Problem with v129?

Tids

Chieftain
Joined
Jun 25, 2011
Messages
84
Location
New Zealand
So I recently purchased some of the DLC, being all the civs except Korea, and have begun trying each out. I had no problem until I got to onto Babylon, which I believe is when I started playing v129 of the mod.

As soon as I began various issues arose.

- Once the map had loaded, the UB and UU of Babylon icon dissapeared from the start information on the leader
- Buildings had no tooltip information, including wonders
- When the Next Turn button had the choose production button in its place, clicking it had no effect
- At some point I could not change my production
- The panel on the right of the city screen was very jumbled up

So I cleared my cache and verified my files, and redownloaded v129, and got the tuner running.
At first I thought that the problems were solved, as the tooltips returned and the icons were showing. However a few turns into the game I found that the tech Trading (I think) was missing the icons for what it revealed etc, and that the whole tech tree was disjointed. Further previous issues arose.

Here is most of what the tuner had to say, from after map generation

Spoiler :
Map Script: Determining continents for art purposes (MapGenerator.Lua)
Runtime Error: [string "C:\Users\James\Documents\My Games\Sid Meier..."]:99: FATAL UnitCombatInfos[UNITCOMBAT_MOUNTED_ARCHER] does not exist
CivilopediaScreen: SetSelectedCategory(12)
CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
CivilopediaScreen: SetSelectedCategory(1)
CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
Tutorial: Enabling Tutorial
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:867: attempt to concatenate local 'fieldText' (a nil value)
Runtime Error: Error loading Assets/UI/InGame/TechTree/TechTree.lua.
Demographics: Dequeuing demographics
Demographics: Dequeuing demographics
Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:588: attempt to index local 'thisTechButton' (a nil value)
Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:588: attempt to index local 'thisTechButton' (a nil value)
Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:588: attempt to index local 'thisTechButton' (a nil value)
Tutorial: City building complete
WorldView: Blocked by moving camera
NotificationPanel: Overriding The City of Babylon now has 2 [ICON_CITIZEN] Citizens! The new Citizen will automatically work the land near the City for additional [ICON_FOOD] Food, [ICON_PRODUCTION] Production or [ICON_GOLD] Gold. Babylon has Grown! 8192 -1
NotificationPanel: Attempt to remove unknown Notification 4
Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:588: attempt to index local 'thisTechButton' (a nil value)
Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:588: attempt to index local 'thisTechButton' (a nil value)
Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:588: attempt to index local 'thisTechButton' (a nil value)
Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:588: attempt to index local 'thisTechButton' (a nil value)
NotificationPanel: Overriding The City of Babylon now has 3 [ICON_CITIZEN] Citizens! The new Citizen will automatically work the land near the City for additional [ICON_FOOD] Food, [ICON_PRODUCTION] Production or [ICON_GOLD] Gold. Babylon has Grown! 8192 -1
NotificationPanel: Attempt to remove unknown Notification 13
VEE - Events: DEBUG [ICON_TEAM_3] a distant city's borders expanded by one plot.
VEE - Events: DEBUG [ICON_TEAM_3] Agriculture fields near Athens improved.
Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:588: attempt to index local 'thisTechButton' (a nil value)
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:867: attempt to concatenate local 'fieldText' (a nil value)
Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:588: attempt to index local 'thisTechButton' (a nil value)
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:867: attempt to concatenate local 'fieldText' (a nil value)
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:867: attempt to concatenate local 'fieldText' (a nil value)
Runtime Error: [string "Assets/UI/InGame/CityView/CityView.lua"]:552: attempt to index global 'log' (a nil value)
Runtime Error: [string "Assets/UI/InGame/CityView/CityView.lua"]:552: attempt to index global 'log' (a nil value)
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:867: attempt to concatenate local 'fieldText' (a nil value)
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:867: attempt to concatenate local 'fieldText' (a nil value)
Runtime Error: [string "C:\Users\James\Documents\My Games\Sid Meier..."]:99: FATAL GetHelpTextForBuilding=nil for BUILDING_MONUMENT
Runtime Error: [string "C:\Users\James\Documents\My Games\Sid Meier..."]:99: FATAL GetHelpTextForBuilding=nil for BUILDING_MONUMENT
Runtime Error: [string "C:\Users\James\Documents\My Games\Sid Meier..."]:99: FATAL GetHelpTextForBuilding=nil for BUILDING_MONUMENT
Runtime Error: [string "C:\Users\James\Documents\My Games\Sid Meier..."]:99: FATAL GetHelpTextForBuilding=nil for BUILDING_MONUMENT
Runtime Error: [string "C:\Users\James\Documents\My Games\Sid Meier..."]:99: FATAL GetHelpTextForBuilding=nil for BUILDING_MONUMENT
Runtime Error: [string "C:\Users\James\Documents\My Games\Sid Meier..."]:99: FATAL GetHelpTextForBuilding=nil for BUILDING_MONUMENT
Runtime Error: [string "C:\Users\James\Documents\My Games\Sid Meier..."]:99: FATAL GetHelpTextForBuilding=nil for BUILDING_MONUMENT
Runtime Error: [string "Assets/UI/InGame/CityView/CityView.lua"]:552: attempt to index global 'log' (a nil value)
Runtime Error: [string "Assets/UI/InGame/CityView/CityView.lua"]:552: attempt to index global 'log' (a nil value)
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:867: attempt to concatenate local 'fieldText' (a nil value)
Runtime Error: [string "Assets/UI/InGame/CityView/CityView.lua"]:552: attempt to index global 'log' (a nil value)
Runtime Error: [string "Assets/UI/InGame/CityView/CityView.lua"]:552: attempt to index global 'log' (a nil value)
Runtime Error: [string "Assets/UI/InGame/CityView/CityView.lua"]:552: attempt to index global 'log' (a nil value)
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:867: attempt to concatenate local 'fieldText' (a nil value)
Runtime Error: [string "Assets/UI/InGame/CityView/CityView.lua"]:552: attempt to index global 'log' (a nil value)
Runtime Error: [string "Assets/UI/InGame/CityView/CityView.lua"]:552: attempt to index global 'log' (a nil value)
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:867: attempt to concatenate local 'fieldText' (a nil value)
Runtime Error: [string "Assets/UI/InGame/CityView/CityView.lua"]:552: attempt to index global 'log' (a nil value)
Runtime Error: [string "Assets\UI\InGame\InfoTooltipInclude.lua"]:867: attempt to concatenate local 'fieldText' (a nil value)


