Community Balance Patch Mods Compatibility

It never worked. Everything is installed correctly and I always clear cache. I might try again, how can I see if it's working?
 
It never worked. Everything is installed correctly and I always clear cache. I might try again, how can I see if it's working?

Well, you know if you see the improvements, new buildings, and changed yields..

Or make sure your logging is enabled and paste me your database and xml logs to see what's conflicting.
 
Code:
[b]CBPMC 11.0[/b]
[list][*]Library Upgrade now adds 20% of the city's research to the total research beaker rather than providing +1 research per 10 citizens. Now only cost 1 maintenance.
[*]Caravansary and Harbor now provides the balanced tourism bonus.
[*]Monument/Shrine/Temple Of Might now provides +10/20 XP and -3%/-4% to crime unhappiness.
[*]Neolithic Wonder now has wonder audio, if the Neolithic Wonder is activated.[/list]
 
When playing together with ExCE the "Swap & Optimize Great Works" buttons disappear. Meh, got so used to them xD
 
CPMC (v 12)
There's just too much to say.. but
CBPMC More Luxury Compatibility is abolished and is now blocked. (The mod now detects if More Luxury is enabled and makes necessary adjustments!)
Prosperity, a process available at globalization allows you to convert production to golden age points.
Inca's Stone Temples now produce +1 culture and gold to stone!
Brazil's Jesuit Church now provides +1 faith for every 5 citizens, 20% conversion resistance and has only requires 2 maintenance!
France's Chateau now provides +1 food and +1 gold for every 5 citizens!
Unified all XML files to SQL. (Efficient coding and best compatibility assurance possible!)
You no longer have to delete files, you can change them in the CompatibilityOptions.sql
All hurried cost modifier should be 5% now. (CBP enforces that rule!)
Reworked Industrial Buildings to have a lower cost.
Industrial Mines now provide +3 production to nearby mountains, but require a national population of 70. (Only 3 can still be built).
War Academy now also provides +4 great general points.
Naval Academy now also provides +4 great admiral points.
Nethersland's Wimmen now produces +1 food to Polders.
Saunas now provide +5% food instead of +1 food.
Town Council now deducts 15% off cultural and gold tiles acquisition.
Stronghold also provides +1 great general point.
Parochial School now decreases illiteracy and religious strife.
State Embassy now checks if you have CSD enabled to introduce 4 Civil Servants Slots or 4 Merchant Slots.
CSD Dependencies removed.
CBP Dependencies removed. The game now checks if you have the mod and will do some updating database if you do. *Not having CBP nor CSD will only give you more processes and diplomatic text disregarding any mod you enable!*
Merged the upgrades of monument, temple, and shrine to giving more than one yield, but cost more!
Research upgrades of monument, temple, and shrine are removed.
Gold and XP upgrades of monument, temple, and shrine are merged.
Food and Production upgrades of monument, temple, and shrine are merged.
Culture and Faith upgrades of monument, temple, and shrine are merged.
Alchemist's gold science output is reduced to 1.
Library Upgrade no longer requires maintenance.
 
SQL file doesn't seem to work properly. I disabled Upgrade mod as well as some other mods I don't care about but they somehow still function. I can upgrade buildings and build some.
 
SQL file doesn't seem to work properly. I disabled Upgrade mod as well as some other mods I don't care about but they somehow still function. I can upgrade buildings and build some.

Mind giving me the database log and the folders of the CBPMC and the mod folders that aren't being affected by the SQL file?

It seems to work on my end.

Edit: However, if you disabled the Building Upgrade Systems, but still have the Building Upgrade Systems by BlouBlou activated, then of course that's a different story on how they function... otherwise, continue on with what I've requested above.
 
Thank you very much for all of your work in building this mod. Its a very good addition to the Community Patch Project. I've been having a problem that I've traced to this module. After about 100 turns, the production in my capital freezes up. I've been parsing out the mods that I use and it does seem to be this one that's causing the problem. I've attached the lua and database logs; can you tell me what I might be doing wrong?
 

