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JFD's Rise to Power

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Hey does anyone know if this mod is able to work with Really Really advance start up? because every time I start it up at the advance screen it's blank. for reference i'm using the jfdlc right now.
Don't think RAS conflicts with JFDDLC, because I also use RAS and JFDDLC and it works fine. Probably some other mod. What's your mod list?
 
@person who doesn't use spoiler tags, I'mma go out on a whim and say you don't have logging enabled given that your database log is too clean and this issue should be showing up in the Lua log, along with various prints. If you've verified that you've got it enabled, then I guess the Lua log just doesn't record that far back so you'll have to use Firetuner to see if any error is thrown.

Yes just tried it but the CTD remained. I believe RED is purely an aesthetic mod and would cause these kinds of AI crashes.


I looked into that but I'm in the medieval era so it's not available, BUT you gave me the idea to use the IGE to see if the ai player causing the crash is building a wonder, and I found out what is causing the crash! It's happening when player 17 (the ai crashing player) captures a city from another ai. Basically the city was on the brink of being captured on turn 120, so I moved the melee unit to prevent capture. Turn finishes, no crash. So upon the next turn I go back and place a giant death robot (just to be sure it will fall) and lo and behold, it crashes on turn 121.

So there you have it, game crashes when ai capturing city. The question is, what could be causing that and how do I stop it?

R.E.D. does however throw in a load more art assets, which could be a cause of a memory related issue.

As for why a city capture would cause a CTD, that's a real good question. Find details about the City with IGE and see if there's an error in the Lua log to try work out if there's an erroneous function at fault.

JFD stated it is incompatibility with YnAEMP.

Well, Jifford said that there is incompatiblity with YnAEMP but we haven't ascertained whether this guy's using YnAEMP or not :p
 
Hi,

I played severeal times with ExcE, sometimes with CiD and now I would like to try this merged Rise to Power mod, but actually I quite afraid to get some CTD. At least I see some post about it...
Is it safe to use only the mods zipped in the Rise to Power.rar ?

Thank you.
 
Hi,

I played severeal times with ExcE, sometimes with CiD and now I would like to try this merged Rise to Power mod, but actually I quite afraid to get some CTD. At least I see some post about it...
Is it safe to use only the mods zipped in the Rise to Power.rar ?

Thank you.

The most minimal mod list would be the Community Patch, Cultural Diversity, and Rise to Power (1, 7, 8). You can then disable further components within Rise to Power through the user settings. Using the JFDDLC IGE might also be a good idea to allow you to hop around any issues.
 
Okay, update on the CTD stuff: apparently founding a religion causes a crash while using JFDDLC. I already stopped using Historical Religions and it still CTD like clockwork after the Barbarian turn right after founding a religion. Granted, I use a lot of custom religions, but I don't really think they'd cause the CTD... right?
I'm gonna run a JFDDLC-only run tomorrow and see if the religion bug persists.

EDIT: It works, no CTD after getting religion. So it must be either one of the custom religions or beliefs that causes it.
 