I am not sure if this is actually an issue with the mod - something may have gone wrong with the installation of the DLC onto my computer. (I have tried with a non-dlc civ, which yielded the same issues). However I did try playing without the mod briefly, which yielded none of the origional issues.

EDIT: Oh and only other mods are CivWillard and Infoaddict
 
As soon as I began various issues arose.

- Once the map had loaded, the UB and UU of Babylon icon dissapeared from the start information on the leader
- Buildings had no tooltip information, including wonders
- When the Next Turn button had the choose production button in its place, clicking it had no effect
- At some point I could not change my production
- The panel on the right of the city screen was very jumbled up

So I cleared my cache and verified my files, and redownloaded v129, and got the tuner running.
At first I thought that the problems were solved, as the tooltips returned and the icons were showing. However a few turns into the game I found that the tech Trading (I think) was missing the icons for what it revealed etc, and that the whole tech tree was disjointed. Further previous issues arose.

Here is most of what the tuner had to say, from after map generation

I am not sure if this is actually an issue with the mod - something may have gone wrong with the installation of the DLC onto my computer. (I have tried with a non-dlc civ, which yielded the same issues). However I did try playing without the mod briefly, which yielded none of the origional issues.

EDIT: Oh and only other mods are CivWillard and Infoaddict

I had no DLC other than Mongolia and I also experienced the disjoint tech tree, but on turn one. I tried clearing cache and moduserdata a couple times with no effect. I also reverted to an older version and it worked fine. I haven't had a change to check the tuner.
 
Runtime Error: [string "C:\Users\James\Documents\My Games\Sid Meier..."]:99: FATAL UnitCombatInfos[UNITCOMBAT_MOUNTED_ARCHER] does not exist
That indicates a database error, and those usually mess up the whole game. Could you attach this file:

\Documents\My Games\Sid Meier's Civilization 5\Logs\Database.log
 
Spoiler :
[7060.293] constraint failed
[7060.293] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
[7064.910] Validating Foreign Key Constraints...
[7064.910] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[7064.910] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[7064.910] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
[7065.846] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_PRIVATEER" does not exist in Units
[7065.846] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_GALLEON" does not exist in Units
[7065.846] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_TREASURE CART" does not exist in Units
[7065.846] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_POLYNESIAN_WAR_CANOE" does not exist in Units
[7065.846] Failed Validation.
[7066.221]
-- SQLite Memory Statistics --
Memory Usage:
[Cur] [Max]
Malloc: 287600 2393792
PageCache: 3284 3642
LookAside: 45 1878
Scratch: 0 1

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

Largest Allocations:
Malloc: 65280
PageCache: 1160
Scratch: 5128

Prepared Statements:
Current: 5
------------------------------


I have played a few games with v128 with no issues so far.
 
The log file is showing just the usual stuff, which is strange. The mounted archer combat type is created in CiVUP - General.xml. The lua error message indicates that file did not load, yet there's no message about it in database.log. Try it again with v130 tomorrow and see if the problem still happens.
 
I have played a few games with v128 with no issues so far.

Interesting that you say this. I am sure this isn't your issue, but I also used v128 and then switched to v129 and had similar issues (tech tree completely missing after Classical ERA, not being able to change production, tool tips not working, etc.).

What I figured out was that making the change mid-game was a big no-no (I belatedly read Thals' comments not to do this - duh). In fact, the game would actually crash between turns after installing v129. Anyway, before I figured out that was the problem, I went ahead and started a new v129 game just to see if it worked. That was when all of the GUI errors came about.

To make matters worse, I have two computers that I switch playing Civ V on from day to day. I save my games on Steam to do this, and one computer had v128 while the other had v129. Obviously, DO NOT do this. LOL.

I do want to say a huge thank you to Thal and the other authors of the VEM, CivUp, Willard and InfoAddict mods. I am fairly new to both Civ IV and Civ V (played the older versions of Civ back in the day, but it had been years since I had picked up the series). I enjoyed both vanilla versions, and picked up Beyond the Sword at the same time as Civ V. Contrary to what many have said about Civ V, I found myself choosing to play Civ V vanilla over Civ IV and Civ IV BTS. I just felt like the tactical combat was so much more interesting and the social policies really added so much to the structure and planning of the game. IMHO.

Anyway, VEM and the other mods have multiplied the fun factor of Civ V for me. The added or modified changes to buildings, polices, units, et al makes the game so much more intriguing. Oh - the "Plus" maps are also incredible and make the game so much more engaging - although having to clear out about a hundred Barb ships that roam the ocean can get pretty exhausting.

Once again, thanks for this incredible set of Mods.
 
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