Everything seems to be ok with VFS importing causing such errors. Try to compile once more and check if rest of Millau pictures shows up. Anyone else experiencing similar problem?I'm getting "Unable to load texture error" for Wonder_Millau_64.dds constantly with 10.3
No, play with this wonder without problems.Anyone else experiencing similar problem?
Fixed.Just a description problem, Sea instead of Land View attachment 573839
The problem is that such fields exist. I even deleted with IGE everything around the city. Same issue. You can see on github my screenshot with an example, where IGE says its possible to place Salt, but function is not doing that for some reason.Second game i'm playing with this mod and enjoying a lot. About the bugs: Lavaux spawned 2 wines in both games, Wieliczka never spawn salt. Maybe you need to assure some not improved tiles of the luxury type around the city when you complete.
Ais seems to build them when they can.
Everything seems to be ok with VFS importing causing such errors. Try to compile once more and check if rest of Millau pictures shows up. Anyone else experiencing similar problem?
v0.10 rev. 4 on Github:
- added missing bonus for Bioluminescent Bay with value +1/Fish;
- added new Promo Icon from Dallol promotion from @Asterix Rage;
- added 2 new corrected promo icons from @Asterix Rage;
This kind of error shows when dds files are not listed in main mod file with VFS enabled equal 1. If they are with zeros, mod cannot find them and throws an error. Everything seems to be good on my side. Download latest build and try it.It was weird to me too, since the *.dds opens normally in GIMP without problems. Will recompile and try again - it's really annoying when this error appears every time I select city or unit now (once I reached tech to build it).
Ok, I rebuilt it and it works properly now - thanks! You might want to double check the promo given by trans-siberian railway. In the game I'm playing now it actually weakens my units, moving in tundra/snow costs me +1 movement point making all units way slower.This kind of error shows when dds files are not listed in main mod file with VFS enabled equal 1. If they are with zeros, mod cannot find them and throws an error. Everything seems to be good on my side. Download latest build and try it.
Strange, because I used ExtraMove option in UnitPromotions_Terrains. I cannot set -1 probably... I will think of it.Ok, I rebuilt it and it works properly now - thanks! You might want to double check the promo given by trans-siberian railway. In the game I'm playing now it actually weakens my units, moving in tundra/snow costs me +1 movement point making all units way slower.
Of course, not. I just missed the fact that every wonder of that kind gives one. I will rework them to give the social policy.Orszaghaz is a ideology wonder but don't give a free policy, is this normal ?
I think you are right. That is what some user mentioned earlier, that Machu has yields given directly to the city. I will change that for sure.For wonders with mountains bonus (Gate of The Sun, Goebekli Tepe, Darjeeling Himalayan Railway, Banff Springs Hotel, Arecibo Observatory), you choose to use Building_PlotYieldChanges which gives the bonus directly on the mountain, which is hardly usable in most cases. Wouldn't it be better to use Building_YieldPerXTerrainTimes100 like Machu Pichu to give bonus to the city without consuming citizens ?
Seriously, I have no idea what causes that, especially when one of the mountains is not even around the NW! I could think of some glitch during changing the terrain around NW. Can you post some more examples? Reloading the save does not help? What IGE says?But sometime I have display problems during creation.
Example for Kailash Mount
On stategic view, you can see mountains on north
Spoiler Strategic view :
But no on normal view.
Spoiler Normal view :
Good luck!Thank you, I'm going back to prepare the Polar Expedition.
Try to report this problem on Vox Populi github. It's built-in sql function I used and I cannot check what's inside it. Post the link here if you do so.For version 0.9, Etchmiadzin Cathedral's faith to culture conversion is not working. Building_YieldFromYieldPercent seems to not correctly handle culture as an output.
Seriously, I have no idea what causes that, especially when one of the mountains is not even around the NW! I could think of some glitch during changing the terrain around NW. Can you post some more examples? Reloading the save does not help? What IGE says?
If this unique improvement is in addition to camp and pasture, in other words if all three improvements are possible to build, I wouldn't bother with adding this improvement to the list (I didn't add any of unique improvements to not to overpower some civ, making easier to build one or other wonder fot them).I would need your advice or your help for a civilization that I have changed.
The unique improvement of the Tehuelche People, the Kan, is equated with a camp and a pasture and therefore has the bonuses that flow from both. But for World Wonders restrictions, I couldn't find better than modifying in MWfVP to make it work (really fantastic lua, so it's very easy).
Spoiler Example : :
tValidIsHasImprovement[GameInfo.Buildings.BUILDING_NAZCA.ID] = {
eRequiredImprovement1 = GameInfoTypes.IMPROVEMENT_CAMP,
eRequiredImprovement2 = GameInfoTypes.IMPROVEMENT_DMS_KAN,
iRequiredImprovements = 1
}
But in order for potential users of this civilization to build these wonders, how could I make the change in my mod (if possible)?
Thank you
Sorry to say, but I cannot reproduce this bug. I loaded few huge maps to see as many wonders as possible and all terrain around was generated correctly. Try to compile the mod once more and check if the problem persists.I reload save many time in my game, no change.
I find the same problem in my next game :
Spoiler Normal view :
In fact it's a tundra hill
Spoiler Strategic view :
and IGE identify the same thing
Spoiler IGE view :
Sorry to say, but I cannot reproduce this bug. I loaded few huge maps to see as many wonders as possible and all terrain around was generated correctly. Try to compile the mod once more and check if the problem persists.
Anyone else has the same problem with visual glitch?
Play my last game with feminine voice, very plaisant and what a force of conviction!