CiVUP - CiV Unofficial Patch

The patch has rendered my saved game broken when playing with CivUP/VEM. :( One of the AIs even changed to a different civilization!

I just tried a new game and it's broken as well. After founding my city, the list of available techs is empty.
 
I played a vanilla game with the new patch. (something to keep me occupied in-between no VEM and G&K's)

I don't think I encountered any bugs. Ran over 200 turns...

The game itself sucked but then agian everything non VEM does!
 
Ok I'm not really sure where to post this so I'm gonna post it here...

Maybe I'm just stupid or something, but I'm still confused about UP/VEM...in the workshop it's listed as the UP and tagged under G&K...but I only have vanilla CiV. Is there not a working version of UP/VEM on the workshop (works with the latest vanilla patch) or does what's posted include a compatible version of UP/VEM for vanilla CiV?
 
The recent vanilla patch made most mods obsolete. The expansion and pre-expansion game use different interface files, so it's impractical for mods to be compatible with both. I anticipate most people will get the expansion so I’m focusing on the G&K version for now. Once the G&K version is working decently I will go back and fix problems with the non-G&K version.

1. Get civup working with G&K.
2. Get vem working with G&K.
3. Fix bugs with the old non-G&K project.

I'm mostly done with #1 so I put it on the workshop first, as a beta test. I think I'll have #2 available for beta within a week or so, and should be able to get to #3 within two weeks. It just takes time to get things updated with all the underlying code changes Firaxis made. :)
 
Thal,

With my spanking brand new G&K expansion, I was still not able to download UP v4 from the Steam Workshop (it still seems to contain only the earlier v1), but I was able to manually install UP v4 by downloading it from CivFanatics and then copying it into my Mods folder.

Only played a few practice turns, but the UP mod v4 seems to mostly work, except for one big glitch. When selecting a new research item, if you choose the expanded research tree, it shows all future technology items as being locked and unselectable.

Fortunately, there is a sort of work around, as the smaller list of immediately slelctable technology items (before you go to the fully expanded list) does let you choose a technology to research next. However, I much prefer using the fully expanded research tree, as it gives a bigger, better picture of possible tech choices.

Hopefully, this will be an easy thing to fix, as I'd really like to use your UP mod with the new G&K expansion.
 
The recent vanilla patch made most mods obsolete. The expansion and pre-expansion game use different interface files, so it's impractical for mods to be compatible with both. I anticipate most people will get the expansion so I’m focusing on the G&K version for now. Once the G&K version is working decently I will go back and fix problems with the non-G&K version.

1. Get civup working with G&K.
2. Get vem working with G&K.
3. Fix bugs with the old non-G&K project.

I'm mostly done with #1 so I put it on the workshop first, as a beta test. I think I'll have #2 available for beta within a week or so, and should be able to get to #3 within two weeks. It just takes time to get things updated with all the underlying code changes Firaxis made. :)

Hmm ok I guess I get it now. It's just when you said "fix bugs" I was thinking you meant actually fixing bugs (problems with balance, UI, etc.), not fixing compatibility.
 
The recent vanilla patch made most mods obsolete. The expansion and pre-expansion game use different interface files, so it's impractical for mods to be compatible with both. I anticipate most people will get the expansion so I’m focusing on the G&K version for now. Once the G&K version is working decently I will go back and fix problems with the non-G&K version.

1. Get civup working with G&K.
2. Get vem working with G&K.
3. Fix bugs with the old non-G&K project.

I'm mostly done with #1 so I put it on the workshop first, as a beta test. I think I'll have #2 available for beta within a week or so, and should be able to get to #3 within two weeks. It just takes time to get things updated with all the underlying code changes Firaxis made. :)

Cant speak for everyone, but im not getting G&K for a while, but i understand that's where the priority is. Can't wait for the fix and I hope you keep us updated on your progress! What about adding compatibility to Gedemon's "Yet (not) another Earth Maps Pack"? Previously, unofficial patch and vanilla enhanced was not compatible with the true starting locations.
 
I tried Civup .13 with GK, game doesn't launch

no other mods, Europe, Small, Quick, Vikings, No Espionage.

stucked on the advanced setup screen

cleared cache and moduserdata foders
tried with other gamesetup, still doesnt work (random terrain, standard speed, standard size, nothing else)

anyone made it work ?
 
I tried Civup .13 with GK, game doesn't launch

no other mods, Europe, Small, Quick, Vikings, No Espionage.

stucked on the advanced setup screen

cleared cache and moduserdata foders
tried with other gamesetup, still doesnt work (random terrain, standard speed, standard size, nothing else)

anyone made it work ?

I was able to launch the game yesterday, not today.
Same problem as you (Stucked on the advanced setup screen)
:confused:
 
same problem here, stuck on advanced screen and not loading.

it worked fine when i had v12, but having problems with v13. any link where i can download the older version since i deleted once i downloaded the latest one.
 
I'd like to know if it's possible to make every civ receives a free spy once any civ enters in Industrial/Modern/Atomic/Digital era . Also,I'd like to know if you guys can find a way to increase the efficiency of spies when they're tech stealing .
 
I've been able to start up v13 without problems. Did you try the things on the common checklist?

You mentioned that you were on the advanced setup screen. Which options did you set or change on that screen?
 
I cleared cach and moduserdata, checked integrity, old mod folder is deleted, tried without changing anything in advanced setup, tried with different setups (size, civs, speed, map,..) there are no other mods enabled, I play in English, I can play with other mods,...I deleted your mod and reinstalled it also. Nothing. Still stucked when pressing Start Game.

I don't know what to try next.
Only thing I didnt try is to move all the mods from the mods folder and just let civup. But I think I would have do unsubscribe from each one, or the workshop will re-install them automatically :(

EDIT: I finally made it work; I post in a more related thread:

http://forums.civfanatics.com/showthread.php?t=465387
 
I've been able to start up v13 without problems. Did you try the things on the common checklist?

In English, I'm able to launch the game, not in French.
I did try to translate the MOD, but maybe I failed.
Too bad, the dream is over.
:blush:

In the setup screen, advanced setup, I don't need to click on something; I just need to wait at least 10 seconds, then CivilizationV_Dx11.exe*32 is not responding.
**********

But, strangely, when I use Steam in ONLINE Mode, MODS are loading normally.
Maybe the problem is when someone use Steam in OFFLINE Mode.
Not sure.
 
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