New Beta Version - April 9th (4/9)

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Not open for further replies.
Spoiler :
[5519.580] columns StrategicViewType, TileType are not unique
[5519.580] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[5520.641] no such table: ContentPackage.LocalizedText
[5521.390] no such table: ContentPackage.LocalizedText
[5522.419] columns StrategicViewType, TileType are not unique
[5522.419] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[5522.950] no such table: ContentPackage.LocalizedText
[5525.742] Validating Foreign Key Constraints...
[5525.742] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5525.742] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5525.742] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5525.742] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5525.742] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5525.742] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5525.742] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5525.742] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5525.742] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5527.661] Failed Validation.
[5527.989]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6198512 75786760
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5783568 62881896
Scratch: 0 0

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

Prepared Statements:
Current: 6
------------------------------
[5528.020] Validating Foreign Key Constraints...
[5528.020] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5528.020] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5528.020] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5528.020] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5528.020] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5528.020] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5528.020] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5528.020] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5528.020] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5529.923] Failed Validation.
[5530.266]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 6199688 75786760
PageCache: 6 12
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 5784744 62881896
Scratch: 0 0

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

Prepared Statements:
Current: 6
------------------------------
[5547.473] no such table: Language_zh_CN
[5547.473] In Query - insert into Language_zh_CN('Tag', 'Text') values (?, ?);
[5547.473] In XMLSerializer while updating table Language_zh_CN from file XML/Text/zn_CN/zh_CN_Text_CivilopediaC4DF.xml.
[5547.473] no such table: Language_zh_CN
[5547.473] In Query - insert into Language_zh_CN('Tag', 'Text') values (?, ?);
[5547.473] In XMLSerializer while updating table Language_zh_CN from file XML/Text/zn_CN/zh_CN_Text_Generic_DiplomacyC4DF.xml.
[5547.473] no such table: Language_zh_CN
[5547.473] In Query - insert into Language_zh_CN('Tag', 'Text') values (?, ?);
[5547.473] In XMLSerializer while updating table Language_zh_CN from file XML/Text/zn_CN/zh_CN_Text_UIC4DF.xml.
[5548.487] Validating Foreign Key Constraints...
[5548.487] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5548.487] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5548.487] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5548.487] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5548.487] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5548.487] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5548.487] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5548.487] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5548.487] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5550.843] Failure to check references for foreign key Resource_YagemRegionPosition(Type).
[5550.843] no such table: Region
[5550.843] Failed Validation.
[5551.498]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 8715768 75786760
PageCache: 8 14
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 8005032 62881896
Scratch: 0 0

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

Prepared Statements:
Current: 14
------------------------------
[5551.545] Validating Foreign Key Constraints...
[5551.545] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5551.545] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5551.545] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5551.545] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5551.545] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5551.545] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5551.545] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5551.545] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5551.545] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[5553.900] Failure to check references for foreign key Resource_YagemRegionPosition(Type).
[5553.900] no such table: Region
[5553.900] Failed Validation.
[5554.649]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 8715768 75786760
PageCache: 8 14
LookAside: 0 0
Scratch: 0 1

Static Buffer Overflows:
[TooLarge] [NoSpace]
PageCache: 8005032 62881896
Scratch: 0 0

