Closed the-m4a closed 3 years ago
Starting a new game Mods: Exp1 and Exp2, CQUI, and Better Civ Colors only During game load:
Runtime Error: C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\Lenses\ModLens_Builder_Config_Default.lua:411: attempt to index a nil value
stack traceback:
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\Lenses\ModLens_Builder_Config_Default.lua:411: in function '(main chunk)'
[C]: in function 'lInclude'
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\UI\minimappanel.lua:9: in function '(main chunk)'
[C]: in function 'lInclude'
C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\MinimapPanel_Expansion1.lua:6: in function '(main chunk)'
[C]: in function 'lInclude'
C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\MinimapPanel_Expansion2.lua:6: in function '(main chunk)'
[C]: in function '(anonymous)'
Lua callstack:
@C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\UI\minimappanel.lua:9
@C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\MinimapPanel_Expansion1.lua:6
@C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\MinimapPanel_Expansion2.lua:6
Another error:
MinimapPanel: InitLens - Adding ModLens: ML_BARBARIAN
Runtime Error: C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\MinimapPanel_Expansion2.lua:146: attempt to index a nil value
stack traceback:
C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\MinimapPanel_Expansion2.lua:146: in function 'LateInitialize'
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\UI\minimappanel.lua:1541: in function 'OnInit'
Lua callstack:
TradeOverview: Initializing BTS Trade Overview
Finally:
Runtime Error: C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\Lenses\ModLens_Builder_Config_Default.lua:411: attempt to index a nil value
stack traceback:
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\Lenses\ModLens_Builder_Config_Default.lua:411: in function '(main chunk)'
[C]: in function 'lInclude'
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\UI\Panels\modallenspanel.lua:12: in function '(main chunk)'
[C]: in function 'lInclude'
C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\ModalLensPanel_Expansion1.lua:6: in function '(main chunk)'
[C]: in function 'lInclude'
C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\ModalLensPanel_Expansion2.lua:6: in function '(main chunk)'
[C]: in function '(anonymous)'
When founding a city - presumably the issue with the city banners not showing in the Expansions:
Runtime Error: C:\Emu\AppAssets\Base\Assets\ui\instancemanager.lua:179: attempt to index a nil value
stack traceback:
C:\Emu\AppAssets\Base\Assets\ui\instancemanager.lua:179: in function 'BuildInstance'
C:\Emu\AppAssets\Base\Assets\ui\instancemanager.lua:36: in function 'GetInstance'
C:\Emu\AppAssets\DLC\expansion2\UI\CityBanners\citybannermanager.lua:249: in function 'CityBanner:Initialize'
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Assets\UI\WorldView\citybannermanager_CQUI.lua:115: in function 'CQUI_Common_CityBanner_Initialize'
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Assets\UI\WorldView\citybannermanager_CQUI_expansions.lua:29: in function 'CityBanner.Initialize'
C:\Emu\AppAssets\DLC\expansion2\UI\CityBanners\citybannermanager.lua:157: in function 'CityBanner:new'
(tail call): ?
C:\Emu\AppAssets\DLC\expansion2\UI\CityBanners\citybannermanager.lua:2606: in function 'OnCityAddedToMap'
[C]: in function 'func'
[C]: in function '(anonymous)'
MapLabelManager: PANTHALASSIC OCEAN (1228.7135009766, 333.06298828125)
All of the above from the CQUI-master branch?
Yes - or at least what my VSCode Git was claiming to be master, plus two sets of changes:
Also, I ended up looking into the instancemanager issue, as it's very confusing in terms of what is happening there. I neglected to paste the line above the error message, but it's that "invalid root element" error. The stuff that CQUI does in that stack above is minimal, citybannermanager_CQUI just immediately calls the base version of CityBanner:Initialize, for example. citybannermanager_CQUI_expansions doesn't make any changes to the objects passed in the parameters, either... so, it's strange, or a situation where this error is popping as the result of something else breaking, but isn't showing up in the Live Tuner.
Also for what it's worth, I did confirm that there is no Lua.log file showing up.
Can you start a game with the master branch and post lua.log?
Here is the lua log from master branch. Expansion 2, Duel sized map, Standard game, CQUI is the only not-Firaxis mod loaded.
Working late?
[ Lua State = Main State ]
AdvancedSetup: Player Count Changed
AdvancedSetup: There are 2 participating players.
