GEM V1.01 Beta Feedback

Torvald

Prince
Joined
Oct 4, 2010
Messages
329
Location
San Antonio, TX, USA
Started a G&K game last night as Korea, using just the CivUP (GK) v20 and GEM v1.01 Beta mods.

Successfully completed 94 turns without any crashes, which is always good news.

Chose the "strategic balance" option for resources, and they did appear to be spread out fairly evenly on my Continents map.

The techs for building villages and discovering iron are now showing up earlier on the tech tree. I like this, since it makes it easier now to get through the early G&K game when gold is normally in very short supply, plus I much prefer to find out where iron deposits are located before building my second city.

Did notice that as soon as I'd built villages, they were immediately producing one science point each. Is this an intended GEM feature? If yes, does it apply to all Civs, or just to the Koreans?

Thanks.
 
Just experienced a crash while transitioning from turn 172 to turn 173, and am attaching the lua.log, database.log, and autosave game turn files.

Noticed the database.log file is showing an error of "constraint failed ....While executing insert into artdefine_strategicview", with three invalid references to artdefine_landmarks and two invalid references to unitgameplay2Dscripts (Hittite WarChariot & Sumerian Phalanx).
 

Attachments

The +1 Science was a VEM feature for villages, was combined with other research changes to population. I've had the same invalid references to the Hittite and Sumerians but I haven't seen a game crash off it.
 
The artdefines messages and such always show up in database.log, even without mods. I don't think those cause any problems. I once investigated to see if I could hide the messages, but it's not possible to fix with mods.

The village yield change was intended to be in the Cities stage of gem's release, alongside the other yield changes. It was accidentally included early.

I recommend not using "strategic balance." All it does is place a deposit of every strategic resource within a 3-tile radius of your capital, even if you already have access to those resources. I created a better system which replaces that in Gem.

Crashes are nearly impossible to track down within the limits of our current modding tools, because we don't have a way to step through execution. Still... I'll see what I can do.
 
I have a log but see no obvious errors. My roman Legion shows up with Worker choices such as building roads and forts.

No crashes as of yet however.
 
Those are abilities of Legions. The vanilla/expansion tooltip does not explain that, but I clarify the tooltips in vem (and will do the same in gem).

-.- well I'm just a fountain of ignorance on this game.

Then again I really don't think I've ever used a Roman Legion (Swordsmen are easy to tech past sometimes)
 
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