GK / CivUP unplayable

asdad

Chieftain
Joined
Jan 29, 2009
Messages
45
So I decided to play some Civ5 after a long time. Im playing GK, using only CivUP mod. The mod updated itsself and I started up the game, immediately noticing a number of issues.

i noticed two versions of civup in the mod list. v1 was completely unplayable, my settler did not have a settle command, instead it had a bunch of random stuff like air sweep and whatnot. I deleted all mods, moduserdata and cache. Issues with v2 are below.

occasional issues:

1. around 25% of the time the game crashed immediately after generating the map

2. some games i was unable to change production - the menu would not open neither when clicking the production icon on map nor inside city screen.

3. some games i was unable to change tech. the tech screen only showed the lines with the techs themselves being invisible. pottery and agriculture were the only techs displayed normally.

persistent issues:

1. the city screen does not display total yields.

2. the total food (not sure about others) yield is wrong. surplus seems to be divided by total food for some reason?

Screenshot: https://dl.dropboxusercontent.com/u/21385961/civ/Civ5Screen0006.jpg
Lua log: https://dl.dropboxusercontent.com/u/21385961/civ/Lua.log
 
Please read the below:

Since the latest patch (commonly called the 'Pitboss' patch) a few months ago, the earlier mods VEM, GEM etc. are now broken. Firaxis changed a few major points that render these mods unusable.

Currently focus is on bringing the Communitas project up to speed for those with the latest expansion. Afterward it may be possible to make the project backward compatible for all previous versions. Vanilla, G&K and now BNW.

So stay tuned, all is not lost.

I thought Thal removed all the downloads to these files? How do people keep finding these to install?
 
I thought you could still download them off here, but not off the steam workshop. But I haven't checked in a while.

On topic. CivUp isn't really working yet for any version of civ5, including BNW. So I'd expect it to have enormous unplayable bugs. At the point where it starts working for BNW, I'd guess it should be reasonably compatible with GK.
 
I thought Thal removed all the downloads to these files? How do people keep finding these to install?

I had it installed from ages ago and it just updated when I started up civ5 over a few months.

Edit: no, actually, i removed all mods at one point and then re-installed it from steam workshop, so, yeah, still available.
 
Try the edit below to see if it solves the problem. With this edit, I was able to play the first 30 turns with Civup without seeing errors. Find line 866 of this file:

\Documents\My Games\Sid Meier's Civilization 5\MODS\Civ V Unofficial Patch (GnK) (v 2)\2_ModTools_Trunk\AutoTips\InfoTooltipInclude.lua

866:
strTooltip = strTooltip .. "[NEWLINE][NEWLINE]" .. Locale.ConvertTextKey(yieldHelp[yieldID])


add this:
strTooltip = strTooltip .. "[NEWLINE][NEWLINE]" .. Locale.ConvertTextKey(yieldHelp[yieldID] or GameInfo.Yields[yieldID].Type)
 
I got those funny buttons for the settler when I tried to play Civ with CAT and CEG using the Windows 8 touch screen option.
 
This thread peaked my interest so I tried this myself. It worked. I was using all the old mods..civup, and gem. Couple issues were..interface didn't fully work still, if I had a specialist in a city it totally messed up happiness, Golden ages were sometimes messed up, and when ever I get a religion i have no option to build missionaries. Besides that it worked.:rolleyes:
 
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