Sid Meier's Civilization VI

Sid Meier's Civilization VI

Historical Spawn Dates
 This topic has been pinned, so it's probably important
totalslacker  [developer] 24 Jul, 2020 @ 6:21pm
Bug Reports / Crash Reports
Whenever you get a crash, or if something unusual happens like a Civ never appears, you should immediately check your Lua log here:

..My Games\Sid Meier's Civilization VI\Logs

Search for Runtime Error and it will tell you the source. Anything from this mod would be ScriptHSD or InGameHSD. But if it's from another mod I would still like to know so I can try to provide a fix.

Note that there may be multiple runtime errors that don't necessarily crash the game or provide any observable in game effect. It's still helpful to submit any that you find while using this mod.

Please submit the entire error message and any following messages in your post.

If you have an issue where a Civ fails to appear and there are no observable error messages, you can upload your Lua log file to Dropbox, Pastebin, etc and submit it here for further inspection.
Last edited by totalslacker; 24 Jul, 2020 @ 6:27pm
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Showing 1-15 of 44 comments
sercera 11 Aug, 2020 @ 6:38pm 
Game not working now.
Based on one of your suggestions in the main comments section I tried loading this game with Sumeria to see if it even starts, but the error occurs during start-up before the game finishes loading. Problem is, I can't see any errors in my LUA log. I'm no modder though, so I'm probably missing something.

Game settings: Continents, Huge map, adding 3 extra AI slots --- everything else default/standard ... Rise and Fall ruleset, with all official DLC up to that point, enabled.

Start Game -> Game goes into loading screen, and even plays the sound as if the "play game" or "start game" button appears (whatever it says) after finishing loading, but instead an error popup shows, suggesting I disable all mods (which I already have, and was going to begin testing which mods I could successfully use, if I could get the game to work at all ...)

Error message: One or more of the starting scripts has an error. See lua.log
My lua.log https://pastebin.com/nW66nJrn

I assume those final 6 lines are created after I close the error popup and return to the main menu, because I see them repeated any time I start the game, so I can edit those out in any future lua log submissions if that is true ...
Last edited by sercera; 11 Aug, 2020 @ 6:40pm
totalslacker  [developer] 11 Aug, 2020 @ 8:04pm 
It looks like this mod never even gets a chance to load. That error appears when a mod is activated which isn't compatible with your game version. Have you activated any other new mods recently? Most likely something that requires Gathering Storm or another DLC to work. You should check your database log as well for any errors. Most mods aren't LUA based but are implemented with SQL and XML files, and any errors from those will appear in the database log.

This should at least load with Rise and Fall enabled, but I'll check again myself.

EDIT: I was able to start up a game with only Rise and Fall enabled without getting that error. You should definitely check your database log, should give you some clue . Look for anything with "ERROR" or "failed"
Last edited by totalslacker; 11 Aug, 2020 @ 8:49pm
sercera 11 Aug, 2020 @ 9:06pm 
Database Log:
[3761877.929] [Localization]: StartupErrorMessages.xml
[3761877.929] [Localization]: Input XML does not contain database entry tags. GameData, GameInfo or Database
[3761895.920] [Localization]: Validating Foreign Key Constraints...
[3761895.920] [Localization]: Passed Validation.
[3761896.203] [Configuration]: Validating Foreign Key Constraints...
[3761896.204] [Configuration]: Passed Validation.
[3761900.494] [FullTextSearch]: Initializing FullTextSearch
[3761902.181] [Gameplay]: Validating Foreign Key Constraints...
[3761902.195] [Gameplay]: Passed Validation.
[3761908.803] [Configuration]: Validating Foreign Key Constraints...
[3761908.803] [Configuration]: Passed Validation.
[3761915.032] [HallofFame]: Database found. Checking versions...
[3761915.061] [HallofFame]: Database is up-to-date!
[3761943.312] [FullTextSearch]: FTS - Creating Context
[3762027.040] [FullTextSearch]: FTS - Creating Context
[3762139.671] [Configuration]: Validating Foreign Key Constraints...
[3762139.671] [Configuration]: Passed Validation.
[3762151.233] [Gameplay]: Validating Foreign Key Constraints...
[3762151.254] [Gameplay]: Passed Validation.
[3762190.869] [Configuration]: Validating Foreign Key Constraints...
[3762190.870] [Configuration]: Passed Validation.
[3762192.070] [FullTextSearch]: FTS - Creating Context
[3762390.628] [Configuration]: Validating Foreign Key Constraints...
[3762390.629] [Configuration]: Passed Validation.
[3762395.649] [Gameplay]: Validating Foreign Key Constraints...
[3762395.670] [Gameplay]: Passed Validation.
[3762431.802] [Configuration]: Validating Foreign Key Constraints...
[3762431.803] [Configuration]: Passed Validation.
[3762433.105] [FullTextSearch]: FTS - Creating Context

I disable all mods except HSD, then re-start Civ 6 before testing ...
sercera 13 Aug, 2020 @ 9:34pm 
Also, based on your thought that HSD mod may not have even loaded, I looked at modding and database logs --- compared timestamps --- and as best as I can see in modding log based on those timestamps, HSD is loading. The 2nd "target in-game action" is an "UPDATE DATABASE" for HSD_PRE_COMPONENT ... then all the rest of the official DLC components are loaded, then a bunch of actions for HSD mod are loaded last thing right before, best I can tell, the error message pops up in-game right when the sound for "begin game" plays.

