Tomatekh's New Civilizations

And since I have a laptop that likely means I can't fix it..........(although it's strange that i don't have a similar problem with the Kibbitz or any official improvement.........)
 
Besides the Champa update (above) just a heads up for a few of the other minor updates I released over the past few days:

-Goths and Kievan Rus': Will now switch to alternative graphic files if you don't have Gods and Kings (will correct some uu display issues)
-Historical Religions (all three mods): Corrected the Kilwa reference (was still checking for the GK name), added support for all of Hiram's and LastSword's released civs (current support: my civs, Leugi's civs, More Civ civs, JFD's civs, Hiram's civs, LastSword's civs)
-Expanded Civlopedia Mod: Corrected some entries and added the Danish Beserker BNW changes (completely overlooked them).

Near future plans:
-Pontoon Bridge update
-Hittites update
-Timurids change Meroe city-state (overlap with Kilwa mod)
-Mali (add minor UI code)
-Sumer (minor buff based on feedback)
-Additional christian denominations pack for my historical religions mod
-Update Benin with new art by LastSword

And for people who didn't notice, JFD and Janboruta have been kind enough to provide YnAMP compatibility for my mods here. I'll more officially incorporate it once I replace Meroe in the Timruids mod.

Additional Christian denominations? Anglicanism and Presbyterianism perhaps?
 
Additional Christian denominations? Anglicanism and Presbyterianism perhaps?

I'm mainly looking to add four denominations in the pack

-Oriental Orthodoxy (when used as a stand-alone mod outside my other religions mods)
-Split Protestantism into Protestantism and Anglicanism
-Assyrian Church of the East/Nestorianism
-Latter Day Saints/Mormonism

I don't really have an estimate for when I'm releasing it. It's more to the bottom of my modding to do list.
 
As an LDS member; I've been secretly hoping that you'd maybe get around to doing a proper version for your mod. I'm very excited for this, even if it is at the bottom of your to do list! Thanks, Tomatekth!
 
I was wondering how to enable the alternate unit graphics for the Dhurzina. At the moment it and JFD's Birkebeiner are using the same graphic and since the Dhurzina has an alternate I'd like to use it if I can.
 
I was wondering how to enable the alternate unit graphics for the Dhurzina. At the moment it and JFD's Birkebeiner are using the same graphic and since the Dhurzina has an alternate I'd like to use it if I can.

Kievan Rus Mod Folder -> SQL Folder -> Rus' GK DLC Edit File

Code:
UPDATE Units SET UnitArtInfo =
	( CASE WHEN EXISTS(SELECT Type FROM Civilizations WHERE Type="CIVILIZATION_CARTHAGE" )
		THEN "ART_DEF_UNIT_RUS_DRUZHINA_MOD"
		ELSE "ART_DEF_UNIT_RUS_DRUZHINA_MOD_ALT" END
    ) WHERE Type = "UNIT_KIEVAN_RUS_MOD";

Set both the art defines to use the _ALT one:

Code:
UPDATE Units SET UnitArtInfo =
	( CASE WHEN EXISTS(SELECT Type FROM Civilizations WHERE Type="CIVILIZATION_CARTHAGE" )
		THEN "ART_DEF_UNIT_RUS_DRUZHINA_MOD_ALT"
		ELSE "ART_DEF_UNIT_RUS_DRUZHINA_MOD_ALT" END
    ) WHERE Type = "UNIT_KIEVAN_RUS_MOD";

It only changes the unit graphic though, not the unit icon or strategic view icon
 
Ah I see. Thank you for your help!
 
So, to help me balance Champa, can people post what they think is the average gold per turn you earn in early, middle, late game?

I'm also maybe potentially rethinking my Hittite UA. Currently, with the planned update, I simply made it less situational (instead of with only friendly militaristic city states granting xp, I made it any allied city state but also lowered the per ally bonus and added a cap to the max bonus). The reason being, as there's proportionally less militaristic city states than the main three, it's very possible for no militaristic city states to spawn if you set a low city state number (and I didn't like a possible situation where you couldn't use your UA based on map size). But, I've actually really grown to like the second part of the UA (allied city states units have more strength) as it encourages proxy war situations (which is a different gameplay angle to stress in an ability) and having the help of military allies is very fitting for the Hittites. I'm thinking about maybe dropping the xp part and expanding the ally part to a full ability. I'm not sure how, though. I don't really want to go the influence route as I did that with the Rus', and I'd rather a strong ability you need to work to maintain.
 