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

Prepared Statements:
Current: 14
------------------------------


Spoiler :
[5509.502] Initializing Lua 5.1.4
[5540.640] InstalledPanel: Refreshing Mods
[5540.640] InstalledPanel: GetModBrowserListings()
[5540.656] InstalledPanel: Refreshing Mods
[5540.656] InstalledPanel: GetModBrowserListings()
[5544.384] InstalledPanel: Refreshing Mods
[5544.384] InstalledPanel: GetModBrowserListings()
[5591.512] LoadScreen: GameInfo.PolicyBranchTypes[-1] is undefined
[5607.549] CivilopediaScreen: This is the modded CivilopediaScreen.lua from 'CBP'
[5607.549] EUI_context: ==================================================================================================
[5607.549] EUI_context: EUI CONTEXT LuaContext: 18CFAC00
[5607.549] EUI_context: ==================================================================================================
[5607.565] EUI_context: Active DLC: 293C1EE3-1176-44F6-AC1F-59663826DE74 Genghis Khan's Mongolia
[5607.565] EUI_context: Active DLC: B685D5DE-7CCA-4E75-81B4-2F60754E6330 Isabella's Spain and Pachacuti's Incan Empire
[5607.565] EUI_context: Active DLC: ECF7C605-BA11-4CAC-8D80-D71306AAC471 Kamehameha's Polynesian Empire
[5607.565] EUI_context: Active DLC: B3030D39-C0D8-4BC7-91B1-7AD1CAF585AB Harald Bluetooth's Denmark
[5607.565] EUI_context: Active DLC: 112C22B2-5308-42B6-B734-171CCAB3037B Sejong The Great's Korea
[5607.565] EUI_context: Active DLC: BBB0D085-A0B1-4475-B007-3E549CF3ADC3 Wonders of the Ancient World
[5607.565] EUI_context: Active DLC: EA67AED5-5859-4875-BF3A-360FE9E55D1B Conquest of the New World Deluxe
[5607.565] EUI_context: Active DLC: 7459BA32-5764-44AE-8E95-01AD0E0EFD48 Nebuchadnezzar's Babylon
[5607.565] EUI_context: Active DLC: 3F49DF54-68B6-44D1-A930-A168628FAA59 Explorers Map Pack
[5607.565] EUI_context: Active DLC: 0E3751A1-F840-4E1B-9706-519BF484E59D Gods & Kings Expansion Pack
[5607.565] EUI_context: Active DLC: 6DA07636-4123-4018-B643-6575B4EC336B Brave New World Expansion Pack
[5607.565] EUI_context: Active DLC: 8871E748-29A4-4910-8C57-8C99E32D0167 Upgrade Data 1
[5607.565] EUI_context: Disabled: CBE91AF6-0683-4326-BC77-58BB489E509F Tablet Data 1
[5607.565] EUI_context: Active MOD: d1b6328c-ff44-4b0d-aad7-c657f83610cd (1) Community Patch Version 76
[5607.565] EUI_context: Active MOD: 8411a7a8-dad3-4622-a18e-fcc18324c799 (2) Community Balance Patch Version 13
[5607.565] EUI_context: Active MOD: eead0050-1e3f-4178-a91f-26cf1881ac39 (3) City-State Diplomacy Mod for CBP Version 27
[5607.565] EUI_context: Active MOD: c7bf7064-d1b1-4708-9e93-7a1560868582 (4) Civilization IV Diplomatic Features - Community Balance Patch Version 11
[5607.565] EUI_context: Active MOD: be2d13ee-d18d-410e-8f04-7cd19cd99a98 (5) More Luxuries - CBP Edition Version 155
[5607.565] EUI_context: Active MOD: 24923240-e4fb-4bf6-8f0e-6e5b6cf4d3c2 (6a) Community Balance Patch - Compatibility Files (EUI) Version 1
[5607.565] EUI_context: Active MOD: 420f5ed1-b43c-4ba5-a5f0-d463c4cda72e Faster Aircraft Animations Version 3
[5607.565] EUI_context: Active MOD: 0d0211e8-4d62-4645-b197-3b0d11b62a43 Fortress Borders - Outposts Version 6
[5607.565] EUI_context: Active MOD: 7241ff6d-72e1-4086-bca8-ee32f5ab0f76 Global - Raze Major Capitals Version 2
[5607.565] EUI_context: Active MOD: f7bd99da-ca25-4c9e-a6f3-9f9719255e14 Improvement - Airbases Version 12
