Page 11 of 28 FirstFirst ... 91011121321 ... LastLast
Results 401 to 440 of 1092

Thread: SPQR - Rise of Rome

  1. #401
    Quote Originally Posted by Kruelgor View Post
    Unfortunately, it doesn't show anything new from what it normally shows.

    In fact, I would say out of the 100+ bugs I've fixed during this project, the database.log has never shown anything new. I don't find that file very useful at all. I have wondered many of times if I'm even looking at a different database.log but according to the time stamp it's it.

  2. #402
    Join Date
    Apr 2011
    Location
    Near Portsmouth, UK
    Posts
    1,067
    It shouldn't contain anything other than the standard Firaxis screw-ups (see below) - anything else is an error and a potential problem waiting to happen

    Code:
    [32376.463] constraint failed
    [32376.463] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
    [32380.269] Validating Foreign Key Constraints...
    [32380.269] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [32380.269] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [32380.269] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [32381.111] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_PRIVATEER" does not exist in Units
    [32381.111] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_GALLEON" does not exist in Units
    [32381.111] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_TREASURE CART" does not exist in Units
    [32381.111] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_DANISH_LONGBOAT" does not exist in Units
    [32381.111] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SAXON_HUSCARL" does not exist in Units
    [32381.111] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_POLYNESIAN_WAR_CANOE" does not exist in Units
    [32381.111] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_HITTITE_WARCHARIOT" does not exist in Units
    [32381.111] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SUMERIAN_PHALANX" does not exist in Units
    [32381.111] Failed Validation.
    [32381.423] 
    -- SQLite Memory Statistics --
    Memory Usage:
    		[Cur]		[Max]
    Malloc:		287704		2405056
    PageCache:	3453		3668
    LookAside:	45		1878
    Scratch:	0		1
    
    Static Buffer Overflows:
    		[TooLarge]	[NoSpace]
    PageCache:	0		0
    Scratch:	0		0
    
    Largest Allocations:
    Malloc:		65280
    PageCache:	1160
    Scratch:	5128
    
    Prepared Statements:
    Current:		5
    ------------------------------

  3. #403
    Yep, that's exactly what I got too.

  4. #404
    Join Date
    Apr 2012
    Posts
    17
    Hm.. cant find the SPQR v6 online any more, is it because ur fixing stuff and adding the last civs after the restore?

  5. #405
    Quote Originally Posted by Bearspider View Post
    Hm.. cant find the SPQR v6 online any more, is it because ur fixing stuff and adding the last civs after the restore?
    I removed it because I feared it was bugged.

    Anyway, I got it working again on my end by creating a new Mod ID#. My version 6 was severely corrupted.

    So I will soon be releasing a new Version 1.

    The only difference is this time it will be called "SPQR Rise of Rome" instead of "SPQR - Rise of Rome". The new file will not have the hyphen.

  6. #406
    Minor bug report:

    Installed the SPQR RoR v6 last night. When selecting the Leader on the Setup Screen after loading the scenario, I was not given any choices. Could only pick Random, which assigned me Augustus (which I would have picked anyways).

  7. #407
    Quote Originally Posted by Bearspider View Post
    I've got a bug that gives me 21,5 milion culture as soon as I adopt a second policy, doesent matter if i do it in the same tree as the first or open up a new.
    Major bug report: I installed the SPQR Rise-of-Rome (RoR) mod version 6 and had the identical problem. Thereafter, since Policy banking was taken away 1+ years ago, the only way to continue on with another turn is to adopt all possible policies and through the empire into an Anarchistic revolt.

    As a side effect, I completed all possible Policy branches that I could and get the free settlers, slaves and 5 Legions units. Was kinda fun claiming the northern peninsula is under 20 turns, but the lack of science research (due to Anarchy) puts a damper on things.

    As for recreating the error, I did this:

    1. Fresh install of SPQR Rise-of-Rome mod (version 6) and activate.
    2. Uncertain if it matters, but am also using the 24-hour clock mod
    3. Launch the scenario scenario and start playing
    4. Select Republic as the first Policy choice
    5. Play a bunch of turns until you get your first Policy award
    6. Get 2M plus policy points


    I can forward you an AutoSave Game later today if you like.

  8. #408
    Also, is it a bug if I can adopt the Republic policy (on turn 0) before having successfully researched Republic?

  9. #409
    Quote Originally Posted by vonJahgmann View Post
    Also, is it a bug if I can adopt the Republic policy (on turn 0) before having successfully researched Republic?
    Wondering if that perhaps has something to do with the awarding of mega policy points.

