CiVUP - CiV Unofficial Patch

Thanks for the answers! I'll stop using this mod though until you can fix this bug. It's too frustrating right now ;)

Just to be perfectly clear, Thal can't fix the bug, it's built into the baseline game. *All* mods suffer this problem, it's just that Thal disables it in VEM so you don't accidentally load a game and break your save.
 
Just to be perfectly clear, Thal can't fix the bug, it's built into the baseline game. *All* mods suffer this problem, it's just that Thal disables it in VEM so you don't accidentally load a game and break your save.

Does Thal's unofficial patch only, without VEN causing that problem (due to "globals" which I really don't understand but read about it in the bug list)?

If I use only Thal's unofficial patch will the loading menu from within a game be disabled too?

What kind of mods use Globals and should I expect that problem from all the mods? I haven't played Civ V for six months so after updating the game I would like to load TUP.

Thanks
 
Always load games from the main menu while using any mods. It takes just a few extra seconds and avoids the bug. As Zaldron pointed out, we cannot fix it without the game core only Firaxis has access to. :)
 
Common checklist vanilla bug #2. Click here to see the details. Loading within an active game fails to wipe out and re-initialize global code in mod lua files, the code outside of functions. This problem was so obscure it took half a year to identify. :)

Say I start a game with CIVUP and try to load a save at the beginning of first turn, what will be broken ?

I've made a custom menu to allow hotseat with mods, but it won't be compatible with CIVUP/VEM as you can't load modded hotseat games from the main menu...
 
Say you have code like this:
PHP:
someVariable = 0
function DoStuff()
    print(tostring(someVariable))
end

  • If you call DoStuff() with a game loaded from the main menu it will print 0.
  • If you call it from a game loaded within an active game, it will print nil.
Same savefile, same code, but loading it from different locations breaks things. I detailed it further here: click
 
Ok, someVariable being not just "some variable", but attached to the game global lua like your linked bug report...

That could also explain some inconsistency I had with Modding.OpenSaveData() :think:

Thanks for the clarification.
 
Then I've added a new custom loading menu to my mod to reload hotseat saves from outside the game, it's now CIVUP & VEM compatible :D
 
Are you saying that we can now play hotseat with VEM? You know... the Holy Grail?

Yes, you can, but I can't swear it won't cause strange bugs, like event being called for each human players where the mod author would have expected it to be called once in a turn.

I've posted v.2 here, for v.3 I'll try to add some kind of popup message if some mods are not set to support hotseat.
 
The checkbox in moddbuddy does nothing in itself, I suppose it just a tag to filter the mods when hotseat/multiplayer will be officially supported.

What have done is enabling hotseat in the custom setup screen, I repost the howto from your thread :

Spoiler :
First a custom setup screen.

Then you'll have to edit it to set the slots for human players and computer players.

For human I use :

Code:
PreGame.SetSlotStatus( i, SlotStatus.SS_TAKEN )
PreGame.SetSlotClaim( i, SlotClaim.SLOTCLAIM_RESERVED )

Where i is the player number, and for computer :

Code:
PreGame.SetSlotStatus(i, SlotStatus.SS_COMPUTER)
PreGame.SetSlotClaim(i, SlotClaim.SLOTCLAIM_ASSIGNED)

And make sure to launch the game in hotseat mode :

Code:
PreGame.SetGameType(GameTypes.GAME_HOTSEAT_MULTIPLAYER)

Hotseat is working even when launching the game using the single player engine with this :

Code:
Events.SerialEventStartGame()

So far I've failed at launching a lan/net game with the above code, and the code below :

Code:
Matchmaking.LaunchMultiplayerGame()

disable all mods internally.

If you want an example of a custom setup for a hotseat game, see RedEuro1940Setup.lua in my WW2 mod.

I know for sure that it work for WB map, and I don't see why it won't for mapscript, but I haven't tried it.

For WB maps, I've also had to use a small hack because the player 0 is always human on such a map, so I've added an empty civ at this position in WB (and I kill it at game start) to allow any combination of human/computer player on the map.


Any mod could be launched in hotseat with the custom setup I've made, now for the real compatibility, I've done a few turn in a game with CIVUP without crashes, but I've not seen if all the features of the mod were working as intended, I'll wait for Txurce's feedback as he has more knowledge of CIVUP/VEM than I have.
 
The mod loaded and retained its presets between sessions.

Unfortunately, I could not play Civ #2. When I hit "Next turn" or Enter, the game moved on to the next turn with Civ #1.

I tried saving it both to Steam Cloud and to the drive. But upon reopening and going to the Custom Game menu, I cannot find even the StartSave in Autosave. I do see the game saved on SteamCloud, but the "Load Game" button won't activate.

I also had InfoAddict activated, but assume that's not a factor.
 
The mod loaded and retained its presets between sessions.

Unfortunately, I could not play Civ #2. When I hit "Next turn" or Enter, the game moved on to the next turn with Civ #1.

I tried saving it both to Steam Cloud and to the drive. But upon reopening and going to the Custom Game menu, I cannot find even the StartSave in Autosave. I do see the game saved on SteamCloud, but the "Load Game" button won't activate.

I also had InfoAddict activated, but assume that's not a factor.

You sure you've added more than one human player in your game using the A.I. dropdown menu ? (player 1 is always human)

(see screenshot)
Spoiler :
cass_ozG.jpg
 
You sure you've added more than one human player in your game using the A.I. dropdown menu ? (player 1 is always human)

(see screenshot)
Spoiler :
cass_ozG.jpg

Yes, I had two, in two different games.

Also note that (regardless of how many I added) I also couldn't find the game on a save.

albie, if you have the time, why don't you try it as well? It sets up really quickly.
 
Sure thing! Hopefully I have better results somehow, I'll give it a whirl tomorrow. (Can't tonight, spending my night finding cheap accomodation in NY... I've played Deity games easier than this.)
 
Saves should be in "My Documents\My Games\Sid Meier's Civilization 5\Saves\hotseat" and visible in the custom loading screen only.

Strange... I've you tried to clear the cache folder ?

Anyway, maybe we should continue on the Setup Screen thread, except if you're able to launch hotseat game with CIVUP/VEM disabled.
 
Saves should be in "My Documents\My Games\Sid Meier's Civilization 5\Saves\hotseat" and visible in the custom loading screen only.

Strange... I've you tried to clear the cache folder ?

Anyway, maybe we should continue on the Setup Screen thread, except if you're able to launch hotseat game with CIVUP/VEM disabled.

The game isn't visible there, although vanilla hotseat games I've played are.

I cleared the cache and MUD folders prior to installing.

I will try launching v2 with InfoAddict only as a test, and report back on the other thread.
 
I had been trying to load Hotseat without indicating that Civ#2 was "human." That's why it didn't work. Once Gedemon clarified this for me, I started a game, saved and reloaded according to the directions, and it's working fine so far.

This is incredible. Thal, give it a try when you can, so we can publicize it on your site.
 
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