[5607.565] EUI_context: Active MOD: 2dfbe39c-4da4-401f-8d0d-00d40aaaeb40 Stealth Bombers Allowed on Carriers Version 2
[5607.565] EUI_context: Active MOD: 36e88483-48fe-4545-b85f-bafc50dde315 Yet (not) Another Earth Maps Pack Version 23
[5607.565] EUI_context: ==================================================================================================
[5607.674] CivilopediaScreen: SetSelectedCategory(12)
[5607.674] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[5607.674] CivilopediaScreen: SetSelectedCategory(1)
[5607.674] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[5607.689] ResourceIconManager: This is the modded ResourceTooltipGenerator from CBP
[5607.689] UnitFlagManager: This is the modded UnitFlagManager from 'Improvement - Airbases'
[5607.705] MiniMapPanel: This is the modded MiniMapPanel from 'UI - Overlay Antiquities'
[5607.721] OverlayAntiquities_MiniMapOverlayHook: Adding Antiquities to group other
[5607.736] CityList: This is the modded CityList from CBP
[5607.799] SimpleDiploTrade: This is the modded TradeLogic from CBP- C4DF
[5607.830] EnemyUnitPanel: This is the modded EnemyUnitPanel from CBP
[5607.861] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion2\Tutorial\Lua\TutorialInclude_Expansion2.lua
[5607.861] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[5607.923] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarPlunderTradeRoutePopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\NetworkKickedPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[5607.923] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[5607.939] DeclareWarPopup: This is the modded DeclareWarPopup from CBP - C4DF
[5607.939] SocialPolicyPopup: This is the modded SocialPolicyPopup from CBP
[5607.986] CityStateDiploPopup: This is the modded CityStateStatusHelper from EUI - CBP- CSD
[5608.017] EconomicGeneralInfo: This is the modded EconomicGeneralInfo from CBP
[5608.017] EconomicGeneralInfo: Total Units - 49
[5608.017] EconomicGeneralInfo: Maint Free Units - 1
[5608.017] EconomicGeneralInfo: Paid Units - 48
[5608.033] MonopoliesInfo: This is the modded MonopoliesInfo from CBP
[5608.033] EconomicGeneralInfo: Total Units - 49
[5608.033] EconomicGeneralInfo: Maint Free Units - 1
[5608.033] EconomicGeneralInfo: Paid Units - 48
[5608.048] DiploCurrentDeals: This is the modded TradeLogic from CBP- C4DF
[5608.064] DiploRelationships: This is the modded CityStateStatusHelper from EUI - CBP- CSD
[5612.338] ChoosePantheonPopup: 30
[5612.338] ChoosePantheonPopup: 963
[5612.338] ChoosePantheonPopup: 993
[5612.354] EspionageOverview: This is the modded EspionageOverview from CBP
[5612.354] EspionageOverview: This is the modded CityStateStatusHelper from EUI - CBP- CSD
[5612.354] EspionageOverview: Refreshing My Cities
[5612.401] ChooseMayaBonus: This is the modded ChooseMayaBonuws from 'CBP'
[5612.416] LeagueOverview: This is the modded LeagueOverview from CBP
[5612.432] ChooseIdeologyPopup: 30
[5612.432] ChooseIdeologyPopup: 963
[5612.432] ChooseIdeologyPopup: 993
[5612.432] ChooseInternationalTradeRoutePopup: This is the modded ChooseInternationalTradeRoutePopup from 'UI - Trade Route Enhancements'
[5612.447] ChooseInternationalTradeRoutePopup: This is the modded TradeRouteHelpers from CBP
