Tooltip/Civ Trait Bug

Btw, what is with Thalassicus?

He now didn't made a single post for about a week or even more, i think he normally do much more on forum and at his website.
Is he ill or already in holyday?

Hope he is ok at all. :dunno:
 
Btw, what is with Thalassicus?

He now didn't made a single post for about a week or even more, i think he normally do much more on forum and at his website.
Is he ill or already in holyday?

Hope he is ok at all. :dunno:

He's active on the Steam Workshop

He said he's planning on a VEM for G&K in a few weeks.
 
No, VEM is actually not in the mod for G&K.

Civup v13 is the actual mod for G&K and it is without VEM.
VEM v161 is the complete mod but only for NON G&K!

This is unclear to me.

I have CIV+G&K installed, but when I disable in the DLC menu G&K, do I have then a real Vanilla game or is this case another one? It seems to me that it's a difference between having NOT G&K installed and having G&K installed but NOT G&K enabled.

So I get the same heavy tooltip bug with VEMV161 and CIV+G&K installed + G&K disabled, which is very annoying because I'm currently writing a story in a german forum, this story began before G&K came out but I restarted it with VEM161 because of savegame incompatibility.

Does anybody know a little more about this?
 
Hello, again everyone. Unfortunately, I seem to be having the same darn problem again. I upgraded to G&K and it's come back. Thats right everyone! The disapearing building toolotip bug is back!

In infoTooltipinclude it looks like this:


-------------------------------------------------
-- Initialize MapModData.Fields
-------------------------------------------------

--log:Info("Initializing MapModData.Fields")

--local buildingFieldStartTime = os.clock()

MapModData.Fields = MapModData.Fields or {}
MapModData.Fields.Units = MapModData.Fields.Units or {}
MapModData.Fields.Buildings = MapModData.Fields.Buildings or {}

Finally, at the end of the section it says:

--print(string.format("%3s ms loading InfoTooltipInclude.lua building field functions", Game.Round(os.clock() - buildingFieldStartTime, 8)))
local buildingFieldStartTime = os.clock()

data_BuildingFields = nil
if true then--not Game.InitializedFields then
Game.InitializedFields = true
MapModData.Fields.Buildings = {}
for buildingInfo in GameInfo.Buildings() do
local buildingID = buildingInfo.ID
data_BuildingFields = buildingInfo
MapModData.Fields.Buildings[buildingID] = {}
for row in GameInfo.BuildingFields() do
if row.Value == nil then
log:Error("data_BuildingFields %s value is nil", row.Type)
MapModData.Fields.Buildings[buildingID][row.Order] = {row.Type, nil}
else
MapModData.Fields.Buildings[buildingID][row.Order] = {row.Type, assert(loadstring("return " .. row.Value))()}
end

The end result being that the screenshot in my original post is how my building tooltips look.........again. Applying the fix by Erendir no longer helps since I can't even find
if MapModData.Fields.Buildings == nil then
anymore.
 
Maybe - it's hard to tell in advance. The game sometimes does okay with loading saves from a different version. I'd recommend saving a backup to revert if it can't load.
 
Back
Top Bottom