Holy Roman Civilization

jmelnick

Bad Mod Skills, Big Ideas
Joined
Dec 10, 2011
Messages
180
Location
New Jersey
Hi Everybody-

Trying to load this mod I'm creating.... it's the Holy Roman Empire. It will eventually be part of another larger mod I'm creating. However, some of it isn't working. Does anybody know why?
 

Attachments

The .modinfo file MUST
  1. have EXACTLY the same base name as the directory it is in
  2. be plain text (not rtf)
  3. be valid XML

all your other xml files have been saved with MS-Word formatting crap in them
Code:
[41530.227] Database::XMLSerializer (XML/Civilizations/HolyRome.xml): 'Row' or 'Delete' expected, got 'w:defaultFonts'.
[41530.227] Database::XMLSerializer (XML/Civilizations/Traits.xml): 'Row' or 'Delete' expected, got 'w:defaultFonts'.
[41530.227] Database::XMLSerializer (XML/GameInfo/IconAtlases.xml): 'Row' or 'Delete' expected, got 'w:defaultFonts'.
[41530.227] Database::XMLSerializer (XML/Leaders/Otto.xml): 'Row' or 'Delete' expected, got 'w:defaultFonts'.
[41530.227] Database::XMLSerializer (XML/NewText/GameText.xml): 'Row' or 'Delete' expected, got 'w:defaultFonts'.
[41530.227] Database::XMLSerializer (XML/Units/FeudalKnight.xml): 'Row' or 'Delete' expected, got 'w:defaultFonts'.
[41530.227] Database::XMLSerializer (XML/Buildings/GothicChurch.xml): 'Row' or 'Delete' expected, got 'w:defaultFonts'.
 
have EXACTLY the same base name as the directory it is in

What does this mean? Like Holy Rome.modinfo instead of HolyRome.modinfo because the enclosed folder is called Holy Rome?

be plain text (not rtf)

Just changed this, thanks.

be valid XML

??? no clue what this is supposed to be

all your other xml files have been saved with MS-Word formatting crap in them

I am modding on a Mac with TextEdit (no ModBuddy), sometimes the Mac-PC crossover puts stupid stuff like this in it.
 
This new file was created in ModBuddy. This time it shows up in the mod select screen but then not in the civilization select screen. No error message is given.

If anyone could help that would be great.
 
You ran it through with no errors in Database.log and you couldnt see your civ in the civ select screen?
 
Nope. It's really weird.....

This is my Database.log file....

All the constraint fail stuff is not my mod.

Spoiler :
[179.951] constraint failed
[179.951] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[181.729] Validating Foreign Key Constraints...
[181.731] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[181.731] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[181.731] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[182.922] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_PRIVATEER" does not exist in Units
[182.922] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_GALLEON" does not exist in Units
[182.922] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_TREASURE CART" does not exist in Units
[182.922] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_DANISH_LONGBOAT" does not exist in Units
[182.922] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SAXON_HUSCARL" does not exist in Units
[182.922] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_POLYNESIAN_WAR_CANOE" does not exist in Units
[182.922] Failed Validation.
[186.490]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 302128 2405128
PageCache: 4562 4569
LookAside: 45 1878
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 0 0
Scratch: 0 0

Largest Allocations:
Malloc: 65280
PageCache: 1160
Scratch: 6280

Prepared Statements:
Current: 5
------------------------------
 
This new file was created in ModBuddy ...

... apart from the bits you then hand-edited (incorrectly)