[5612.447] CultureOverview: This is the modded CultureOverview from CBP
[5612.447] CultureOverview: Non-Wonder Great Work buildings
[5612.447] CultureOverview: 121:BUILDINGCLASS_AMPHITHEATER/BUILDING_AMPHITHEATER: 1x GW / Generic (4,1)
[5612.447] CultureOverview: 177:BUILDINGCLASS_AMPHITHEATER/BUILDING_ODEON: 1x GW / CIVILIZATION_GREECE (4,1)
[5612.447] CultureOverview: 116:BUILDINGCLASS_CIRCUS/BUILDING_CEILIDH_HALL: 1x GW / CIVILIZATION_CELTS (5,7)
[5612.447] CultureOverview: 30:BUILDINGCLASS_OPERA_HOUSE/BUILDING_OPERA_HOUSE: 1x GW / Generic (8,5)
[5612.447] CultureOverview: 31:BUILDINGCLASS_MUSEUM/BUILDING_MUSEUM: 2x GW+T / Generic (10,1)
[5612.447] CultureOverview: 32:BUILDINGCLASS_BROADCAST_TOWER/BUILDING_BROADCAST_TOWER: 2x GW+T / Generic (12,4)
[5612.447] CultureOverview: 137:BUILDINGCLASS_CATHEDRAL/BUILDING_CATHEDRAL: 1x GW / Generic (no tech)
[5612.447] CultureOverview: 138:BUILDINGCLASS_MOSQUE/BUILDING_MOSQUE: 1x GW / Generic (no tech)
[5612.447] CultureOverview: 139:BUILDINGCLASS_PAGODA/BUILDING_PAGODA: 1x GW / Generic (no tech)
[5612.447] CultureOverview: 163:BUILDINGCLASS_CHURCH/BUILDING_CHURCH: 1x GW / Generic (no tech)
[5612.447] CultureOverview: 164:BUILDINGCLASS_MANDIR/BUILDING_MANDIR: 1x GW / Generic (no tech)
[5612.447] CultureOverview: 165:BUILDINGCLASS_SYNAGOGUE/BUILDING_SYNAGOGUE: 1x GW / Generic (no tech)
[5612.479] ChooseTradeUnitNewHome: This is the modded ChooseTradeUnitNewHome from 'UI - Trade Route Enhancements'
[5612.494] TradeRouteOverview: This is the modded TradeRouteOverview from 'UI - Trade Route Enhancements'
[5612.494] TradeRouteOverview: This is the modded TradeRouteHelpers from CBP
[5612.572] InGame: This is the modded Bombardment from 'Global - City Bombard Range'
[5612.572] GlobalArchaeologistDigSites: This is the 'Global - Archaeologist Dig Sites' mod script.
[5612.572] GlobalCityBombardRange: This is the 'Global - City Bombard Range' mod script.
[5612.588] VassalageOverview: This is the VassalageOverview.lua for C4DF - CP
[5612.603] Fortress_Borders: Loaded Fortress Borders Script
[5614.054] GlobalRazeMajorCapitals: This is the 'Global - Raze major Capitals' mod script
[5614.070] ImprovementAirbases: This is the 'Improvement - Airbases' mod script.
[5614.085] YnaemInGame: -------------------------------
[5614.085] YnaemInGame: YnAEMP is updating natural wonders name...
[5614.709] YnaemInGame: -------------------------------
[5614.725] DiscussionDialog: This is the modded DiscussionDialog.lua from CBP - C4DF
[5614.741] DiploTrade: This is the modded TradeLogic from CBP- C4DF
[5615.006] AdvisorInfoPopup: Closing Advisor Info
[5615.006] Demographics: Dequeuing demographics
[5615.006] Demographics: Dequeuing demographics
[5621.464] PlotHelpManager: Loading EUI plot help LuaContext: 18B11AB0 115.023
____ _ _ _ _ _ __ __
| _ \| | ___ | |_| | | | ___| |_ __ | \/ | __ _ _ __ __ _ __ _ ___ _ __
| |_) | |/ _ \| __| |_| |/ _ \ | '_ \| |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
| __/| | (_) | |_| _ | __/ | |_) | | | | (_| | | | | (_| | (_| | __/ |
|_| |_|\___/ \__|_| |_|\___|_| .__/|_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
|_| |___/
[5621.464] PlotHelpManager: This is the modded ResourceTooltipGenerator from CBP
[5621.464] PlotHelpManager: found default work rate 100
[5621.464] PlotHelpManager: Finished loading EUI plot help 115.024
