Uprising Empire

Uprising Empire 1.0.0

did you try to verify game file(https://support.steampowered.com/kb_article.php?ref=2037-QEUH-3335)? does the game crash or you get back to menu? does the game bug when you are in game or while loading it?

I get the error when I set up the game to start and then it does not even load in... I don't even get to first turn...

EDIT: so the game does not go to first turn but instead I get the error message popping up with the 10digit number and that is it - I can click button to go to the mods menu or back to main menu.

EDIT2: more precisely: I set up the game to start, then "Loading...", then for a short moment "Start game" and then the ERROR STARTING GAME message in the middle of the screen...
 
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Can it be that I don't have all DLCs - and perhaps your mod wants them...?

I am no modder, but for instance, I read here an example:
"The Foreign Key it can't find is the DLC civs. Creator should have used WHERE EXISTS tags like they did for modded civs. I'll let them know of the issue and hope they can patch it quick."

here is the log:

[3577146.625] [Localization]: StartupErrorMessages.xml
[3577146.625] [Localization]: Input XML does not contain database entry tags. GameData, GameInfo or Database
[3577150.373] [Localization]: Validating Foreign Key Constraints...
[3577150.375] [Localization]: Passed Validation.
[3577150.395] [Configuration]: Validating Foreign Key Constraints...
[3577150.395] [Configuration]: Passed Validation.
[3577158.272] [FullTextSearch]: Initializing FullTextSearch
[3577159.041] [Gameplay]: Validating Foreign Key Constraints...
[3577159.061] [Gameplay]: Passed Validation.
[3577161.203] [Configuration]: Validating Foreign Key Constraints...
[3577161.203] [Configuration]: Passed Validation.
[3577162.286] [FullTextSearch]: FTS - Creating Context
[3577245.788] [FullTextSearch]: FTS - Creating Context
[3577252.719] [Configuration]: Validating Foreign Key Constraints...
[3577252.719] [Configuration]: Passed Validation.
[3577258.805] [Configuration]: Validating Foreign Key Constraints...
[3577258.806] [Configuration]: Passed Validation.
[3577271.912] [Gameplay] ERROR: FOREIGN KEY constraint failed
[3577271.912] [Gameplay] ERROR: FOREIGN KEY constraint failed
[3577271.912] [Gameplay]: Validating Foreign Key Constraints...
[3577271.917] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "BUILDING_TLACHTLI" does not exist in Buildings
[3577271.917] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "BUILDING_PRASAT" does not exist in Buildings
[3577271.917] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "BUILDING_BASILIKOI_PAIDES" does not exist in Buildings
[3577271.917] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "BUILDING_SUKIENNICE" does not exist in Buildings
[3577271.917] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "BUILDING_HUEY_TEOCALLI" does not exist in Buildings
[3577271.917] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "BUILDING_ANGKOR_WAT" does not exist in Buildings
[3577271.917] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "BUILDING_APADANA" does not exist in Buildings
[3577271.917] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "BUILDING_HALICARNASSUS_MAUSOLEUM" does not exist in Buildings
[3577271.917] [Gameplay] ERROR: Invalid Reference on BuildingModifiers.BuildingType - "BUILDING_JEBEL_BARKAL" does not exist in Buildings
[3577271.944] [Gameplay]: Failed Validation.
[3577274.816] [Configuration]: Validating Foreign Key Constraints...
[3577274.816] [Configuration]: Passed Validation.
[3577275.429] [FullTextSearch]: FTS - Creating Context
[3577295.435] [FullTextSearch]: FullTextSearch - Shutting down
 
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I got it! :)

Deleted all buildings I don't have DLC of in the LoyaltyMod.sql file... and NOW it works all fine! :)
Time to play...
 
ok good, I didn't knew it would cause problem, I may erase it from the mod so
 
Gueux updated Loyalty++ with a new update entry:

Colonial and better separatist riot

Now the City that are further than 30 plot from capital will Riot if there is too many citizen and not enougth district, amenities, garnison, more it's far more it need all these and will end in a separatist revolt like city who has been taken by force,

separatist revolt : barbarian will siege the city, if you don't kill them the city will become a free city,

free city: if the city culture isn't the last owner then the city goes back the the player who own the city culture (remind culture...

Read the rest of this update entry...
 
A question: are loyalty policies values adjusted for this mod? like +20 instead of +2 in case of Limitanei, etc...
 
Yes everything should be scaled x10, if you find something that is not tell me, I ll try to fix this
 
OK, another thing: where do you set the separatist riot 30 tile distance?
I would like to set it for less as I play on small map...

or: can you scale it to map size?
so 30 would be for standard, and less for smaller, more for biggger...
 