Code:
  <Files>
    <File md5="AEE26E3F47992AE51F8E1945126164D1" import="1">Art/HolyRomanIconAtlas128.dds</File>
    <File md5="40C1AD40B57E7891A0973B54DF74BF09"[COLOR="Red"]>[/COLOR] import="1"Art/HolyRomanIconAtlas256.dds</File>
    <File md5="2193C779695E259B24BA7C625212B953"[COLOR="Red"]>[/COLOR] import="1"Art/HolyRomanIconAtlas32.dds</File>
    <File md5="292A147183BC0423DE77093419E73BD7"[COLOR="Red"]>[/COLOR] import="1"Art/HolyRomanIconAtlas45.dds</File>
    <File md5="D4CCBA567592EBAAFF6855BCB5C3DA3A"[COLOR="Red"]>[/COLOR] import="1"Art/HolyRomanIconAtlas64.dds</File>
    <File md5="5CB222F188A690EAD12C12B8C4432E66"[COLOR="Red"]>[/COLOR] import="1"Art/HolyRomanIconAtlas80.dds</File>
    <File md5="8DF833E0A51014F9E2D00F11856F2433"[COLOR="Red"]> import "1"[/COLOR]Art/LeaderAtlas128.dds</File>
    <File md5="6FC15E1D0E0446F4A69434B17248792C"[COLOR="Red"]>[/COLOR] import ="1"Art/LeaderAtlas256.dds</File>
    <File md5="91AEBA7A9A26D4D805C0ED34F7915420"[COLOR="Red"]>[/COLOR] import="1"Art/LeaderAtlas64.dds</File>
    <File md5="0333C7596C6223F3D05B98C244C9014B"[COLOR="Red"]>[/COLOR] import="1"Art/MapHolyRoman.dds</File>
    <File md5="6135161EC868A0C87942F1D51709A100"[COLOR="Red"]>[/COLOR] import="0"XML/Buildings/GothicChurch.xml</File>
    <File md5="E81E375BF75C3A8765653FBF862F3A16"[COLOR="Red"]>[/COLOR] import="0"XML/Civilizations/HolyRome.xml</File>
    <File md5="12A0ACCBE48971359204EE0F5D23606F"[COLOR="Red"]>[/COLOR] import="0"XML/Civilizations/Traits.xml</File>
    <File md5="54226C330357E91C7A7AA57D9CA399C9"[COLOR="Red"]>[/COLOR] import="0"XML/GameInfo/IconAtlas.xml</File>
    <File md5="2F45B373E2A69C3AD650F637C953EE33"[COLOR="Red"]>[/COLOR] import="0"XML/Leaders/Otto.xml</File>
    <File md5="E42247A9C22FEFF024496EDA469ADF93"[COLOR="Red"]>[/COLOR] import="1"XML/Leaders/OttoScene.xml</File>
    <File md5="70CFA854206A27319CC48ACFEC110D63"[COLOR="Red"]>[/COLOR] import="0"XML/NewText/GameText.xml</File>
    <File md5="1A8DD3F42E3CAEDDD3C256CA177BD5B8"[COLOR="Red"]>[/COLOR] import="0"XML/Units/FeudalKnight.xml</File>
  </Files>
 
Everything in red is an error.

Compare the first <File> element (which is correct) to subsequent ones, and you should be able to work out what is wrong.
 
Hint ... red is bad, green is good

Code:
    <File md5="AEE26E3F47992AE51F8E1945126164D1" import="1"[COLOR="Green"][B][SIZE="4"]>[/SIZE][/B][/COLOR]Art/HolyRomanIconAtlas128.dds</File>
    <File md5="40C1AD40B57E7891A0973B54DF74BF09"[COLOR="Red"][B][SIZE="4"]>[/SIZE][/B][/COLOR] import="1"Art/HolyRomanIconAtlas256.dds</File>
 
Thanks whoward.... readded the carrots in the correct places. The mod reappeared on the mod select screen and the leader showed up too! But, when I click on him, it just goes to nothing but the Civ5 background. I guess that's an error message.
 
This is the Lua.log file.