[5621.464] CityBannerManager: Loading EUI city banners LuaContext: 18CBDBF0 115.024
____ _ _ ____ __ __
/ ___(_) |_ _ _| __ ) __ _ _ __ _ __ ___ _ __| \/ | __ _ _ __ __ _ __ _ ___ _ __
| | | | __| | | | _ \ / _` | '_ \| '_ \ / _ \ '__| |\/| |/ _` | '_ \ / _` |/ _` |/ _ \ '__|
| |___| | |_| |_| | |_) | (_| | | | | | | | __/ | | | | | (_| | | | | (_| | (_| | __/ |
\____|_|\__|\__, |____/ \__,_|_| |_|_| |_|\___|_| |_| |_|\__,_|_| |_|\__,_|\__, |\___|_|
|___/ |___/
[5621.464] CityBannerManager: This is the modded CityStateStatusHelper from EUI - CBP- CSD
[5621.464] CityBannerManager: Finished loading EUI city banners 115.025
[5621.464] UnitPanel: Loading EUI unit panel LuaContext: 18CFEE90 115.025
_ _ _ _ ____ _
| | | |_ __ (_) |_| _ \ __ _ _ __ ___| |
| | | | '_ \| | __| |_) / _` | '_ \ / _ \ |
| |_| | | | | | |_| __/ (_| | | | | __/ |
\___/|_| |_|_|\__|_| \__,_|_| |_|\___|_|
[5621.480] UnitPanel: Finished loading EUI unit panel 115.039
[5621.480] NotificationPanel: Loading EUI notification panel LuaContext: 18DF39A0 115.039
_ _ _ _ __ _ _ _ ____ _
| \ | | ___ | |_(_)/ _(_) ___ __ _| |_(_) ___ _ __ | _ \ __ _ _ __ ___| |
| \| |/ _ \| __| | |_| |/ __/ _` | __| |/ _ \| '_ \| |_) / _` | '_ \ / _ \ |
| |\ | (_) | |_| | _| | (_| (_| | |_| | (_) | | | | __/ (_| | | | | __/ |
|_| \_|\___/ \__|_|_| |_|\___\__,_|\__|_|\___/|_| |_|_| \__,_|_| |_|\___|_|
[5621.480] NotificationPanel: This is the modded CityStateStatusHelper from EUI - CBP- CSD
[5621.496] NotificationPanel: Finished loading EUI notification panel 115.051
[5621.496] CityView: Loading EUI city view LuaContext: 18B21AA0 115.053
____ _ _ __ ___
/ ___(_) |_ _ \ \ / (_) _____ __
| | | | __| | | \ \ / /| |/ _ \ \ /\ / /
| |___| | |_| |_| |\ V / | | __/\ V V /
\____|_|\__|\__, | \_/ |_|\___| \_/\_/
|___/
[5621.496] CityView: Finished loading EUI city view 115.054
[5621.496] TechTree: Loading EUI tech tree LuaContext: 18B214A0 115.054
_____ _ _____
|_ _|__ ___| |_|_ _| __ ___ ___
| |/ _ \/ __| '_ \| || '__/ _ \/ _ \
| | __/ (__| | | | || | | __/ __/
|_|\___|\___|_| |_|_||_| \___|\___|
[5621.542] TechTree: Finished loading EUI tech tree 115.11
[5621.542] TopPanel: Loading EUI top panel LuaContext: 18B10EB0 115.11
_____ ____ _
|_ _|__ _ __ | _ \ __ _ _ __ ___| |
| |/ _ \| '_ \| |_) / _` | '_ \ / _ \ |
| | (_) | |_) | __/ (_| | | | | __/ |
|_|\___/| .__/|_| \__,_|_| |_|\___|_|
|_|
[5621.542] TopPanel: Finished loading EUI top panel 115.111
[5629.514] CityView: GameInfo.PolicyBranchTypes[-1] is undefined
[5765.188] TurnProcessing: Hiding TurnProcessing
[5776.888] InGame: OnInterfaceModeChanged
[5776.888] InGame: oldInterfaceMode: 1
[5776.888] InGame: newInterfaceMode: 11
[5777.372] InGame: OnInterfaceModeChanged
[5777.372] InGame: oldInterfaceMode: 11
[5777.372] InGame: newInterfaceMode: 1
[5955.634] TurnProcessing: Hiding TurnProcessing
[6058.657] Runtime Error: C:\Users\Bob\Documents\My Games\Sid Meier's Civilization 5\MODS\(6a) Community Balance Patch - Compatibility Files (EUI)\LUA\TradeLogic.lua:522: attempt to index field '?' (a nil value)
[6152.320] TurnProcessing: Hiding TurnProcessing
[6174.316] InGame: OnInterfaceModeChanged
[6174.316] InGame: oldInterfaceMode: 1
[6174.316] InGame: newInterfaceMode: 11
[6175.221] InGame: OnInterfaceModeChanged
[6175.221] InGame: oldInterfaceMode: 11
[6175.221] InGame: newInterfaceMode: 1


