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Thread: MOD: UI - Promotion Tree

  1. #1
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    MOD: UI - Promotion Tree

    Displays promotions in a tree format either for the current unit or by selecting one of the eleven combat classes (melee, naval, recon, siege, mounted, etc) from a drop-down menu

    The mod hooks into the "Diplo Corrner" Additional Information drop-down menu (via a modified, but backwards compatible, Modularized DiploCorner) to provide an in-game view of the Promotions Tree







    The mod also provides a method to display the tree view while selecting promotions for a unit. This feature is utilised by the latest version on the "UI - Condensed Promotions" mod







    Permission granted to copy the "pipe drawing" code into other mods.

    You can find this mod on the Mod Hub under UI -> Widgets

  2. #2
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    Version 5 uploaded - supports both "Normal" and "Small" mode. Initial mode based on Game UI settings (but can be changed via a new check box just above the Close button), small mode will fit the full promotion trees on a 1920x1080 resolution screen.

    The "Pipe Manager" (and several other useful functions) have been split out into their own files - making including portions of the code into other (3rd party) mods easier.

    The "Pipe Manager" supports pipes of size 16x16, 24x24, 32x32 and 32x42 (the latter is the standard Tech Tree size - not particularly useful!)

  3. #3
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    How do I get this to work? I installed it from the game's mod manager but it never has any information in it - only the tree structure and nothing in the pull-down to choose from.

  4. #4
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    I'm assuming you accessed it from the "DiploCorner" menu

    What details (if any) are in the tree structure?

    Do you have logging enabled, and if so what's in the lua.log and database.log files?

    A screen grab would help

    TIA

    W

  5. #5
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    Wait - I just thought of something. Is this compatible with UP/VE from Thalassicus? And by diplocorner menu I assume you meant the pull down menu at the top right of the game screen - the scroll looking one which is in a button by itself?

    As for looks:

  6. #6
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    Quote Originally Posted by gunnergoz View Post
    Is this compatible with UP/VE from Thalassicus?
    Is anything? Despite it's name UP/VE may as well be a "total conversion".

    Quote Originally Posted by gunnergoz View Post
    And by diplocorner menu I assume you meant the pull down menu at the top right of the game screen - the scroll looking one which is in a button by itself?
    Yes, that's the one

    From the look of that screen grab, the answer to the first question is "doesn't look like it"

    If you have logging enabled, I'd be interested to know what's in the database.log and lua.log

