Ongoing and Unresolved Modding Issues

Quick Questions.

You re named CIVIC_MYSTICISM to CIVIC_MYTHOLOGIES

However the boosts is still listed as
("CIVIC_MYSTICISM", 50, "LOC_BOOST_TRIGGER_MYTHOLOGIES", "LOC_BOOST_TRIGGER_LONGDESC_MYTHOLOGIES", "BOOST_TRIGGER_HAVE_X_DISTRICTS", NULL, NULL, NULL, NULL, NULL, NULL, NULL, "DISTRICT_HOLY_SITE", 0, NULL, NULL, 2),

I did get ctd after I build a holy site
 
think I finding out where this is.

I had the same issue before myself switch around some boost. In xml it was no issues. for sql I had to delete from in order for them to work.

ie

UPDATE Boosts
SET CivicType = "CIVIC_MYTHOLOGIES"
WHERE CivicType = "CIVIC_MYSTICISM";

That update for me would not work for what ever reason. The game log would say TECH_X does not exist. therefore I had to delete the boost and re enter it
 
CIVIC_TRIBAL_COUNCIL

plays as the boost for code of laws
 
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That's really odd that the UPDATE statement wouldn't work for you...I've never had an issue with it.

I found that Code of Laws seems to be hardcoded in its spot for whatever reason (or I just did something wrong when trying to move it), so I switched the names for Code of Laws and Tribal Council (i.e. ingame Code of Laws shows up as Tribal Council and vice versa). That means the civic names are switched as well...it was a messy and rather confusing workaround.

BTW I really appreciate you taking the time to look over the code!
 
this is a very odd thing. I took the time to block out all but one boost at a time and got a ctd on each boost

that was a weird work around

as for my issue I saw you had that working on the techs, so I not sure why the update failed on my part, with the error in the data base saying the tech did not exist.

BTW I really appreciate you taking the time to look over the code!

no worries mate (still looking at it) modding can be more fun the playing 8P
 
You definitely can move around Code of Laws, as I've done that successfully in my mod - even added a tech before it.
 
I'm having an issue where my Civics tree is displaying correctly 75% of the time, and the other 25% there will be a row where the technologies overlap each other in the UI, and sub of the spots where technologies should be are left blank. This appears to be purely a UI issue, as you can still tech through the missing technologies (and indeed must to get to the visible ones), and corrects itself upon reloads. What makes it strange is that it always occurs in the same exact section of my Civics Tree, and I can't for the life of me figure out why.
 
I'm having an issue where my Civics tree is displaying correctly 75% of the time, and the other 25% there will be a row where the technologies overlap each other in the UI, and sub of the spots where technologies should be are left blank. This appears to be purely a UI issue, as you can still tech through the missing technologies (and indeed must to get to the visible ones), and corrects itself upon reloads. What makes it strange is that it always occurs in the same exact section of my Civics Tree, and I can't for the life of me figure out why.

There is a known issue where if you load your mod, and then go back to the main menu and restart a game with the mod, some parts of the mod just wont reload unless you restart the game, mostly seen with "Text". If you Tree loads correctly on game start but only messes up after going back into the main menu, it may just be that reload bug
 
There is a known issue where if you load your mod, and then go back to the main menu and restart a game with the mod, some parts of the mod just wont reload unless you restart the game, mostly seen with "Text". If you Tree loads correctly on game start but only messes up after going back into the main menu, it may just be that reload bug

I am aware of that issue and that issue is not this. My problem is not with localized text not displaying, it's with techs overlapping each other in the UI and visually messing up the Civics tree. I always fully quit the game before every restart. And this issue still happens about 25-33% of games.
 
Yea it's not that. Please assume that I know what I'm doing about basic things. And please also read the details of the situation. In 100% of loads the civics progression works correctly, A always leads to B always leads to C, like clockwork. No problems. In 75% of situations it displays properly as well. In 25% of situations the display is messed up in the same exact place.

So the problem is that my UI is bugging on some loads and not on others and I don't know why.
 
Process of elimination, you provided no info other than, "This is doing something which it should not and I dont know why." But since you have gone through all the "basic" things. I hope some internet psychic comes along to help. :dunno:
 
So the problem is that my UI is bugging on some loads and not on others and I don't know why.

That is why I said it could be the reload bug, If you would like you can provided the file I can look at it

As horem said it could be cost, although, if the techs are over lapping it could be a UItree error as well, and or prereq issue
 
I would love for you to take a look at the file. Download Linear Technology and open LinearCivics.xml . It contains my whole Civics tree. The UI error for my appears always in the ancient or classical era, though the row it appears in varies with load.

I don't think it's the reload bug because I literally never reload from main menu. It's a habit as a modder to fresh start the game every single time.
 
I'm having a problem adding new natural wonders to the game. Editing the XML is no problem, but when I try to copy/paste the artdef from one wonder to another (ie, making a copy of Everest called Denali) the result is somewhat strange: The wonder appears in game, and confers its tile yields/adjacencies just fine, and when you look at it in strategic view it appears correctly - however, when you look at it in the normal map view the wonder is invisible.

This is different from how units/districts/buildings work, where a copied artdef works for both the strategic and normal map views.

Any ideas?
 
I'm having an issue where my Civics tree is displaying correctly 75% of the time, and the other 25% there will be a row where the technologies overlap each other in the UI, and sub of the spots where technologies should be are left blank. This appears to be purely a UI issue, as you can still tech through the missing technologies (and indeed must to get to the visible ones), and corrects itself upon reloads. What makes it strange is that it always occurs in the same exact section of my Civics Tree, and I can't for the life of me figure out why.
I was experiencing this same issue. It seems to be related to the location of prerequisite techs . If the prerequisite tech is two columns before the following tech then the game seems to randomly choose a column to place the tech despite the cost of the tech.

I
 
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I was experiencing this same issue. It seems to be related to the location of prerequisite techs . If the prerequisite tech is two columns before the following tech then the game seems to randomly choose a column to place the tech despite the cost of the tech.

I


I'm glad someone else is trying to crack this with me :) But I need to poke some holes in your theory. In my Civics tree, there are NO column gaps at all between Civics. Part of what I tried to do was make it mathematically linear. So in the format (Row/Column) the first two eras of my Civics tree looks like this:

-------------3/2------------- -3/3 ---------------- -3/4
---------------------------------------------------------- -------- -2/5 -------- -2/6 --------- -2/7 ----------- -2/8
-------------1/2 ------------- -1/3 ---------------- -1/4
0/1 -------------------------- --------------------------- --------- 0/5 --------- 0/6 ---------- 0/7 ------------ 0/8
-------------1/2 -------------- 1/3 ---------------- 1/4-
-------------------------------------------------------------------- 2/5 --------- 2/6 ---------- 2/7 ------------ 2/8-
----------------3/2 -------------- 3/3 ---------------- 3/4



As you can (hopefully) see there are no gaps between columns. But I encounter this UI bug about 25-33% of the time. Typically, the error occurs around column 5, with one of the rows being partially concealed.
 
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