Tech boxes disappearing

skodkim

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Jan 16, 2004
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Hi Thal

Since v 383 I've found that I can't see the tech tree when I start a new game using Unofficial Patch and Vanilla Enhanced (v 96-99) in conjunction with other mods adding wonders to the game like "Flavian Amphitheatre Wonder (v 2)" or "The Sphinx Wonder (v 3)". I can see the pipes but not the "tech boxes".

I run a lot of mods so I started a test to see which one could be causing the problems. After hours of disabling one mod at a time and starting new Games I narrowed it down to this:

I can have the following active without any problems
  • Ancient Mediterranean City States (v 1)
  • Ancient Mediterranean Civilizations (v 10)
  • City State Diplomacy Mod (CSD) (v 24)
  • CivWillard (v 1)
  • Cultural Capitals (v 10)
  • InfoAddict (v 16)
  • LiveTuner - Tech and Policy Panels (v 6)
  • Unofficial Patch and Vanilla Enhanced (v 99)
  • XiDragon's Reveal Map Button (v 1)
  • a little mod of my own

However when I activate some of the wonder mods the error occurs.

The lua log file gives several error concerning TechTree.lua, which is included in your mod so it seems to be linked to incompatibility with this.

Part of the lua log included below - notice the difference between \ and / in the two lines :confused:
Spoiler :
[7130.524] Runtime Error: [string "Assets/UI/InGame/TechTree/TechTree.lua"]:884: attempt to index local 'thisTechButton' (a nil value)
[7131.039] Runtime Error: [string "Assets\UI\InGame\TechTree\TechButtonInclude..."]:369: attempt to call global 'GetHelpTextForBuilding' (a nil value)


Any idea what's going on? Any help would be MUCH appreciated as I've spent two entire evenings on this now and I'm getting somewhat impatient to start playing again.

Full lua.log file attached

\Skodkim
 
Thank you for bringing this up. I'm not quite sure what the problem might be, but I'll compare the mods to see if I can identify the incompatibilities. I've put it on my todo list.
 
Indeed, it appears almost every mod wonder now is incompatible with VEM, most unfortunately.
 
Indeed, it appears almost every mod wonder now is incompatible with VEM, most unfortunately.

Very unfortunate - wonders are fun and looking at download statistics also very popular.

Just checked againg this morning before work and it is related to VEM.

Come on Thal - do your magic :goodjob:

\Skodkim
 
This could have something to do with overloading of a tech - that is, having more than five items unlocked by the same tech for a civilization, which has had to happen with most wonder mods by now. Try see if the Temple of Heaven and Itsukushima Shrine work alone with VEM, I believe they overload Theology.
 
This could have something to do with overloading of a tech - that is, having more than five items unlocked by the same tech for a civilization, which has had to happen with most wonder mods by now. Try see if the Temple of Heaven and Itsukushima Shrine work alone with VEM, I believe they overload Theology.

Good theory. As I have yet to find a wonder that works with VEM I think I should go the other way:

1: Find a tech that isn't overloaded and has at least one "free slots" and see what happens.
2: Enable a wonder that I move to that particular tech and see what happens.
3: Move the wonder to a tech that is overloaded with the tech and see what happens.

Thanks for the reply :goodjob:

\Skodkim
 
I've seen techs get overloaded before without problems... though that was with "special" items like tech yield bonuses to improvements. If you haven't done so already, I'd check to see if any error messages appear in the tuner when starting the game or bringing up the tech screen.
 
Might it be a load order issue? Have you altered the way any of the new lines in the Buildings.xml table are checked? If something is supposed to default to NIL or 0, but instead has no value at all, might be a problem.
 
Just tried the above mentioned tests:

1: Start game with no wonder mods - works fine
2: Enable a wonder that I moved to Theology (had four items shown on tech tree, now five) - works fine
3: Enable same wonder and move it to Currency (had five items shown on tech tree already)

Even v3 works like a charm - the wonder simple replaced another item visually on the tech tree so I guess that wasn't it.

\skodkim

Thats all for now folks - one year old calling...
 
@Sneaks
Not that I'm aware of... and if no errors appear in Database.log or the tuner it'll be hard to track down the problem.

Thal, I'll see if I have some time to do some more testing tonight. If so I'll check log files and tuner. Also I'll see if I can narrow it down to a consistent problem with one particular wonder.

\Skodkim
 
Hi Thal

just did a bit of testing. Found out that I could trigger the bug with just Flavian Amphitheatre Wonder (v 2). Looked at log files and Firetuner messages.

First conclusion:
  • Tech boxes disappear when using both VEM v100 and Flavian Amphitheatre Wonder (v 2)
  • Tech function if using only one of the two mods at a time
Second the database.log files are identical as I can tell.

Third when I have both mods enabled (bug occurring) an extra line with an error message is written in the Firetuner when I open the techtree.

I've included a zip file. It contains two directories with relevant files from when the bug occurred and when it didn't. In both directories are
  1. enabled mods at the time of that particular test
  2. the log file directory
  3. logs from the Firetuner window
Concerning the latter two files are found in the directory containing the "bugged" version: One just after entering a new game of civ and one from when the tech tree was opened.

I really hope this helps you nail this bug!

\Skodkim
 
Thank you, that was helpful. I managed to identify the problem right away, this line in the autotips:

for pEntry in GameInfo.Building_TechAndPrereqs(string.format("BuildingType = '%s', pBuildingInfo.Type")) do

had a " in the wrong place:

for pEntry in GameInfo.Building_TechAndPrereqs(string.format("BuildingType = '%s'", pBuildingInfo.Type)) do

This only popped up when using wonder mods because none of the vanilla mods have secondary tech prerequisites.
 
Thank you, that was helpful. I managed to identify the problem right away, this line in the autotips:

for pEntry in GameInfo.Building_TechAndPrereqs(string.format("BuildingType = '%s', pBuildingInfo.Type")) do

had a " in the wrong place:

for pEntry in GameInfo.Building_TechAndPrereqs(string.format("BuildingType = '%s'", pBuildingInfo.Type)) do

This only popped up when using wonder mods because none of the vanilla mods have secondary tech prerequisites.

Fantastic! :goodjob: So glad I could help you track it down.

Will we see this in a new relase soon?

\Skodkim
 
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