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Exploration Continued Expanded (Obsolete)

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Will trade, tribes, and colonies show up again in some future mod? Those were the highlights of this project in my eyes.
 
I don't know if there is an official questions/issue thread for ExCE, so I wanted to "cross-post" this here. (I originally posted it in the CBP thread, but Gazebo suggested I forward them to JFD):

I have a minor question and then a CTD to report.

Minor Question: Are certain tribes/consulates intended to provide no benefits? E.g., their description has no benefits, only maintenance cost. (If this is NOT intended, I can post a picture of what this looks like in game for me.)

CTD: I have a CTD that occurs between 311-312 on standard speed. It seems to occur on Isabella's turn during the AI, so I don't know what she's doing.

I have no idea how to re-attach the logs, so here's the link to the original post where they were attached:

http://forums.civfanatics.com/showpost.php?p=14060562&postcount=3771

EDIT: Mods folder includes
Civ IV Diplomatic Features
Community Balance Patch
Community Balance Patch - Compatibility Files
Community Balance Patch - Compatibility Files (EUI)
Community Patch
CSD for CBP
JFD's Cultural Diversity (Core) (v 3)
JFD's Cultural Diversity (Soundtrack) (v 1)
JFD's Exploration Continued Expanded (v 6)
More Luxuries
R.E.D. Modpack (v 27)

I don't know if this is relevant/the cause, but in Database.log, there are several sets of statements like:

Code:
Prepared Statements:
Current:		16
------------------------------
[292531.843] Validating Foreign Key Constraints...
[292531.859] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[292531.859] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[292531.859] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[292531.859] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[292531.859] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[292531.859] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[292531.859] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[292531.859] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[292531.859] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[292534.593] Invalid Reference on Units.Help - "TXT_KEY_UNIT_JFD_CONDOTIERRI_HELP" does not exist in Language_en_US
[292534.593] Invalid Reference on Units.Help - "TXT_KEY_UNIT_JFD_EXCE_JAEGER_HELP" does not exist in Language_en_US
[292534.593] Invalid Reference on Units.Help - "TXT_KEY_UNIT_JFD_SAMURAI_HELP" does not exist in Language_en_US
[292534.781] Invalid Reference on Units.Description - "TXT_KEY_UNIT_JFD_CONDOTIERRI_DESC" does not exist in Language_en_US
[292534.781] Invalid Reference on Units.Description - "TXT_KEY_UNIT_JFD_EXCE_JAEGER" does not exist in Language_en_US
[292534.781] Invalid Reference on Units.Description - "TXT_KEY_UNIT_JFD_SAMURAI" does not exist in Language_en_US
[292534.781] Invalid Reference on Unit_AITypes.UnitType - "UNIT_EXPLORER" does not exist in Units
[292534.781] Invalid Reference on Unit_ClassUpgrades.UnitType - "UNIT_EXPLORER" does not exist in Units
[292534.781] Invalid Reference on Unit_FreePromotions.UnitType - "UNIT_EXPLORER" does not exist in Units
[292534.781] Invalid Reference on Unit_FreePromotions.UnitType - "UNIT_EXPLORER" does not exist in Units
[292534.781] Invalid Reference on Unit_FreePromotions.UnitType - "UNIT_EXPLORER" does not exist in Units
[292534.781] Invalid Reference on Unit_Flavors.UnitType - "UNIT_EXPLORER" does not exist in Units
[292534.921] Invalid Reference on UnitPromotions.PediaEntry - "TXT_KEY_PROMOTION_JFD_DORSET" does not exist in Language_en_US
[292535.000] Invalid Reference on UnitPromotions.Help - "TXT_KEY_PROMOTION_JFD_DORSET_HELP" does not exist in Language_en_US
[292535.078] Invalid Reference on UnitPromotions.Description - "TXT_KEY_PROMOTION_JFD_DORSET" does not exist in Language_en_US
[292535.968] Invalid Reference on Unit_BuildingClassPurchaseRequireds.UnitType - "UNIT_EXPLORER" does not exist in Units
[292536.140] Failed Validation.
[292537.640]

You appear to have an older version, because Tribes should be disabled completely. Best thing is to wait for the next update, which'll hopefully resolve the elusive late-game CTD.

