Community Patch - How To Install

Am I reading this correctly that EUI is only compatible if all 4 mods are used?

Yes, though that's largely because of what I tested versus what might actually work. In short, you can TRY editing the instructions to leave out CSD and C4DF by overwriting files in the CBP LUA folder instead of the minimods for CSD and C4DF, but no guarantees if it works (as there are some functions in each lua that may fail).

G
 
New version installed, cache cleared, EUI compatibility files installed properly...

I'm still getting the same problem with the Civ IV Diplomacy Options. The Technology and capitulation options are white from the start, and Technologies shows a blank list.

In other words, none of the options work.
 
New version installed, cache cleared, EUI compatibility files installed properly...

I'm still getting the same problem with the Civ IV Diplomacy Options. The Technology and capitulation options are white from the start, and Technologies shows a blank list.

In other words, none of the options work.

Do you have the fire tuner installed? If so, mind running it and starting a game, searching the fire tuner for errors? I double checked this and did not have the same problem you describe.

G
 
Community Patch

2a.) Move files from here: ~\EUI Compatibility\Community Patch\Core Files\PNM Mods DB\InGame

TO: ~\MODS\EUI Compatibility\Community Patch\Core Files\PNM Mods DB\InGame

Should that be there?
 
I'm trying to add the compatability files for EUI but the installation README is asking me to replace files in folders that no longer exist, such as:

'~\MODS\EUI Compatibility\Community Patch\Core Files\PNM Mods DB\InGame'

The folders existed with previous versions of CP, CBP etc. but the latest downloads are just .civ5mod files and have no folders. Am I missing something?

Thanks for the great work with this mod.
 
I'm trying to add the compatability files for EUI but the installation README is asking me to replace files in folders that no longer exist, such as:

'~\MODS\EUI Compatibility\Community Patch\Core Files\PNM Mods DB\InGame'

The folders existed with previous versions of CP, CBP etc. but the latest downloads are just .civ5mod files and have no folders. Am I missing something?

Thanks for the great work with this mod.

Remove the bold part and it works, probably a typo
 
I'm trying to add the compatability files for EUI but the installation README is asking me to replace files in folders that no longer exist, such as:

'~\MODS\EUI Compatibility\Community Patch\Core Files\PNM Mods DB\InGame'

The folders existed with previous versions of CP, CBP etc. but the latest downloads are just .civ5mod files and have no folders. Am I missing something?

Thanks for the great work with this mod.

Install the mods and let them unpack (once civ is open). Not ideal, as you'll have to turn around and restart civ, but the mod loader likes the civ5mod files more than open folders unpacked elsewhere.

How can I enable the functionality of the new policy columns (e.g. FreeTradeRoute and InternalTradeGold) to work with just the Community Patch?

They should work once you switch the MOD_BALANCE_CORE_POLICIES element on (it is '0' in the CP, but needs to be '1.' See the CBP for how to turn on those values (in the Core Files/Core Changes folder). If you add those switches to your mod, they columns will become active.

There shouldn't be any problems with switching that value on, but if there are, let me know and I'll bug-check it.

G
 
Gazebo,

You think you can add YNAEMP to the compatible mod list.
Well, considering the trouble that Estebanium is having with it, I think we'll wait and see! :)

G
I haven't tried it out with the new version since you dropped the idea of the MegaPack, but I am not sure if the new version will make any difference.

I am currently quite busy with my final exams, but I made an analysis recently which Civ's and CS were in the game when it worked and which were in the game when it froze. Maybe someone would like to continue my investigation. I am personally convinced that the freeze is maybe related to some City States in relation to some Civ's. This could be the only reason why it is sometimes working and sometimes not.

It is a simple Excel file: To the left, the Civ's and to the right the City States. When I set up the game, I used at first the "Ingame Editor" Mod to make a screenshot of the Civ's and CS ingame. So when the game was working after the first turn, I took the Civ's and CS into the table and made them green. When a game was freezing, I took them into the table and made them red. If a Civ or CS was already in the table and marked as green, I assumed that the new red entry must be wrong and that the Civ/CS should normally work, so I deleted those double entries. A Civ/CS is as long marked as red until this Civ/CS is working in future games. So over time and after a lot of testing we should get a list of Civ's and CS which could be the problem for the freezes, by then deleting the CS in the YnAEMP table I am convinced that it should work from then on.

The costliest procedure is to set up a game, make a screenshot, take them into the Excel file, hit next turn and see what will happen. If it freezes kill the game by Task Manager, if it works quit the game to windows.. And then again.. and again.. and again..

