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Sorry, I don't have the Aztecs (bought the game off a cheap reseller) so I can't open it... It is possible that the mod would be incompatible with Aztecs DLC, but I dont see how. Would have expected an issue to come up before now too. Has anyone played this mod with the Aztecs in the game?

Haven't had an issue.
 
no problems here and i have Aztec DLC....also using whole bunch of mods and never used Detailworld mod
 
Also getting a crash around 70 turns in during the AI turns. Spoke to Rome then continued and crashed. Aztec DLC but crash is on Saladin's turn.

Reminds me of Civ IV :p

And it appears you can't remove mods once a game is underway, thats a shame. I understand why, but even just for debugging that could help.

Other mods, YnAMP and Detailed Worlds
 
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4am, I should have realised it would be that easy. Thanks for the heads up.

Ayway I tried it and no change. I've seen other ppl mention AI turn crashes and it could just be a builtin bug, not a mod bug. I'll test by going back a couple of turns and see if the same thing happens. This was the fix for civ iv.

Edit: And that didnt help. Even made sure the random seed had changed (have a look in logs\randcalls.csv to see them). So a decision is being made by Saladin that causes the crash.

Just to let you know, I was playing the same world for about 400 turns before I restarted (using the seed ) and added your pack.

Ack, should have mentioned, these final tests were with the wiped .modinfo so to me that suggests a friaxis issue.
 
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Hmm, Detailed Worlds appears in many of these crashes....

You can kind of remove mods from a save file. Open up the relevant .modinfo and comments out using <!-- --> everything after settings (but leaving the final </Mod>). Not recommended for anything but debugging of course.

Thanks for this tidbit of info, I too did some testing with this method.
1. First I commented out the Detailed Worlds .modinfo, still had the same issue crashing during the Aztec turn.
2. Then I reset the Detailed Worlds .modinfo back to its prior state.
3. I commented out the 8 Ages of Pace .modinfo and the game progressed through to the next turn, no crashes. (I did not play the next turn)
4. Reset the 8 Ages of Pace .modinfo file and got the same crash to desktop.

The one behavior I did see is that one of the Aztec cities did grow from size 15 to 16, but that was just an observation. (This does not matter, see below)
I will see if I can narrow down the file which may have the issue, not sure how that will go if I can even comment out individual files or not.

Thanks again for all of the help! (Another game I started seems to be working dandy so far with the same 2 mods)

Edit: Narrowed it down to the FasterRoads.xml file, in particular the ROUTE_INDUSTRIAL_ROAD.

When I comment out this section it worked and progressed to the next turn.

After messing around with a bunch of other settings for this XML tag, I think it may be the MovementCost, I do not think the game itself (not the mod) can correctly figure out the movement in some cases. I updated this value to a bunch of other values (.38, .4, .5). When I set it to .5 it did work.

Either way, I believe it to be a Firaxis issue and not the mod. Hope some of this helps!
 
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Great mod! I downloaded it late last night and have had the "one more turn" syndrome like I haven't since Civ IV.

1. Do agree that it seems to take forever for cities to grow once you start creeping into the teens on pop.
2. There have been some instances where I have run out of things to build, but I find myself using district projects more now, and with the slower pacing, actually trying for specific great people because of it, which was highly satisfying.
3. I don't know if this is a bug, but I also seemed to be getting +3:c5faith: instead of +1:c5faith: from God-King. Not sure if a bug or intentional to help with the pacing. Was playing as Hojo and definitely did not have any yields or other source of faith I could find.
 
3. I don't know if this is a bug, but I also seemed to be getting +3:c5faith: instead of +1:c5faith: from God-King. Not sure if a bug or intentional to help with the pacing. Was playing as Hojo and definitely did not have any yields or other source of faith I could find.

Did you have an envoy in a religious city-state?
 
Just downloaded this. Question: Is the mod setted up to work only with standard gamespeed or I can choose whatever gamespeed I want and still the mod works?
 
Just downloaded this. Question: Is the mod setted up to work only with standard gamespeed or I can choose whatever gamespeed I want and still the mod works?
It globally lengthens the amount of science/culture it takes for each thing in the era. You probably shouldnt go on a slow gamespeed though because you'll end up with the problem of your production outperforming your science/culture and you'll finish everything before you research the next tech.
 
You can use whatever gamespeed you want. Everything is proportionally adjusted, so you'll end up with the same pacing changes on Marathon as you would on Quick.
 
I changed the boosts to 25 and it makes the AI finally keep up with the player and surpass him if you're not careful! I think it helps the AI more as it isn't very good in getting and using the boosts!
 
Did you have an envoy in a religious city-state?

I am 99% certain this was indeed the case, had an unnoticed religious city-state close that was conquered very early and didn't realize it until I went back to look at the name.
 
I changed the boosts to 25 and it makes the AI finally keep up with the player and surpass him if you're not careful! I think it helps the AI more as it isn't very good in getting and using the boosts!

I think this mod makes the 50% boost even more powerful for human players. Since the AI isn't competent enough to routinely leverage that advantage, the human player will have more time to metagame and plan for future boosts. Given that improving the AI is beyond the scope of this mod, I agree that knocking the boost down to 25% may be a reasonable means of giving the AI a more level playing field.
 
I don't know if this has been mentioned before, but if you use this mod with the rules of YNAMP (maps themselves work) then the game won't load and crash back to the main menu.
 
Not to detract from the CTD concerns of greater importance, but I've encountered a specific compatibility issue with Immersive Eras (Civ+Fall Patch, 8 Ages 1.1.1, Immersive Eras 1.0). The issue I think is a replication of the one nod2glod encountered with technology cost and mod ordering. I've attached a screenshot of the resultant technology tree with both enabled. The problem goes away by removing all content under the -- Technology cost section of SlowerEras.sql (lines 30-33) but I'm concerned how this will impact either the stability or spirit of 8 Ages. Also wishing I'd spent more time in the forums before trying to self service as I would have found the conflict earlier (thanks for trying nod2glod) My question is how critical the Set Cost aspect for technologies is to core 8 Ages gameplay and if attempting a personal combined mod and playing with the load orders would be worthwhile, or simpler to just cull the section and move on. Any thoughts or wisdom from the author (many thanks for this and other mods by the way, they're putting polish on a game sorely needing it) or more seasoned modders would be welcome.

 

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Not to detract from the CTD concerns of greater importance.....

Scratch all that, the mod mashup was much easier than anticipated and the load order process as described earlier in the thread (thank you) solved things nicely. SQL following XML modifications, or simply assigning the static value changes to tech cost before the more dynamic 8 age method (not sure which was the 'fix') has both playing nicely together. Now to try the next round of testing (Aztec user and detailed worlds to I'll keep a weather eye open). Once again, many thanks to the modders, your work is much appreciated and your comments in the code, a handy road map.
 
Scratch all that, the mod mashup was much easier than anticipated and the load order process as described earlier in the thread (thank you) solved things nicely. SQL following XML modifications, or simply assigning the static value changes to tech cost before the more dynamic 8 age method (not sure which was the 'fix') has both playing nicely together. Now to try the next round of testing (Aztec user and detailed worlds to I'll keep a weather eye open). Once again, many thanks to the modders, your work is much appreciated and your comments in the code, a handy road map.

Brother?
 
Just to add i am also getting the CTD problem, i also have detailed maps enabled and the crash does indeed occur during the AI's turn and appears to be unavoidable
 
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