    TIA

    W

  7. #7
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    OK I figured out how to start the logs.
    Lua Log:
    [308625.311] Initializing Lua 5.1.4
    [308641.987] InstalledPanel: Refreshing Mods
    [308642.050] InstalledPanel: ModID IN ('daf6f887-3614-4169-a0e5-3ac9bd4ef82b', '414e8c1f-1e22-47ec-b72f-5f65b9dcdf4b', '2ec434a2-8ca7-4ffe-b8b1-f736f1f728cd', '41d70567-7ab4-4f5f-99dd-64323b667360', 'acc6aa3d-0dbc-4e6c-9760-1b795811a9d8', '41d42a63-043b-4523-8fe5-42a8d3ba1a39', '02453135-2694-47f8-9690-29cca6cce199', '178c8703-28c7-4fdc-81b7-674a710fff51', '86ac3483-5a2a-4cf6-a6e0-93c645ece421', '473b0504-ddfe-4209-bb11-e0bddcf2e9f9', '48c4471d-8b3a-48c6-876e-8f0c2871a79e', 'aec5d10d-f00f-4fc7-b330-c3a1e86c91c3', '8c7452b8-9c1a-4df4-a6bb-5f8b2c6862db', 'd565342c-f7b5-495e-9c1d-c05c2d55c8a3', '3c14ebd5-9f3e-42a0-8dc8-7ffae3c45705', 'a028d675-1f4d-45b5-bd6e-869b77079405', '263f7942-5b55-4bcb-be20-4515b3e8dea3', 'fc6e0f8c-0597-417e-baaf-b4a14054885e', '3e110a3c-8ecf-470d-b75d-207372d26061', 'a5e3e690-df82-47e4-955f-ba68605ea4af')
    [308642.050] InstalledPanel: Refreshing Mods
    [308642.112] InstalledPanel: Refreshing Mods
    [308670.348] Map Script: Generating Map
    [308670.348] Map Script: Generating Plot Types (Lua Archipelago) ...
    [308670.379] Map Script: Setting Plot Types (MapGenerator.Lua)
    [308670.395] Map Script: Setting coasts and oceans (MapGenerator.Lua)
    [308670.395] Map Script: Expanding coasts (MapGenerator.Lua)
    [308670.411] Map Script: Generating Terrain (Lua Archipelago) ...
    [308670.411] Map Script: Setting Terrain Types (MapGenerator.Lua)
    [308670.426] Map Script: Map Generation - Adding Rivers
    [308670.442] Map Script: Map Generation - Adding Lakes
    [308670.442] Map Script: 1 lakes added
    [308670.442] Map Script: Adding Features (Lua Archipelago) ...
    [308670.489] Map Script: Creating start plot database (MapGenerator.Lua)
    [308670.691] Map Script: Dividing the map in to Regions (Lua Archipelago)
    [308670.691] Map Script: Map Generation - Dividing the map in to Regions
    [308670.707] Map Script: Choosing start locations for civilizations (Lua Archipelago)
    [308670.707] Map Script: Map Generation - Choosing Start Locations for Civilizations
    [308670.738] Map Script: Normalizing start locations and assigning them to Players (MapGenerator.Lua)
    [308670.738] Map Script: Placing Natural Wonders (MapGenerator.Lua)
    [308671.674] Map Script: Placing Resources and City States (MapGenerator.Lua)
    [308671.674] Map Script: Map Generation - Assigning Luxury Resource Distribution
    [308671.674] Map Script: Map Generation - Placing City States
    [308671.674] Map Script: Map Generation - Choosing sites for City States
    [308671.674] Map Script: Rectangular regional division spanning the whole world: all city states must belong to a region!
    [308673.078] Map Script: Map Generation - Placing Bonuses
    [308673.094] Map Script: -------------------------------
    [308673.094] Map Script: Map Generation - Adding Goodies
    [308673.109] Map Script: -------------------------------
    [308673.109] Map Script: Determining continents for art purposes (MapGenerator.Lua)
    [308679.615] CivilopediaScreen: SetSelectedCategory(12)
    [308679.615] CivilopediaScreen: CivilopediaCategory[CategoryTerrain].DisplayList
    [308679.615] CivilopediaScreen: SetSelectedCategory(1)
    [308679.615] CivilopediaScreen: CivilopediaCategory[CategoryHomePage].DisplayList
    [308679.708] Wonders_MiniMapOverlayHook: Adding Wonders to group terrain
    [308680.005] Tutorial: Enabling Tutorial
    [308680.707] DiploTradesStatus: Show DiploTradeStatus
    [308681.362] InfoAddictDataManager: INFO: Loading InfoAddict Data Manager
    [308681.424] InfoAddictDataManager: INFO: InfoAddict Version: 16
    [308681.487] InfoAddictDataManager: INFO: Using replay data: false
    [308681.627] InfoAddictDataManager: INFO: Game Version: 1.0.1.511 (262623)
    [308681.689] InfoAddictDataManager: INFO: Start Turn: 0
    [308681.767] InfoAddictDataManager: INFO: Num of Civs: 8
    [308681.845] InfoAddictDataManager: INFO: Updating the historical data table with 0 turns took 0s to complete (0 queries).
    [308681.986] InfoAddictHistoricalData: INFO: No data for DrawGraph(score): 0s
    [308682.095] InfoAddictCivRelations: INFO: Total time to build political view: 0.005s
    [308682.204] InfoAddictHistoricalData: INFO: No data for DrawGraph(score): 0s
    [308682.407] CiVUP_Events: INFO Turn 0 GAMEOPTION_POLICY_SAVING: true
    [308682.407] CiVUP_Events: INFO Turn 0 GAMEOPTION_PROMOTION_SAVING: true
    [308683.390] TriggerPopup: INFO Turn 0 Initialize Isabella trigChance=0
    [308683.405] TriggerPopup: INFO Turn 0 ResetTriggers Isabella trigChance=0
    [308683.717] Demographics: Dequeuing demographics
    [308683.717] Demographics: Dequeuing demographics