Will trade, tribes, and colonies show up again in some future mod? Those were the highlights of this project in my eyes.

Have you seen this? Tribes, if at all, will stay in ExCE. Dunno about Trade. Would fit alongside some kind of Currency mod though - so if I can come up with a Currency system, I'll consider how Trade might serve it and be re-introduced.
 
You appear to have an older version, because Tribes should be disabled completely. Best thing is to wait for the next update, which'll hopefully resolve the elusive late-game CTD.

Ah, yes, it appears I had version 6...don't know why Steam didn't update me, but I'll reinstall from scratch with version 7 and keep on the lookout for version 8.
 
ExCE updated to v8 (omg) - please be sure you updated to the latest version of the CP DLL:
  • Added the option to turn off either or both of the Recon Units and Great Recon Units (this was not fun! Obviously disabling Recon Units will disable the Great Recon Units, but the reverse is not true).
  • Added the option to turn off the new recon-specific promotions (disabled with CBP).
  • Fixed an issue wherein the Tactical Reconnaissance was allowing units to cross mountains and ice.
  • Fixed an issue wherein the Mint, Monastery, Factory, and Granary text did not update to reflect the resources that they now support (Copper and Bison, respectively).
  • Changes to Mint and Granary are now disabled if using CBP.
  • Belem Tower now grants extra Sight and extra Defense to ALL embarked units (up from just Recon). But grants only 1/2/1 Great Admiral/Explorer/Great Explorer.
  • Recon Units now upgrade along their tech path, instead of to their Great variant, if by Goody hut.
  • Fixed issue with CBP support vis-a-vi Recon Unit upgrades. Triggers one of those 'Tourism events' (wasn't intentional, but is a nice side effect).
  • Updated Resource visibility according to the CBP's settings.
  • Exploration Finisher now grants the extra workable tile. Vicegentry gives +2 Happiness on Harbours, which is changed to on Colonies with CC&C.
  • Maritime Infrastructure now gives a free Harbour in your first 3 cities. These changes were done to make compatibility between Vanilla, ExCE, C&C, H&P, and CBP less of a headache.
  • Various code tidying to try and squeeze out stability.
  • Fixed an error which may have prevented the True Location function for YnAEMP maps from working for the new resources.
  • Belem Tower is now disabled with Policy changes disabled or CBP support on.
  • Added support for Enlightenment Era. EE Explorer and Surveyor removed (hidden, not deleted!), and Explorer, Belem Tower moved to Exploration, Adventurer moved to Natural History.
  • Added missing descriptions for new unit combat classes.
  • Fixed an issue wherein Resources would re-spawn on reloading the game.
  • Thanks to Gazebo, the method of making Jungle impassable has been improved, and, to boot, the AI now understands this.
  • Added indication to the Optics tech (Mathematics in CBP) that it enables units to cross Jungle.
  • Ginger is now a luxury resource. Added +1 Gold to the base yield of Ginger.
  • Health & Plague support is now automatic.
  • Great Recon Units no longer appear in the Tech Tree. They're still unlocked beside their non-Great counterpart.
  • Great Recon outside friendly lands bonus reduced to 20% (from 25%), but their base combat strength is now +2 on that of their non-Great counterpart.
  • Scout and Great Scout moved to Trapping (of course you can disable this! Don't pelt me with mushrooms!)
  • Fixed an issue wherein the added Beliefs did not produce their effect.
  • Added new Belem Tower splash screen.
  • Great Recon units no longer begin with the 'Native Tongue' promotion.
  • Explorers/Great Explorers now have +3 Moves and Adventurers/Great Adventurers now have +4 Moves, instead of the +2 whilst embarked. Airships/Great Airships (teehee) still have +6.
  • Added Resource_JFD_ContinentReplacements table. This will replace one resource with another in a specified continent (can be disabled in User Settings). This doesn't work quite as well as I'd hoped, or as it sounds, because for whatever reason America is Europe and Europe is Graeco-Rome and God knows what else on the Earth maps (on YnAEMP its a bit better, but there's already an option to filter unwanted luxuries out). So it may be taken out in the next update, depending on reports.
    • Cow is replaced with Bison in the Americas, otherwise Bison is replaced with Cow.
    • Spices are replaced with Vanilla in the Americas, otherwise Vanilla is replaced with Spices.
    • Gems is replaced with Obsidian in the Americas, otherwise Obsidian is replaced with Gems.
    • Silk is replaced with Dye anywhere other than Asia.
    • Incense replaced with Ginger in Asia, otherwise Ginger replaced with Incense.
    • Cocoa replaced with Citrus in Asia and Mid-East.
    • Ivory replaced with Opium in Asia.
    • Ivory replaced with Cotton in America.
  • Embarking from a city now costs half the usual movement at Navigation and no movement at Rocketry (CBP addition, but ported over).
  • Resources should no longer spawn on Natural Wonders.
  • The primary AI use of Great Recon units should now be to found cities abroad.
  • Fixed an issue wherein Great Recon Units could not gain new promotions.
  • Fixed an error wherein the Scout stated that it evolved into a Great Scout at level 6, when really it evolves when it levels up when knowing the move 'Gaze' at level 5
  • Added 'Venturer's Service' event, allowing you to pay for a Great Recon Unit that yields Gold from kills.
  • Fixed an issue wherein the Great Adventurer unit model was doubling the number of members.
  • It is temporarily not possible to found a city in Jungle before Optics, even if your Settler/Recon Unit/Conquistador has Jungle Immunity, as this causes the game to either swallow the Settler or to CTD. Because of this, any Jungle that you start in is removed on load - this does mean you don't have much option to move your starting Settler if you begin in Jungle. Gazebo should hopefully find a fix soon. This obviously only matters if you're using the Jungle Impassable setting.
  • Shipwrecks have been disabled for now, as it's been a long day and I can't be bothered anymore :p

