I really can't see anything wrong here.. or at least it's not blatantly obvious so far.
It also seems to me as if it's all working properly.
Here are my logs during the first few turns:
Turn 0, on creation:
Code:
ChooseArchaeologyPopup: Creating SavedGameDB tables for new game: NanohaMod_Data and NanohaMod_Info
ChooseArchaeologyPopup: TableSave time: 0.022000000000048, checksum: 0, inserts: 0, updates: 0, unchanged: 0, deletes: 0
PMMMRebellionMain: Creating SavedGameDB tables for new game: PMMMConversion_Data and PMMMConversion_Info
PMMMRebellionMain: TableSave time: 0.045999999999935, inserts: 4, deletes: 0, updates: 0, unchanged: 0, checksum: 76
Great People Names: Creating SavedGameDB tables for new game: GGMUGA2_Data and GGMUGA2_Info
Great People Names: TableSave time: 0.048999999999978, inserts: 12, deletes: 0, updates: 0, unchanged: 0, checksum: 228
FreeUnitsPerXTurns: Creating SavedGameDB tables for new game: KnightsLRS_Data and KnightsLRS_Info
FreeUnitsPerXTurns: TableSave time: 0.027000000000044, inserts: 1, deletes: 0, updates: 0, unchanged: 0, checksum: 19
HoloLua: Creating SavedGameDB tables for new game: HoloTable_Data and HoloTable_Info
HoloLua: TableSave time: 0.043999999999983, inserts: 3, deletes: 0, updates: 0, unchanged: 0, checksum: 57
Next, it looks like both mods appeared to fill in their tables properly:
Code:
Great People Names: Player entering game ...
Great People Names: Active Civs Table Was created for a new game
Great People Names: Creating Fallback Tables -- Stand By
FreeUnitsPerXTurns: Player entering game ...
FreeUnitsPerXTurns: Knight Templar Table Was created for a new game
FreeUnitsPerXTurns: After TableSaverLoading for new/continued game data in gTemplarKnights table was:
FreeUnitsPerXTurns: gCityThatBuilt -1
FreeUnitsPerXTurns: gTurnWhenBuilt -1
FreeUnitsPerXTurns: gPlayerWhoBuilt -1
Now, I have my game set to autosave every single turn, so here is the end of Turn 0, right before I regain control on Turn 1:
Code:
ChooseArchaeologyPopup: TableSave time: 0, checksum: 168, inserts: 0, updates: 0, unchanged: 4, deletes: 0
PMMMRebellionMain: TableSave time: 0, inserts: 0, deletes: 0, updates: 0, unchanged: 4, checksum: 76
HoloLua: [TableSaverLoader] Preparing table data for an auto save..
HoloLua: TableSave time: 0, inserts: 0, deletes: 0, updates: 0, unchanged: 3, checksum: 57
Great People Names: TableSave time: 0.086999999999989, inserts: 1692, deletes: 0, updates: 0, unchanged: 12, checksum: 142220
FreeUnitsPerXTurns: TableSave time: 0.010999999999967, inserts: 3, deletes: 0, updates: 0, unchanged: 1, checksum: 154
Seems every mod was able to save their tables successfully.
I then spawned two Great Generals for the Dutch, in order to force the Civ-Linked names mod to start recording data. I also gave myself all techs through Theology, but for some reason was unable to build the Knight's Templar wonder, so I can't say anything about that.