JoiningRoom: OnFinishedGameplayContentConfigure() g_waitingForContentConfigure=true
AdvancedSetup: Hiding Game Setup
LoadScreen: true
LoadScreen: true
LoadScreen: false
Map Script: Generating Continents Map
Map Script: Generating Plot Types
Map Script: Existing Ratio 21.625
Map Script: New Mountains 4
Map Script: Mountain Set 5
Map Script: Generating Terrain Types
Map Script: -
Map Script: - Desert Percentage: 25
Map Script: --- Latitude Readout ---
Map Script: - All Grass End Latitude: 0.1
Map Script: - Desert Start Latitude: 0.2
Map Script: - Desert End Latitude: 0.5
Map Script: - Tundra Start Latitude: 0.65
Map Script: - Snow Start Latitude: 0.8
Map Script: - - - - - - - - - - - - - -
Map Script: Expanding coasts
Map Script: After Adding Hills: 198
Map Script: Desired Volcanoes: 1.384
Map Script: Continent Boundary Plots: 0
Map Script: Boundary Plots Per Volcano: 0
Map Script: Continent Edge Volcanoes Placed: 0
Map Script: Volcano Placed at (x, y): 41, 17
Map Script: Volcano Placed at (x, y): 6, 6
Map Script: Total Volcanoes Placed: 2
Map Script: Map Generation - Adding Rivers
Map Script: Map Generation - Adding Lakes
Map Script: 3 lakes added
Map Script: Adding Features
Map Script: Permanent Ice Tiles: 25.74
Map Script: iPhaseIndex: 7, iIceTilesToAdd: 25.74, RandomEventEnum: 28
Map Script: iPhaseIndex: 6, iIceTilesToAdd: 25.74, RandomEventEnum: 27
Map Script: iPhaseIndex: 5, iIceTilesToAdd: 25.74, RandomEventEnum: 26
Map Script: iPhaseIndex: 4, iIceTilesToAdd: 17.16, RandomEventEnum: 25
Map Script: iPhaseIndex: 3, iIceTilesToAdd: 17.16, RandomEventEnum: 24
Map Script: iPhaseIndex: 2, iIceTilesToAdd: 17.16, RandomEventEnum: 23
Map Script: iPhaseIndex: 1, iIceTilesToAdd: 17.16, RandomEventEnum: 22
Map Script: Number of Tiles: 297
Map Script: Number of Forests: 54
Map Script: Percent Forests: 18.181818181818
Map Script: Number of Jungles: 31
Map Script: Percent Jungles: 10.43771043771
Map Script: Percent of Junglable: 40.25974025974
Map Script: Number of Marshes: 9
Map Script: Adding cliffs
Map Script: In NaturalWonderGenerator.Create()
Map Script: Placing 2 Natural Wonders
Map Script: Feature Type: 6, Valid Hexes: 58
Map Script: Feature Type: 7, Valid Hexes: 1
Map Script: Feature Type: 8, Valid Hexes: 7
Map Script: Feature Type: 9, Valid Hexes: 2
Map Script: Feature Type: 10, Valid Hexes: 0
Map Script: Feature Type: 11, Valid Hexes: 31
Map Script: Feature Type: 12, Valid Hexes: 3
Map Script: Feature Type: 13, Valid Hexes: 2
Map Script: Feature Type: 14, Valid Hexes: 2
Map Script: Feature Type: 15, Valid Hexes: 6
Map Script: Feature Type: 16, Valid Hexes: 30
Map Script: Feature Type: 17, Valid Hexes: 1
Map Script: Feature Type: 18, Valid Hexes: 8
Map Script: Feature Type: 19, Valid Hexes: 4
Map Script: Feature Type: 20, Valid Hexes: 9
Map Script: Feature Type: 21, Valid Hexes: 5
Map Script: Feature Type: 22, Valid Hexes: 2
Map Script: Feature Type: 23, Valid Hexes: 0
Map Script: Feature Type: 24, Valid Hexes: 5
Map Script: Feature Type: 31, Valid Hexes: 8
Map Script: Feature Type: 32, Valid Hexes: 42
Map Script: Feature Type: 33, Valid Hexes: 4
Map Script: Feature Type: 34, Valid Hexes: 8
Map Script: Feature Type: 35, Valid Hexes: 32
Map Script: Feature Type: 36, Valid Hexes: 6
Map Script: Feature Type: 37, Valid Hexes: 2
Map Script: Feature Type: 38, Valid Hexes: 44
Map Script: Feature Type: 39, Valid Hexes: 36
Map Script: Feature Type: 40, Valid Hexes: 6
Map Script: Num wonders with valid location: 27
Map Script: Selected Wonder = 14, Random Score = 92
Map Script: Set Wonder with Feature ID of 20 at location (41, 21)
Map Script: Selected Wonder = 3, Random Score = 89
Map Script: Selected Wonder = 25, Random Score = 87
Map Script: Selected Wonder = 27, Random Score = 87
Map Script: Set Wonder with Feature ID of 39 at location (29, 18)
Map Script: Adding Features from Continents
Map Script: Full-Map Fissure Placed at (x, y): 37, 20
Map Script: Full-Map Fissure Placed at (x, y): 34, 16
Map Script: Number of Oasis: 0
Map Script: Number of Fissures: 2
Map Script: Map Generation - Marking Coastal Lowlands
Map Script: 42 Coastal Lowland tiles added
Map Script: 45% of eligible coastal tiles
Map Script: In ResourceGenerator.Create()
Map Script: Placing resources
Map Script: Creating start plot database.