    [308684.388] VET_Events: TestOceanRifts
    [308684.575] VET_Events: DEPTH: 9 8 7 6 5 4 3 3 3 3 3 3 4 5 6 7 7 7 8 8 9 10 11 12 13 14 14 14 14 15 15 15 15 15 15 15 15 15 15 15 14 13 12 11 10 9 8 7 6 5 4 3 2 2 2 2 3 4 5 6 7 8 9 8 7 6 6 6 6 6 6 6 7 8 8 8 9 9 10 10
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    [308684.575] VET_Events: TestOceanRifts Done
    [308684.575] VET_Events: UpdatePlotYields Start
    [308685.075] VET_Events: UpdatePlotYields Done
    [308685.075] WWGD_Events: CheckPlayerStartBonuses
    [308685.075] WWGD_Events: PlayerStartBonuses Wu Zetian
    [308685.199] WWGD_Events: PlayerStartBonuses Done Wu Zetian
    [308685.215] WWGD_Events: PlayerStartBonuses Kamehameha
    [308685.433] WWGD_Events: PlayerStartBonuses Done Kamehameha
    [308685.433] WWGD_Events: PlayerStartBonuses Suleiman
    [308685.496] WWGD_Events: PlayerStartBonuses Done Suleiman
    [308685.496] WWGD_Events: PlayerStartBonuses Elizabeth
    [308685.558] WWGD_Events: PlayerStartBonuses Done Elizabeth
    [308685.558] WWGD_Events: PlayerStartBonuses Alexander
    [308685.667] WWGD_Events: PlayerStartBonuses Done Alexander
    [308685.667] WWGD_Events: PlayerStartBonuses Montezuma
    [308685.730] WWGD_Events: PlayerStartBonuses Done Montezuma
    [308685.730] WWGD_Events: PlayerStartBonuses Hiawatha
    [308685.792] WWGD_Events: PlayerStartBonuses Done Hiawatha
    [308685.792] WWGD_Events: PlayerStartBonuses Edinburgh
    [308685.886] WWGD_Events: PlayerStartBonuses Done Edinburgh
    [308685.886] WWGD_Events: PlayerStartBonuses Belgrade
    [308685.948] WWGD_Events: PlayerStartBonuses Done Belgrade
    [308685.948] WWGD_Events: PlayerStartBonuses Helsinki
    [308686.011] WWGD_Events: PlayerStartBonuses Done Helsinki
    [308686.011] WWGD_Events: PlayerStartBonuses Geneva
    [308686.104] WWGD_Events: PlayerStartBonuses Done Geneva
    [308686.104] WWGD_Events: PlayerStartBonuses Stockholm
    [308686.167] WWGD_Events: PlayerStartBonuses Done Stockholm
    [308686.167] WWGD_Events: PlayerStartBonuses Warsaw
    [308686.229] WWGD_Events: PlayerStartBonuses Done Warsaw
    [308686.229] WWGD_Events: PlayerStartBonuses Cape Town
    [308686.291] WWGD_Events: PlayerStartBonuses Done Cape Town
    [308686.291] WWGD_Events: PlayerStartBonuses Singapore
    [308686.416] WWGD_Events: PlayerStartBonuses Done Singapore
    [308686.416] WWGD_Events: PlayerStartBonuses Rio de Janeiro
    [308686.494] WWGD_Events: PlayerStartBonuses Done Rio de Janeiro
    [308686.494] WWGD_Events: PlayerStartBonuses Quebec City
    [308686.541] WWGD_Events: PlayerStartBonuses Done Quebec City
    [308686.541] WWGD_Events: PlayerStartBonuses Budapest
    [308686.603] WWGD_Events: PlayerStartBonuses Done Budapest
    [308686.603] WWGD_Events: PlayerStartBonuses Brussels
    [308686.728] WWGD_Events: PlayerStartBonuses Done Brussels
    [308686.728] WWGD_Events: PlayerStartBonuses Kuala Lumpur
    [308686.791] WWGD_Events: PlayerStartBonuses Done Kuala Lumpur
    [308686.791] WWGD_Events: PlayerStartBonuses Tyre
    [308686.869] WWGD_Events: PlayerStartBonuses Done Tyre
    [308686.869] WWGD_Events: PlayerStartBonuses Lhasa
    [308686.931] WWGD_Events: PlayerStartBonuses Done Lhasa
    [308686.931] WWGD_Events: PlayerStartBonuses Florence
    [308686.993] WWGD_Events: PlayerStartBonuses Done Florence
    [308687.009] WWGD_Events: PlayerStartBonuses Isabella
    [308687.009] WWGD_Events: PlayerStartBonuses Done Isabella
    [308687.009] WWGD_Events: CheckPlayerStartBonuses Done
    [308771.094] InfoAddictDataManager: INFO: Saving player stats took 0.589s to complete (8 inserts).
    [308771.156] InfoAddictDataManager: INFO: Updating the historical data table with 0 turns took 0s to complete (0 queries).
    [308771.452] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308771.530] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308790.407] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308790.485] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308790.594] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0s
    [308790.656] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308791.701] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308791.764] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308791.857] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.002s
    [308791.920] InfoAddictCivRelations: INFO: Total time to build political view: 0.005s
    [308794.603] InfoAddictDataManager: INFO: Saving player stats took 0.782s to complete (8 inserts).
    [308794.665] InfoAddictDataManager: INFO: Updating the historical data table with 1 turns took 0.001s to complete (1 queries).
    [308794.775] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308794.868] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308807.676] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308807.738] InfoAddictCivRelations: INFO: Total time to build political view: 0.005s