  10. #410
    Quote Originally Posted by vonJahgmann View Post
    Wondering if that perhaps has something to do with the awarding of mega policy points.
    I'm going to look into this before I release this new Version 1. I need to test play it. Give me a bit.

    By chance, did you unlock a specific policy or build a certain building that gives you such enormous policy points? or was it from the beginning turn 1?

  11. #411
    Quote Originally Posted by vonJahgmann View Post
    Also, is it a bug if I can adopt the Republic policy (on turn 0) before having successfully researched Republic?
    No, that's not a bug, but is an XML limitation. XML code allows for requiring specific policies to have certain technologies, but not for main policy branches. I wish they would fix that. There is only 1 thing that can lock Policy Branches and that is eras. This is a big problem because it means any civilization can access any policy branch once they reach the required era. The work-around was to make the specific policies to be unlocked by certain technologies.

    You are not receiving anything when you "View" a policy. The actual policies within the Republic Branch will require the Republic discovery. That's why I changed the term 'Adopt' to 'View'.

    So in reality, you are not receiving a free policy on your first turn - you are merely viewing the policy branch and getting it ready.

    This is a work-around, and was needed mainly because certain policies need to be locked from barbarian civs, or from non-roman civs.

    The entire bottom 5 policy branches will be for Roman only.

  12. #412
    Join Date
    Apr 2012
    Posts
    17
    For me it was like this:

    -recived free policy at turn 1
    - choose to adopt republic
    - played untill i got enought cultrual points for another policy.
    - regardles if i chose to adopt another or take on of the republic i end up getting 21mil cultrual points.


    sry for bad english

  13. #413
    Join Date
    Apr 2011
    Location
    Near Portsmouth, UK
    Posts
    1,067
    Quote Originally Posted by Kruelgor View Post
    There is only 1 thing that can lock Policy Branches and that is eras.
    You'll hate me for saying this ... but ... you can lock Policy Branches with Lua (or more accurately not allow them to be unlocked)

  14. #414
    Quote Originally Posted by Bearspider View Post
    For me it was like this:

    -recived free policy at turn 1
    - choose to adopt republic
    - played untill i got enought cultrual points for another policy.
    - regardles if i chose to adopt another or take on of the republic i end up getting 21mil cultrual points.


    sry for bad english
    Strange. I will attempt to duplicate. Thanks.

  15. #415
    Join Date
    Apr 2011
    Location
    Near Portsmouth, UK
    Posts
    1,067
    Quote Originally Posted by vonJahgmann View Post
    ... since Policy banking was taken away 1+ years ago
    Not true, it's an option under Advanced Setup, off by default but easy enough to turn on

  16. #416
    Quote Originally Posted by whoward69 View Post
    You'll hate me for saying this ... but ... you can lock Policy Branches with Lua (or more accurately not allow them to be unlocked)
    No, I don't hate you for saying it. I hate myself for not knowing Lua It's pretty much impossible for me.

  17. #417
    Quote Originally Posted by Bearspider View Post
    For me it was like this:

    -recived free policy at turn 1
    - choose to adopt republic
    - played untill i got enought cultrual points for another policy.
    - regardles if i chose to adopt another or take on of the republic i end up getting 21mil cultrual points.


    sry for bad english
    I need a little more info: What civ where you? Also, did happen once or does it happen every time? Did you have any other mods activated?

  18. #418
    Quote Originally Posted by whoward69 View Post
    You'll hate me for saying this ... but ... you can lock Policy Branches with Lua (or more accurately not allow them to be unlocked)
    Maybe later on once it's finished, you can co-author some Lua add-ons.

  19. #419
    Join Date
    Apr 2012
    Posts
    17
    Romans, tried 3 times now same every time, no other mods activated.

    Might be corrupt at mig end if no one else is getting this

    eddit: seemes like vonJahgmann has the same problem with V6

  20. #420
    Quote Originally Posted by Bearspider View Post
    Romans, tried 3 times now same every time, no other mods activated.

    Might be corrupt at mig end if no one else is getting this

    eddit: seemes like vonJahgmann has the same problem with V6
    I'm playing as Romans. So far I'm not seeing any crashes with this new version I will release soon. I want to discover Wheat and see if I get that error as well, a little more testing to go.