Map Script: Major Start X: 35 Major Start Y: 9
Map Script: Major Start X: 15 Major Start Y: 14
Map Script: Minor Start X: 40 Minor Start Y: 17
Map Script: Minor Start X: 31 Minor Start Y: 15
Map Script: Minor Start X: 8 Minor Start Y: 18
Map Script: -------------------------------
Map Script: Map Generation - Adding Goodies
Map Script: -------------------------------
cqui_main: CQUI Loaded! Update for v1.0.3.31 (2020-07-24)
WorldCongress: Initializing World Congress Lua
MapLabelManager: ATLANTIC OCEAN (455.83233642578, -367.03909301758)
MapLabelManager: ATLANTIC OCEAN (513.69268798828, 421.98709106445)
MapLabelManager: ATLANTIC OCEAN (-139.48513793945, 416.24395751953)
MapLabelManager: ATLANTIC OCEAN (-1021.7616577148, 518.18298339844)
MapLabelManager: ATLANTIC OCEAN (-686.90802001953, -362.15008544922)
MapLabelManager: ATLANTIC OCEAN (1145.2681884766, -591.43530273438)
MapLabelManager: ATLANTIC OCEAN (-103.55373382568, -380.02630615234)
NotificationPanel: NotificationPanel_CQUI.lua: File loaded
MapSearchPanel: Created SearchContext 'MapSearch_Primary'
MapSearchPanel: Created SearchContext 'MapSearch_Suggestions'
MinimapPanel: Governor Builder Index = 4
MinimapPanel: Governor Builder Aquaculture hash = -122625491
MinimapPanel: Governor Builder Parks Rec hash = 1630405030
Runtime Error: C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\Lenses\ModLens_Builder_Config_Default.lua:411: attempt to index a nil value
stack traceback:
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\Lenses\ModLens_Builder_Config_Default.lua:411: in function '(main chunk)'
[C]: in function 'lInclude'
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\UI\minimappanel.lua:9: in function '(main chunk)'
[C]: in function 'lInclude'
C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\MinimapPanel_Expansion1.lua:6: in function '(main chunk)'
[C]: in function 'lInclude'
C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\MinimapPanel_Expansion2.lua:6: in function '(main chunk)'
[C]: in function '(anonymous)'
Lua callstack:
@C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\UI\minimappanel.lua:9
@C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\MinimapPanel_Expansion1.lua:6
@C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\MinimapPanel_Expansion2.lua:6
MinimapPanel: Governor Builder Index = 4
MinimapPanel: Governor Builder Aquaculture hash = -122625491
MinimapPanel: Governor Builder Parks Rec hash = 1630405030
MinimapPanel: Initializing 7 lenses
MinimapPanel: InitLens - Adding ModLens: ML_NATURALIST
MinimapPanel: InitLens - Adding ModLens: ML_WONDER
MinimapPanel: InitLens - Adding ModLens: ML_SCOUT
MinimapPanel: InitLens - Adding ModLens: ML_BUILDER
MinimapPanel: InitLens - Adding ModLens: ML_BARBARIAN
MinimapPanel: InitLens - Adding ModLens: CQUI_CITIZEN_MANAGEMENT
MinimapPanel: InitLens - Adding ModLens: ML_ARCHAEOLOGIST
Runtime Error: C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\MinimapPanel_Expansion2.lua:146: attempt to index a nil value
stack traceback:
C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\MinimapPanel_Expansion2.lua:146: in function 'LateInitialize'
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\UI\minimappanel.lua:1541: in function 'OnInit'
Lua callstack:
TradeOverview: Initializing BTS Trade Support Tracker
TradeRouteChooser: Initializing BTS Trade Route Chooser
TradeRouteChooser: Initializing BTS Trade Support Automater
TradeOriginChooser: Initializing BTS Trade Origin Chooser
ModalLensPanel: Governor Builder Index = 4
ModalLensPanel: Governor Builder Aquaculture hash = -122625491
ModalLensPanel: Governor Builder Parks Rec hash = 1630405030
Runtime Error: C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\Lenses\ModLens_Builder_Config_Default.lua:411: attempt to index a nil value
stack traceback:
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\Lenses\ModLens_Builder_Config_Default.lua:411: in function '(main chunk)'
[C]: in function 'lInclude'