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Ok found the logs.
Database
[581333.921] columns StrategicViewType, TileType are not unique
[581333.921] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[581338.953] no such table: ContentPackage.LocalizedText
[581343.234] columns StrategicViewType, TileType are not unique
[581343.234] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[581352.296] Validating Foreign Key Constraints...
[581352.296] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581352.296] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581352.296] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581352.296] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581352.296] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581352.296] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581352.296] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581352.296] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581352.296] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581355.562] Failed Validation.
[581356.140]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6216208 75813832
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5801208 62908944
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[581356.187] Validating Foreign Key Constraints...
[581356.187] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581356.187] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581356.187] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581356.187] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581356.187] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581356.187] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581356.187] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581356.187] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581356.187] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[581359.500] Failed Validation.
[581360.093]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6217384 75813832
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5802384 62908944
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
xml
[581352.281] **** Validating Game Database *****
[581355.562] Performing Localization Checks
[581355.562] Checking Tag Format...
[581355.562] Note: Tags must only use [A-Z_] characters, start with 'TXT_KEY_', and be under 128 characters long.
[581355.593] Validating UnitGameplay2DScripts
[581355.593] Missing Entry for UNIT_BARBARIAN_HORSEMAN
[581355.593] **** VALIDATION FAILED *****
[581355.593] Validation Took 3.311287 seconds
[581356.140] **** Validating Prefetch Process *****
[581356.140] **** Validation Success *****
[581356.140] SetGlobalActionInfo
[581356.140]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6216208 75813832
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5801208 62908944
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
[581356.171] **** Validating Game Database *****
[581359.500] Performing Localization Checks
[581359.500] Checking Tag Format...
[581359.500] Note: Tags must only use [A-Z_] characters, start with 'TXT_KEY_', and be under 128 characters long.
[581359.515] Validating UnitGameplay2DScripts
[581359.515] Missing Entry for UNIT_BARBARIAN_HORSEMAN
[581359.515] **** VALIDATION FAILED *****
[581359.515] Validation Took 3.343584 seconds
[581360.093] **** Validating Prefetch Process *****
[581360.093] **** Validation Success *****
[581360.093] SetGlobalActionInfo
[581360.093]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6217384 75813832
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5802384 62908944
Scratch: 0 0

Largest Allocations:
Malloc: 262144
PageCache: 1172
Scratch: 6640

Prepared Statements:
Current: 6
------------------------------
Lua is blank
 
@person

As for why a city capture would cause a CTD, that's a real good question. Find details about the City with IGE and see if there's an error in the Lua log to try work out if there's an erroneous function at fault.

Chrisy, so I re-loaded the game with IGE and looked at the city before capturing it. It has an assembly, shrine and granary, all pretty basic buildings so I can't understand why those would affect anything. I then placed a Merchant of Venice next to a nearby CS and bought the city, turning it into a colony with no issues. However on the next turn I attempted to capture the crashing city with a unit of my own and it crashed again.

I've tried capturing different cities from different distances (whether or not it can be turned into a colony), capitals and regular cities. One did not crash upon capture and but the rest did. I checked the lua logs but seem to be mostly runtime errors related to IGE.. I posted the lua and database logs, maybe you can see something I can't.

Would these pertain to a possible crash when taking a city?

[2847.548] Runtime Error: C:\Users\i5Fractal\Documents\My Games\Sid Meier's Civilization 5\MODS\JFDLC\JFDLC (8) - JFD's Rise to Power\JFDLC Core\Rise to Power\Piety\Lua\Utilities\JFD_RTP_PietyUtils.lua:513: attempt to call method 'GetNumColonies' (a nil value)
[2847.548] Runtime Error: Error loading C:\Users\i5Fractal\Documents\My Games\Sid Meier's Civilization 5\MODS\JFDLC\JFDLC (8) - JFD's Rise to Power\JFDLC Shared\Lua\UI\Overrides\Religion Overview\ReligionOverview.lua.
 

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This one seems like it is trying to get the number of colonies you already have:
Code:
[2847.548] Runtime Error: C:\Users\i5Fractal\Documents\My Games\Sid Meier's Civilization 5\MODS\JFDLC\JFDLC (8) - JFD's Rise to Power\JFDLC Core\Rise to Power\Piety\Lua\Utilities\JFD_RTP_PietyUtils.lua:513: attempt to call method 'GetNumColonies' (a nil value)
 
Just had a CTD with the JFDDLC game I'm running. There was an event where I gained a Magistrate, I clicked on the 'Splendid!' button and it just CTDs. No Lua errors during that turn, but the error SLGray pointed out is also in the log. Here's the JFDDLC-related errors in my Lua log:

This one is in Rise to Power, even though it didn't show the full path
Code:
[3020025.296] File Error: UI/InGame/CivilizationOverview.lua
[3020025.296] Runtime Error: Error loading UI/InGame/CivilizationOverview.lua.