Code:
HoloLua: [NewPlayerTurn] Player 0 (Holo) is beginning turn 1
FreeUnitsPerXTurns: During PlayerDoTurn table gTemplarKnights was:
FreeUnitsPerXTurns: gCityThatBuilt -1
FreeUnitsPerXTurns: gTurnWhenBuilt -1
FreeUnitsPerXTurns: gPlayerWhoBuilt -1
WorldView: nil
WorldView: function: 77C3B2C8
SerialEventUnitCreatedGood: The randomly selected name that would have been added to the MasterUsedGreatPeopleNames is TXT_KEY_GREAT_PERSON_FLORIS_DE_VOOGD
SerialEventUnitCreatedGood: Current Data in the Table gMasterUsedGreatPeopleNames are:
SerialEventUnitCreatedGood: Current Data in the Table gJustUsedName are:
SerialEventUnitCreatedGood: 1 TXT_KEY_GREAT_PERSON_FLORIS_DE_VOOGD
SerialEventUnitCreatedGood: The original name that should have been added to the MasterUsedGeneralAdmiralNames is TXT_KEY_GREAT_PERSON_FLORIS_DE_VOOGD
SerialEventUnitCreatedGood: Current Data in the Table gMasterUsedGreatPeopleNames are:
SerialEventUnitCreatedGood: 1 TXT_KEY_GREAT_PERSON_FLORIS_DE_VOOGD
SerialEventUnitCreatedGood: Current Data in the Table gJustUsedName are:
WorldView: nil
WorldView: function: 77C3B2C8
SerialEventUnitCreatedGood: The randomly selected name that would have been added to the MasterUsedGreatPeopleNames is TXT_KEY_GREAT_PERSON_SIMON_SPOOR
SerialEventUnitCreatedGood: Current Data in the Table gMasterUsedGreatPeopleNames are:
SerialEventUnitCreatedGood: 1 TXT_KEY_GREAT_PERSON_FLORIS_DE_VOOGD
SerialEventUnitCreatedGood: Current Data in the Table gJustUsedName are:
SerialEventUnitCreatedGood: 1 TXT_KEY_GREAT_PERSON_SIMON_SPOOR
SerialEventUnitCreatedGood: The original name that should have been added to the MasterUsedGeneralAdmiralNames is TXT_KEY_GREAT_PERSON_SIMON_SPOOR
SerialEventUnitCreatedGood: Current Data in the Table gMasterUsedGreatPeopleNames are:
SerialEventUnitCreatedGood: 1 TXT_KEY_GREAT_PERSON_FLORIS_DE_VOOGD
SerialEventUnitCreatedGood: 2 TXT_KEY_GREAT_PERSON_SIMON_SPOOR
SerialEventUnitCreatedGood: Current Data in the Table gJustUsedName are:
And here is the autosave at the end of Turn 1, after spawning those two GG's, and before Turn 2 control is handed to me:
Code:
ChooseArchaeologyPopup: TableSave time: 0.00099999999997635, checksum: 168, inserts: 0, updates: 0, unchanged: 4, deletes: 0
PMMMRebellionMain: TableSave time: 0, inserts: 0, deletes: 0, updates: 0, unchanged: 4, checksum: 76
HoloLua: [TableSaverLoader] Preparing table data for an auto save..
HoloLua: TableSave time: 0.017000000000053, inserts: 1, deletes: 0, updates: 0, unchanged: 3, checksum: 76
Great People Names: TableSave time: 0.017000000000053, inserts: 2, deletes: 0, updates: 0, unchanged: 1704, checksum: 142388
FreeUnitsPerXTurns: TableSave time: 0, inserts: 0, deletes: 0, updates: 0, unchanged: 4, checksum: 154
I'm not seeing where the problem is..
I should note that when you actually click on the "SAVE GAME" menu item, the
only entry that appears is FreeUnitsPerXTurns.
However, I'm not entirely sure if it means that nothing else was saved successfully. I do recall Pazyryk discussing before that only one particular InputHandler could be active at once, or something to that effect.
I ran another test by removing both your mods, and ran with what I have been playing my last game with, Holo and Madoka, etc. Hitting the "SAVE GAME" menu button with that shows only the TableSave event for Holo, but in comparing with the data in the SaveGame database file, in both scenarios, all data was there.
Edit:
Nevermind that, got the Wonder working. Apparently, it doesn't play too well with being granted via FireTuner. Starting over and giving myself the ability to 'actually' research and 'build' the wonder seems to have done the trick.
Code:
FreeUnitsPerXTurns: Knights Templar Construction was detected
FreeUnitsPerXTurns: gCityThatBuilt 8192
FreeUnitsPerXTurns: gTurnWhenBuilt 2
FreeUnitsPerXTurns: gPlayerWhoBuilt 0
OniClansLua: Calling Suika's Turn Function
HoloLua: [NewPlayerTurn] Player 0 (Holo) is beginning turn 2
FreeUnitsPerXTurns: During PlayerDoTurn table gTemplarKnights was:
FreeUnitsPerXTurns: gCityThatBuilt 8192
FreeUnitsPerXTurns: gTurnWhenBuilt 2
FreeUnitsPerXTurns: gPlayerWhoBuilt 0
And at the end of the turn:
Code:
ChooseArchaeologyPopup: TableSave time: 0, checksum: 168, inserts: 0, updates: 0, unchanged: 4, deletes: 0
PMMMRebellionMain: TableSave time: 0, inserts: 0, deletes: 0, updates: 0, unchanged: 4, checksum: 76
HoloLua: [TableSaverLoader] Preparing table data for an auto save..
HoloLua: TableSave time: 0, inserts: 0, deletes: 0, updates: 0, unchanged: 5, checksum: 89
Great People Names: TableSave time: 0.0030000000001564, inserts: 0, deletes: 0, updates: 0, unchanged: 1693, checksum: 141296
FreeUnitsPerXTurns: TableSave time: 0.0070000000000618, inserts: 0, deletes: 0, updates: 3, unchanged: 1, checksum: 173
Seems to me like it's all working. At least for autosaves.