I also had to make a quick update to CCC to fix the Policy changes support, so it's recommended you redownload that.

I've run this 15+ turns on auto up until at least turn 400 with no CTDs, so hopefully I've inadvertantly fixed whatever it was - I don't know exactly. Please report your experiences - including if you do or don't get any CTDs, as I'm a bit reserved to conclude that it's gone.
 
THANK YOU SO MUCH FOR UPDATING THIS MOD! as always, a day after I start my game... Seriously?! :p

Okay. Why did you remove the native tongue promotion? and how about it having other effect in the next world update? It would make sense for it to make units heal every turn in tribal lands.

Also, I can't recall when was the last time when my first 3 cities were coastal. Even if I start on coast, I usually won't settle all of my other cities on coast. For reasons..
 
Hi,

any chance you could reupload the hotfix that is referenced in your post here:
http://forums.civfanatics.com/showpost.php?p=13987892&postcount=940

I just ran into the CTD and would like to fix it without having to start a new game (which the update requires), but seems the dropbox link is gone:
https://www.dropbox.com/s/3iz2ni358bdvmcu/JFD's%20Exploration%20Continued%20Expanded%20(v%207).civ5mod?dl=0

If you could reupload it that would be frickin awesome! :)

** EDIT **
Of course if anyone else still has this file and could upload it, I would be very grateful :)
 
I have a feature suggestion. I don't know if this is the most appropriate thread, but at least to me ExCE seems like the most appropriate mod to it.
Well, you know how marble gives a 15% bonus towards production of ancient and classical era resources? What if other luxuries also gave some sort of bonus to you? For example, salt could give a growth bonus, furs could give a combat bonus on snow and tundra, etc.
 
I have a feature suggestion. I don't know if this is the most appropriate thread, but at least to me ExCE seems like the most appropriate mod to it.
Well, you know how marble gives a 15% bonus towards production of ancient and classical era resources? What if other luxuries also gave some sort of bonus to you? For example, salt could give a growth bonus, furs could give a combat bonus on snow and tundra, etc.

Funnily enough, this was originally a fairly major part of ExCE as the 'Trade' component. You had a set number of slots (3 normally, though this could be boosted by wonders etc.) which could be filled with buildings that provided a bonus to set resources (eg. Marble providing Wonder production, Citrus eliminating scurvy). Some resources, like Rubber required more slots than others - with bonus resources normally costing only 1 slot.