Have tested this with multiple different civs (but not different HSD game options yet, as I'm trying to keep this as "standard" as possible)

In fact, here is my modding log
log [pastebin.com]

(database logs, and lua logs look the same as posted above, even after today's mod update)
And every other log in the log folder that I could skim through or run a search on, yielded no "error" or "fail" results
totalslacker  [developer] 13 Aug, 2020 @ 11:50pm 
Well unfortunately with no visible errors for me to troubleshoot there's not much I can do... Ruleset isn't set to standard right? lol just checking

I did fix several bugs in the most recent update, you can always try resubscribing in case there was some problem with the files themselves. Maybe even manually delete them first.

I've tested a few games with only Rise and Fall and various DLC and it's all been working on my end. Here's a screenshot.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2196886323

Assuming you have the same game version as in the screenshot, and the latest version of the mod, it should work. Until I get more reports of this happening this is the best I can do, sorry!
AnCap 10 Sep, 2020 @ 9:24am 
Is it possible to play this mod in multiplayer?
totalslacker  [developer] 11 Sep, 2020 @ 4:17pm 
I have no idea. I don't think there's anything preventing it from working in multiplayer, but I'm not sure how balanced or fun it would be! I would recommend using the Era starts option and choosing Civs that start at the same time so one person isn't just waiting to spawn
Noah 19 Oct, 2020 @ 3:52pm 
So I've been using this mod along with your 128*80 Earth mod, and have been struck with countless crashes before I could fully spawn in as the Ottomans (especially now in the early Medieval era). It may be due to the fact that I'm using 60 mods along with 27 civ leaders, but I've experienced no other trouble with crashes except with these two mods and giant maps, and my PC's performance is still very good. If you could look into this it'd be most appreciated, I'm still trying to figure out the problem on my end.

Unhandled Exception
Code: EXCEPTION_ACCESS_VIOLATION
Error writing address 0x28

Call Stack
-----------------------------------------------------
??? ! ??? ???, line 0
totalslacker  [developer] 19 Oct, 2020 @ 4:08pm 
Unfortunately that's a random crash that's been happening on maps larger than Huge size as of the recent game updates. 128*80 was the largest stable size before, now it's experiencing crashes too. I believe it has more to do with the map than Historical Spawn dates.

There's countless reports in various civ 6 discussions now but Firaxis have yet to properly acknowledge the issue. My only advice is to turn down the graphics and play in DX11 mode, that seems to help somewhat, because it appears to be an issue with how the game handles the graphics and memory. So it has nothing to do with your computer specs.
totalslacker  [developer] 19 Oct, 2020 @ 4:12pm 
Actually I should mention, there are plenty of reports of it happening at all map sizes at any point during the game. Some people can't even load the game any more. Hopefully they'll fix this in the next update. There's no commonality between the crashes.
Noah 19 Oct, 2020 @ 4:19pm 
Man, that's unfortunate. Thanks for the quick reply. It's a shame Firaxis has been slowly making maps (modded or otherwise) less reliable with their updates; hopefully this all gets fixed soon.
Last edited by Noah; 19 Oct, 2020 @ 4:37pm
CAAY2000 23 Oct, 2020 @ 2:30am 
Hey, I'm playing a game with PlayEuropeAgain map, historial spawn dates and historical speed, to make it longer. But for some reason, i'm at 1490AD and spain, germany and france did not spawned, while for example poland, netherlands, england, scotland and hungary spawned correctly. Is there something i can show to try to understand what happened ?
Thanks
LNBalestra 25 Oct, 2020 @ 8:24am 
Hey, Playing on GreatestEarth and Italy Mod, i set the Italian Spawn date to 1860 and i am not spawning, even in 1978!
totalslacker  [developer] 25 Oct, 2020 @ 2:21pm 
It's hard to say but it's possible there are specific situations where a spawn may fail, maybe if there were no available spots to spawn within ten plots? The function can spawn civs quite far away sometime. The notification system i'm working on will hopefully alert the player if this happens and give a reason why. I'll also add some extra spawning rules like the ability to spawn on water and I might even add the hard city conversion option if spawning is impossible in a crowded location. Just hold onto your saves, should be possible to correct in an update.
totalslacker  [developer] 25 Oct, 2020 @ 2:25pm 
Right now the function works by searching for a spawn location within ten plots of the starting plot, that isn't occupied by a unit and isn't within the minimum distance to another city. If those conditions aren't met, it will attempt to spawn the units in the starting plot, which may fail. So I'll just have to expand the system and maybe add some override options
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