Just so's folks know (hoping I didn't miss the info around here anywhere), Firaxis's "Sseckman" has explained what happened to ScriptData (official CivV forum), and promises that it will be back, and will stay, even when the "better" system arrives.
If this is already general knowledge, then obviously I missed it somewhere...
@alpaca: yes it is obvious, but it wasn't how it worked before the patch.
@skodkim: I replied in your thread
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.![]()
Naaaa... CompareIT is worst & better, simultaneously!Yeah, winmerge is an essential tool IMO.![]()
...but the only problem here is that we don't usually keep around a copy of the old versions of the official files.
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 didnt 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
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
And: The Mandekalu cav now has a bonus and a penalty against cities... what the hell?
<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.
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???