What the new patch has wrecked/changed

Oh and one rediculous problem with modbuddy. It will automatically make your teaser too long so it will fail to load on mod browser. Shortening it gets rid of the "failed to load, reason unknown"
 
Hey zen blade, could you edit the OP to reflect the two big things in bold, saveutils not working and replaced luas requiring the VFS thing? A lot of people are probably really confused as to why they can't get their mods to work.
 
I am perplexed about what has happened to the TXT_KEY_... side of things since the new patch. My Mod replaces all the civilizations with custom civs and the text seems to work perfectly for some, but not at all for others.

I have since rebuilt the mod from scratch, and while all of the custom civ artwork, city names, and even all of the replaced citystate text works fine, some new civs are refusing to display anything in game except TXT_KEY_CIV_ESSEX_DESC, etc etc. Broken civs also fail to display civilopedia entries, while working civs display everything correctly.

I have compared and compared xml file with xml file, and can't find anything that is obviously different. For example, Essex fails to show any text, yet Buckinghamshire works perfectly:

Spoiler :
<Row>
<Type>CIVILIZATION_ESSEX</Type>
<Description>TXT_KEY_CIV_ESSEX_DESC</Description>
<ShortDescription>TXT_KEY_CIV_ESSEX_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_ESSEX_ADJECTIVE</Adjective>
<CivilopediaTag>TXT_KEY_CIV5_ESSEX</CivilopediaTag>
<DefaultPlayerColor>PLAYERCOLOR_ESSEX</DefaultPlayerColor>
<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
<ArtStyleSuffix>_EURO</ArtStyleSuffix>
<ArtStylePrefix>EUROPEAN </ArtStylePrefix>
<PortraitIndex>5</PortraitIndex>
<IconAtlas>CIV_COLOR_ATLAS_UK</IconAtlas>
<AlphaIconAtlas>CIV_ALPHA_ATLAS_UK</AlphaIconAtlas>
<MapImage>mapessex512.dds</MapImage>
<DawnOfManQuote>TXT_KEY_CIV5_DAWN_ESSEX_TEXT</DawnOfManQuote>
<DawnOfManImage>DOM_ianduncansmith.dds</DawnOfManImage>
<DawnOfManAudio>AS2D_DOM_SPEECH_IDS_MASHUP</DawnOfManAudio>
</Row>


<Row>
<Type>CIVILIZATION_BUCKINGHAMSHIRE</Type>
<Description>TXT_KEY_CIV_BUCKINGHAMSHIRE_DESC</Description>
<ShortDescription>TXT_KEY_CIV_BUCKINGHAMSHIRE_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_BUCKINGHAMSHIRE_ADJECTIVE</Adjective>
<CivilopediaTag>TXT_KEY_CIV5_BUCKINGHAMSHIRE</CivilopediaTag>
<DefaultPlayerColor>PLAYERCOLOR_BUCKINGHAMSHIRE</DefaultPlayerColor>
<ArtStyleType>ARTSTYLE_GRECO_ROMAN</ArtStyleType>
<ArtStyleSuffix>_MED</ArtStyleSuffix>
<ArtStylePrefix>MEDITERRANEAN </ArtStylePrefix>
<PortraitIndex>2</PortraitIndex>
<IconAtlas>CIV_COLOR_ATLAS_UK</IconAtlas>
<AlphaIconAtlas>CIV_ALPHA_ATLAS_UK</AlphaIconAtlas>
<MapImage>mapbuckinghamshire512.dds</MapImage>
<DawnOfManQuote>TXT_KEY_CIV5_DAWN_BUCKINGHAMSHIRE_TEXT</DawnOfManQuote>
<DawnOfManImage>DOM_nickclegg.dds</DawnOfManImage>
<DawnOfManAudio>AS2D_DOM_SPEECH_NICKCLEGG_MASHUP</DawnOfManAudio>
</Row>


<GameData>
<Language_en_US>
<Row Tag="TXT_KEY_CIV_ESSEX_ADJECTIVE">
<Text>Essex</Text>
<Gender>neuter:an</Gender>
</Row>
<Row Tag="TXT_KEY_CIV_ESSEX_DESC">
<Text>Essex State</Text>
<Gender>neuter:an</Gender>
</Row>
<Row Tag="TXT_KEY_CIV_ESSEX_SHORT_DESC">
<Text>Essex</Text>
<Gender>neuter:an</Gender>
</Row>
<Row Tag="TXT_KEY_CIV5_ESSEX">
<Text>Essex</Text>
</Row>
.....etc etc

<GameData>
<Language_en_US>
<Row Tag="TXT_KEY_CIV_BUCKINGHAMSHIRE_ADJECTIVE">
<Text>Buckinghamshire</Text>
</Row>
<Row Tag="TXT_KEY_CIV_BUCKINGHAMSHIRE_DESC">
<Text>Buckinghamshire Union</Text>
</Row>
<Row Tag="TXT_KEY_CIV_BUCKINGHAMSHIRE_SHORT_DESC">
<Text>Buckinghamshire</Text>
</Row>
<Row Tag="TXT_KEY_CIV5_BUCKINGHAMSHIRE">
<Text>Buckinghamshire</Text>
</Row>
.....etc etc




Is it possible that the updated "support for fallback languages" part to the patch is having an affect, especially where some text needs the additional <gender>neuter:an</gender> tag added for text that begins with a vowel?

