TimberMod

Hulfgar im getting a runtime error with this mod, im playing with BNW and some other mods do you think it may be a conflict?

here is the error:
Timber and Charcoal Mod (v 2)\lua\LumberMillControl.lua:124: attempt to call global 'save' (a nil value)

Regards

Riker13 :crazyeye:
 
hello Riker13,

more probably it lacks saveutils.lua

do you know how to add it?


Thanks for replying so quickly, umm no sorry I don't, I see you added V3 is that all I need to do unpack this or is there some programming involved?

Regards

Riker13 :crazyeye:
 
No programming involved Riker it's ready to use as a mod. If you encounter anyproblem just tell me, I made this real quick.
 
Agree,its a gem indeed.Is it working with BNW fine?Have you tested it bro?cause i have try many mods and some make my game crash....(LANDMINES).
 
hello makrisgialos and UncivilizedGuy,

yes it should be working with BNW. If you have some problems just contact me and I will have a look in it but if I remember right I did not need to change anything in it when GK and BNW came out.
 
@Hulfgar

I'm in the process of constructing a mod and I thought this would be the perfect addition. I have tested this mod independently as a modular mod and it works great. But when I try to run it through modbuddy the lua will not load according to the log. I'm running out of ideas and could use some assistance. Yes the VSF is set to true. The rest of the mod runs but after I complete a lumber mill the Timber resource remains at 0. What is it that I'm overlooking?
 
Hello UncivilizedGuy,
have you activated the Lua function with an InGameUIAddin entry ?
have you coded the xml needed for the resource timber ?

if yes can you send me your mod so that I can have a look in it?
 
No I haven't activated the lua function because I'm not exactly sure how to do that. I only used the XML file in your mod with all of my files disabled so that I can be sure none of my work was causing the problem. Is there something else I need to do with the XML? Thanks for responding.
 
Hello makrisgialos,

this is an interesting idea. I will need to have a look on how artifacts and Antiquity sites work to see if it's possible.

You should post it in the main section of the Civ5 - Creation & Customization forum. There is a lot of modders more capable than I am who could be interested with this idea.

The graphics for the shipwrecks would probably be a problem but for the rest I will see if it's doable.
(But I can't tell you when).
 
Hulfgar,

I think(of course not know for sure)that the theming bonus of the hidden antiquity sites can be easily changed-but i dont know where to look-any ideas?

For shipwrecks...Graphics is indeed a problem,but i believe they can be"worked"by work boats,without special culture income of course.
I have adressed to the forum -in the modders corner,yet not just one even replied.
You don't promise anything,but you replied.Thats more than enough for me. :)
Very kind.
Merci for your time.
 
Back
Top Bottom