Spoiler :
[638.389] Initializing Lua 5.1.4
[668.512] InstalledPanel: Refreshing Mods
[668.529] InstalledPanel: ModID IN ('daf6f887-3614-4169-a0e5-3ac9bd4ef82b', '862a7db5-b8bc-456a-a6a7-4a796dc4f4c4', '3581ffb6-ab3d-4a56-92d3-ed305b6efaa1', '02453135-2694-47f8-9690-29cca6cce199', '0f934a01-fc8f-48c1-a2e4-fe50938fd585', '4a8a9de0-2f6e-485e-b987-4adc10cd6269', '27d7ad41-5abd-46ce-9cbc-60d07adc1096', 'd4e9a196-0cbf-447c-a4bb-825714849b2a', 'aec5d10d-f00f-4fc7-b330-c3a1e86c91c3', '170c8ed1-b516-4fe2-b571-befeac39d220', 'd565342c-f7b5-495e-9c1d-c05c2d55c8a3', '4abf8487-1194-4170-bf2e-acfb78a93ca5', 'a028d675-1f4d-45b5-bd6e-869b77079405', '947ef626-9029-472f-a28b-6a2b54153f6a', '24081928-4703-4845-8b9c-c1468a8cacf2', 'c3e8a887-66a4-4d51-8f5a-823f49d0550f')
[668.529] Runtime Error: [string "Assets\UI\FrontEnd\Modding\InstalledPanel.l..."]:568: table index is nil
[668.529] Runtime Error: Error loading Assets\UI\FrontEnd\Modding\InstalledPanel.lua.
[668.530] InstalledPanel: Refreshing Mods
[668.547] Runtime Error: [string "Assets\UI\FrontEnd\Modding\OnlinePanel.lua"]:1583: table index is nil
[668.547] Runtime Error: Error loading Assets\UI\FrontEnd\Modding\OnlinePanel.lua.
[668.552] InstalledPanel: Refreshing Mods
[748.051] Map Script: Generating Map
[748.051] Map Script: Setting Plot Types (Lua Donut) ...
[748.052] Map Script: Setting Plot Types (MapGenerator.Lua)
[748.057] Map Script: Setting coasts and oceans (MapGenerator.Lua)
[748.057] Map Script: Expanding coasts (MapGenerator.Lua)
[748.058] Map Script: Generating Terrain (Lua Donut) ...
[748.061] Map Script: Setting Terrain Types (MapGenerator.Lua)
[748.063] Map Script: Map Generation - Adding Rivers
[748.065] Map Script: Map Generation - Adding Lakes
[748.066] Map Script: 1 lakes added
[748.066] Map Script: Adding Features (Lua Donut) ...
[748.072] Map Script: - Beta site chosen
[748.072] Map Script: -
[748.072] Map Script: * Atoll # 2 was unable to be placed.
[748.072] Map Script: ** ERROR ** Atoll unable to be placed and/or chosen Plot Index was nil.
[748.072] Map Script: -
[748.072] Map Script: - Atoll Target Number: 2
[748.072] Map Script: - Number of Atolls placed: 1
[748.072] Map Script: -
[748.072] Map Script: - Atolls placed in Alpha locations: 0
[748.072] Map Script: - Atolls placed in Beta locations: 1
[748.072] Map Script: - Atolls placed in Gamma locations: 0
[748.072] Map Script: - Atolls placed in Delta locations: 0
[748.072] Map Script: - Atolls placed in Epsilon locations: 0
[748.078] Map Script: Creating start plot database.
[748.082] Map Script: Dividing the map in to Regions.
[748.082] Map Script: Map Generation - Dividing the map in to Regions
[748.083] Map Script: Choosing start locations for civilizations.
[748.083] Map Script: Map Generation - Choosing Start Locations for Civilizations
[748.086] Map Script: Normalizing start locations and assigning them to Players.
[748.086] Map Script: Placing Natural Wonders.
[748.098] Map Script: --- Placing Natural Wonders! ---
[748.098] Map Script: -- Placed all Natural Wonders --
[748.098] Map Script: -
[748.098] Map Script: -
[748.098] Map Script: Placing Resources and City States.
[748.098] Map Script: Map Generation - Assigning Luxury Resource Distribution
[748.098] Map Script: Map Generation - Placing City States
[748.098] Map Script: Map Generation - Choosing sites for City States
[748.099] Map Script: All city states assigned.
[748.101] Map Script: -
[748.101] Map Script: -
[748.101] Map Script: ALERT: No eligible city state sites remain. DISCARDING 1 city states. BYE BYE!
[748.101] Map Script: -
[748.102] Map Script: Map Generation - Placing Luxuries
[748.104] Map Script: Failed to place 2 units of Marble.
[748.104] Map Script: Map Generation - Placing Strategics
[748.104] Map Script: -
[748.104] Map Script: -
[748.104] Map Script: -Assigned Strategic Type 4 to City State# 1
[748.104] Map Script: -
[748.104] Map Script: Placed Minor Strategic ID# 4 at City State# 1 located at Plot 9 18
[748.104] Map Script: -
[748.104] Map Script: -
[748.104] Map Script: -Assigned Strategic Type 4 to City State# 2
[748.105] Map Script: -
[748.105] Map Script: Placed Minor Strategic ID# 4 at City State# 2 located at Plot 14 5
[748.105] Map Script: -
[748.105] Map Script: -
[748.105] Map Script: -City State# 4 gets no strategic resource assigned to it.
[748.105] Map Script: Map Generation - Placing Bonuses
[748.106] Map Script: Map Generation - Normalize City State Locations
[748.108] Map Script: -------------------------------
[748.108] Map Script: Map Generation - Adding Goodies
[748.108] Map Script: ** The game specified NO GOODY HUTS
[748.108] Map Script: Determining continents for art purposes (MapGenerator.Lua)
[752.955] CivilopediaScreen: SetSelectedCategory(12)
[752.955] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[753.114] CivilopediaScreen: SetSelectedCategory(1)
[753.114] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[755.549] Tutorial: Enabling Tutorial
[757.090] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[757.090] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[757.090] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[757.090] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[757.090] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[757.090] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[757.091] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[757.091] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[757.091] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[757.091] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[757.091] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[757.091] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[757.091] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[757.091] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[757.091] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[759.538] TechTree: AdvisorControl could not be found
[759.540] Demographics: Dequeuing demographics
[759.540] Demographics: Dequeuing demographics
 
