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Exploration Continued Expanded (Obsolete)

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It might just randomly pop up next time you log on.

And thank you very much! Without downloading the mod and following the logic of the Core.sql sample, would I be correct in assuming that the unique American list is "'TXT_KEY_COLONY_NAME_AMERICA_01'", and so forth?
 
Dutch can support two resource Markets with a Trader and a Market.
So +1 from trader, +1 market, +1 special ability = 3 (?) and It's intended you can support 4?

Instantly loosing units can feel unjust when you are sending a full health guy in to take an unoccupied barbarian camp directly next to your borders. Twice the chance, but do 50 damage? Shouldn't increase the speed of exploration too much.
 
I have to agree. The attrition should be based on your proximity to the border, as well.
 
Yes, I've handed a crash file to Gazebo, and hopefully he'll tell whether it's down to Lua (meaning it's ExCE) or DLL (meaning it's the CP).

The odd thing is it doesn't happen right away, I could load an early save but once I got into the 140 turn range once I loaded a save I crashed almost as soon as I hit next turn, which is very frustrating as I've lost some truly excellent setups.
 
I tried again disabling all of JFD's Civ Packs, started a new game and it worked... until the very same turn 43. Crash and again without any dump nor any other clue.
 
Post your save closest to that point, and list exactly your mods. Post your database and lua logs, and the date of the version of CP that you're running.

Voilà. Couldn't upload here, so they're uploaded in Dropbox. The turn is 3 turns before the apocalypse.
CP version 2/19.
Mods:
Spoiler :

  • Closer Cities (v 1)
  • Community Patch (v 66)
  • Ethnic Units (v 5)
  • Events and Decisions (v 1)
  • Global Warming (v 5) (wasn't sure about this, I tried without but no effect)
  • Tomatekh's Historical Religions Edit (BNW or GK) (v 44)
  • JFD's Piety and Prestige (v 2)
  • JFD's Alternate Leaders Pack 1 (v 1)
  • JFD's Cultural Diversity (Core) (v 1)
  • JFD's Cultural Diversity (Soundtrack) (v 1)
  • JFD's Exploration Continued Expanded (v 4)
  • JFD's The County of Flanders (v 1)
  • JFD's The Grand Principality of Muscow (v 1)
  • JFD's The Kingdom of England (Henry VIII) (v 1)
  • JFD's The Kingdom of Prussia (v 15)
  • JFD's The Kingdom of Sardinia-Piedmont (converted to Italy) (v 1)
  • JFD's The Merchant Republic of Novgorod (v 1)
  • More Luxuries (v 155)
  • Yet (not) Another Earth Maps Pack (v 23)


I have added "a" in the Piety and Prestige folder's name to load it first, because I somehow felt having to do so.

The Map's my own variation of the Greatest Earth Map in the history of Civ, which I call the Greatester map edited by Hypereon. :p
 
Got logging turned on. Save game is stuck in endless crash loop. Again I'm running CP v66, ECE v4, JFD anglo-saxon v1, and Barathor's more resources

Lua log is here:
Spoiler :

