Weird issues while making a Mod

InvaderXYZ

Chieftain
Joined
Oct 24, 2019
Messages
2
Location
Lawndale
Hi! I've recently been working on a mod and I'm basically finished, but I've run into two issues that I can't seem to solve.

  1. When playing a game with more than one Republic of Zen, the icon of Civilizations after the first have really weird icons (Washington's?) and I can't seem to find any reason why.
  2. Sometimes the game crashes when selecting a Pantheon. It does this other times too, but it is primarily when the Player selects a Pantheon. I assume the minority of other times might be when the other Republic of Zen selects a Pantheon. I know there's an issue with forming a Pantheon when you have no cities-- but everyone has a city by this point.
I've been checking the logs but nothing other than the default errors and just normal log stuff shows up. Nothing to indicate what the issue might be. Can somebody help me out with this? I'm pretty stumped.

You can download the mod here.

Thank you for your time.
 
Code:
	<Civilization_FreeBuildingClasses>
		<Row>
			<CivilizationType>CIVILIZATION_ZENPORT</CivilizationType>
			<BuildingClassType>BUILDINGCLASS_MONUMENT</BuildingClassType>
		</Row>
	</Civilization_FreeBuildingClasses>
Table Civilization_FreeBuildingClasses only applies to the first city (ie the Capital city) of a player. You have not specified that the player gets a Palace, so there is no seat of government for the civ. I would assume this is the root cause of the crashes.
------------------------

This is also incorrect:
Code:
	<Buildings>
		<Row>
			<Type>BUILDING_OFFICER_LODGE</Type>
			<BuildingClass>BUILDINGCLASS_WORKSHOP</BuildingClass>
			<Cost>160</Cost>
			<Help>TXT_KEY_BUILDING_OFFICER_LODGE_HELP</Help>
			<Description>TXT_KEY_BUILDING_OFFICER_LODGE</Description>
			<Civilopedia>TXT_KEY_CIV5_BUILDINGS_OFFICER_LODGE_TEXT</Civilopedia>
			<Strategy>TXT_KEY_BUILDING_OFFICER_LODGE_STRATEGY</Strategy>
			<ArtDefineTag>ART_DEF_BUILDING_FORGE</ArtDefineTag>
			<NukeImmune>true</NukeImmune>
			<Capital>true</Capital>
			<MinAreaSize>-1</MinAreaSize>
			<Defense>100</Defense>
			<PrereqTech>TECH_METAL_CASTING</PrereqTech>
			<HurryCostModifier>25</HurryCostModifier>
			<FreeStartEra>ERA_INDUSTRIAL</FreeStartEra>
			<WorkerSpeedModifier>15</WorkerSpeedModifier>
			<ArtInfoCulturalVariation>true</ArtInfoCulturalVariation>
			<DisplayPosition>32</DisplayPosition>
			<NeverCapture>true</NeverCapture>
			<IconAtlas>CIV_COLOR_ATLAS_ZENPORT</IconAtlas>
			<PortraitIndex>2</PortraitIndex>
		</Row>
	</Buildings/>
Setting this as part of a Building Definition means that any city which builds or otherwise acquires that building instantly becomes the capital of the empire
Code:
<Capital>true</Capital>
You should only ever have this column set to "true" when the building is intended to be a unique replacement for the standard Palace Building. Various issues with moving the capital are not actually addressed properly by the game engine when a building is created that has "Capital" set to true other than the Palace building and any unique replacement for the Palace. For instance the seat of government is moved but the Palace Building is not.

The effects of column "WorkerSpeedModifier" in table "Buildings" is cumulative for every copy of the building created or acquired:
Code:
<WorkerSpeedModifier>15</WorkerSpeedModifier>

--------------------------------

I'm pretty sure "WorkerSpeedModifier" in table <Traits> is only valid for BNW.

--------------------------------

Your file activation and usage methods as shown in your modinfo file are not quite correct in all cases. See whoward69's what ModBuddy setting for what file types tutorial
 
Last edited:
Code:
    <Civilization_FreeBuildingClasses>
        <Row>
            <CivilizationType>CIVILIZATION_ZENPORT</CivilizationType>
            <BuildingClassType>BUILDINGCLASS_MONUMENT</BuildingClassType>
        </Row>
    </Civilization_FreeBuildingClasses>
Table Civilization_FreeBuildingClasses only applies to the first city (ie the Capital city) of a player. You have not specified that the player gets a Palace, so there is no seat of government for the civ. I would assume this is the root cause of the crashes.
------------------------

This is also incorrect:
Code:
    <Buildings>
        <Row>
            <Type>BUILDING_OFFICER_LODGE</Type>
            <BuildingClass>BUILDINGCLASS_WORKSHOP</BuildingClass>
            <Cost>160</Cost>
            <Help>TXT_KEY_BUILDING_OFFICER_LODGE_HELP</Help>
            <Description>TXT_KEY_BUILDING_OFFICER_LODGE</Description>
            <Civilopedia>TXT_KEY_CIV5_BUILDINGS_OFFICER_LODGE_TEXT</Civilopedia>
            <Strategy>TXT_KEY_BUILDING_OFFICER_LODGE_STRATEGY</Strategy>
            <ArtDefineTag>ART_DEF_BUILDING_FORGE</ArtDefineTag>
            <NukeImmune>true</NukeImmune>
            <Capital>true</Capital>
            <MinAreaSize>-1</MinAreaSize>
            <Defense>100</Defense>
            <PrereqTech>TECH_METAL_CASTING</PrereqTech>
            <HurryCostModifier>25</HurryCostModifier>
            <FreeStartEra>ERA_INDUSTRIAL</FreeStartEra>
            <WorkerSpeedModifier>15</WorkerSpeedModifier>
            <ArtInfoCulturalVariation>true</ArtInfoCulturalVariation>
            <DisplayPosition>32</DisplayPosition>
            <NeverCapture>true</NeverCapture>
            <IconAtlas>CIV_COLOR_ATLAS_ZENPORT</IconAtlas>
            <PortraitIndex>2</PortraitIndex>
        </Row>
    </Buildings/>
Setting this as part of a Building Definition means that any city which builds or otherwise acquires that building instantly becomes the capital of the empire
Code:
<Capital>true</Capital>
You should only ever have this column set to "true" when the building is intended to be a unique replacement for the standard Palace Building. Various issues with moving the capital are not actually addressed properly by the game engine when a building is created that has "Capital" set to true other than the Palace building and any unique replacement for the Palace. For instance the seat of government is moved but the Palace Building is not.

The effects of column "WorkerSpeedModifier" in table "Buildings" is cumulative for every copy of the building created or acquired:
Code:
<WorkerSpeedModifier>15</WorkerSpeedModifier>

--------------------------------

I'm pretty sure "WorkerSpeedModifier" in table <Traits> is only valid for BNW.

--------------------------------

Your file activation and usage methods as shown in your modinfo file are not quite correct in all cases. See whoward69's what ModBuddy setting for what file types tutorial

Thank you so much! All of these worked out, except having a second Republic still causes them to have a weird icon. It's just... less weird, now.
 
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