The Excel file is the result of five repetitions. Make sure that you activate the mods in the same order, every time when you delete your Cache and ModUserData..

BR
 

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I haven't tried it out with the new version since you dropped the idea of the MegaPack, but I am not sure if the new version will make any difference.

I am currently quite busy with my final exams, but I made an analysis recently which Civ's and CS were in the game when it worked and which were in the game when it froze. Maybe someone would like to continue my investigation. I am personally convinced that the freeze is maybe related to some City States in relation to some Civ's. This could be the only reason why it is sometimes working and sometimes not.

It is a simple Excel file: To the left, the Civ's and to the right the City States. When I set up the game, I used at first the "Ingame Editor" Mod to make a screenshot of the Civ's and CS ingame. So when the game was working after the first turn, I took the Civ's and CS into the table and made them green. When a game was freezing, I took them into the table and made them red. If a Civ or CS was already in the table and marked as green, I assumed that the new red entry must be wrong and that the Civ/CS should normally work, so I deleted those double entries. A Civ/CS is as long marked as red until this Civ/CS is working in future games. So over time and after a lot of testing we should get a list of Civ's and CS which could be the problem for the freezes, by then deleting the CS in the YnAEMP table I am convinced that it should work from then on.

The costliest procedure is to set up a game, make a screenshot, take them into the Excel file, hit next turn and see what will happen. If it freezes kill the game by Task Manager, if it works quit the game to windows.. And then again.. and again.. and again..

The Excel file is the result of five repetitions. Make sure that you activate the mods in the same order, every time when you delete your Cache and ModUserData..

BR

Nice research here. The bugs seem to indicate, to me at least, that there's a problem with islands and/or an invalid initial placement. Balerune reported that archipelago freezes for him, which could be tied to the same issue. On the games that freeze, and you have to force close, would you mind looking in your logs folder and posting your database.log, lua.log and homelandai.log?

Thanks
G
 
Nice research here. The bugs seem to indicate, to me at least, that there's a problem with islands and/or an invalid initial placement. Balerune reported that archipelago freezes for him, which could be tied to the same issue. On the games that freeze, and you have to force close, would you mind looking in your logs folder and posting your database.log, lua.log and homelandai.log?

Thanks
G

Thank you, I hope we can uncover the reason for the freezes. Where can I find the homelandai.log? For now Iam very sure that by deleting Zanzibar from YnAEMP I eliminated or at least reduced the freezes,..

BTW: By Choosing Alexander for yourself, Maria of Austria (second position), Kamehameha (third position) and the rest of the Civs random (sum of 23 + 41 City States) your first turn will very likely freeze..
 
Thank you, I hope we can uncover the reason for the freezes. Where can I find the homelandai.log? For now Iam very sure that by deleting Zanzibar from YnAEMP I eliminated or at least reduced the freezes,..

BTW: By Choosing Alexander for yourself, Maria of Austria (second position), Kamehameha (third position) and the rest of the Civs random (sum of 23 + 41 City States) your first turn will very likely freeze..

Should be in the same location. If you don't have AI logging turned on in your config.ini, it won't be created by the game.

G
 
Please bring back the MegaPack. Pretty Please! With cherries on top! Was the simplest, easiest way to do all of this by far.
 
They should work once you switch the MOD_BALANCE_CORE_POLICIES element on (it is '0' in the CP, but needs to be '1.' See the CBP for how to turn on those values (in the Core Files/Core Changes folder). If you add those switches to your mod, they columns will become active.

There shouldn't be any problems with switching that value on, but if there are, let me know and I'll bug-check it.

G

Thanks. Just didn't know which setting related to it. No problems at all.
 
Hi Gazebo,

I have installed the newest version of the mod and I love how you solved the compatibility with the optional mods, so that we do not have to edit files or shuffle the folders around.

I think I am not the only one who edits the files and tweaks a few things/stats (e.g. I increase the XP from barbarians cap slightly, make the min city distance 4 tiles, make scouts upgrade to spearmen, etc.). Every time I download the new version of your mod, I have to edit the files again.

Would it be possible to include 2 empty files "YourChanges.sql" and "YourChanges.xml" and have them loaded last in the mod, so that we can keep our own versions of tweaks/overrides (and maybe even share with other people)? Or maybe have it as an empty separate mod with a dependency on the core CBP and having it load last? - the same way you solve the compatibily with the optional mods? Whatever is easier for you.

I do not want to waste your time on this. If it is not as easy as I imagine, just forget it, I personally am fine with editing the files in the mod.
 
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