[129459.551] Initializing Lua 5.1.4
[129517.614] InstalledPanel: Refreshing Mods
[129517.614] InstalledPanel: GetModBrowserListings()
[129517.692] InstalledPanel: Refreshing Mods
[129517.692] InstalledPanel: GetModBrowserListings()
[129547.535] InstalledPanel: Refreshing Mods
[129547.535] InstalledPanel: GetModBrowserListings()
[129616.753] CivilopediaScreen: SetSelectedCategory(12)
[129616.753] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[129616.784] CivilopediaScreen: SetSelectedCategory(1)
[129616.784] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[129616.815] YieldIconManager: This is the modded YieldIconManager from 'DLL - Various Mod Components'
[129617.517] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion2\Tutorial\Lua\TutorialInclude_Expansion2.lua
[129617.517] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[129618.157] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarPlunderTradeRoutePopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\NetworkKickedPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[129618.157] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[129618.469] EconomicGeneralInfo: Total Units - 4
[129618.469] EconomicGeneralInfo: Maint Free Units - 0
[129618.469] EconomicGeneralInfo: Paid Units - 4
[129618.500] EconomicGeneralInfo: Total Units - 4
[129618.500] EconomicGeneralInfo: Maint Free Units - 0
[129618.500] EconomicGeneralInfo: Paid Units - 4
[129618.843] ChoosePantheonPopup: -252
[129618.843] ChoosePantheonPopup: 963
[129618.843] ChoosePantheonPopup: 711
[129619.031] ChooseIdeologyPopup: -252
[129619.031] ChooseIdeologyPopup: 963
[129619.031] ChooseIdeologyPopup: 711
[129619.561] CityInfoStack: loaded
[129619.577] JFD_AngloSaxonsFunctions: King Alfred is in this game
[129619.655] DiscussionDialog: This is the modded DiscussionDialog.lua from CBP
[129619.889] AdvisorInfoPopup: Closing Advisor Info
[129619.889] Demographics: Dequeuing demographics
[129619.889] Demographics: Dequeuing demographics
[129641.323] CityBannerManager: CityBanner CombatBegin
[129641.339] CityBannerManager: CityBanner CombatEnd
[129641.448] CityBannerManager: CityBanner CombatBegin
[129641.464] CityBannerManager: CityBanner CombatEnd
[129642.290] CityBannerManager: CityBanner CombatBegin
[129642.322] CityBannerManager: CityBanner CombatEnd
[129645.317] TurnProcessing: Hiding TurnProcessing
[129661.073] InGame: OnInterfaceModeChanged
[129661.073] InGame: oldInterfaceMode: 1
[129661.073] InGame: newInterfaceMode: 3
[129662.134] InGame: OnInterfaceModeChanged
[129662.134] InGame: oldInterfaceMode: 3
[129662.134] InGame: newInterfaceMode: 1
[129664.973] InGame: OnInterfaceModeChanged
[129664.973] InGame: oldInterfaceMode: 1
[129664.973] InGame: newInterfaceMode: 3
[129665.940] InGame: OnInterfaceModeChanged
[129665.940] InGame: oldInterfaceMode: 3
[129665.940] InGame: newInterfaceMode: 1
[129680.760] TurnProcessing: Hiding TurnProcessing
[129681.837] InGame: OnInterfaceModeChanged
[129681.837] InGame: oldInterfaceMode: 1
[129681.837] InGame: newInterfaceMode: 3
[129683.131] InGame: OnInterfaceModeChanged
[129683.131] InGame: oldInterfaceMode: 3
[129683.131] InGame: newInterfaceMode: 1
[129688.638] CityBannerManager: CityBanner CombatBegin
[129688.685] CityBannerManager: CityBanner CombatEnd


DB log here:
Spoiler :