Eh, I kind of like the Hittite XP bonus (especially if you're re-balancing it to work with any city state, which was the main problem with it before, IMO). But... if you can think of something cool to replace it with, go for it. Your new abilities are usually much more interesting than the old ones. I have to admit, I never really payed much attention to the city-state strength buff part of the UA. 20% is actually quite a big buff and could be really strong if you gift a lot of units (I might have to try to use it next time I play the Hittites). Honestly, if you were to make it the main focus, the most logical thing would be a buff when gifting units to encourage you to do it more, but you said you didn't really want to go with an influence ability.
 
On the Champa, I'm not exactly sure how much gpt I was earning - I'd have to check again. Through mid-game whenever I was at war it was about 12 gpt. Early game it was between zero and 2. It fluctuated around there - if I wasn't at war with someone though, it fell to about zero it felt like - in midgame I was getting say 2.5 average gold per turn from pirating trade routes passively.
 
On the Champa, I'm not exactly sure how much gpt I was earning - I'd have to check again. Through mid-game whenever I was at war it was about 12 gpt. Early game it was between zero and 2. It fluctuated around there - if I wasn't at war with someone though, it fell to about zero it felt like - in midgame I was getting say 2.5 average gold per turn from pirating trade routes passively.

Oh I wasn't talking about in Champa games, specifically. The war gold bonus is ((Era Count+1)*(Blockade Count+2)). I know these current Champa values are too low, so I wanted some feedback at what people find to be the average gpt at different points in the game when not playing as Champa (and preferabbly without any mods that would significantly impact gold income), so I can more properly balance the Champa ability against those values.

I just wanted a wider data pool to draw from than my own experiences with the game. It might also help if people state the difficulty/speed they play on in case it varies widely enough that I would have to make specific adjustments for different speeds.

Also, thanks for the feedback with the passive cargo ships. That's the most situational of the bonuses and I really had no idea how that was playing out.
 
I'm getting a crash to desktop with the Kongo in a game. I'm using many mods, but twice now the game has stalled during the start of their turn and then crashed. If the details are in the logs, I have no clue where to work
 
I'm getting a crash to desktop with the Kongo in a game. I'm using many mods, but twice now the game has stalled during the start of their turn and then crashed. If the details are in the logs, I have no clue where to work

If you have logging enabled (see), you can just post the entire lua log file (my games/civ 5/logs/lua next time it happens and I'll sort through it. (If this was the last time you played and you already had logging enabled, then the logs should still show that game and you can post the current file).

I'll look in my end. It's probably just some simple mistake I overlooked.
 
Do you have an estimate of when Champa will be completely finished and posted on Steam? (Or at least the next beta update with Leugi's art? The stand in graphics you're using for the well are hard to see on maps and I hate switching to strategic view just to remind myself where all the wells are. The posted design looks really cool and distinguishable!).

Also were there a bunch of updates yesterday?
 
Do you have an estimate of when Champa will be completely finished and posted on Steam? (Or at least the next beta update with Leugi's art? The stand in graphics you're using for the well are hard to see on maps and I hate switching to strategic view just to remind myself where all the wells are. The posted design looks really cool and distinguishable!).

Also were there a bunch of updates yesterday?

No estimate; the civ is still being worked on.

And yes, I didn't have time to post all the updates so I will post more tonight. After everything is up I'll list the changes here.

Important note, all the civs (once their update is posted) now internally support YnAEMP so there's no need to use the patch JFD made once you update (all the update version numbers end in 8, so vs. 18, 28, or 38). (And again, a big thanks to JFD and Janboruta, as I would never have figured out the SQL formatting or all the coordinates on my own). Related to this, the Timurids now replace Samarqand with Sana'a instead of Meroe.
 
Ctrl+F for Kongo doesn't lead to anything conclusive, but there has to be a reason it crashes on their turn.

