Civ Mod Crashes in Renaissance in G&K

Equaton

Chieftain
Joined
May 28, 2012
Messages
21
Location
Ljubljana, Slovenia
It seems that my humble and simple civilisation mod works fine, even in G&K, until I reach the Renaissance era, when it crashes the game. I have no idea why this is. Any help would be greatly appreciated. If you want me to post the mod here, please tell me, I was going to publish it anyway before I discovered this bug.
 
Isn't that when spies kick-in? Do you have entries in the Civilization_SpyNames table?
 
Probably best if you check what chaged between the Mongol civ for plain Civ5 and that for G&K - you can find the plain file at "C:\Program Files (x86)\Steam\SteamApps\common\sid meier's civilization v\assets\DLC\DLC_01\Gameplay\XML\CIV5Civilization_Mongol.xml" and the G&K file at "C:\Program Files (x86)\Steam\SteamApps\common\sid meier's civilization v\assets\DLC\Expansion\DLC\DLC_01\Gameplay\XML\CIV5Civilization_Mongol.xml" I'm guessing that Firaxis provided the override file that adds the Civilization_Religions and Civilization_SpyNames tables for a good reason - probably to allow for changes in G&K which need to be catered for.
 
I added religion and spy names to the civilisation and gametext xml's and it still crashes. Is there something more I need to update or do I have to start a new game or something else?
 
do I have to start a new game or something else?

You always have to start a new game when you change a mod that alters the GameData database. The only mods that don't require a new game are pure UI mods. Trying to use an old savegame with a new version of a mod generally leads to crashing.
 
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