More Luxuries

Hi! I've been using this mod without a hitch for a while, but all of a sudden today no resources are popping up whenever I try to start a game. Here's the error I've found in my lua log:

[2557.792] Runtime Error: C:\Users\~\Documents\My Games\Sid Meier's Civilization 5\MODS\More Luxuries and Optimized Resource Distribution (v 141)\Lua\AssignStartingPlots.lua:8170: attempt to compare nil with number
stack traceback:
C:\Users\~\Documents\My Games\Sid Meier's Civilization 5\MODS\More Luxuries and Optimized Resource Distribution (v 141)\Lua\AssignStartingPlots.lua:8170: in function 'AssignLuxuryToRegion'
C:\Users\~\Documents\My Games\Sid Meier's Civilization 5\MODS\More Luxuries and Optimized Resource Distribution (v 141)\Lua\AssignStartingPlots.lua:8380: in function 'AssignLuxuryRoles'
C:\Users\~\Documents\My Games\Sid Meier's Civilization 5\MODS\More Luxuries and Optimized Resource Distribution (v 141)\Lua\AssignStartingPlots.lua:10829: in function 'PlaceResourcesAndCityStates'
Assets\Maps\Terra.lua:1173: in function 'StartPlotSystem'
Assets\DLC\Expansion2\Gameplay\Lua\MapGenerator.lua:815: in function <Assets\DLC\Expansion2\Gameplay\Lua\MapGenerator.lua:779>
=[C]: ?
 
Oh, that pesky Terra map again... haha.

I'm pretty sure I know what it is. Thanks, for taking the time to bring this to my attention and providing the useful log information!

I just want to verify things; this was on the Terra map and you added more major civs to the default total so that it was over 16?

I believe it has to do with the split cap. On all other compatible maps under this mod, the split cap increases to 2 when the number of civs increases past 18 (since there are now many more luxuries to support higher numbers of unique types per region).

Since Terra maps are super-sized up a level and they need more luxuries, I reduced the max number of unique regional luxuries to 16 within the map script so a higher random luxury total can be utilized to cover the map (as the default Terra does as well).

I'll include a modded function within Terra that increases the split cap to 2 once the civ total goes over 16.

Again, thanks for the info; this will help a ton of players out there that didn't really know how to provide useful feedback and could only report back what they see on the generated map. :)
 
Updated to v 142:

1) Fixed an error when playing on the Terra map type and increasing the major civ count to a total greater than 16.
 
Oh, that pesky Terra map again... haha.

I'm pretty sure I know what it is. Thanks, for taking the time to bring this to my attention and providing the useful log information!

I just want to verify things; this was on the Terra map and you added more major civs to the default total so that it was over 16?

I believe it has to do with the split cap. On all other compatible maps under this mod, the split cap increases to 2 when the number of civs increases past 18 (since there are now many more luxuries to support higher numbers of unique types per region).

Since Terra maps are super-sized up a level and they need more luxuries, I reduced the max number of unique regional luxuries to 16 within the map script so a higher random luxury total can be utilized to cover the map (as the default Terra does as well).

I'll include a modded function within Terra that increases the split cap to 2 once the civ total goes over 16.

Again, thanks for the info; this will help a ton of players out there that didn't really know how to provide useful feedback and could only report back what they see on the generated map. :)

Yes and yes (to both having more than 16 civs and it being on the Terra mapscript)! I'll try out the updated version to see how it works. Thanks for maintaining the mod, and it's really no problem to provide log data (I just have to cut n' paste, you've got to do a whole bunch of other crap).

edit: Yep, it works. Thanks again!
 
Will this mod work with really advanced setup? If so that would be great.
 
Is it normal that additional luxuries aren't visually visible in the world builder? :p

They work correctly and Cacao is visible as resource (this sweet chocolade), but other luxuries are "blank".

Is it normal, or one of my mods collides with more luxuries?
 
Is it normal that additional luxuries aren't visually visible in the world builder? :p

They work correctly and Cacao is visible as resource (this sweet chocolade), but other luxuries are "blank".

Is it normal, or one of my mods collides with more luxuries?

