Magil's Wondrous Wonders

[GS] Wondrous Wonders (Updated for Gathering Storm) 3.1.0

@Chiya There is a good effects log we can use if the crash is being caused by something happening in game, but the main problem is it needs to be turned on first. Here's how: go to My Games\Sid Meier's Civilization VI folder and open UserOptions.txt, and find the line that says GameEffectsLogLevel and change the number that follows to 4 if it's not already. Then, reproduce the crash. After the crash occurs, go to My Games\Sid Meier's Civilization VI\Logs\ and there should be a file called GameEffects.log which is the log file that contains all the Game Effects from the last session played. If you give me GameEffects.log I can possibly decode what's happening.

Code:
;Game Effects logging level, 0 = off, 1 = Minimal, 2 = Normal, Detailed = 3, Diagnostic = 4
GameEffectsLogLevel 4

The AI builds the National Epic almost every time in all of my games, being one of the earliest National Wonders, and I haven't had any crashes from it (and any other crash that I could determine was being caused by my mod I fixed before releasing this, but obviously my testing can't be 100%). I don't think there's anything inherently wrong with the building based on my own testing, but there may be a mod conflict in play. Especially if another mod messes with the modifiers/effects that I am attaching to buildings (which come from all over the game's code).

In regards to mods and multiplayer in general... I can't speak from experience, but I am understanding they are supposed to work well. I haven't done it myself though.
 
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@Magil

Thanks. Sadly I just realized that I did not save the game after the crash occured, and only relied on autosaves to load it again for testing .. But I just played a game without national wonders to it's completion and obviously the autosaves from that overwrote the crashing game .. rip. We'll play a game in a day or two with the wonders on again but seeing as I have no idea what's causing the crash to begin with, and it's not consistent, it may be a while before I get back to you on that.

Looking forward to the updates to the mod though. Keep up the good work :).
 
Well we are using quite a bit of mods so it might have been something else than your mod - it's hard to say. Speaking of mods and multiplayer - are these supposed to work online without a hitch? I remember in Civ V many mods didn't work online at all.

.. That's kinda why I'm replying again. We just had a game with two of my friends and some AI, and the game crashed for all of us on like Turn 75. We reloaded a save, it crashed again at the same time. Just before crash, I'd see "Unmet player has finished the National Epic". The weird thing is, almost all of us had built National Epic already so I'm not sure if that's actually because of your mod .. It's near-impossible to test. This isn't the first time this happened either. We had a game with another friend couple days ago, like 150 turns into the game, the game crashed for both of us. Reloaded a save, same thing happened. At this game as well, I saw that "Unmet player has finished .." message. I'm not sure if it was the National Epic or something else though. Seeing as at both times an Unmet player had finished something I thought it might be because of this mod, though obviously I can't be certain.

Is there a crash log saved somewhere when the game crashes that you could check, or would you say that this mod isn't even intended to work online to begin with? We have finished couple games already with this mod on however, which makes this all much stranger.

Was the unknown nation (you can usually figure it out from the logs) one of the Greeks? There are known issues with the game getting confused when you've got both of them in one game, when they build a one per nation item. I take care to manually choose AI leaders now, and it has cut my crashes down immensely.
 
Was the unknown nation (you can usually figure it out from the logs) one of the Greeks? There are known issues with the game getting confused when you've got both of them in one game, when they build a one per nation item. I take care to manually choose AI leaders now, and it has cut my crashes down immensely.

Hard to say, since as per above it's literally impossible for me to reproduce the crash now. One of the Greeks was definitely in the game, but can't remember if the other was. I've left the logging on and we'll see if it happens again. Might as well manually choose my AI though .. maybe that indeed will help.
 
I've just built the Mahabodhi Temple. I got the two apostles, but I don't seem to be getting either the production from Holy Site buildings, or the bonus to woodland tiles.
 
I've just built the Mahabodhi Temple. I got the two apostles, but I don't seem to be getting either the production from Holy Site buildings, or the bonus to woodland tiles.

Sure you have my mod enabled? I just loaded a save where it was 1 turn from completion, completed it and it's working.

Spoiler :

Maybe check the Database.log file in your My Games/Civ VI/Logs folder and see if something prevented a portion of the mod from loading (though I would expect there would be more drastic errors if this happened). Alternately I could use the GameEffects.log if you have it enabled as per the first post on this page. This kind of error is very strange for me if I can't reproduce it.

