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If you still have problems, then remove all of your mods and try a game without any of them. If you still have problems then refer to the troubleshooting and tech support thread and follow the recommendations there.
If removing all of your mods fixed all the problems, then that will tell you that one of them is responsible. To find the offending mod, add mods back one at a time and test between each one - when you start having problems again, the last mod you added is the cause (either because of a flaw in that mod or because of a conflict with another mod).
1. Of course I've checked if they work with the current version.
2. And by removing all the mods, how is the game supposed to run, won't it complain about a bunch of mods missing?
I use UI mods AND a bunch of others, that in some cases will break saves.
Seriously, isn't there a debug mode for the game? I know you can enter a console type of view where among other things you can reveal the map, wouldn't there be a debug mode there?
You're trying to save your current game; I'm trying to help you find the problem relatively quickly so you can move on to a new game that won't break.
I don't know if there's a debug mode; you could try a search for that information; if there is one, it is probably discussed somewhere on the internet. My caution there would be that unless you have programming experience, and experience modding Civ VI specifically, the chance that your time will not be wasted is vanishingly small. You'd be trying to debug all of your mods simultaneously - with no guarantee that there's only one problem to find and fix - and if a new patch for Civ is released, or even if just one of your mods is updated by the author, you'll have to start over from scratch.
If that sounds like a fun challenge then have at it, and I wish you the best of luck. If not, then your time is better spent finding the cutting out the responsible mod quickly so you can get back to playing Civ VI.
I have a hard time understanding how this will help me, in any way. The game crashes after300+ turns. Do you want me to play games, one at a time, to 300+ turns, for every mod, to see which mod makes the game crash?
In normal debug mode you will get a message when something happens. So when tje game crashes I will get a notification of what tje game tried to do. It might have been a lot of things, but not more than what is possible to sort through.
I know programming. Although it’s a long time since I was programming professionally I do know a lot of languages, from old fashioned C to object oriented languages.
Thanks, will do, tomorrow.
Those are the three first to check, related to modding.
Thanks!
In lua.log there are a lot of errors about the return of nil in a bunch of mods (it looks like). If anyone knows how to de-crypt these it would be helpful. My guess, without checking much, is that a variable is returning nil (nothing), which isn't a good thing when it comes to computer programs.
Lua callstack:
Runtime Error: D:\Saved Games\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1718: operator < is not supported for nil < number
stack traceback:
D:\Saved Games\Steam\steamapps\workshop\content\289070\1617282434\Lua\RealStrategy.lua:1718: in function 'ActiveStrategyEnough'
Also you could (and should) submit those errors to specific mods authors as a bug reports.