Spoiler :
[28147.775] Initializing Lua 5.1.4
[28355.755] InstalledPanel: Refreshing Mods
[28355.755] InstalledPanel: GetModBrowserListings()
[28357.034] InstalledPanel: Refreshing Mods
[28357.034] InstalledPanel: GetModBrowserListings()
[28390.575] InstalledPanel: Refreshing Mods
[28390.575] InstalledPanel: GetModBrowserListings()
[28762.044] CivilopediaScreen: SetSelectedCategory(12)
[28762.044] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
[28762.216] CivilopediaScreen: SetSelectedCategory(1)
[28762.216] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
[28768.487] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion2\Tutorial\Lua\TutorialInclude_Expansion2.lua
[28768.487] Tutorial: Loaded Additional Tutorial checks - Assets\DLC\Expansion\Tutorial\lua\TutorialInclude_Expansion1.lua
[28772.247] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarPlunderTradeRoutePopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\DLC\Expansion2\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmImprovementRebuildPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\NetworkKickedPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\CityPlotManagementPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCommandPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivEnterTerritoryPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\LiberateMinorPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ReturnCivilianPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\AnnexCityPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarMovePopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\BarbarianRansomPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmGiftPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmCityTaskPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\PuppetCityPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\DeclareWarRangeStrikePopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\ConfirmPolicyBranchPopup.lua
[28772.247] GenericPopup: Loaded Popup - Assets\UI\InGame\PopupsGeneric\MinorCivGoldPopup.lua
[28775.570] EconomicGeneralInfo: Total Units - 8
[28775.570] EconomicGeneralInfo: Maint Free Units - 2
[28775.570] EconomicGeneralInfo: Paid Units - 6
[28775.632] EconomicGeneralInfo: Total Units - 8
[28775.632] EconomicGeneralInfo: Maint Free Units - 2
[28775.632] EconomicGeneralInfo: Paid Units - 6
[28777.988] ChoosePantheonPopup: -268
[28777.988] ChoosePantheonPopup: 963
[28777.988] ChoosePantheonPopup: 695
[28779.454] ChooseIdeologyPopup: -268
[28779.454] ChooseIdeologyPopup: 963
[28779.454] ChooseIdeologyPopup: 695
[28782.122] ChooseGPspecialist: This is the 'Choose GP specialist' mod script.
[28782.184] FreeBuildingonTech: The Free Building on Tech for Argentina Lua loaded succesfully
[28782.200] SettlerRecover: The Aymara Mod Lua loaded succesfully
[28782.278] Dualism: Dualism, code, yeah
[28782.278] Dualism: This is the Domestic Modifier mod script.
[28782.293] Benin Improvements Mod: This is the 'Benin Iya Heal' mod script.
[28782.293] Benin Improvements Mod: This is the 'Benin Defense Building Check' mod script.
[28782.309] FestiveUnit: This is the 'We Love the King Day - Musician' mod script.
[28782.309] FestiveUnit: The Battle General Lua loaded succesfully
[28782.356] SecondPantheonBelief: This is the Comparsa from Religions
[28782.371] SecondPantheonBelief: This is the Second Pantheon Belief mod script.
[28782.434] BuildingRemoteGreatPeoplePoints: loaded
[28782.512] BuildingYieldFromGreatWorksInBuilding: loaded
[28782.543] BurmaUA: loaded
[28782.558] KyundawConscription: loaded
[28782.636] AdmiralCityStates: This is the 'GA CS Bonus' mod script.
[28782.746] GlobalArchaeologistDigSites: This is the 'Global - Archaeologist Dig Sites' mod script.
[28782.777] \Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\Gran Colombia Civilization (v 2)\CaptureScripts: The Gran Colombia Mod Lua loaded succesfully
[28782.917] InfoAddictDataManager: INFO: Loading InfoAddict Data Manager
[28782.995] InfoAddictDataManager: INFO: InfoAddict Version: 22
