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Or it's just my terrible luck.
Unfortunately it seems to not take into account several mods I also love to use, so I rarely choose it now. In base game version I was almost playing exclusively on it !
I disabled PerfectWorld, DetailedWorlds, and Shuffle++ and I've been able to get games started without a problem with all my other mods enabled. I hope @Shayleray sees this.
Runtime Error: D:\Games\Steam\steamapps\workshop\content\289070\1364181027\Fantastical.lua:8114: function expected instead of nil
stack traceback:
D:\Games\Steam\steamapps\workshop\content\289070\1364181027\Fantastical.lua:8114: in function 'AddTerrainFromContinents'
D:\Games\Steam\steamapps\workshop\content\289070\1364181027\Fantastical.lua:8237: in function 'GenerateMap'
[C]: in function '(anonymous)'
Lua callstack:
Runtime Error: Call to GenerateMap() had errors
stack traceback:
[C]: in function '(anonymous)'
LoadScreen: OnLoadGameViewStateDone
BUT unfortunately when trying to get multiple large land masses separated by ocean, it seems the vast majority of settings result in long vertical strips of land and not much horizontal. I think the generator divides land masses too much vertically and not enough horizontally, you can tell there's just vertical strips of ocean separating everything.
Nonetheless.. i'll run some more tests with various other mods deactivation.
Thanks anyway.
From now on.. the trick would be to find which option fails exactly. I'll take a quick look at your LUA coding & try to determine "something" but i doubt i'll succeed. Eventually, it will all be up to you to figure this out through debug steps.
No rush.. if you find the flaw and can fix it -- that should be good for everyone.
Thanks anyway.
(( https://www.dropbox.com/s/ycvzjtyq9n4suhm/Fantastical_DebugLogs.zip?dl=0 ))
1) I guess the best hints can be found from line #10011(...) of the Lua.Log into a small "Runtime Error:" section. Basicly, some notes about AdvancedSetup options & other C6 Scripts (SetupParameters) + FrontEnd (PlayerSetupLogic) functions. Possibly?!
2) I've included such reference LUA sources to ease your analytic tasks ahead.
3) Modding.Log is also in the zip for extra details of my PC conditions.
4) If you want to try reproducing that specific game context -- the Fantastic-Debug.Civ6Cfg file could be used to reboot with my Init Fantastical/Parameters. Firaxis popup (warning about Mods, etc) should occur as soon as the usual sequencing finish & then, crashes.
If you have any requests, feel free to ask.. good luck solving my little crashing problems!
Thanks in advance.
Fairly sure there might be a conflict with one of my 30+ other active mods. I went through the usual scan of LOGs & associated principle(s) hints that anything else could interfere with such re-mapping logic without luck.
Although .. i'm seriously leaning towards Sukritact's "CivSelectionScreen" since it is already known as being tough on any Mapping scripts device (that also hook to the Advanced-Setup menu options) like Gedemon's YnAMP.
Maybe it's even some very recent Civ6 DLC that screwed up something, etc.
Going to have to wait for later version.. until someone can confirm similar flaws or can identify the real cause.