Mods;

Fast Aircraft Animations v3
Fortress Borders - Outposts v6
Global - Raze Major Capitals v2
Improvement - Airbases v12
Stealth Bombers Allowed on Carriers v2
Yet (not) another Earth Maps Pack v23

Crashing around turn 500ish.. player #2.
 
^^^ Can you wrap those logs in spoiler tags please? They are a massive wall of text atm.
 
I played with the new version, and I must say things are looking really good. The frequency of events in this one seems really close to the sweetspot - not too many events to become trivial (as in the 04-05 version) but also not too rare to become meaningless. Good job!

I found a few bugs:
- I chose the option to get -happiness on the wondering tribe event, but still didn't get the negative happiness (edit: Actually, that will need confirming, my happiness usually only updates after entering several cities, and I only checked for an immediate update, so it might have worked).
- I got the Ice Age event, but could choose the "Coal and Railroads are keeping us warm" option, even though I was in classical era. I suspect this is a bug?
Spoiler :

- Got the Heat Wave event, and the option to pay 100 Gold was greyed out, even though I did have 100 gold. This was the first time the event triggered.
Spoiler :

- Something odd is going on in my Top Panel! Is this a compatibility issue? I didn't suffer from this on earlier versions.
Spoiler :


Finally, just a suggestion:
- The font colour used on greyed-out options seems a bit too dark. It's very hard to read what the text says. Perhaps try something a bit lighter?
 
Finally, just a suggestion:
- The font colour used on greyed-out options seems a bit too dark. It's very hard to read what the text says. Perhaps try something a bit lighter?

If Gazebo does want to lighten it, just find line 110 in EventChoicePopup and change SetAlpha(0.2) to the value of choice (0.1-1.0), and line 114 in EventChoicePopupCity. If you want to try that out yourself, kaspergm, those are found in My Games\Sid Meier's Civilization 5\MODS\(1) Community Patch\Core Files\CoreLua
 
Which database tool did you use to enter the missing row?

JFD's Exploration Continued Expanded\Components\Exploration\Core\Exploration_ModSupport.sql

INSERT INTO Buildings
(Type, BuildingClass, Cost, GoldMaintenance, PrereqTech, Description ....
SELECT 'BUILDING_JFD_SCENTED_COMPANY_HQ', 'BUILDINGCLASS_JFD_SCENTED_COMPANY_HQ', Cost, GoldMaintenance, PrereqTech, ....

there are two very long lines which are fields and contents, at the end add the FreeBuildingThisCity field and content is 'BUILDINGCLASS_JFD_SCENTED_COMPANY'
 
I think I can declare with some safety that, for me, the negative events are unrecoverably anti-fun, at least before turn 100. In the first 50-ish turns, there's a guarantee of gaining 100 or so golden age points because of a comet, and then losing 250 a few turns later (negating essentially all golden age progress--i've never seen the "good omen" variant yet, which seems strange given the odds its reporting for a bad omen to pop up, but I play a lot of D20 games so I also know that chains of awful rolls just happen). This event set falls into the category "meh." It stinks, but it's not like it's aggressively screwing you over--delaying a golden age early on can be valid. It'd be nice if there was some early game options in this so that it felt like a game option instead of a smug DM.