Go in LoyaltyMod.lua file at line 2228, change the "30" in whatever you like, I ll look for a map scale
 
ok I made it :
Code:
local MinimumDistanceToColony = Map.GetPlotCount() / 230 > 10 and Map.GetPlotCount() / 230 or 10
if DistancewithCapital >= MinimumDistanceToColony then

number of plots / 230

MAPSIZE_HUGE = 31
MAPSIZE_LARGE = 26
MAPSIZE_STANDARD = 20
MAPSIZE_SMALL = 15
MAPSIZE_TINY = 10
MAPSIZE_DUEL = 10
 
Man, that's great, that you made it scaled, but... I think it shouldn't go that big a distance...

Think of it: bigger map means more civs, so the size for one civ doesn't really go up...

A "10" distance for normal civ means that it can have 2 cities on a "line" from the capital.
That means, if we think in circle, that in an ideal case the civ can have even about a total of 20 (!) cities in 2 rings around the capital.
OK, normally it will be less possible, but still, at least 10-15 cities, I would guess...
So that is with "10", and allowing 2 rings of cities around the capital.

I believe this could be for standard map and smaller, and maybe a 3rd ring for bigger maps,
so my idea would be: 10, 10, 10, 15, 15, 15 for the map sizes... maybe 20 for huge...

What do you think?

EDIT:
And what about continents?
Perhaps there should be a hard minimum distance (say 10), but if city is on another continent, and above 10 in distance, then it should be too far, no matter what map size...
 
Also, do we get some warning message about revolts, riots, separatism?
Like, when I settle or capture a city that is "too far", it would be nice to get notification...
 
maybe number of plots / 350

MAPSIZE_HUGE = 20
MAPSIZE_LARGE = 17
MAPSIZE_STANDARD = 13
MAPSIZE_SMALL = 10
MAPSIZE_TINY = 10
MAPSIZE_DUEL = 10

I can do the notif if you want
 
maybe number of plots / 350

MAPSIZE_HUGE = 20
MAPSIZE_LARGE = 17
MAPSIZE_STANDARD = 13
MAPSIZE_SMALL = 10
MAPSIZE_TINY = 10
MAPSIZE_DUEL = 10

I can do the notif if you want

Notif would be great :)

This scaling will be OK, I would say...

Now I play with the 10 distance and it gives me thinking a lot about placing cities - I like this...
(my capital is in a corner end of a long shaped continent, this is kind of the worst scenario.
I can make 8 cities whitin "disatnce"...)
 
maybe number of plots / 350

MAPSIZE_HUGE = 20
MAPSIZE_LARGE = 17
MAPSIZE_STANDARD = 13
MAPSIZE_SMALL = 10
MAPSIZE_TINY = 10
MAPSIZE_DUEL = 10

I can do the notif if you want

Err, sorry, how about making it plots/470 (and round it)?
So: 10, 10, 10, 10, 12, 15 (no more than 3 rings)
 
copy paste this at line 272 in LoyaltyMod.lua file, it's the notif, it has no icon for now, I don't know what icon to put (replace "MinimumDistanceToColony" by whatever you want):
Code:
            local pPlayerCapital               = Players[owner]:GetCities():GetCapitalCity();
            if pPlayerCapital == nil and GameConfiguration.GetValue("CapitalCity"..owner) then
                pPlayerCapital = GetCity(GameConfiguration.GetValue("CapitalCity"..owner));
            end
            local DistancewithCapital       = 0;
            if pPlayerCapital ~= nil then
                DistancewithCapital         = Map.GetPlotDistance(cityX, cityY, pPlayerCapital:GetX(), pPlayerCapital:GetY());
            end
            if DistancewithCapital and DistancewithCapital >= MinimumDistanceToColony and owner == Game:GetLocalPlayer() and ReadyForPhase then
                local CityName = Locale.Lookup(CityManager.GetCity(owner, cityID):GetName()) and Locale.Lookup(CityManager.GetCity(owner, cityID):GetName()) or "This city";
                SetDefaultNotificationTable(notifid, Currentturn(), Game:GetLocalPlayer());
                local NewColonialCity = {};
                for k,func in pairs (DefaultNotification) do
                    NewColonialCity[k] = func;
                end
                NewColonialCity.GetTypeName         = function() return "NOTIFICATION_CUSTOM_New_Colonial_City"; end
                NewColonialCity.GetIconName         = function() return "ICON_NOTIFICATION_GENERIC"; end
                NewColonialCity.GetMessage          = function() return "ATTENTION"; end
                NewColonialCity.GetSummary          = function() return CityName.." is too far from capital, this city could take independance in the futur"; end
                NewColonialCity.IsTargetValid       = function() return true; end
                NewColonialCity.GetTarget           = function() return owner, cityID, PlayerComponentTypes.CITY; end
                LuaEvents.CustomNotification_OnDefaultAddNotification(NewColonialCity)
            end
 
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