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Exploration Continued Expanded (Obsolete)

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Quick question: Has anyone had any trouble with Tribes and reloading?

Re loading a saved game: Don't think so, but I haven't specifically tried.

Re restarting from bad start: Well, issues here are to be expected!
 
I can't figure out what I've done wrong.

Everything from Iron Working forward in the Tech Tree has no icons for anything (buildings, units, improvements, nothing).

I've removed everything but the CPP and this, and reinstalled it all, and it is still the same.

LUA.log has this at the end that seems relevant:
Spoiler :
[1281740.656] Runtime Error: D:\MTM\My Documents\My Games\Sid Meier's Civilization 5\MODS\JFD's Exploration Continued Expanded (v 13)\Shared\Lua\UI\Overrides\JFD_EUITechButtonInclude.lua:493: attempt to index field '?' (a nil value)
[1281757.410] Runtime Error: D:\MTM\My Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\Core Values\TechHelpInclude.lua:442: attempt to index field '?' (a nil value)
[1281782.979] Runtime Error: D:\MTM\My Documents\My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\Core Values\TechHelpInclude.lua:442: attempt to index field '?' (a nil value)

Not that I understand it, but it seems relevant.

Any help?

Oh, also is there an easy way to make oak and cedar show up from the beginning? I tried to change the tech in one of the sqls to agriculture, but I don't think it worked right. I got a little distracted with the tech tree issue, though, so I'm not sure. This was before I reinstalled and everything so nothing to do with the above issue.

Thank you for any help, and thank you for such a cool mod.
 
Oak and Cedar do show up from the beginning - don't they?
 
It'd be amazing if Tribes had TSL Support! On that note - we need more Australian Tribes in there! I suggest the Bama (Story Waters) and Gunditjmara (Eel Farmers) for starters!
 
I just tried the latest beta CBP but without EUI, and it's worse.

I think tribes aren't spawning, either. I've got to be missing a file or something, right?

database.log http://pastebin.com/uwtx2ZdQ
LUA.log http://pastebin.com/XZnEMVNJ
pic attached

Oak and Cedar don't show up until their techs are researched (construction and trade IIRC). In one game I had chopped a forest and was 1 turn away from completing a farm when I finished construction and oak showed up on the tile (that now had no forest). That's the only reason I ask about revealing from the start
 

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So, I deleted all my mods, user data, saves, logs, and what have you, then verified the integrity of the game cache (steam), then reinstalled CPP (3-9) w/ EUI and v13 of this mod. I didn't touch any ini files or anythinig, just went right in and loaded a game.

This is what happens.
LUA http://pastebin.com/eVW1bMcw
database http://pastebin.com/LELrqDfe
screenshot attached

So frustrated.

update: Uninstalled Civ5 and deleted all the files left over in "my games" and the steam library, then reinstalled. Still the same issue.
 

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so from the CBP rice thread, is it possible to add rice to ExCE? on marsh and fresh water grass (including hills)

also what about making oak/ceder a strategic resource used to build catapult trebuchet and ranged wooden ships up to frigates?
 
I haven't any art for Rice - especially not for its improvement (unless it were improved by Plantation, but that seems to be a bit harsh for a bonus resource).

Making Oak/Cedar strategic is quite a bit beyond the scope of this mod.
 
I tried to make Sulphur/Rubber strategic but I couldn't get the final step to work....
 
I haven't any art for Rice - especially not for its improvement (unless it were improved by Plantation, but that seems to be a bit harsh for a bonus resource).

Making Oak/Cedar strategic is quite a bit beyond the scope of this mod.

What's wrong with Plantation? Aren't bananas improved by plantations as well?
There's also this mod which adds rice and maize as well, which I also think that would be a nice addition. You could ask the creater to use the art, no?
 
Good mod, except that the resources spawned on mountains sometimes :3 A plantation would work, a rice field isn't anything complicated (unless you wanted to go for a distinctive Vietnam Rice Paddy).

I'm actually kind of surprised that sulpher isn't used as a strategic resource for early gunpowder units. Even if it provided a boost in production to gunpowder units in the city that works it would be a nice touch.
 
I think JFD was referring to the fact that the Plantation is weak - your example of Bananas has the problem where people don't improve Bananas, because they're better unimproved than improved. Also, could Rice be much more than a non-jungle Bananas, or another Wheat or Cows - except weaker than the others.
 
This made me think about something: wouldn't it be better to make banana plantations not remove the jungle on the tile? This should make people start improving them, as well as removing the problem for rice/maize.
Then again I always use the mod that turns bananas into luxuries, so...
 
While I have not had much opportunity to test this latest version, it looks great! I would agree that shipwrecks would add a lot of immersion if properly implemented, which I have no doubt you could do. Also, (and I don't know if this is within your reach) I would love to be able to clear barbarian encampments with naval melee units. This is something that has driving me crazy for as long as I can remember, and I think it would be an amazing enhancement for this mod. Anyway, I look forward to testing this out!
 
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