  21. #421
    Quote Originally Posted by Kruelgor View Post
    By chance, did you unlock a specific policy or build a certain building that gives you such enormous policy points? or was it from the beginning turn 1?
    Something like turn 50 or 60, or something like that. I am at work so would have to check later tonight when home, but I think I opted for Republic policy that awarded for +2gold, +2culture for a building I didn't have yet.

    I have the AutoSave game, so will double-check and reply on this thread.

  22. #422
    Quote Originally Posted by whoward69 View Post
    Not true, it's an option under Advanced Setup, off by default but easy enough to turn on
    Cool. I didn't know that. Thanks for the tip!

  23. #423
    Join Date
    Apr 2012
    Posts
    17
    Quote Originally Posted by vonJahgmann View Post
    Something like turn 50 or 60, or something like that. I am at work so would have to check later tonight when home, but I think I opted for Republic policy that awarded for +2gold, +2culture for a building I didn't have yet.

    I have the AutoSave game, so will double-check and reply on this thread.
    Was the same for me first time but i replayed and tried with diffrent combos and still got the same, looks like it might have been the v6 that was somehow buggy in this instance, Kruelgors newer version looks to be working

  24. #424
    Quote Originally Posted by vonJahgmann View Post
    I think I opted for Republic policy that awarded for +2gold, +2culture for a building I didn't have yet.
    Yeah, that's the Assemblies policy to enhance Proconsuls. So far I'm not seeing that problem. There's a couple other policies that affect culture and could be Assembly (from Democracy), Sulla (from Ambition), and Executive Magistrates (from Republic).

  25. #425
    Just discovered wheat and no crash. Have researched every policy under Republic except for the last one and I'm not seeing any unusual figures with culture, except that I'm discovering policies far too fast. I need to increase culture cost a bit.

  26. #426
    Just went 250 turns with no problems.

    Going to do 1 more test play and then I'll upload the new version.

  27. #427
    Quote Originally Posted by Kruelgor View Post
    By chance, did you unlock a specific policy or build a certain building that gives you such enormous policy points? or was it from the beginning turn 1?
    Okay, ran home over lunch to get the details for you. Here goes.

    At the start of turn 61, Policy reads 249 of 500 (+6).

    I just finished researching Slave Camp and then select Craftsmanship for my next tech.

    A few turns earlier I had built a settler. I build a new city (Capua) on the riverbank title 5 hexes NW and 2 hexes E of Rome.

    Policy changes from 249 of 500(+6) to just 249(+6).

    I select the Assemblies Policy. Policy now reads 21474549/535.

    21474549 looks suspiciously like a trunctated version of a signed 32-bit integer 2^31 (aka 2^31 == 2147483648).

    Subsequent policy adoptions reduce the policy counts from there.

    21474014
    21473404
    21472554
    etc.

    Hope this helps.

  28. #428
    Quote Originally Posted by vonJahgmann View Post
    Okay, ran home over lunch to get the details for you. Here goes.

    At the start of turn 61, Policy reads 249 of 500 (+6).

    I just finished researching Slave Camp and then select Craftsmanship for my next tech.

    A few turns earlier I had built a settler. I build a new city (Capua) on the riverbank title 5 hexes NW and 2 hexes E of Rome.

    Policy changes from 249 of 500(+6) to just 249(+6).

    I select the Assemblies Policy. Policy now reads 21474549/535.

    21474549 looks suspiciously like a trunctated version of a signed 32-bit integer 2^31 (aka 2^31 == 2147483648).

    Subsequent policy adoptions reduce the policy counts from there.

    Hope this helps.
    To be clear, all that happens on turn 61.

  29. #429
    ok, I found the culture bug you folks are referring to. It's associated with the Allotment policy under Democracy. I'll fix this.

  30. #430
    Quote Originally Posted by vonJahgmann View Post
    Okay, ran home over lunch to get the details for you. Here goes.

    At the start of turn 61, Policy reads 249 of 500 (+6).

    I just finished researching Slave Camp and then select Craftsmanship for my next tech.

    A few turns earlier I had built a settler. I build a new city (Capua) on the riverbank title 5 hexes NW and 2 hexes E of Rome.

    Policy changes from 249 of 500(+6) to just 249(+6).

    I select the Assemblies Policy. Policy now reads 21474549/535.

    21474549 looks suspiciously like a trunctated version of a signed 32-bit integer 2^31 (aka 2^31 == 2147483648).

    Subsequent policy adoptions reduce the policy counts from there.

    21474014
    21473404
    21472554
    etc.

    Hope this helps.
    Thanks, I'll look into this.