[129476.415] columns StrategicViewType, TileType are not unique
[129476.415] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[129480.627] no such table: ContentPackage.LocalizedText
[129482.155] no such table: ContentPackage.LocalizedText
[129484.090] columns StrategicViewType, TileType are not unique
[129484.090] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[129484.963] no such table: ContentPackage.LocalizedText
[129490.673] Validating Foreign Key Constraints...
[129490.673] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129490.673] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129490.673] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129490.673] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129490.673] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129490.673] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129490.673] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129490.673] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129490.673] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129493.621] Failed Validation.
[129494.167]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6252632 75834992
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5837664 62930112
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[129494.214] Validating Foreign Key Constraints...
[129494.214] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129494.214] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129494.214] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129494.214] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129494.214] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129494.214] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129494.214] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129494.214] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129494.214] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129497.163] Failed Validation.
[129497.693]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6253808 75834992
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5838840 62930112
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[129551.763] Validating Foreign Key Constraints...
[129551.763] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129551.763] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129551.763] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129551.763] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129551.763] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129551.763] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129551.763] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129551.763] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129551.763] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129554.462] Invalid Reference on UnitPromotions.PediaEntry - "TXT_KEY_PROMOTION_JFD_HUSCARL_INFO" does not exist in Language_en_US
[129554.571] Invalid Reference on UnitPromotions_UnitCombats.PromotionType - "PROMOTION_JFD_PRALINE" does not exist in UnitPromotions
[129555.273] Invalid Reference on Leader_SharedTraits.TraitTwo - "POLICY_SPIRITUAL_X" does not exist in Policies
[129555.273] Invalid Reference on Leader_SharedTraits.TraitOne - "POLICY_PROTECTIVE_X" does not exist in Policies
[129555.445] Failed Validation.
[129556.396]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 8624936 75834992
PageCache: 7 23
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 8083824 62930112
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 8
------------------------------
[129556.459] Validating Foreign Key Constraints...
[129556.459] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129556.459] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129556.459] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129556.459] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129556.459] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129556.459] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129556.459] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129556.459] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129556.459] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[129559.142] Invalid Reference on UnitPromotions.PediaEntry - "TXT_KEY_PROMOTION_JFD_HUSCARL_INFO" does not exist in Language_en_US
[129559.267] Invalid Reference on UnitPromotions_UnitCombats.PromotionType - "PROMOTION_JFD_PRALINE" does not exist in UnitPromotions
[129559.969] Invalid Reference on Leader_SharedTraits.TraitTwo - "POLICY_SPIRITUAL_X" does not exist in Policies
[129559.969] Invalid Reference on Leader_SharedTraits.TraitOne - "POLICY_PROTECTIVE_X" does not exist in Policies
[129560.140] Failed Validation.
[129561.123]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 8624936 75834992
PageCache: 7 23
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 8083824 62930112
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 8
------------------------------
 
I dunno. I ran a hundred turns with ExCE, P&P, CP, E&D, and CulDiv, and the only crashes I got were when trying to reload the game a second time (that's fairly common, however). No crashes on processing turns after re-loading - though the city banner did screw up for me for colonies. It will take some time to get ExCE updated - I'll probably have to strip down Attrition, and try to fix the problem blindly. So in the meantime, perhaps try disabling individual components to see if that helps, if you're intent on continuing with the mod.
 
Its not about the spawning civilizations. Checked that.
 
Regardless, the mod should work with all of his parts; not just with some of them.
 
Well attrition was working properly before you fully implemented colonies, as far as I know

True, perhaps it is loyalty, or indeed colonies somehow. I'll pursue those leads before I make any drastic changes to attrition. But it's almost certainly not going to be Trade - that's pretty lua light.
 
That was unnecessarily condescending.

True, perhaps it is loyalty, or indeed colonies somehow. I'll pursue those leads before I make any drastic changes to attrition. But it's almost certainly not going to be Trade - that's pretty lua light.

@Janboruta: stop the using words i don't understand! And while replying me!:mad:
@JFD: some things you should note:

1. When embarked unit embarked, it gains scurvy. When it disembarkes, it retains it. Even though my prophet was at Mongolian(not friendly, but belongs to a civ) territory, when he disembarked, he lost 10 HP almost every turn.
2. Some of my units gained jungle attrition after i loaded a saved game.
3. Because of that, i managed to discover 3 city states. At turn 130+, i was the first civ to discover 3 city states, that were about 8 tiles from my border, and 5 tiles from Mongolian border. Jungle blocked off most northern part of the continent until i founded a city there.

Also, do tribes actually do something, or they are just improvements? Because it bugs me.
 
Speaking of tribes, is it intended that barbarians pillage them? I thought this was a shame it happened and it really hurt my early game because the tribe was my source of faith.

What to tribes do then? Can you build traders for them?
 
1. Already noted.
2. How did you manage to load a save... Were these units not in Jungle when you loaded the save?

Tribes unlock additional Trades opportunities.

What you mean how? And i think that one unit was in jungle, but not the others. Also, not all of my units gained the attrition. Oh, units gain disease immunity after entering friendly territory while diseased(sometimes).
 
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