Shirk, I'd ask for revision logs (specifically UI/Ingame,) but I know I probably won't be able to get it. For some reason I have a strong hunch that the problem is related to the new UI stuff that was added, such as DoF and Denouncement counters and all that jazz.
I've heard the counters don't work properly. Something new not properly working might be messing with something old.
Is it worth noting that leader and unique units are being shown as TXT_KEY_BLAHBLAH in net_message_debug.log?
Tried turning off BNW and G&K, bugs were still present. This might be a base Lua issue, or perhaps a DLL issue.
For UI stuff, here's what I can tell was revised in the latest hotfix. Has instancemanager or supportfunctions been changed at all?
FrontEnd
MainMenu.lua
Modding/
ModsBrowser.lua
ModsBrowser.xml
ModsMenu.xml
EULA.xml
ModsMenu.lua
Multiplayer/
GameSetup/
MPGameOptions.lua
MPGameSetupScreen.lua
MPGameSetupScreen.xml
StagingRoom.lua
StagingRoom.xml
InGame
UnitFlagManager.lua (did you guys finally get these centered properly?)
We've found the problem. It is a load order issue with custom XML. We'll get a fix into test right away, and hopefully get this pushed out to you guys shortly.
We've found the problem. It is a load order issue with custom XML. We'll get a fix into test right away, and hopefully get this pushed out to you guys shortly.
We've found the problem. It is a load order issue with custom XML. We'll get a fix into test right away, and hopefully get this pushed out to you guys shortly.
We've found the problem. It is a load order issue with custom XML. We'll get a fix into test right away, and hopefully get this pushed out to you guys shortly.
What was it doing, adding in text values before their respective keys existed? But that doesn't make much sense because it was showing in some places and not others.
We've found the problem. It is a load order issue with custom XML. We'll get a fix into test right away, and hopefully get this pushed out to you guys shortly.
Just as a side note, this new bug is affecting WorldBuilder too. All of my previously correctly displaying Civs/Units/Buildings now only show their actual text keys on all the menus. (Except for the player color drop down on the Scenario Editor, strangely enough).
Just as a side note, this new bug is affecting WorldBuilder too. All of my previously correctly displaying Civs/Units/Buildings now only show their actual text keys on all the menus. (Except for the player color drop down on the Scenario Editor, strangely enough).
Playing around with WB I found a few strange things, like error messages when you try to put a city from a mod civ on the map. It seems that this problem affects most of the game text. In a recent game I wasn't able to progress further than the renaissance due to a crash in the AI's turns, which would suggest that spy names are affected too. This has pretty much made the game unplayable for me until the issue is fixed.
Just as a side note, this new bug is affecting WorldBuilder too. All of my previously correctly displaying Civs/Units/Buildings now only show their actual text keys on all the menus. (Except for the player color drop down on the Scenario Editor, strangely enough).
I have actually been trying to solve this problem for the past 3 days or so, and at last decided to open up a thread in the Bug Reports subforum detailing my problem.
I have actually been trying to solve this problem for the past 3 days or so, and at last decided to open up a thread in the Bug Reports subforum detailing my problem.
I found WorldBuilder wasn't loading mods at first as well. However, WB seems to default to the mod configuration you currently have set up in CiV itself. If you load up the game and enable your mod(s) you want to use in WB and then close CiV, when you open WB again (provided you don't rebuild your mod in between, which resets its active status) you'll be able to do scenario-related edits. Albeit with TXT_KEY_XXXX instead of most actual text. But I was able to place scenario cities (with modded civs) and culture borders etc. yesterday this way. Thankfully city names were still working.
If you load up the game and enable your mod(s) you want to use in WB and then close CiV, when you open WB again (provided you don't rebuild your mod in between, which resets its active status) you'll be able to do scenario-related edits.
I tried that yesterday too, didn't work for me, but probably because the game was re-creating all the caches that I had deleted. Let me see when I come back home from work.
EDIT: I'm back home now and tried as you said, and it works.
Any progress on a fix yet? I'd like to be able to play again... once you've had 110 different civs from all continents and eras to choose from it's hard to go back to just 43 civs and vast under-representation of Africa and the Americas...
A patch came through a few minutes ago, but the problem is still there. I wish there was some way to revert the game back to its pre-hotfix state. Everything was working perfectly :|.
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