[28783.120] InfoAddictDataManager: INFO: InfoAddict Branch: master
[28783.198] InfoAddictDataManager: INFO: Using replay data: false
[28783.292] InfoAddictDataManager: INFO: Game Version: 1.0.3.144 (395131)
[28783.416] InfoAddictDataManager: INFO: Start Turn: 0
[28783.541] InfoAddictDataManager: INFO: Num of Civs: 12
[28783.635] InfoAddictDataManager: INFO: Player #0: Huyustus
[28783.713] InfoAddictDataManager: INFO: Player #1: Apanuugpak
[28783.822] InfoAddictDataManager: INFO: Player #2: Napoleon
[28783.916] InfoAddictDataManager: INFO: Player #3: Nzinga Mbande
[28784.025] InfoAddictDataManager: INFO: Player #4: Massinissa
[28784.103] InfoAddictDataManager: INFO: Player #5: Frederick
[28784.181] InfoAddictDataManager: INFO: Player #6: Suryavarman II
[28784.290] InfoAddictDataManager: INFO: Player #7: Haile Selassie
[28784.384] InfoAddictDataManager: INFO: Player #8: Boudicca
[28784.508] InfoAddictDataManager: INFO: Player #9: Cahuachi
[28784.602] InfoAddictDataManager: INFO: Player #10: Lorenzo
[28784.711] InfoAddictDataManager: INFO: Player #11: David
[28786.162] InfoAddictDataManager: INFO: Updating the historical data table with 170 turns took 1.359s to complete (170 queries).
[28786.614] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.037s
[28786.848] InfoAddictCivRelations: INFO: Total time to build political view: 0.021s
[28787.129] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.017s
[28787.223] PolicyReligion: The Israel Mod Lua loaded succesfully
[28787.254] Lithuania_Functions: The Grand Duchy of Lithuania rises
[28787.270] Armenia_Functions: The Kingdom of Armenia has initialised
[28787.285] Hungary_Functions: Hungary has arrived successfully!
[28787.691] CityStatePopupGoldChanges: Kilwa 2
[28787.722] MaliLuaScriptMod: This is the 'Mali Faith Trade Routes' mod script.
[28787.722] MaliLuaScriptMod: This is the 'Hajj Gold' mod script.
[28787.722] MaliLuaScriptMod: This is the 'Mali Golden Age' mod script.
[28787.722] MaliLuaScriptMod: This is the 'Mali AI Handicap' mod script.
[28787.784] BattleGeneral: The Battle General Lua loaded succesfully
[28787.878] BonusOnPillaged: Pillaged Tiles Script thing working
[28787.925] BuildingYieldFromArtifact: loaded
[28787.972] MexicoScripts: This is the Free Building on Capital Script
[28787.972] MexicoScripts: This is the Rurales Happiness Script
[28788.174] HolyGold: This is the 'Muisca Holy Gold' mod script.
[28788.299] BuildingProvidesAccesstoFreshWater: loaded
[28788.315] NazcaUA: loaded
[28788.362] TraitMigration: Loaded Nri Immigration
[28788.783] Hittite Traits Mod: This is the 'Hittite XP' mod script.
[28788.783] Hittite Traits Mod: This is the 'Hittite City State Bonus' mod script.
[28788.783] Hittite Traits Mod: This is the 'Bloomery Iron' mod script.
[28788.783] Hittite Traits Mod: This is the 'Stagger' mod script.
[28788.830] TiwaDialog: Award the City State
[28788.830] TiwaDialog: Check Game Speed and Counter Building
[28788.830] TiwaDialog: Check City State Religion
[28788.830] TiwaDialog: Check City State Friendship
[28788.830] TiwaDialog: Fire for this Civ
[28788.892] CSmilitargifts: This is the 'Friendly City State Unit' mod script.
[28788.892] CSmilitargifts: Scripts fire for this civilization.
[28788.923] FakeJungleBias: Tupi: Add Jungles
[28788.939] ImprovementWLTKDBonus: It IS Working
[28788.986] FreeCompany: loaded
[28789.032] TuscanUA: loaded
[28789.064] BoundlessPlainsToShare: Loading TableSaverLoader.lua...
[28789.220] GivesHorses: Looking For Canada!
[28789.235] CanadianRCMPCaptureScript: From Sea to Shining Sea. If you're smart.
[28789.391] Mexico0Scripts: This is the Rurales Happiness Script
[28789.422] Haida Mod: Scalping
[28789.485] Hetmanate Mod: Raids
[28789.500] Khmer Mod: Angkor Trait Mod
[28789.532] Khmer Mod: Khmer Civ Related
[28789.547] Kingdom Jerusalem Mod: Crusade Mod
[28789.563] File Error: C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] LS Civilization Set II (v 10)\PapalStates/PapalStatesButton.lua
[28789.563] Runtime Error: Error loading C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] LS Civilization Set II (v 10)\PapalStates/PapalStatesButton.lua.
