Enlightenment Era (Vox Populi)

Enlightenment Era for Vox Populi (v 4)

@TadhgEomonn I asked rather to check if you can repeat it. I can see if your database is properly configured, i.e. I need cach debug database file.

@Infixo Sorry, I misunderstood what you wanted. It is reproducible, I played to the point of the building's completion with similar results. Could you explain what the cache debug database file is? and where I can find it?
 
Civ5DebugDatabase.db in <user>\Documents\My Games\Sid Meier's Civilization 5\cache. When the game is loaded, just zip it and post here. I can check if Torre is actually loaded with proper parameters.

Also: Drydock and 1 TR is added by VPEE. Original EE doesn't have those. So, maybe you simply are missing VPEE?

Log files would be nice too. Database.log, Lua.log and Stopwatch.log. In Logs folder.
 
@TadhgEomonn These log files are from vanilla start screen, no mods loaded. I need log files from your game with loaded mods, etc.

I loaded the game with the save just prior to completing Torre Del Oro (which is the only one I have now). How might I ensure that the log files are recording the desired information? Shall I play a turn or two and then save?
 
I loaded the game with the save just prior to completing Torre Del Oro (which is the only one I have now). How might I ensure that the log files are recording the desired information? Shall I play a turn or two and then save?
First ensure that logs are properly "enabled". Check in config.ini:
ValidateGameDatabase = 1
EnableLuaDebugLibrary = 1
MessageLog = 1
AILog = 1
AIPerfLog = 1
LoggingEnabled = 1
Then clear logs folder, restart the game, enable and load mods, load the savefile and press continue the game. You need to be in the game.
 
@Infixo Sorry to say that I am unable to produce log files with your specified debug settings: the game crashes while trying to load the save (tried three times, found one non-enabled mod after the first crash, so pretty sure mod list was identical).

I will be playing VPEE in the future, so I will watch for anomalies.

Thanks.
 
@Infixo Understood that was a likely possibility and, as I said in my previous message, I made every effort to ensure all the mods were properly enabled (I did have a printed list to go by); but to no avail. Sorry to have wasted your time with this.
 
A note: Tower of Buddhist Incense doesn't grant +2 culture or reduce religious divisions, contra description.
 
A note: Tower of Buddhist Incense doesn't grant +2 culture or reduce religious divisions, contra description.
It sure does. Must be a DB issue / mod conflict. Check in logs or post them here (but pls. from the game, not loading screens).
 
@Infixo New game, new version of VP (1-26), latest version of VPEE: same problem with Torre Del Oro. Namely, no additional trade route, no free drydock. However, this time I was able to load the saved game after turning on debugging options in config.ini file.

Collected the debug files as you requested (from one turn prior to wonder completion).
 

Attachments

You have a mod conflict. One of the mods expects something from original EE that it's not there anymore:
[901683.703] Invalid Reference on Units.ObsoleteTech - "TECH_EE_ARMOUR_PLATING" does not exist in Technologies
[901683.703] Invalid Reference on Units.ObsoleteTech - "TECH_EE_ARMOUR_PLATING" does not exist in Technologies
Probably it also messes up with Torre. Can't tell you which one, you have too many enabled that I am not familiar with. Try text searching for TECH_EE_ARMOUR_PLATING and see which mods (beside EE and VP-EE) use it.
 
Also, several other DB errors, e.g.

[901670.906] near ".": syntax error
[901671.062] no such table: Building_ResourcePerEra
[901678.171] near "WHERE": syntax error
[901678.671] column Type is not unique
[901681.375] Invalid Reference on Civilization_BuildingClassOverrides.BuildingClassType - "BUILDING_FA_NW_TOURISM" does not exist in BuildingClasses
[901681.375] Invalid Reference on Civilization_BuildingClassOverrides.BuildingClassType - "BUILDING_FA_NW_TOURISM" does not exist in BuildingClasses
[901681.375] Invalid Reference on Civilization_BuildingClassOverrides.CivilizationType - "CIVILIZATION_COLONIALCANADA" does not exist in Civilizations
[901681.375] Invalid Reference on Civilization_BuildingClassOverrides.CivilizationType - "CIVILIZATION_CL_AUSTRALIA" does not exist in Civilizations
[901681.375] Invalid Reference on Civilization_BuildingClassOverrides.CivilizationType - "CIVILIZATION_CSA" does not exist in Civilizations

And Lua
[901855.781] Runtime Error: C:\Users\teroc_000\Documents\My Games\Sid Meier's Civilization 5\MODS\Leadership Reformation (v 4)\LUA\GGTraits.lua:140: table index is nil

Each one basically causes that the respective mod doesn't load or function properly
 
[Obsolete with current VP]
@IcyAngel and others
I've got some good news - I've tracked down and fixed the "long loading time" issue. Turns out it wasn't a DB problem at all but Firaxis long-forgotten work in one of UI scripts (!) Noone would have guessed. They used a recursive function and it took the more time the more techs and tech dependencies were there. And since EE adds several techs, the time went up significantly.
The fixed version not only removes any problems with loading VP-EE but also speeds up loading of Vox Populi itself. On my machine, for a standard size map, the loading time went from 31 seconds down to 21 seconds (!)
I posted the fix on GitHub, so it should be a part of standard VP soon, but in the meantime you need to replace the VictoryProgress.lua in whatever (6abc) directory you have in MODS (it works for all VP configs) with the attached version.
 

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And even more good news. I've decided to rework original EE mod and create VP-specific version that incorporates all changes from VP-EE. So... no more two mods, there's going to be only one. I had to clean a lot of unused stuff from EE, and reconcile even more little problems due to the fact that original EE loaded before CBO, and the new one loads after. Anyway, the first version is here, for review and some polishing. Enjoy!

Edit. Check the 1st post for the file!
 
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First ensure that logs are properly "enabled". Check in config.ini:
Then clear logs folder, restart the game, enable and load mods, load the savefile and press continue the game. You need to be in the game.
Do the logs become deleted and overwritten each consecutive time the game is exited and restarted? Does having logging enabled with those particular options cause an increase in time between turns or is it negligible? I want the best option for set-and-forget.
 
Most of the logs are cleared when the game is restarted.
There is some minimal overhead, but really insignificant compared to advantages if you want to track problems or basically monitor the health of the game or solve mod conflicts.
 
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