The files are definately in the database as even the broken text civs are showing the correct artwork, custom colours, leaderheads and audio files - just no text???
 
Well, as last time: if you play with MODs you are facing problems...

First it was not running, then I swiched of all and found that it was the economy MOD.
Now the game is crashing after 80 rounds - do not know why...
 
I'm not sure how many people use it but autoplay appears to be broken now. Whenever I try to autoplay, the main player automatically loses the next turn. Pretty annoying since I used that to test 500+ turn games without actually having to play them.

Weird thing is that, most of time, no matter what age it is, a nuclear submarine shows up underneath one of the polar ice caps when the main player loses. :twitch:
 
I'm not sure how many people use it but autoplay appears to be broken now. Whenever I try to autoplay, the main player automatically loses the next turn. Pretty annoying since I used that to test 500+ turn games without actually having to play them.

Weird thing is that, most of time, no matter what age it is, a nuclear submarine shows up underneath one of the polar ice caps when the main player loses. :twitch:

That's pretty freaky. I just tried a 5-turn autoplay and a Persian Nuclear sub sure did show up in the Antarctic even though it was a Duel game with Songhai and the Mongols. In my case, the active player didn't lose, but now there is an unknown 3rd player now listed as conquered on the victory progress screens...
 
Everything (allllmmmooosssttt!) you see below works like a charm without me having to reset_alter_edit versions or internal files, such DDS stuff might get the swift compatibility check for VFS in later iterations though.

Not that i'm against LUA/XML recodings.
Sorry, couldn't resist! :D:lol:
 
...but the only problem here is that we don't usually keep around a copy of the old versions of the official files.

Anyone wants the whole pre-patch (v0621) backup? Steam_disk1_0.sid worth a whopping 2.8Gigs.
Man oh man -- please do fire up a timely archiving process somewhere when necessary. One never knows; all my civ4 UI work went straight into the Twilight Zone last May on a freaky HD blast of a ride.
Learned my lesson then.
 
Looks like Get/SetScriptData is getting fixed tomorrow. At least I hope that's what the Modding fix means:

Quoting http://forums.2kgames.com/showthread.php?100692-12-22-Hotfix
2K Greg @ Official Forums said:
12/22 Hotfix

Hey guys,

Tomorrow (12/22) we will be releasing a hotfix to address a few issues with the most recent major patch. Here are the changes:


[STABILITY]

* Fix for various rare crash bugs


[MODDING]

* Re-enabled LUA library unused in the core game. It was removed because we didn’t think modders were using it, and apparently many, many are using it.


[GAMEPLAY]

* Fixed bug where as Siam, food from Maritime City States didn't provide the expected result.
* Make a few more negative promotions not pass through on upgrades
* Made the Mandekalu mounted unit have the same negative vs city as the other mounted units
* Increased the chance that the AI will improve sea plots
 
And: The Mandekalu cav now has a bonus and a penalty against cities... what the hell?

Yeah, that's a bit of a head-scratcher. I mean, it still WORKS, in that you've got a unit that can hit a city and retreat out of range (just like old horse units always could), and the bonus offsets enough of the penalty to still make it worthwhile. But it just looks STRANGE to see the bonus and penalty. (They should just have the two cancel out completely, and just have the unit just not have the penalty.)
 
I just got the hotfix and verified that GetScriptData and SetScriptData are back and work again (I only tested Players[0] so far, though).
 
Yes Get/SetScriptData work fine again.

I noticed something else that hasn't been mentioned yet: In GlobalAIDefines the Maritime food bonuses have been multiplied by 100, e.g.

Code:
<Row Name="FRIENDS_CAPITAL_FOOD_BONUS_AMOUNT_PRE_RENAISSANCE">
	<Value>200</Value>
</Row>
 
Since that's new with the 1.141 (or whatever the hotfix version is) it's probably part of the Siam fis.

Ah, I didn't look at the file since .135 - yes you're probably right that it's part of the Siam change. It was quite fun to see how I got 0.03 food per turn in my capital :lol:
 
I am perplexed about what has happened to the TXT_KEY_... side of things since the new patch. My Mod replaces all the civilizations with custom civs and the text seems to work perfectly for some, but not at all for others.

I have since rebuilt the mod from scratch, and while all of the custom civ artwork, city names, and even all of the replaced citystate text works fine, some new civs are refusing to display anything in game except TXT_KEY_CIV_ESSEX_DESC, etc etc. Broken civs also fail to display civilopedia entries, while working civs display everything correctly.