But can we talk about some of the other events?

Building a granary almost always punishes you by depriving you of 50 food a few turns later, and this this often comes coupled with one of the many, many "welp, your farms are pillaged now" events--one of which makes repairing the farms a fools errand by changing farm output to one food (while unimproved flood plains sit at 3 food). The early game lesson to learn is that these negative events WILL happen, and that it's simply better not to invest in infrastructure until these things can be dealt with meaningfully (who the heck as 500 gold by turn 80? Shush up, Funak, we know you do, I mean normal players.)

I'd be okay gambling on these investments if the negative options had some kind of consolation prize, and if the preventative money sinks were something more than slightly lowering the odds of getting slapped in the face. I think it does very dubious things to the game to punish players for building farms and granaries. Are there cave-ins planned to punish us for building mines? =|

The random event where people show up at your borders, however, are genuinely interesting, engaging, and fun. I think that's, in general, a much better direction for the event mod, mostly because it agrees with the (somewhat flawed) premise of Civilization that time is a forward march through progress.

How about having the negative stuff be tied to social stuff?

"Droughts have pillaged all your farms and made you punch your keyboard!"

Grin and bear it <-- No. This is anti-fun.
Invest in the farms or whatever. (50% chance to pillage farms, 50% chance to gain +1 food on farms for 30 turns)
We'll need to ration food -- the clergy can deal with it. (-1 food, +main religion pressure, +faith)
This is an opportunity for us to come together as a people. (+1 culture per pillaged farm for 30 turns).
 
I played with the new version, and I must say things are looking really good. The frequency of events in this one seems really close to the sweetspot - not too many events to become trivial (as in the 04-05 version) but also not too rare to become meaningless. Good job!

I found a few bugs:
- I chose the option to get -happiness on the wondering tribe event, but still didn't get the negative happiness (edit: Actually, that will need confirming, my happiness usually only updates after entering several cities, and I only checked for an immediate update, so it might have worked).
- I got the Ice Age event, but could choose the "Coal and Railroads are keeping us warm" option, even though I was in classical era. I suspect this is a bug?
Spoiler :

- Got the Heat Wave event, and the option to pay 100 Gold was greyed out, even though I did have 100 gold. This was the first time the event triggered.
Spoiler :

- Something odd is going on in my Top Panel! Is this a compatibility issue? I didn't suffer from this on earlier versions.
Spoiler :


Finally, just a suggestion:
- The font colour used on greyed-out options seems a bit too dark. It's very hard to read what the text says. Perhaps try something a bit lighter?

Not sure re: Top Panel

re: Heat Wave, that option is greyed out because you need a tech (Civil Service IIRC) to get it. One of my plans going forward is to specify the TTs for those to be more explanatory (i.e. 'You lack the policy to choose this' or 'You lack the technology to choose this.'). All in good time.

G
 
I think I can declare with some safety that, for me, the negative events are unrecoverably anti-fun, at least before turn 100. In the first 50-ish turns, there's a guarantee of gaining 100 or so golden age points because of a comet, and then losing 250 a few turns later (negating essentially all golden age progress--i've never seen the "good omen" variant yet, which seems strange given the odds its reporting for a bad omen to pop up, but I play a lot of D20 games so I also know that chains of awful rolls just happen). This event set falls into the category "meh." It stinks, but it's not like it's aggressively screwing you over--delaying a golden age early on can be valid. It'd be nice if there was some early game options in this so that it felt like a game option instead of a smug DM.

But can we talk about some of the other events?

Building a granary almost always punishes you by depriving you of 50 food a few turns later, and this this often comes coupled with one of the many, many "welp, your farms are pillaged now" events--one of which makes repairing the farms a fools errand by changing farm output to one food (while unimproved flood plains sit at 3 food). The early game lesson to learn is that these negative events WILL happen, and that it's simply better not to invest in infrastructure until these things can be dealt with meaningfully (who the heck as 500 gold by turn 80? Shush up, Funak, we know you do, I mean normal players.)