    [308807.816] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0s
    [308807.894] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308808.690] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0s
    [308808.768] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308808.830] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308808.893] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308811.763] InfoAddictDataManager: INFO: Saving player stats took 0.502s to complete (8 inserts).
    [308811.810] InfoAddictDataManager: INFO: Updating the historical data table with 1 turns took 0.001s to complete (1 queries).
    [308811.935] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308812.013] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308824.493] InfoAddictDataManager: INFO: Saving player stats took 0.592s to complete (8 inserts).
    [308824.571] InfoAddictDataManager: INFO: Updating the historical data table with 1 turns took 0.002s to complete (1 queries).
    [308824.664] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308824.711] InfoAddictCivRelations: INFO: Total time to build political view: 0.005s
    [308836.442] InfoAddictDataManager: INFO: Saving player stats took 0.603s to complete (8 inserts).
    [308836.489] InfoAddictDataManager: INFO: Updating the historical data table with 1 turns took 0.001s to complete (1 queries).
    [308836.598] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308836.708] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308847.409] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308847.487] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308847.565] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.002s
    [308847.628] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308848.611] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308848.689] InfoAddictCivRelations: INFO: Total time to build political view: 0.005s
    [308848.782] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308848.876] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308851.153] InfoAddictDataManager: INFO: Saving player stats took 0.66s to complete (8 inserts).
    [308851.216] InfoAddictDataManager: INFO: Updating the historical data table with 1 turns took 0.001s to complete (1 queries).
    [308851.356] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308851.419] InfoAddictCivRelations: INFO: Total time to build political view: 0.004s
    [308867.783] InfoAddictDataManager: INFO: Saving player stats took 0.639s to complete (8 inserts).
    [308867.861] InfoAddictDataManager: INFO: Updating the historical data table with 1 turns took 0.002s to complete (1 queries).
    [308867.986] InfoAddictHistoricalData: INFO: Total time for DrawGraph(score): 0.001s
    [308868.189] InfoAddictCivRelations: INFO: Total time to build political view: 0.005s
    [308881.293] DiploCorner: OnDiploCornerHook()
    [308881.293] Runtime Error: [string "C:\Users\Eddie\Documents\My Games\Sid Meier..."]:457: attempt to index field '?' (a nil value)
    [308887.158] Runtime Error: [string "C:\Users\Eddie\Documents\My Games\Sid Meier..."]:538: attempt to index field '?' (a nil value)
    [308892.088] Runtime Error: [string "C:\Users\Eddie\Documents\My Games\Sid Meier..."]:538: attempt to index field '?' (a nil value)
    Database log:
    [308625.669] constraint failed
    [308625.669] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
    [308628.321] Validating Foreign Key Constraints...
    [308628.321] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [308628.321] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [308628.321] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [308629.023] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_PRIVATEER" does not exist in Units
    [308629.023] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_GALLEON" does not exist in Units
    [308629.023] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_TREASURE CART" does not exist in Units
    [308629.023] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_DANISH_LONGBOAT" does not exist in Units
    [308629.023] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SAXON_HUSCARL" does not exist in Units
    [308629.023] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_POLYNESIAN_WAR_CANOE" does not exist in Units
    [308629.023] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_HITTITE_WARCHARIOT" does not exist in Units
    [308629.023] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SUMERIAN_PHALANX" does not exist in Units
    [308629.023] Failed Validation.
    [308629.304]
    -- SQLite Memory Statistics --
    Memory Usage:
    [Cur] [Max]
    Malloc: 320512 2405056
    PageCache: 4714 4982
    LookAside: 45 1878
    Scratch: 0 1

    Static Buffer Overflows:
    [TooLarge] [NoSpace]
    PageCache: 26680 112384
    Scratch: 0 0

    Largest Allocations:
    Malloc: 65280
    PageCache: 1160
    Scratch: 6664

    Prepared Statements:
    Current: 5
    ------------------------------
    [308669.100] Validating Foreign Key Constraints...
    [308669.100] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [308669.100] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [308669.100] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [308669.833] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_PRIVATEER" does not exist in Units
    [308669.833] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_GALLEON" does not exist in Units
    [308669.833] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_TREASURE CART" does not exist in Units
    [308669.833] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_DANISH_LONGBOAT" does not exist in Units
    [308669.833] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SAXON_HUSCARL" does not exist in Units
    [308669.833] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_POLYNESIAN_WAR_CANOE" does not exist in Units
    [308669.833] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_HITTITE_WARCHARIOT" does not exist in Units
    [308669.833] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SUMERIAN_PHALANX" does not exist in Units
    [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_RECON" does not exist in UnitCombatInfos
    [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_ARCHER" does not exist in UnitCombatInfos
    [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_MOUNTED" does not exist in UnitCombatInfos
    [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_MELEE" does not exist in UnitCombatInfos
    [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_SIEGE" does not exist in UnitCombatInfos
    [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_GUN" does not exist in UnitCombatInfos
    [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_ARMOR" does not exist in UnitCombatInfos
    [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_HELICOPTER" does not exist in UnitCombatInfos
    [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_NAVAL" does not exist in UnitCombatInfos
    [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_FIGHTER" does not exist in UnitCombatInfos
    [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_BOMBER" does not exist in UnitCombatInfos
    [308669.833] Failed Validation.
    [308670.145]
    -- SQLite Memory Statistics --
    Memory Usage:
    [Cur] [Max]
    Malloc: 1471816 3733632
    PageCache: 4818 4982
    LookAside: 1487 3514
    Scratch: 0 1

    Static Buffer Overflows:
    [TooLarge] [NoSpace]
    PageCache: 1040520 3360384
    Scratch: 0 0

    Largest Allocations:
    Malloc: 65280
    PageCache: 1160
    Scratch: 6664

    Prepared Statements:
    Current: 23
    ------------------------------

  8. #8
    Join Date
    Apr 2011
    Location
    Near Portsmouth, UK
    Posts
    1,066
    In C:\Users\{username]\Documents\My Games\Sid Meier's Civilization 5\config.ini

    Code:
    ; Enable the logging system
    LoggingEnabled = 1
    IIRC that's all you need, the log files then appear in C:\Users\{username}\Documents\My Games\Sid Meier's Civilization 5\Logs the main ones are database.log and lua.log, a secondary one is xml.log, all the others can be ignored 99.9% of the time

    Depending on what DLC you have, a "normal" database.log looks like
    Code:
    [26498.361] constraint failed
    [26498.361] While executing - 'INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES(?,?,?)'
    [26500.342] Validating Foreign Key Constraints...
    [26500.342] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [26500.342] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [26500.342] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [26501.231] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_PRIVATEER" does not exist in Units
    [26501.231] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_GALLEON" does not exist in Units
    [26501.231] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SPANISH_TREASURE CART" does not exist in Units
    [26501.231] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_DANISH_LONGBOAT" does not exist in Units
    [26501.231] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SAXON_HUSCARL" does not exist in Units
    [26501.231] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_POLYNESIAN_WAR_CANOE" does not exist in Units
    [26501.231] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_HITTITE_WARCHARIOT" does not exist in Units
    [26501.231] Invalid Reference on UnitGameplay2DScripts.UnitType - "UNIT_SUMERIAN_PHALANX" does not exist in Units
    [26501.231] Failed Validation.
    [26501.590] 
    -- SQLite Memory Statistics --
    Memory Usage:
    		[Cur]		[Max]
    Malloc:		287704		2405056
    PageCache:	3450		3665
    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
    ------------------------------
    [26584.379] Validating Foreign Key Constraints...
    [26584.379] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [26584.379] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [26584.379] Invalid Reference on ArtDefine_Landmarks.LayoutHandler - "SPECIAL" does not exist in ArtDefine_LandmarkTypes
    [26585.159] Failed Validation.
    [26585.471] 
    -- SQLite Memory Statistics --
    Memory Usage:
    		[Cur]		[Max]
    Malloc:		369608		2405056
    PageCache:	3671		4982
    LookAside:	1160		3015
    Scratch:	0		1
    
