[BNW] Custom Civilization Not on Select Civilization Screen (LUA error)

myxanders

Chieftain
Joined
May 1, 2017
Messages
7
Trying to get my civilization to load up into the game. However, it does not appear on the Civ Selection screen. I checked my Database log and nothing pertaining to my civilization was there.

And then I checked my LUA log and found this:
Code:
[1865871.328] InstalledPanel: Refreshing Mods
[1865871.328] InstalledPanel: GetModBrowserListings()
[1865884.718] SelectCivilization: GameInfo.Units[NONE] is undefined

What is this error saying? If I can understand what it's referring to maybe I can figure out where my problem is. Thanks.
 
I did enable logging...that's where I found that error.

I'm just asking what that error means so I can figure out what I need to look for in my code.

Here are my logs anyway.
 

Attachments

Oh my bad you have to give me the entire coding then so I can debug it out properly instead of just guessing and assuming.
 
The error you are seeing in the lua log has nothing to do with your civ not showing in the Civ Selection Screen. It probably has nothing whatever to do with your mod. It is reporting that there is no such unit defined within table "Units" as NONE. "NONE" is almost certainly being used by some other mod than yours: I do not get the error running your mod on my machine.

The reason your civ is not showing on the civ selection screen (and the reason you are seeing no database errors) is revealed herein:
Code:
  </Files>
  <Actions>
    <OnModActivated>
      <UpdateDatabase>Gameplay/LUA/DecisionText.xml</UpdateDatabase>
      <UpdateDatabase>Game Info/Audio_Sounds.xml</UpdateDatabase>
      <UpdateDatabase>Game Info/Sommers_Scene.xml</UpdateDatabase>
      <UpdateDatabase>Game Info/ZPIconAtlases.xml</UpdateDatabase>
      <UpdateDatabase>Gameplay/GameText/Buildings.xml</UpdateDatabase>
      <UpdateDatabase>Gameplay/GameText/Civilization.xml</UpdateDatabase>
      <UpdateDatabase>Gameplay/GameText/DiplomacyResponses.xml</UpdateDatabase>
      <UpdateDatabase>Gameplay/GameText/Leader.xml</UpdateDatabase>
      <UpdateDatabase>Gameplay/GameText/Trait.xml</UpdateDatabase>
      <UpdateDatabase>Gameplay/GameText/Units.xml</UpdateDatabase>
    </OnModActivated>
  </Actions>
</Mod>
  1. Your sql file with all your civ, leader, buildng, and unit defines is never being loaded into the game so can never create errors anywhere
  2. Nothing you are doing in file RushChair.lua is being used because you are importing it into the VFS and so far as I can see not stating it as a file to be included within any other lua file of your mod: therefore it is never used. Also this file has multiple mismatching variable-name usages as well as conceptual syntax errors in addition to using Lua methods thar are only valid with CP dll running (ie, function InitUnitFromCity(a, b, c) )
  3. See whoward69's what ModBuddy setting for what file types tutorial
  4. You cannot debug your mod without the CP dll running because you are attempting to use game-tables that do not exist in the base game and you are attempting to use yields in tables that will not be implemented unless you are using either CP dll or William Howard's VMC dll.
    • You cannot have YIELD_CULTURE in table <Building_YieldChangesPerPop> without CP dll or VMC dll
    • Table Building_SpecificGreatPersonRateModifier is invalid in the base game dll
 
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