I'd be okay gambling on these investments if the negative options had some kind of consolation prize, and if the preventative money sinks were something more than slightly lowering the odds of getting slapped in the face. I think it does very dubious things to the game to punish players for building farms and granaries. Are there cave-ins planned to punish us for building mines? =|

The random event where people show up at your borders, however, are genuinely interesting, engaging, and fun. I think that's, in general, a much better direction for the event mod, mostly because it agrees with the (somewhat flawed) premise of Civilization that time is a forward march through progress.

How about having the negative stuff be tied to social stuff?

"Droughts have pillaged all your farms and made you punch your keyboard!"

Grin and bear it <-- No. This is anti-fun.
Invest in the farms or whatever. (50% chance to pillage farms, 50% chance to gain +1 food on farms for 30 turns)
We'll need to ration food -- the clergy can deal with it. (-1 food, +main religion pressure, +faith)
This is an opportunity for us to come together as a people. (+1 culture per pillaged farm for 30 turns).

Keep in mind that the initial set of events includes a disproportionate amount of negative events compared to the end goal set I have in mind. Once we fill out the event pool a bit more with positive/neutral events, things will feel less punitive. On the other hand, bad stuff does happen, and having to recover from a bad event from time to time feels natural and - to me - fair.

G
 
Keep in mind that the initial set of events includes a disproportionate amount of negative events compared to the end goal set I have in mind. Once we fill out the event pool a bit more with positive/neutral events, things will feel less punitive. On the other hand, bad stuff does happen, and having to recover from a bad event from time to time feels natural and - to me - fair.

G

Fair, sure, but not really in the spirit of the rest of the game. Civ really does embody the idea of time being a forward march through progress. Let the negative events be negative but also have this spirit. Purely punitive stuff needs to come from other players. Settling a city for it's 3 wheat, farming those, and then learning that those wheat tiles with their granary are now producing one hammer each, or nothing at all, is never going to be fun, no matter what the dice could have rolled. Since Civ is partly a narrative of human history, at least let the droughts and such dip into how these bad events pulled people forward.

I've had one town with unusable farms for 60 turns of its 120 turn existence. I am certain that this sort of thing has happened in real life, but Civ has never been a game about that side of history.

On a side note, I think also that this is going to create bizarre, game-specific situations where you intended realism; "Oh, my city is starving because it's farms are all pillaged or producing one food each. Guess I'll build a settler." That's definitely not how avoiding starvation works. :lol:
 
Can't dl CBP right now, problem with MEGA. Will try again in 10 minutes?

Error I am getting is:

An error occurred while loading MEGA.

Filename: https://mega.nz/#F!2c8UUDQK!44DLtvHQRZcwyPFqcMBe8g
Exception: SyntaxError: expected expression, got end of script

Please try again later. We apologize for the inconvenience.

BrowserID: mozilla/5.0 (windows nt 6.3; wow64; rv:45.0) gecko/20100101 firefox/45.0

45 min later, same error. Is it just me?
 
Yeah those Farm Events seem annoyingly OP. Glad I didn't start getting those events till Medieval ( no Farms needed till than). Compare that with the Iroquois who don't need any tile improvements till Classical. Easy Game.

Another thing is that no Event is ever that Good to warrant such a thing.
 
Yeah those Farm Events seem annoyingly OP. Glad I didn't start getting those events till Medieval ( no Farms needed till than). Compare that with the Iroquois who don't need any tile improvements till Classical. Easy Game.

Another thing is that no Event is ever that Good to warrant such a thing.

Mines will self-pillage too.

I dub this version number of CBP events: "Community Tile Pillaging Simulator." :lol:
 
re: Heat Wave, that option is greyed out because you need a tech (Civil Service IIRC) to get it. One of my plans going forward is to specify the TTs for those to be more explanatory (i.e. 'You lack the policy to choose this' or 'You lack the technology to choose this.'). All in good time.

G
Makes sense. No rush. Just wanted to report in case! :thumbsup:
 
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