your game is updated ?
there is an incompatibility with one of your mod and YnAEMP. Which is strange as this mod does not change the file mentioned in the Lua.log.
try to check your game file integrity on steam first.
then maybe there is an override of a file included in ProductionPopup.lua that is not loaded correctly.
then maybe there is an override of a file included in ProductionPopup.lua that is not loaded correctly.
for building in GameInfo.Buildings() do
local buildingID = building.ID;
if g_IsProductionMode then
-- test w/ visible (ie COULD train if ... )
if city:CanConstruct( buildingID, 0, 1 ) then
local isDisabled = false;
-- test w/o visible (ie can train right now)
if not city:CanConstruct( buildingID ) then
isDisabled = true;
end
local col = 2;
local thisBuildingClass = GameInfo.BuildingClasses[building.BuildingClass];
if thisBuildingClass.MaxGlobalInstances > 0 or thisBuildingClass.MaxPlayerInstances > 0 or thisBuildingClass.MaxTeamInstances > 0 then
col = 3;
end
if (bGeneratingProduction) then
strTurnsLeft = L( "TXT_KEY_STR_TURNS", city:GetBuildingProductionTurnsLeft( buildingID ));
else
strTurnsLeft = g_strInfiniteTurns;
end
AddProductionButton( buildingID, building.Description, OrderTypes.ORDER_CONSTRUCT, strTurnsLeft, col, isDisabled );
if col == 2 then
numBuildingButtons = numBuildingButtons + 1;
else
numWonderButtons = numWonderButtons + 1;
end
end
else
I get these run time errors in my lua.log
The atoll maybe.For some reason my Work Boats can't create Fishing Boats over the fish/atoll tile. Is this because of the atoll or is this a bug?
Post the full log please, the real problem may be shown earlier in the log.
Spoiler :Code:for building in GameInfo.Buildings() do local buildingID = building.ID; if g_IsProductionMode then -- test w/ visible (ie COULD train if ... ) if city:CanConstruct( buildingID, 0, 1 ) then local isDisabled = false; -- test w/o visible (ie can train right now) if not city:CanConstruct( buildingID ) then isDisabled = true; end local col = 2; local thisBuildingClass = GameInfo.BuildingClasses[building.BuildingClass]; if thisBuildingClass.MaxGlobalInstances > 0 or thisBuildingClass.MaxPlayerInstances > 0 or thisBuildingClass.MaxTeamInstances > 0 then col = 3; end if (bGeneratingProduction) then strTurnsLeft = L( "TXT_KEY_STR_TURNS", city:GetBuildingProductionTurnsLeft( buildingID )); else strTurnsLeft = g_strInfiniteTurns; end AddProductionButton( buildingID, building.Description, OrderTypes.ORDER_CONSTRUCT, strTurnsLeft, col, isDisabled ); if col == 2 then numBuildingButtons = numBuildingButtons + 1; else numWonderButtons = numWonderButtons + 1; end end else
380
See attached
thanks, I'll look at thatI've been doing some of my own research so I can personally tailor certain mods/maps to my taste. I was going through the "Greatest" earth map - not sure if you support this one or just bundle it in with the rest - but I noticed that the region of "Eastern Europa" is two hexes too short to cover what would be the upperbound of Russia on the map. This enabled silk to be randomly placed near the top of the map even though silk is ruled out for Eastern Europe using the restrict luxury resources to correct geographical region option.
Correct.Also - question on how the mod generates the random placement of luxury resources: My assumption is that for each defined region, any allowed resource can appear anywhere in that region?