[28789.563] Sioux Mod: Happy Hunting Ground Mod
[28789.578] File Error: C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] LS Civilization Set III (v 10)\MaliEmpire/Mali Mod.lua
[28789.578] Runtime Error: Error loading C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] LS Civilization Set III (v 10)\MaliEmpire/Mali Mod.lua.
[28789.594] Phoenicia Mod: Ancient Mediterranean Trade
[28789.594] File Error: C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] LS Civilization Set III (v 10)\TimuridEmpire/Timurids Mod.lua
[28789.594] Runtime Error: Error loading C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] LS Civilization Set III (v 10)\TimuridEmpire/Timurids Mod.lua.
[28789.610] Ashanti Mod: Golden Stool
[28789.610] Durrani Mod: One thousand nights
[28789.625] Nepal Mod: Roof of the World
[28789.672] Qin Mod: Qin Empire
[28789.719] Tahitian Mod: Blue Sky
[28789.750] Gauls Mod: Argh
[28789.766] Olmec Mod: Olmec Mod
[28789.766] Scotland Mod: Scotland Mod
[28789.781] Zimbabwe Mod: Great Zimbabwe
[28789.797] Tatar Mod: For the Horde
[28789.812] Bulgarian Mod: Eastern Empire
[28789.812] Bulgarian Mod: Bulgaria Civ Related
[28789.828] File Error: C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] LS Civilization Set VI (v 9)\Lithuania/Lithuania Mod.lua
[28789.828] Runtime Error: Error loading C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] LS Civilization Set VI (v 9)\Lithuania/Lithuania Mod.lua.
[28789.828] Cherokee Mod: Rat Gaming
[28789.844] File Error: C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] LS Civilization Set VII (v 4)\HittitesEmpire/Hittite Mod.lua
[28789.844] Runtime Error: Error loading C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\[BNW] LS Civilization Set VII (v 4)\HittitesEmpire/Hittite Mod.lua.
[28789.875] Numidia Mod: Desert Glory
[28789.906] Numidia Mod: Numidia Civ Related
[28790.483] Rus' Lua Scripts: This is the 'City State Trade Influence' mod script.
[28790.483] Rus' Lua Scripts: This is the 'Rus UB Culture Bonus' mod script.
[28790.483] Rus' Lua Scripts: This is the 'Rus We Love the King Day' mod script.
[28790.483] Rus' Lua Scripts: This is the 'Rus Garden Check' mod script.
[28790.514] Goth Mod Via Appia Script: This is the 'Goth Road' mod script.
[28790.514] Goth Mod Via Appia Script: This is the 'Goth Capital Capture' mod script.
[28790.530] Kongo Mod Buildings: Raffia Jungle Tile
[28790.546] Kongo Mod Buildings: Raffia Jungle Check
[28790.546] Kongo Mod Buildings: Pombo Mounted Movement
[28790.546] Kongo Mod Buildings: BNW New Mint Capture Rate
[28790.546] Kongo Mod Buildings: AI Handicap
[28790.546] Sumer Pop Script: This is the 'Sumer Population' mod script.
[28790.546] Sumer Pop Script: This is the 'Vulture XP' mod script.
[28790.546] Sumer Pop Script: This is the 'BNW Faith Specialist' mod script.
[28790.561] Ancient Libya Traits Mod: This is the 'Ancient Libya Foggaras' mod script.
[28790.561] Ancient Libya Traits Mod: This is the 'City Founded Check' mod script.
[28790.561] Ancient Libya Traits Mod: This is the 'Improvement Build Check' mod script.
[28790.561] Ancient Libya Traits Mod: This is the 'Garden Fresh Water Check' mod script.
[28790.561] Ancient Libya Traits Mod: This is the 'Libya Building Water Bonus' mod script.
[28790.561] Ancient Libya Traits Mod: This is the 'Garamantes AI Handicap' mod script.
[28790.592] Timurid lua scripts: This is the 'Timurid Capture Trait' mod script.
[28790.608] Harappa Lua Scripts: This is the 'Supply Train' mod script.
[28790.608] Harappa Lua Scripts: This is the 'Aqueduct UB Bug and Happy Edit' mod script.
[28790.608] Harappa Lua Scripts: This is the 'Free Trade' mod script.
[28790.608] Harappa Lua Scripts: This is the 'AI Handicap' mod script.
[28792.277] AdvisorInfoPopup: Closing Advisor Info
[28792.277] Demographics: Dequeuing demographics
[28792.277] Demographics: Dequeuing demographics
[28803.806] The_Franks_Functions: The Frankish civilization cometh
[28803.806] Switzerland_Functions: The Swiss Confederacy has begun