Edit: I'll get my latest version out ASAP in case there's some weird problem with the version I uploaded. I can't diagnose this on my end, but a coding error is always possible.
 
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Am I the only one getting the following "bug"?

My city is building a national wonder. Another civ builds one as well and beats me to completing it. My city cancels the wonder. Next turn I can start to construct the national wonder again (from scratch) but if another civ completes their's again, I again get it canceled. Makes it impossible to complete a national wonder when you have less production.
 
Am I the only one getting the following "bug"?

My city is building a national wonder. Another civ builds one as well and beats me to completing it. My city cancels the wonder. Next turn I can start to construct the national wonder again (from scratch) but if another civ completes their's again, I again get it canceled. Makes it impossible to complete a national wonder when you have less production.

That's listed in known issues. I'll be fixing it in the next upload.
 
Your mod is definitely enabled. I've been building National Wonders. But Mahabodhi is clearly working in your picture, so I guess it must be a mod conflict on my end. I'll try to figure out what.
 
Having gone through all my mods, the only one that could conceivably be interfering, so far as I can tell, is JFD's Rule With Faith, but even then I'm not sure how. It does touch a couple of Religious wonders, but not Mahabodhi.
 
Having gone through all my mods, the only one that could conceivably be interfering, so far as I can tell, is JFD's Rule With Faith, but even then I'm not sure how. It does touch a couple of Religious wonders, but not Mahabodhi.

Did you build any other World Wonders that I altered and notice whether or not they retain their bonuses? It's possible that WorldWonders.xml did not load at all (but NationalWonders.xml did). If you have logging enabled this would be noted in Database.log. The GameEffects.log file might tell also what's going on, I usually do a search for them for my modifiers if they're not applying and see where they are mentioned in the code (showing they're being applied). I obviously can't guarantee my mods will be compatible with any other mod, but I have played in combination with several other mods without issue (8 Ages of Pace, several of thecrazyscot's mods, AI+). I can't see anything in Rule with Faith that would conflict at a glance, but I will admit my SQL knowledge is less than my XML knowledge.
 
Found this in my database.log. Would this be WorldWonders.xml failing to load or otherwise getting messed up?

[2986635.475] [Gameplay] ERROR: UNIQUE constraint failed: BuildingPrereqs.Building, BuildingPrereqs.PrereqBuilding
[2986635.475] [Gameplay]: While executing - 'insert into BuildingPrereqs('Building', 'PrereqBuilding') values (?, ?);'
[2986635.475] [Gameplay]: In XMLSerializer while inserting row into table insert into BuildingPrereqs('Building', 'PrereqBuilding') with values (BUILDING_GREAT_ZIMBABWE, BUILDING_MARKET, ).
[2986635.475] [Gameplay]: In XMLSerializer while updating table BuildingPrereqs from file WorldWonders.xml.
[2986635.475] [Gameplay] ERROR: UNIQUE constraint failed: BuildingPrereqs.Building, BuildingPrereqs.PrereqBuilding

I don't expect you to sort out my mod incompatibilities which are probably quite self-inflicted, but for the sake of completeness I'll list my mods. Maybe one of the other building mods I'm using is somehow interfering.

8 ages of Pace
8 Ages of War
Better Trade Screen
Improved Tech Tree
JFD's Rule With Faith
Mad's Tech Tree
MOAR Units
Modern Buildings
Neira's Great Person Pack
Smaller Boosts
Specialised Industry
Strategic Industry
TCS Improved Water Yields
Tomatekh's Historical Religions
Wondrous Wonders
Yet (not) Another Maps Pack, and its add-on City State pack.
 
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Found this in my database.log. Would this be WorldWonders.xml failing to load or otherwise getting messed up?
[2986635.475] [Gameplay] ERROR: UNIQUE constraint failed: BuildingPrereqs.Building, BuildingPrereqs.PrereqBuilding
[2986635.475] [Gameplay]: While executing - 'insert into BuildingPrereqs('Building', 'PrereqBuilding') values (?, ?);'
[2986635.475] [Gameplay]: In XMLSerializer while inserting row into table insert into BuildingPrereqs('Building', 'PrereqBuilding') with values (BUILDING_GREAT_ZIMBABWE, BUILDING_MARKET, ).
[2986635.475] [Gameplay]: In XMLSerializer while updating table BuildingPrereqs from file WorldWonders.xml.
[2986635.475] [Gameplay] ERROR: UNIQUE constraint failed: BuildingPrereqs.Building, BuildingPrereqs.PrereqBuilding

I don't expect you to sort out my mod incompatibilities which are probably quite self-inflicted, but for the sake of completeness I'll list my mods. Maybe one of the other building mods I'm using is somehow interfering.