It was a really cool system - though it had some stability issues. Hopefully JFD will find a way to make his new Concept for Trade more reliable in T&P.
 
Just a note about the Scout being moved to Trapping: The Shoshone will no longer start with a Pathfinder, and will instead have a warrior. I'm pretty sure this is a hard coded thing, but you might be able to do some Lua magic.
 
So is there anything special we have to do to make this work for the CBP? It doesn't say that we have to do anything to make them compatible. Is this an oversight?
 
Real question, what game play effect made you want to move scouts to Trapping? They seem good to start with.

One of the goals of ExCE is to push exploration to a bit later and I'm hoping the Scout will contribute to that further, as the Trieme and Jungle changes are already meant to do.

THANK YOU SO MUCH FOR UPDATING THIS MOD! as always, a day after I start my game... Seriously?! :p

Also, I can't recall when was the last time when my first 3 cities were coastal. Even if I start on coast, I usually won't settle all of my other cities on coast. For reasons..

I didn't feel it necessary or appropriate.

Hm. Good point - hadn't considered whether the policy gave Harbours out to non-coastal cities. Will switch to the Production speed bonus.

Just a note about the Scout being moved to Trapping: The Shoshone will no longer start with a Pathfinder, and will instead have a warrior. I'm pretty sure this is a hard coded thing, but you might be able to do some Lua magic.

I don't see this as a problem, however.

So is there anything special we have to do to make this work for the CBP? It doesn't say that we have to do anything to make them compatible. Is this an oversight?

Yes, you need to enable the user setting.

Does the AI also start without scouts? Because if not, there's a major disadvantage for the player there.

They do.

Hi,

any chance you could reupload the hotfix that is referenced in your post here:
http://forums.civfanatics.com/showpost.php?p=13987892&postcount=940

I just ran into the CTD and would like to fix it without having to start a new game (which the update requires), but seems the dropbox link is gone:
https://www.dropbox.com/s/3iz2ni358bdvmcu/JFD's%20Exploration%20Continued%20Expanded%20(v%207).civ5mod?dl=0

If you could reupload it that would be frickin awesome! :)

** EDIT **
Of course if anyone else still has this file and could upload it, I would be very grateful :)

Here is v7..
 
Farewell, Great Scout goody-shack-upgrade opening game madness. It was fun... sort of :undecide:

On one hand, it was a great catalyst for early exploration... the Pavlovian response to ruins was amplified. On the other, it largely moved the religion race from city-building to ruins scouting. At least, from the player's perspective... and if you played it that way... it was too "low risk/high reward" to pass up. My opening games with ExCE were pretty much all the same... rush a scout (or 2), skip shrines, go for broke. Lots of free tech filler while hunting for GP points. So I like the role re-focus for Great Scout, in that regard.

Nice change-log. Thanks for the continued, undoubtedly time-consuming support :)

The impassible jungle awareness (AI) sounds great. Does this, by chance, also include attrition awareness?

Possible bug (need to test alone)...

Plantation resources (opium, saffron, etc) can't be improved @calendar. The pedia also shows only the Kasbah as a means to improve. At least, this is the case here with CBP active... have to try in isolation.
 
Quick update:
  • Free Harbours from Maritime Infrastructure removed and replaced with +20% Production toward Harbours, Seaports, and Lighthouses.
  • With EE, added Drydocks to Maritime Infrastructure.
  • Fixed an issue wherein Resources could not be improved.
 
1. Better.
2. Good.
3. Thank you.
4. About the entire resource changes thing: I think its a bad idea. Before you remind me its optional, you should note that you effectively change the game based upon a random... Thing. This makes pantheon choice extremely problematic, since instead of having bison and some sources of deer, I now have cattle. Additionally, scouts now upgrade into archers again...
 
Either I had 2 unlucky starts or I'm not getting any of ExCE's resources with the latest update. Banana on jungles only provide 2 food instead of 3 and don't show as being improvable. A nearby source of wine also said that, showing as yielding only 2 gold, but fixing itself on turn 2. Also did you revert the scout change? Because I could build one right away.
 

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