[28811.403] BuildingYieldFromArtifact: Turn Trigger
[28811.403] Runtime Error: C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\Mexican Civilization (v 2)\Lua/MexicoScripts.lua:41: attempt to index local 'garrisonedUnit' (a nil value)
[28811.403] GoldFromWondersTrait: -1
[28811.403] FreeShrineScript: Condition 2
[28811.403] FreeShrineScript: Condition 2
[28811.403] FreeShrineScript: Condition 2
[28811.403] FreeShrineScript: Condition 2
[28811.403] CanadianBrotherhoodScript:
[28811.403] WallUA: GA points for walls!
[28814.461] InfoAddictDataManager: INFO: Saving player stats took 2.831s to complete (12 inserts).
[28814.570] InfoAddictDataManager: INFO: Updating the historical data table with 0 turns took 0s to complete (0 queries).
[28814.726] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.028s
[28814.851] InfoAddictCivRelations: INFO: Total time to build political view: 0.021s
[28856.565] InfoAddictHooks: INFO: Changing InfoAddict button visibility to LeaderHead contexts
[28856.752] BoundlessPlainsToShare: +--We just loaded up the Colonialist Legacies: Civilizations of the New World: Australia mod!--+
[28860.372] BoundlessPlainsToShare: QuickSaveGame clicked
[28860.372] BoundlessPlainsToShare: Getting DB info for TableSave (this is the first save after a game load)...
[28860.590] BoundlessPlainsToShare: TableSave time: 0.22399999999993, checksum: 115, inserts: 0, updates: 0, unchanged: 1, deletes: 0
[28865.988] InGame: OnInterfaceModeChanged
[28865.988] InGame: oldInterfaceMode: 1
[28865.988] InGame: newInterfaceMode: 3
[28866.393] BuildingYieldFromArtifact: Swap Trigger
[28868.047] InGame: OnInterfaceModeChanged
[28868.047] InGame: oldInterfaceMode: 3
[28868.047] InGame: newInterfaceMode: 1
[28871.011] BuildingYieldFromArtifact: Swap Trigger
[28884.489] InGame: OnInterfaceModeChanged
[28884.489] InGame: oldInterfaceMode: 1
[28884.489] InGame: newInterfaceMode: 3
[28885.488] BuildingYieldFromArtifact: Swap Trigger
[28886.034] InGame: OnInterfaceModeChanged
[28886.034] InGame: oldInterfaceMode: 3
[28886.034] InGame: newInterfaceMode: 1
[28889.544] BuildingYieldFromArtifact: Swap Trigger
[28906.392] BuildingYieldFromArtifact: Swap Trigger
[28909.184] WLTKDonkill: CanSaveUnit Listener test; iPlayer, iUnit, unitType = 0 434178 UNIT_MISSIONARY
[28909.216] WLTKDonkill: CanSaveUnit Listener test; iPlayer, iUnit, unitType = 0 434178 UNIT_MISSIONARY
[28911.150] BuildingYieldFromArtifact: Swap Trigger
[28912.195] BuildingYieldFromArtifact: Turn Trigger
[28912.195] Runtime Error: C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\Mexican Civilization (v 2)\Lua/MexicoScripts.lua:41: attempt to index local 'garrisonedUnit' (a nil value)
[28912.195] GoldFromWondersTrait: -1
[28912.195] Runtime Error: C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\Tiwanaku Civilization (v 1)\Lua/FreeShrineScript.lua:38: attempt to concatenate local 't' (a nil value)
[28912.195] CanadianBrotherhoodScript:
[28912.195] WallUA: GA points for walls!
[28914.254] BuildingYieldFromArtifact: Turn Trigger
[28914.254] Runtime Error: C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\Mexican Civilization (v 2)\Lua/MexicoScripts.lua:41: attempt to index local 'garrisonedUnit' (a nil value)
[28914.254] GoldFromWondersTrait: -1
[28914.254] Runtime Error: C:\Users\Clay\Documents\My Games\Sid Meier's Civilization 5\MODS\Tiwanaku Civilization (v 1)\Lua/FreeShrineScript.lua:38: attempt to concatenate local 't' (a nil value)
[28914.254] CanadianBrotherhoodScript:
[28914.254] WallUA: GA points for walls!
 
I believe error on loading LUA code is irrevelant with CTD during turn processing.

I think he have deleted those civ folders without editing the MODINFO (the mod file still try to load).
It is fine, those errors are harmless.
 
Make sure you're using the latest version of my Lithuania mod. That was causing crashes whenever the Samogitian Warrior would attack another unit. If Lithuania was in the game, then perhaps this was causing the crash.
 
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