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\UI\Panels\modallenspanel.lua:12: in function '(main chunk)'
[C]: in function 'lInclude'
C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\ModalLensPanel_Expansion1.lua:6: in function '(main chunk)'
[C]: in function 'lInclude'
C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\ModalLensPanel_Expansion2.lua:6: in function '(main chunk)'
[C]: in function '(anonymous)'
Lua callstack:
@C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Integrations\ML\UI\Panels\modallenspanel.lua:12
@C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\ModalLensPanel_Expansion1.lua:6
@C:\Emu\AppAssets\DLC\expansion2\UI\Replacements\ModalLensPanel_Expansion2.lua:6
ModalLensPanel: Governor Builder Index = 4
ModalLensPanel: Governor Builder Aquaculture hash = -122625491
ModalLensPanel: Governor Builder Parks Rec hash = 1630405030
MapPinPopup: initializing MapTacks.IconOptions(0)
MapPinPopup: Selected 16 columns
DiplomacyDealView: CQUI Diplomacy Deal View for expansion 2 loaded
ModLens_CityOverlap: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ModLens_CityOverlap: City Overlap Panel
ModLens_CityOverlap: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ModLens_Resource: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ModLens_Resource: Resource Panel
ModLens_Resource: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TutorialUIRoot: Tutorial: Firaxis in game tutorial prompts.
TutorialUIRoot: Version: 1
TutorialUIRoot: Loading bank of items for tutorial scenario: 'BASE'
MapLabelManager: ATLANTIC OCEAN (455.83233642578, -367.03909301758)
MapLabelManager: ATLANTIC OCEAN (513.69268798828, 421.98709106445)
MapLabelManager: ATLANTIC OCEAN (-139.48513793945, 416.24395751953)
MapLabelManager: ATLANTIC OCEAN (-1021.7616577148, 518.18298339844)
MapLabelManager: ATLANTIC OCEAN (-686.90802001953, -362.15008544922)
MapLabelManager: ATLANTIC OCEAN (1145.2681884766, -591.43530273438)
MapLabelManager: ATLANTIC OCEAN (-103.55373382568, -380.02630615234)
LoadScreen: OnLoadGameViewStateDone
MinimapPanel: InitLens - Adding ModLens: ML_CITYOVERLAP
MinimapPanel: InitLens - Adding ModLens: ML_RESOURCE
================ load screen done =================
================ Creating new city with Settler =================================
CityBannerManager: Instance Manager built with bad Root Control [CityBanner] [Anchor]
Runtime Error: C:\Emu\AppAssets\Base\Assets\ui\instancemanager.lua:179: attempt to index a nil value
stack traceback:
C:\Emu\AppAssets\Base\Assets\ui\instancemanager.lua:179: in function 'BuildInstance'
C:\Emu\AppAssets\Base\Assets\ui\instancemanager.lua:36: in function 'GetInstance'
C:\Emu\AppAssets\DLC\expansion2\UI\CityBanners\citybannermanager.lua:249: in function 'CityBanner:Initialize'
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Assets\UI\WorldView\citybannermanager_CQUI.lua:115: in function 'CQUI_Common_CityBanner_Initialize'
C:\Emu\AppDataParent\Sid Meier's Civilization VI\Mods\CQUI\Assets\UI\WorldView\citybannermanager_CQUI_expansions.lua:29: in function 'CityBanner.Initialize'
C:\Emu\AppAssets\DLC\expansion2\UI\CityBanners\citybannermanager.lua:157: in function 'CityBanner:new'
(tail call): ?
C:\Emu\AppAssets\DLC\expansion2\UI\CityBanners\citybannermanager.lua:2606: in function 'OnCityAddedToMap'
[C]: in function 'func'
[C]: in function '(anonymous)'
PlotInfo: PlotInfo::OnCitySelectionChanged 0 65536 35 9 0 true false
also - for what it's worth:
The City panels appear to show okay (if you can get to the city) in expansion 2 game (this is the game from the lua log above)
I can confirm that with #220 merged in, Minimap starts working again. City banners are still broken in Gathering Storm. Additionally, I noticed that eventually Game Options gets broken - all text labels disappear. This doesn't seem to happen immediately on mod load but later (e.g. after starting a game) and persists until you unload the mod and restart Civ.