The line SLGray pointed out, and then some
Code:
[3020037.703] Runtime Error: C:\Users\Langit\Documents\My Games\Sid Meier's Civilization 5\MODS\JFDLC (8) - JFD's Rise to Power\JFDLC Core\Rise to Power\Piety\Lua\Utilities\JFD_RTP_PietyUtils.lua:513: attempt to call method 'GetNumColonies' (a nil value)
[3020037.703] Runtime Error: Error loading C:\Users\Langit\Documents\My Games\Sid Meier's Civilization 5\MODS\JFDLC (8) - JFD's Rise to Power\JFDLC Shared\Lua\UI\Overrides\Religion Overview\ReligionOverview.lua.

Code:
[3020047.406] Runtime Error: C:\Users\Langit\Documents\My Games\Sid Meier's Civilization 5\MODS\JFDLC (8) - JFD's Rise to Power\JFDLC Shared\Lua\UI\Overrides\GameplayUtilities.lua:52: attempt to call method 'GetEpithetType' (a nil value)

I've reported this one before, JFD said he's working on this one
Code:
[3020442.421] Runtime Error: C:\Users\Langit\Documents\My Games\Sid Meier's Civilization 5\MODS\JFDLC (8) - JFD's Rise to Power\JFDLC Core\Progress in Time\Innovations\Lua\JFD_PIT_Innovations_Functions.lua:387: bad argument #2 to '?' (Key must be of type 'number' or 'string'.)
[3020464.062] Runtime Error: C:\Users\Langit\Documents\My Games\Sid Meier's Civilization 5\MODS\JFDLC (8) - JFD's Rise to Power\JFDLC Core\Progress in Time\Innovations\Lua\JFD_PIT_Innovations_Functions.lua:387: bad argument #2 to '?' (Key must be of type 'number' or 'string'.)

EDIT: Just noticed that 'Found the Streltsy' decision could be enacted even when you haven't found Gunpowder. Which is kinda weird since I'm currently researching Theology.
 
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So after much play-testing I've narrowed it down to being an issue with RTP, no doubt about it. Every other combination of mods seems to work fine but when RTP is enabled and I try to capture a city I get an instant ctd. Even disabling specific mechanics within that mod yields no results. Also installed latest version of the CP (v.88 feb 7) and ctd's are reoccurring. Is anyone else able to get though a full game?
 
When I play, I only play with what is part of the exe and the recent released civs..

Yes me too, so I'm assuming you aren't experiencing the same crashes. Oh well, guess I'll move on to civ 6...For now...Thanks for the fun times JFD & friends!
 
hi
I got back to playing civ 5 yesterday, and I can't play vanilla, so I downloaded the latest vox populi mod, and moved to jfd's pack of rise to power, exploration and cities in dev packs + the many civs, now apparently it's incompatible!
so are they, or am I just to dumb to get the installation guide!
and if they are incompatible, how can I get my hand on the older versions (although I wish I didn't check the new one features look great with cultural policies and tech boost) :c5unhappy::c5unhappy:
tnx
 
JFDLC needs only CP.

Check the first post for his Google Drive. Also if you checkout his Discord, it list some mods that can be used.

P.S. Did you download the Cultural Diversity soundtracks? They are separate downloads.
 
JFDLC needs only CP.

Check the first post for his Google Drive. Also if you checkout his Discord, it list some mods that can be used.

P.S. Did you download the Cultural Diversity soundtracks? They are separate downloads.
so:
1. not compatible with CBO, witch is a shame it's features is why I'm not so found of vanilla
2. plz tell me that there's still a possibility I can get my hands on the old versions of Rise and the rest (no matter how broken of it)[/QUOTE]
 
The most minimal mod list would be the Community Patch, Cultural Diversity, and Rise to Power (1, 7, 8). You can then disable further components within Rise to Power through the user settings. Using the JFDDLC IGE might also be a good idea to allow you to hop around any issues.

Thank you. I am around turn 120. Everything is smooth so far.
The only issue is: too many building/wonder is waiting to be built. :cry: I dont know if this is due to my low production or its a generel "feature" that there is more building than you can actually can build.
 
so:
1. not compatible with CBO, witch is a shame it's features is why I'm not so found of vanilla
2. plz tell me that there's still a possibility I can get my hands on the old versions of Rise and the rest (no matter how broken of it)

I believe he removed all the links to the old versions on the forum. Try his Discord channel.
 
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