That is quite helpful, yes. It sounds to me like it's a problem with the Great Zimbabwe wonder that is causing at least a large portion of WorldWonders.xml to fail to load (specifically, it's trying to add a prerequisite when a prerequisite already exists). I don't know what the problem is specifically, as I can load it fine with no other mods, but it's probably a mod conflict (do any of these mods mess with the Great Zimbabwe?).

I can add a few extra lines of code to try and help ease out any potential conflicts in that area, given that in order to do the Great Zimbabwe I had to delete the building and start over. It should help, but if there's another mod that is messing with World Wonders then it still might break something.
 
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So far as a text search can tell, none of them mention Great Zimbabwe at all. Does the error implicate a mod that uses something other than just xml?
 
So far as a text search can tell, none of them mention Great Zimbabwe at all. Does the error implicate a mod that uses something other than just xml?

I don't think so. The problem seems to be that I delete the building early on in the code, which should remove the building entirely (if I try to delete the prerequisites later I just get an error + hard crash), but in your code it's retaining its Market prerequisite and in mine it is not. I don't know why that is. But I can make a change in the next version that should fix this problem for anyone that is having it. Thanks for the help.
 
Magil updated Magil's Wondrous Wonders with a new update entry:

New Version

Changes in this version (will update OP in short order):
  • National Wonders: No longer count as Wonders (thus appear in the building list on the city screen rather than the wonder list). Policies that increase the production of wonders now affect National Wonders (changes included in new xml file, NationalWondersBonus.xml). This should remove the problem where another player building a National Wonder cancels the production of your own. Still may potentially have problems if...

Read the rest of this update entry...
 
I gave the new version a spin.
The good news is that the previous error text I posted is now gone. And I am the proud owner of a fully operational Mahabodhi Temple! Thankyou very much for sorting that out!!

There was all this new stuff in the error log, but I don't know if it's important.


[2998392.550] [Gameplay] ERROR: Invalid Reference on ModifierArguments.ModifierId - "VENETIAN_ARSENAL_EXTRANAVALCARRIER" does not exist in Modifiers
[2998392.550] [Gameplay] ERROR: Invalid Reference on ModifierArguments.ModifierId - "VENETIAN_ARSENAL_EXTRANAVALCARRIER" does not exist in Modifiers
[2998392.550] [Gameplay] ERROR: Invalid Reference on ModifierArguments.ModifierId - "VENETIAN_ARSENAL_EXTRANAVALMELEE" does not exist in Modifiers
[2998392.550] [Gameplay] ERROR: Invalid Reference on ModifierArguments.ModifierId - "VENETIAN_ARSENAL_EXTRANAVALMELEE" does not exist in Modifiers
[2998392.550] [Gameplay] ERROR: Invalid Reference on ModifierArguments.ModifierId - "VENETIAN_ARSENAL_EXTRANAVALRAIDER" does not exist in Modifiers
[2998392.550] [Gameplay] ERROR: Invalid Reference on ModifierArguments.ModifierId - "VENETIAN_ARSENAL_EXTRANAVALRAIDER" does not exist in Modifiers
[2998392.550] [Gameplay] ERROR: Invalid Reference on ModifierArguments.ModifierId - "VENETIAN_ARSENAL_EXTRANAVALRANGED" does not exist in Modifiers
[2998392.550] [Gameplay] ERROR: Invalid Reference on ModifierArguments.ModifierId - "VENETIAN_ARSENAL_EXTRANAVALRANGED" does not exist in Modifiers
 
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That probably won't affect anything, especially if the temple is working now. But I can absolutely stop that error from occurring (strange that it's not appearing in my log though).
 
Hey Magil,

When you release an update we have to basically re-download and install the mod right? At least until they get stuff working on the workshop? Thanks for your great work BTW.
 
Hey Magil,

When you release an update we have to basically re-download and install the mod right? At least until they get stuff working on the workshop? Thanks for your great work BTW.

As far as I know, yeah. Just redownload, unzip the archive, and overwrite the files. Thanks for the encouragement, I will most likely be continuing to work on this for some time.
 
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