probably not an issue still, but if you should use both and see any problems after changing animation speeds, feel free to report it here.

"Good for" was during the transition/beta phase of GEM (not civup) development, to show what a thing will do rather well (attack, defend, science, growth, etc), and what a given tech will provide when the tech tree was overhauled greatly. The raw numbers feature was to allow players to try to advise on balance what things were good for particular things and have that set. It is enabled in GEM because GEM makes a lot of these changes where the civup modifications do not.

I think this was defunct partially now and thus disabled. One reason this was involved was to help the AI to determine what things it should want, but the AI has its own trees now to make those determinations (in GEM at least). I'm not sure why it is included in the civup options actually.
 
What does the "Purchase: x%" mean when you mouse over a unit or building to create? Is there a way to get rid of that?
 
Purchase % is intended to show how much extra it costs to buy with gold immediately versus producing it normally via hammers. This can discourage rushing certain items commonly or demonstrate that rushing something commonly is probably fine as a cost-effective strategy to improve yields or get some troops in the field, etc.

It always costs somewhat extra, but with higher costs, later eras, wonders, policies, etc, it goes down. In vanilla, there are certain buildings or units with additional fees attached to make rushing them less productive than other buildings of that era. That can be important to keep track of. In GEM this mostly applies to settlers, courthouses, and ancient era units.

If you don't rush-buy a lot of things, or you rush-buy pretty much everything, it's probably not important to notice. But anywhere in between, it can be useful to prioritize.

I'm not sure how to disable it myself but can look into it.
 
@Omega553

Good to see you are now able to use CivUp/GEM.

Suggestion. When I first found this mod I found it a real help to start a whole lot of games and play through only a couple of 'Eras' to get accustomed to the new elements. Then move on to playing through a complete game. It really is a new experience in the way you plan and implement things.

Just a thought.
 
Oh my goodness, you are on point. That's pretty embarrassing of me! I didn't think that the "Single player" at the top of the screen shown in step 10 was clickable, I thought it was a title. I'm so used to buttons being on the bottom of an interface/menu. I just clicked back and set up a game like I would normally do without mods :blush:

I haven't tested it out yet, but I am fairly certain this is why the mod wasn't working! I'll report back later when I give it a shot. Thank you! :)

I made &#8203;&#8203;the same mistake and I understood while reading this post after a lot of search ! Thanks a lot.
 
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