  31. #431
    Quote Originally Posted by Kruelgor View Post
    ok, I found the culture bug you folks are referring to. It's associated with the Allotment policy under Democracy. I'll fix this.
    Great. Let us know when the next beta is out and I'll gladly re-test.

    Off-topic. I'm a long time Civ-player but new to the Community forum. Looking for an easier way to sift through forum and specific thread updates. Any recommendations?

    Any chance I'm blind and not seeing a RSS feed for these forums? Or better, available on a per-thread basis?

  32. #432
    Quote Originally Posted by vonJahgmann View Post
    Off-topic. I'm a long time Civ-player but new to the Community forum. Looking for an easier way to sift through forum and specific thread updates. Any recommendations?

    Any chance I'm blind and not seeing a RSS feed for these forums? Or better, available on a per-thread basis?
    As far as I can tell, looks like the only option is to subscribe to a thread and then either use the profile page to see the "last update" and/or opt-in to spam myself. Bummer.

  33. #433
    Quote Originally Posted by vonJahgmann View Post
    As far as I can tell, looks like the only option is to subscribe to a thread and then either use the profile page to see the "last update" and/or opt-in to spam myself. Bummer.
    I'm not sure.

  34. #434
    Actually, the culture bug is not associated with any specific policy, but is instead associated with the creation of a new city. Two things I will have to check here - my GlobalDefines and the free policy that is awarded on the first turn. More testing required...

  35. #435
    Yep, it's the free policy at the beginning that is causing the culture bug. When I remove the free policy the culture bug doesn't show its ugly head.

    Looks like no free policy in the beginning. You'll have to earn your way there

  36. #436
    Changing the score system to be based almost exclusively on population size. Since barbarians and non-roman civs don't have the same kind of access to wonders and technologies, we'll keep the score simple based on population. There is a very small amount of points contributed to wonders, technologies, but not much.

  37. #437
    Join Date
    Apr 2011
    Location
    Near Portsmouth, UK
    Posts
    1,067
    Quote Originally Posted by Kruelgor View Post
    Yep, it's the free policy at the beginning that is causing the culture bug. When I remove the free policy the culture bug doesn't show its ugly head.

    Looks like no free policy in the beginning. You'll have to earn your way there
    How are you giving it? The various DLC scenarios have "free policies" at the start of the game, so it must be possible.

  38. #438
    Quote Originally Posted by Kruelgor View Post
    Yep, it's the free policy at the beginning that is causing the culture bug. When I remove the free policy the culture bug doesn't show its ugly head. Looks like no free policy in the beginning. You'll have to earn your way there
    If you're open to suggestions, a perhaps interesting work-around would be to create a new Great Person type, a "Great Revolutionary" or "Great Philosopher" if you will, that when consumed awards a free policy. Then give ROME one G.R. or G.P. to start with.

    A much easier work-around, but perhaps not as fun, would be to start Rome off with with 497 policy points at the start, so upon the 2nd turn Rome "earns" the free policy when Rome adds +3 to accumulate 500. If memory serves me right the tag is StartingPolicyPoints.

  39. #439
    Quote Originally Posted by vonJahgmann View Post
    If you're open to suggestions, a perhaps interesting work-around would be to create a new Great Person type, a "Great Revolutionary" or "Great Philosopher" if you will, that when consumed awards a free policy. Then give ROME one G.R. or G.P. to start with.

    A much easier work-around, but perhaps not as fun, would be to start Rome off with with 497 policy points at the start, so upon the 2nd turn Rome "earns" the free policy when Rome adds +3 to accumulate 500. If memory serves me right the tag is StartingPolicyPoints.
    Yup. The default game entries are in the CIV5HandicapInfos.xml file.

    Code:
    <?xml version="1.0" encoding="utf-8"?>
    <!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by Jon Shafer (Firaxis Games) -->
    <GameData>
    	<!-- Table definition -->
    	<Table name="HandicapInfos">
    		<Column name="StartingPolicyPoints" type="integer" default="0"/>
    Cheers.

  40. #440
    Quote Originally Posted by whoward69 View Post
    How are you giving it? The various DLC scenarios have "free policies" at the start of the game, so it must be possible.
    Most simply award a bunch of Starting Policy points. Have to admit the first time I came across those freebie points in the Samarai Invasion of Korea scenario, was mighty fun to spend the, what was it 1000?, starting points to steer your strategy.

Page 11 of 28 FirstFirst ... 91011121321 ... LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •