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I can still build the Knight Unit even though the Elephantarchia is supposed to "replace" it. I'm guessing this was not intentional.
Did have a error in the logs that I wanted to let you know about. It is the same issue I had with Sailor Cat's Sassanid & Chrisy15's Akkad. At least one of the city names, in this case Susa, is also used by Persia in the Macedon/Persia DLC. It causes a conflict when your mod tries to load the Localization file before the DLC. Giving that UpdateText block a LoadOrder of 102 cleared the error. I then changed the Database block to 103, the XP1 block to 104, and ModSupport to 105 to keep the LoadOrders consistent with what you had.
Will you also be updating the main Assyria in the near future?
Oh definitely plan to update to the main Assyria mod too. We're giving Tiglath a bit of a redesign and fixing a few things so it might not be this weekend, but once it's all working, we'll put out an update for sure. Will aim to get it done one evening this coming week :)
I'm a bit miffed at Firaxis for messing around with the LoadOrders as I've had to fix several of my own mods since it seems like Global LoadOrders aren't universally enforced anymore. Additionally, each block now needs its own LoadOrder greater than 1 (or, 2 depending on the DLC fix used) if that particular file(s) have to load after a DLC .
This is the first time I've tried the mod. I do not have R&F, but I do have the latest general update.
@gjlab sorry to hear your'e having that issue! I've just tried replicating it myself with the same conditions a couple times but I didn't encounter any issues myself. How have you determined that it's the Katoikia ability? By any chance would you be able to send me your logs? They're usually found in "my games\Sid Meier's Civilization VI\Logs" and it'll be the modding.log and database.log that might tell us more. Chances are that it could be a mod conflict but I'd be surprised about that as the code for Katoikia is pretty simple. Without encountering the issue myself it's a bit hard to figure out what could be causing the game to crash on you, but my email is chimpang.mod@gmail.com - just send the logs there and I'll check them out for you and see if we can get this figured out :)
My thinking has changed on my problem. I've tried various older saves and the crash doesn't seem to have anything to do with what I'm doing in the game. Rather, games that were saved in the middle of a turn let me play out the turn; but when the next turn starts, it crashes. Games that were saved at the start of a turn (such as all the autosaves) crash immediately. It just won't let me play another turn.
I think it may be as simple as your latest update coming in the middle of my playthrough. I know that there are some files that updating has immediate effects - I have changed the combat values of the peltast (from MOAR Units) in the middle of a game; and I have also crashed that game by trying to give the peltast an ability it couldn't have.
Probably, I 'll just have to start over. Worst case scenario - with your R&F changes, the mod won't work without R&F; but I don't really think that's the case. I may not be the one to try it out, though. I think I'm on the verge of getting R&F. I was just waiting till all my favored mods were tried and true.
However, it would suck to have broken your game so we upload all previous versions separately as a manual download for occasions like this. Just unsub from this mod for your current game and download the previous version in the description. It should be the latest file listed. Just unzip that into your my games\Sid Meier's Civilization VI\Mods folder and hopefully you can continue your game error free (unless there is another mod that also changed things). If you do get R&F though, you'll need the latest version that is currently live to play with Seleucid of course.
Let me know if there's anything I can help with :)
https://www.dropbox.com/s/skfdzu5ivqiqb3o/Logs%20crash%20Seleucids.rar?dl=0