    Static Buffer Overflows:
    		[TooLarge]	[NoSpace]
    PageCache:	0		528960
    Scratch:	0		0
    
    Largest Allocations:
    Malloc:		65280
    PageCache:	1160
    Scratch:	5128

  9. #9
    Join Date
    Sep 2010
    Location
    Sandy Ego, California
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    1,823
    I think if you refresh you will see my logs above your last post.

  10. #10
    Join Date
    Apr 2011
    Location
    Near Portsmouth, UK
    Posts
    1,066
    Thanks,

    It's all these that are the "problem"

    Code:
    [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_RECON" does not exist in UnitCombatInfos
     [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_ARCHER" does not exist in UnitCombatInfos
     [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_MOUNTED" does not exist in UnitCombatInfos
     [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_MELEE" does not exist in UnitCombatInfos
     [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_SIEGE" does not exist in UnitCombatInfos
     [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_GUN" does not exist in UnitCombatInfos
     [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_ARMOR" does not exist in UnitCombatInfos
     [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_HELICOPTER" does not exist in UnitCombatInfos
     [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_NAVAL" does not exist in UnitCombatInfos
     [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_FIGHTER" does not exist in UnitCombatInfos
     [308669.833] Invalid Reference on UnitCombatInfosEx.CombatClass - "UNITCOMBAT_BOMBER" does not exist in UnitCombatInfos
    HOWEVER, all of those are standard game database items, so something has made some serious changes to the database - so whatever mod has done that is actually the problem

  11. #11
    Join Date
    Apr 2011
    Location
    Near Portsmouth, UK
    Posts
    1,066
    It's definately UP/VE

    with only that and the promotion tree mods enabled you get the same error. Using FireTuner I can see that UP/VE has renamed all the unitcombat_infos by prefixing them with an underscore

    Code:
    > for v in GameInfo.UnitCombatInfos() do print(v.Type) end
     WorldView: _UNITCOMBAT_RECON
     WorldView: _UNITCOMBAT_ARCHER
     WorldView: _UNITCOMBAT_MOUNTED
     WorldView: _UNITCOMBAT_MELEE
     WorldView: _UNITCOMBAT_SIEGE
     WorldView: _UNITCOMBAT_GUN
     WorldView: _UNITCOMBAT_ARMOR
     WorldView: _UNITCOMBAT_HELICOPTER
     WorldView: _UNITCOMBAT_NAVAL
     WorldView: _UNITCOMBAT_FIGHTER
     WorldView: _UNITCOMBAT_BOMBER
     WorldView: _UNITCOMBAT_DIPLOMACY
     WorldView: _UNITCOMBAT_COMMAND
     WorldView: _UNITCOMBAT_CIVILIAN
     WorldView: _UNITCOMBAT_SUBMARINE
     WorldView: _UNITCOMBAT_MOUNTED_ARCHER
    You'll need to ask Thal why he's broken a core database table

  12. #12
    Join Date
    Apr 2011
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  13. #13
    Join Date
    Sep 2010
    Posts
    16
    Darn, I clicked 'submit reply', the forum brought up a "requested url was not found" error message and lost my post. It happens often on a certain-testing-forum too. It seems to be some problem with images in a post using the wysiwyg editor mode.

    The change in post #11 uses two vanilla problems to create a solution:

    • Mods can't detect combat with quick combat enabled.
    • Mods can't change attack animations for unit classes.

    By changing the name of combat classes, players can skip combat animations while retaining the capability to detect combat. I'm willing to try any other approaches you can think of.

    =================================

    I'm working on solving three things with the promotion tree display, if you have any advice:

    • I set CannotBeChosen=true for several promotions, but they show up in the promotion trees. The queries in PromotionUtils.lua appear to check for that, so I'm researching further to figure out what's going on.
    • Unit classes with multiple tier 1 promotions show only one of the paths.
    • Promotions with "or" prerequisites from different tiers show only one of the tiers.