I have compared and compared xml file with xml file, and can't find anything that is obviously different. For example, Essex fails to show any text, yet Buckinghamshire works perfectly:

Spoiler :
<Row>
<Type>CIVILIZATION_ESSEX</Type>
<Description>TXT_KEY_CIV_ESSEX_DESC</Description>
<ShortDescription>TXT_KEY_CIV_ESSEX_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_ESSEX_ADJECTIVE</Adjective>
<CivilopediaTag>TXT_KEY_CIV5_ESSEX</CivilopediaTag>
<DefaultPlayerColor>PLAYERCOLOR_ESSEX</DefaultPlayerColor>
<ArtStyleType>ARTSTYLE_EUROPEAN</ArtStyleType>
<ArtStyleSuffix>_EURO</ArtStyleSuffix>
<ArtStylePrefix>EUROPEAN </ArtStylePrefix>
<PortraitIndex>5</PortraitIndex>
<IconAtlas>CIV_COLOR_ATLAS_UK</IconAtlas>
<AlphaIconAtlas>CIV_ALPHA_ATLAS_UK</AlphaIconAtlas>
<MapImage>mapessex512.dds</MapImage>
<DawnOfManQuote>TXT_KEY_CIV5_DAWN_ESSEX_TEXT</DawnOfManQuote>
<DawnOfManImage>DOM_ianduncansmith.dds</DawnOfManImage>
<DawnOfManAudio>AS2D_DOM_SPEECH_IDS_MASHUP</DawnOfManAudio>
</Row>


<Row>
<Type>CIVILIZATION_BUCKINGHAMSHIRE</Type>
<Description>TXT_KEY_CIV_BUCKINGHAMSHIRE_DESC</Description>
<ShortDescription>TXT_KEY_CIV_BUCKINGHAMSHIRE_SHORT_DESC</ShortDescription>
<Adjective>TXT_KEY_CIV_BUCKINGHAMSHIRE_ADJECTIVE</Adjective>
<CivilopediaTag>TXT_KEY_CIV5_BUCKINGHAMSHIRE</CivilopediaTag>
<DefaultPlayerColor>PLAYERCOLOR_BUCKINGHAMSHIRE</DefaultPlayerColor>
<ArtStyleType>ARTSTYLE_GRECO_ROMAN</ArtStyleType>
<ArtStyleSuffix>_MED</ArtStyleSuffix>
<ArtStylePrefix>MEDITERRANEAN </ArtStylePrefix>
<PortraitIndex>2</PortraitIndex>
<IconAtlas>CIV_COLOR_ATLAS_UK</IconAtlas>
<AlphaIconAtlas>CIV_ALPHA_ATLAS_UK</AlphaIconAtlas>
<MapImage>mapbuckinghamshire512.dds</MapImage>
<DawnOfManQuote>TXT_KEY_CIV5_DAWN_BUCKINGHAMSHIRE_TEXT</DawnOfManQuote>
<DawnOfManImage>DOM_nickclegg.dds</DawnOfManImage>
<DawnOfManAudio>AS2D_DOM_SPEECH_NICKCLEGG_MASHUP</DawnOfManAudio>
</Row>


<GameData>
<Language_en_US>
<Row Tag="TXT_KEY_CIV_ESSEX_ADJECTIVE">
<Text>Essex</Text>
<Gender>neuter:an</Gender>
</Row>
<Row Tag="TXT_KEY_CIV_ESSEX_DESC">
<Text>Essex State</Text>
<Gender>neuter:an</Gender>
</Row>
<Row Tag="TXT_KEY_CIV_ESSEX_SHORT_DESC">
<Text>Essex</Text>
<Gender>neuter:an</Gender>
</Row>
<Row Tag="TXT_KEY_CIV5_ESSEX">
<Text>Essex</Text>
</Row>
.....etc etc

<GameData>
<Language_en_US>
<Row Tag="TXT_KEY_CIV_BUCKINGHAMSHIRE_ADJECTIVE">
<Text>Buckinghamshire</Text>
</Row>
<Row Tag="TXT_KEY_CIV_BUCKINGHAMSHIRE_DESC">
<Text>Buckinghamshire Union</Text>
</Row>
<Row Tag="TXT_KEY_CIV_BUCKINGHAMSHIRE_SHORT_DESC">
<Text>Buckinghamshire</Text>
</Row>
<Row Tag="TXT_KEY_CIV5_BUCKINGHAMSHIRE">
<Text>Buckinghamshire</Text>
</Row>
.....etc etc




Is it possible that the updated "support for fallback languages" part to the patch is having an affect, especially where some text needs the additional <gender>neuter:an</gender> tag added for text that begins with a vowel?

The files are definately in the database as even the broken text civs are showing the correct artwork, custom colours, leaderheads and audio files - just no text???

The same problem here, and I don't use any gender things. The text works fine before the patch.
 
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