Flibby/ Archaeology custom map error

otmmyboy2

Chieftain
Joined
Jul 10, 2009
Messages
8
Had a look around for this but since theres nothing in the bug reports area yet here it is:
I am playing through a game on a custom map(Yet not another earth maps pack- giant earth map) and I have an archaeologist just about to complete and antiquity site improvement, when I click next turn I am told to choose an archaeology reward, I click the choose archaeology button and I get a list which only has entries called flibby 4(see screenshot below). I am playing a 1.0.3.18 version game with G&K and BNW active and the Yet not another earth maps pack. From what I have read this error happens on all custom maps.
I am including the save file I was playing(England, turn 533, marathon game, difficulty chieftan) though I'm not sure its any use without the map pack.
 

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Copy-pasta from reddit:

Putmalk said:
Code:
The reason why "FLIBBY 4" appears is because it's the default name for the each label.
<Label Anchor="C,T" Offset="00,10" Font="TwCenMT18" String="FLIBBY 4" ColorSet="Beige_Black_Alpha" FontStyle="Shadow" ID="ArchDescTitle"/>
<Label Anchor="C,T" Offset="00,32" Font="TwCenMT18" String="FLIBBY 4" ColorSet="Beige_Black_Alpha" FontStyle="Shadow" ID="ArchDescLine1"/>
<Label Anchor="C,T" Offset="00,57" Font="TwCenMT18" String="FLIBBY 4" ColorSet="Beige_Black_Alpha" FontStyle="Shadow" ID="ArchDescLine2"/>
<Label Anchor="C,T" Offset="0,82" Font="TwCenMT18" String="FLIBBY 4" ColorSet="Beige_Black_Alpha" FontStyle="Shadow" ID="ArchDescLine3"/>
<Label Anchor="C,T" Offset="0,107" Font="TwCenMT18" String="FLIBBY 4" ColorSet="Beige_Black_Alpha" FontStyle="Shadow" ID="ArchDescLine4"/>
<Label Anchor="C,T" Offset="0,132" Font="TwCenMT18" String="FLIBBY 4" ColorSet="Beige_Black_Alpha" FontStyle="Shadow" ID="ArchDescLine5"/>
It just means ChooseArchaeologyPopup.lua suffered a runtime error. Firaxis needs to find it and fix it. Hell, if I experience it in one of my games I'll look at the piece of offending code in the tuner or LUA.log
 
Found and squashed. Thanks for posting it. The game is not handling antiquity sites placed with World Builder correctly.
 
Many many thanks! Flibby is cute the first time (in a "what the ...?!?" Kind of way), but he needed to retire. :beer:
 
I got the same error. The box is empty, and I can not continue. I used SDK to modify a map that I saved in the game using the "Save Map" option.

(There are far too may mountains and hills in the maps BNW generates.)
I think that if you do not have Barbarians turned on, there will be no antiquity sites later in the game.
Is this correct - are antiquity sites generated later in the game, and placing these sites manually on a map, will result in this type of error.
 
Here is a fix I made for this problem. I included a read me file that has some explanation on how to use as well as what it does. I also included the source code with the changes.

In a nut shell, the data structure for the artifacts associated with the antiquity sites are not populated from IGE or world builder. So what this does is when a game or map is loaded some checks are made to look for bad antiquity data. If any bad data is found it is populated by random artifacts.

This IS save game compatible. This is free for anyone to use and enjoy in any way, shape or form.

Hope this helps!
 

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I could not make this work, probably because I am so very new to modding & adjusting the files. Could someone give me a dummies version (step by step) of how to install this fix? Thank you so much!
 
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