    For example, this promotion structure:



    Shows up as:


    I recognize that automatically arranging complex promotion trees is probably difficult. Would it be feasible to manually define arrangements with a table like the outline below? If no entries exist for a UnitClassType in this table, the unit class could default to automatic organization the mod currently uses. Creating data for the table should be easy with an excel spreadsheet (or an app like xmlspy). I just need to know where to look to write lua code for scanning the data.

    If you think it's practical, I'm willing to do the work, since complex trees are probably only used by mods.

    Code:
    <Table name="Promotion_Grid">
        <Column name="PromotionType" type="text" reference="UnitPromotions(Type)"/>
        <Column name="UnitClassType" type="text" reference="UnitClasses(Type)"/>
        <Column name="GridX" type="integer"/>
        <Column name="GridY" type="integer"/>
    </Table>
    Last edited by Thalassicus; 04-30-2012 at 01:48 PM.

  14. #14
    Join Date
    Apr 2011
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    The tree drawing code (which is a right PITA) makes many assumptions - all valid for the core game, but certainly "broken" by that promotion tree. However, the "2nd generation" code in the "UI - Upgrade Tree" could easily draw that layout (with a few minor changes to allow for the leading branches), given the same style of GridX and GridY as used by the Tech Tree.

    I'll give it some thought.

  15. #15
    Join Date
    Sep 2010
    Posts
    16
    Quote Originally Posted by whoward69 View Post
    The tree drawing code (which is a right PITA)
    A year ago I took one look at the tech tree's drawing code, came to the same conclusion, and avoided it ever since! You've got more bravery than me.

    Some parts of the game code are really hard to decipher... especially when it gets super-repetitive and doesn't use many helper functions to encapsulate common algorithms.

  16. #16
    Join Date
    Apr 2011
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    I "fixed" the Tech Tree pipes for the "Tech - Extra Classics" mod a year or so back and then avoided it entirely! So when I needed some pipe drawing code I went right back to first principles and wrote my own (using the core pipe images only)

    Whoever wrote the tech tree pipe code has clearly never heard of "re-use" - I have to assume that someone at Firaxis spec'ed it out and it was then implemented by an intern

  17. #17
    Join Date
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    Quote Originally Posted by Thalassicus View Post
    If you think it's practical, I'm willing to do the work, since complex trees are probably only used by mods.
    I've worked out how to do this and it's certainly practical but will need to pull the layout code from the Upgrade Tree mod into the Promotions Tree mod (the upgrade tree uses two "glass layers" one for the buttons and one for the pipes). Probably easiest if I mock something up - I have a couple of train journeys into London in the rest of this week and needed something to do anyway!

  18. #18
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    Quote Originally Posted by Thalassicus View Post
    For example, this promotion structure:

  19. #19
    Join Date
    Sep 2010
    Posts
    16
    Is the explicit split between basic/advanced vital? Placing everything on one grid has several advantages:
    • Lining up promotions with similar level requirements makes it easier to compare alternate paths side by side.
    • Can fit most arrangements on one screen without a horizontal scrollbar. A vertical scale factor for the offsetY values could ensure "broad" promotion trees don't need a vertical scrollbar either.
    • We can provide an implied vertical split between basic/advanced without extra code.


  20. #20
    Join Date
    Apr 2011
    Location
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    Quote Originally Posted by Thalassicus View Post
    Is the explicit split between basic/advanced vital?[/IMG]
    It's not, and I take it from that screen grab that you've solved the UP/VE "issues" already

  21. #21
    Join Date
    Sep 2010
    Posts
    16
    That's just a image I photoshopped from your earlier screenshot. I figured that's what you meant by a mockup. I'm guessing from your response your screenshot was taken from an altered code base?
    Last edited by Thalassicus; 05-04-2012 at 09:47 AM.

  22. #22
    Join Date
    Apr 2011
    Location
    Near Portsmouth, UK
    Posts
    1,066
    Quote Originally Posted by Thalassicus View Post
    I'm guessing from your response that screen was taken from an altered code base?
    Yep, altered code - I don't do photo-shop ;-)

    Now I've finished "map pins" I'll take another look at the upgrade tree

  23. #23
    I miss some advanced promotions of the navel melee untis. Patch 1.0.2.13 changed something.
    No other Mods was acitivated.

    If you want to support, here is a German translation.

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