Both appear to be red-herrings, and certainly nothing to do with what you're reporting as "and the leader showed up too! But, when I click on him, it just goes to nothing but the Civ5 background"

Does the code in the zip attached to the first post have any relationship to what you're trying to debug?
 
Unless you've already found it, in the original zip you define TRAIT_FEUDALISM but refer to it as FEUDALISM in the leader definition, you also refer to otto.dds and ottodiplo.dds but they do not exist.

XML, SQL, LUA, and for our purposes the .modinfo file, are programming languages - YOU MUST BE EXACT - "close enough" just will not work. You really need to double and triple check every file (with a plain text editor) - not just for typos but also the references between the files. And if you've never used XML before (do you know what an element, tag and attribute are?) it would be an idea to find and read an introduction to XML - there are many sites on the web but www.w3schools.com is a good place to start
 
Forgot to import otto.dds and ottodiplo.dds into the new mod.... just readded them. Also saw what you meant by the Feudalism thing. However, now it says there is a texture error on otto.dds when I try to play him. Will post the updated file now so you can see.
 
You have duplicate TXT_KEY_ entries for some of your Civ's cities - the first is given in the database.log file (but there are others, which you'll need to track down and remove as well)

Code:
[55002.021] In XMLSerializer while inserting row into table Language_en_US('Tag', 'Text') with  values (TXT_KEY_CITY_NAME_BRUSSELS, Brussels, ).
[55002.021] In XMLSerializer while updating table Language_en_US from file XML/NewText/GameText.xml.
[55002.021] columns Language, Tag are not unique

You're (still) making things up as opposed to finding out what the correct/valid values are (also from database.log)

Code:
[55041.224] Invalid Reference on Unit_AITypes.UnitAIType - "UNITAI_ATTACK_LAND" does not exist in UnitAIInfos
[55041.224] Invalid Reference on Unit_AITypes.UnitAIType - "UNITAI_RESERVE_LAND" does not exist in UnitAIInfos
[55041.224] Invalid Reference on Unit_AITypes.UnitAIType - "UNITAI_ESCORT_LAND" does not exist in UnitAIInfos
[55041.224] Invalid Reference on Unit_AITypes.UnitAIType - "UNITAI_EXPLORE_LAND" does not exist in UnitAIInfos

Text values should be TXT_KEY_ style references and not absolute text (although it will/should work, you'll get errors in database.log)

Code:
[55040.787] Invalid Reference on Civilizations.ShortDescription - "Holy Rome" does not exist in Language_en_US
[55040.818] Invalid Reference on Civilizations.Description - "Holy Roman Empire" does not exist in Language_en_US

Code:
			<Description>Holy Roman Empire</Description>
			<ShortDescription>Holy Rome</ShortDescription>

Don't know why the otto dds textures won't load - I'm not a dds expert but I'm guessing you've saved them with the wrong compression et al options

Those issues aside, the mod does actually load and you can select Otto as a playable civ
 
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