I believe that's normal.
 
edit: Good grief, my mistake! Apparently somehow most of my mods (including yours) had somehow gotten turned off. I guess I'll leave this here, though, in case someone else makes the same mistake.

Hi, again, Barathor. I've been happily toodling along with your mod the last few weeks, but I've stumbled on another bug. I'm not exactly sure what causes it, but it correlates to having a vote on banning a luxury whose name does not show on the allocate delegates screen. After allocating delegates (whether you do to the ban or not), the game CTD's on the following turn.

I'm using the latest Mac App Store version of BNW. I'm using v. 1.4.1 of your mod, though I see you just released 1.4.2. Is that up on civfanatics yet? I didn't see it. I'm not using any other resource-related mods.
 
Hello Barathor!

I love your mode, this is a piece of good work. I wish just to ask one question.

I like to play with the "lowest level of resources". Normally, when I use this option There is lack of all of the luxuries on the map. But when I'm trying to combine this with your mod always I have found a lot of everything everywhere. I cannot find any similar question here, so can you say to me, if it is normal that this mod make "unable" to set a low level of luxuries and strategic resources on map?

Thx!
 
oakdragon, I'll look into that when I get a chance. Any other information you can give me (even though your post was weeks ago...), such as other mods (even if they're not resource-related) and settings?

Thanks, Noctus! I'm pretty sure the Sparse setting works fine, but I'll look into things. What other settings are you using?

Also, do you have a lot of civs on the map? One thing this mod does is that it increases the cap on how many total unique luxuries types are assigned to civs, depending on how many civs are present. This way, two or more civs won't receive the same regional luxury type. Other than that, though, everyone should still receive decreased amounts.

Also, here is an old post of mine on the effects of some map settings, such as Sparse:

http://forums.civfanatics.com/showpost.php?p=12123524&postcount=3
 
I still have a lot of plans for this mod, and a lot of other projects I have yet to release. My gaming and modding has really slowed down lately since we just had another beautiful baby girl. :D But soon, when things get a little calmer (and we're getting more sleep), I'll pick up where I left off on things.
 
Congratulations Barathor! Take all the time you need :)
 
oakdragon, I'll look into that when I get a chance. Any other information you can give me (even though your post was weeks ago...), such as other mods (even if they're not resource-related) and settings?

Thanks, Noctus! I'm pretty sure the Sparse setting works fine, but I'll look into things. What other settings are you using?

Also, do you have a lot of civs on the map? One thing this mod does is that it increases the cap on how many total unique luxuries types are assigned to civs, depending on how many civs are present. This way, two or more civs won't receive the same regional luxury type. Other than that, though, everyone should still receive decreased amounts.

Also, here is an old post of mine on the effects of some map settings, such as Sparse:

http://forums.civfanatics.com/showpost.php?p=12123524&postcount=3

Thanks, Barathor, but I realized the problem was my fault. The problem stemmed from accidentally playing a game created with your mod, with your mod turned off. :crazyeye:

edit: Oh, and congrats on the new baby! :)
 
Hi Barathor, I understand that you might be busy as of late (congrats :) ), but thought my question would be most pertinent here (and someone else might be able to answer it anyway).

If I wanted to add a few new resources, would I need to make edits to the AssignStartingPlots file? During some tests, I noticed my new resources were showing up without adding them to the file.

Thanks.

EDIT: I've done a bit of reading within the AssignStartingPlots.lua and it answers my question.
 
Hi Barathor, I understand that you might be busy as of late (congrats :) ), but thought my question would be most pertinent here (and someone else might be able to answer it anyway).

If I wanted to add a few new resources, would I need to make edits to the AssignStartingPlots file? During some tests, I noticed my new resources were showing up without adding them to the file.

Thanks.

EDIT: I've done a bit of reading within the AssignStartingPlots.lua and it answers my question.

Okay, if you have any other questions, feel free to ask.

Yeah, Sirian did an amazing job, not only with the code itself, but with all the documentation and explaining what's going on. It was the only way I was able to figure it all out and follow what was going on when I originally started tinkering with the file a while back, since I didn't really have any programming experience. :D I've learned a lot since then! (Now I'm starting to take on the DLL and will pick up on those again soon -- I have some really cool things planned!)
 
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