Attachments

  • database.txt
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  • lua.txt
    497.7 KB · Views: 69
Looks like
Code:
[483598.750] Runtime Error: C:\Users\...\Documents\My Games\Sid Meier's Civilization 5\MODS\Health & Plague for BNW (v 19)\Lua\Override\InfoTooltipInclude.lua:289: attempt to compare number with nil
[483601.281] Runtime Error: C:\Users\...\Documents\My Games\Sid Meier's Civilization 5\MODS\Health & Plague for BNW (v 19)\Lua\Override\InfoTooltipInclude.lua:289: attempt to compare number with nil
[483605.375] Runtime Error: C:\Users\...\Documents\My Games\Sid Meier's Civilization 5\MODS\Health & Plague for BNW (v 19)\Lua\Override\InfoTooltipInclude.lua:289: attempt to compare number with nil
[483606.140] Runtime Error: C:\Users\...\Documents\My Games\Sid Meier's Civilization 5\MODS\Health & Plague for BNW (v 19)\Lua\Override\InfoTooltipInclude.lua:289: attempt to compare number with nil
Health and Plague is your issue. Because InfoTooltipInclude.lua is definitely part of the city's UI.

I can also confirm it's just H&P because this mod now runs officially on SQL and XML. So, instead of having a game that lets you play for 100 turns, any errors would immediately crash the client upon starting a new game.
 
Enginseer something with the most recent version has broke this mod. These are the mods i am using
Screenshot_2.png


It is messing with the ability to choose a tech in the latter eras

Screenshot_3.jpg

Here is the LUA log from looking at the lua log is it something with EUI or JFDs ExCE?
 

Attachments

  • Lua.rar
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Mind giving me the database log and the folders of the CBPMC and the mod folders that aren't being affected by the SQL file?

It seems to work on my end.

Edit: However, if you disabled the Building Upgrade Systems, but still have the Building Upgrade Systems by BlouBlou activated, then of course that's a different story on how they function... otherwise, continue on with what I've requested above.

Here you go:

Database.log: http://pastebin.com/aNSaTPFK
 

Attachments

  • Community Patch Mod Compatibility (v 12).rar
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Enginseer something with the most recent version has broke this mod. These are the mods i am using
View attachment 403408


It is messing with the ability to choose a tech in the latter eras

View attachment 403409

Here is the LUA log from looking at the lua log is it something with EUI or JFDs ExCE?
Something something EUI or JFD's ExCE because my mod definitely doesn't have anything related to technology.
Code:
[2967322.062] Runtime Error: [string "C:\Users\...\Documents\My Games\Sid..."]:493: attempt to index a nil value
stack traceback:
	[string "C:\Users\...\Documents\My Games\Sid..."]:493: in function 'AddSmallButtonsToTechButton'
	[string "Assets\DLC\UI_bc1\TechTree\TechTree.lua"]:280: in function 'RefreshDisplayOfSpecificTech'
	[string "Assets\DLC\UI_bc1\TechTree\TechTree.lua"]:383: in function <[string "Assets\DLC\UI_bc1\TechTree\TechTree.lua"]:375>
 
Hey, if I wanted to use this mod to give France the unique Castle, but give no one the Chateau, is there something I can replace NULL with in one of these formulas. AI France is for my settings at least 43 of 43, so I'd like to try a new spin on Napie.

UPDATE Improvements
SET SpecificCivRequired = NULL
WHERE Type = 'IMPROVEMENT_CHATEAU';

UPDATE Improvements
SET CivilizationType = NULL
WHERE Type = 'IMPROVEMENT_CHATEAU';

If its not an easy change, I'll just go into the CBP mod and find out what Gazebo did to the Longbowman and copy that. But I'd have to do that every time and such if I like the switch, so I thought I'd see.
 
Hey, if I wanted to use this mod to give France the unique Castle, but give no one the Chateau, is there something I can replace NULL with in one of these formulas. AI France is for my settings at least 43 of 43, so I'd like to try a new spin on Napie.

UPDATE Improvements
SET SpecificCivRequired = NULL
WHERE Type = 'IMPROVEMENT_CHATEAU';

UPDATE Improvements
SET CivilizationType = NULL
WHERE Type = 'IMPROVEMENT_CHATEAU';

If its not an easy change, I'll just go into the CBP mod and find out what Gazebo did to the Longbowman and copy that. But I'd have to do that every time and such if I like the switch, so I thought I'd see.

You could set the specificcivrequired to anything and civilizationtype to anything as long if I can recall.
 
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