Civs not showing up in main-list after some patch

Skajaquada

Crazy Engineer
Joined
Mar 4, 2007
Messages
134
I was looking at two of my old compiled mods and the civilizations aren't showing up in that first list when you click to choose your own. It seems to only be the last civilization I entered in the XML-file that show up there. However they all appear at the screen with advanced options. Also re-building doesn't solve it.

It worked before so I suppose some patch during the last couple of months screwed it up. I've been going through all the XML-files, comparing them with the Civ-XML files in the game-folder, as well as that old VFS=true for the appropriate files.

Anyone know what this could be? I want to remember I read a thread about this some time ago but searching I couldn't find it.
 
It may be link to the following problem :

http://forums.civfanatics.com/showthread.php?t=429368

Unfortunatly the update is not working for me...

Putmalk mention also this problem while creating his scenario. He seems to have solve the problem, but I didn't catch exactly how and I can install his mod properly (probably because of missing DLC) to look better how he did it.

http://forums.civfanatics.com/showthread.php?t=434911&page=3


If you find what is going wrong don't hesitate to give some info. :D
 
I can't figure this out either...I have tried the fix listed above but everytime I load my senario I can only play as the PLAYER 1 team....
 
However, in my case, if I launch the scenario and then leave to return to game menu.

I can then choose all the civilizations available...
 
To me it seems like a problem with the SelectCivilization.lua since all civilizations appear in the select-list on the advanced-screen as well as in-game. I checked through it and the SQL-statements had "LIMIT 1" at some places which generally just felt weird. Anyway removing those didn't change anything.

If anything it feels like there's a problem with this part:

Code:
AddRandomCivilizationEntry();
					
		local civEntries = {}; 
			
		local sql = [[	SELECT 
						Civilizations.ID, 
						Civilizations.Type, 
						Civilizations.Description, 
						Civilizations.ShortDescription, 
						Civilizations.PortraitIndex, 
						Civilizations.IconAtlas, 
						Leaders.Type AS LeaderType,
						Leaders.Description as LeaderDescription, 
						Leaders.PortraitIndex as LeaderPortraitIndex, 
						Leaders.IconAtlas as LeaderIconAtlas 
						FROM Civilizations, Leaders, Civilization_Leaders WHERE
						Civilizations.Type = Civilization_Leaders.CivilizationType AND
						Leaders.Type = Civilization_Leaders.LeaderheadType AND
						Civilizations.Playable = 1
					]];
		for row in DB.Query(sql) do
			table.insert(civEntries, {Locale.Lookup(row.LeaderDescription), row});
		end
		
		-- Sort by leader description;
		table.sort(civEntries, function(a, b) return Locale.Compare(a[1], b[1]) == -1 end);
		
		for i,v in ipairs(civEntries) do
			local row = v[2];
			AddCivilizationEntry(traitsQuery, populateUniqueBonuses, row, row.LeaderType, row.LeaderDescription, row.LeaderPortraitIndex, row.LeaderIconAtlas);
		end
	end

	Controls.Stack:CalculateSize();
	Controls.Stack:ReprocessAnchoring();
	Controls.ScrollPanel:CalculateInternalSize();

Since that's probably printing the list on normal games. It's just really weird only the last civilization added is showing up, that "LIMIT 1" on the other SQL-statements really would've made sense with the problem.
 
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