I looked and looked and looked for a lua.log
to share but could not find one in my ~/.local/share/aspyr-media/SMCVI/Logs/
although there's many other log files there.
Ah, it turns out the disappearing game options might be a conflict between CQUI and Concise UI which I had also inadvertently enabled. Sorry for the noise if that's the case.
I figured out a workaround: if you run ZFS, you can create a case insensitive filesystem:
sudo zfs create -o casesensitivity=insensitive "tank/civ6"
If you move the Civ6 install as well as the CQUI mod install to this new filesystem, the city banners appear again. This leads me to believe the city banners disappearing is another instance of incorrect filename casing. So far I have not noticed any other issues with this workaround.
Government doesn't work. clicking on the Government icon at the top left doesn't show any box, and if your turn includes a mandatory "Fill Policy Slot" it seems impossible to complete your turn.
This turns out not to be a CQUI problem - it's a Extended Policy Cards related issue. Also fixed by moving the mod to a case-insensitive filesystem :smile_cat:
I published my current working branch -- the main thing there is I added a "start" and "end" print statement on every lua file, just so I can easily see which ones actually load. I have managed to get the minimap to load again, but not yet banners. The map and the banners work in vanilla, there's just something about that whole stuff from the expansions that it barfs all over.
The branch is m4a-linuxDec2020 https://github.com/civfanatics/CQUI_Community-Edition/tree/m4a-linuxDec2020
It doesn't seem to be picking up the XML files for the city banners... it'll load the lua files, but it doesn't load the CQUI version of the XML. and of course no hint as to why in the Lua output or in the Modding.log file. Weird.
Some progress! (Sort of, anyway)... I was able to confirm the theory that the XML Include directives are failing for some reason, though we are still without an effective way to actually determine what's happening.
I did the following to get to this point:
So, current status: I will push the changes here to GitHub in case any of y'all wants to try and play a few turns and see what you can see. If you hit an issue please share the savefile, if possible.
Note that this change only currently works for Expansion2, I did not make changes to the Expansion1 files/folders.
I'll keep occasionally poking at this... but perhaps this may be a playable Linux version? @stevenschlansker @alexeyOnGitHub @RustyD
Branch is here: https://github.com/civfanatics/CQUI_Community-Edition/tree/m4a-linuxDec2020
I've just run a quick-ish test. Base game seems to be ok as far as minimap, access to CQUI settings, city banners and productions queues. Expansion 1, there was a minimap and access to CQUI, but no city banners. Expansion 2, minimap appeared broken, but I did have city banners and productions queues.
Thanks @RustyD - it appears I forgot to do the file rename (to the correct casing) on the minimappanel.xml files in Integrations\ML\DLC\Expansion1\UI\Replacements and Integrations\ML\DLC\Expansion2\UI\Replacements folders. I had made the change in the modinfo file and made the change on my local install, but did not do that in the Git branch. I just made the change in the Git branch, so if you download it again (or just rename those minimappanel.xml files to the all-lowercase) then it should work for EXP2?
@the-m4a I've just done a quick test of EXP2, and the minimap now appears to be working, along with access to the CQUI menu. So, I think everything is good.
Here is what I found from minimal research:
All that is missing is to apply the patch to Rise&Fall.
@stevenschlansker I have experienced that bug with just Concise UI installed, nothing to do with CQUI.
I pushed an update to the branch. It includes changes from the current main branch, so there should be no problems with the diplomacy window.
R&F should now work and Base Game and GS should also continue to be funtional. Of note: the GS citybanner XML files no longer contain the hack where I manually pull in the citybannerinstance xml and cityreligioninstance xml. The XML files all do currently contain a container that I added that allows me to verify the file has been loaded as expected...
If GS works and R&F doesn't, then for some reason the CityBannerManager.xml file found in Assets/Expansion1/CityBanners needs to be named with that exact casing. GS would not work when the citybannermanager.xml file had the "proper" casing... it would only work if the file was entirely lower case.
To sum up: CQUI Base Game:
CQUI R&F:
CQUI GS:
Civ 6 Base Game and DLC on my Linux VM:
After a full game test with Gathering Storm on NixOS 21.03 unstable, here are the problems I found:
@enderger Thank you so much, much appreciated!
Happy to help!
Regarding the notifications, I actually think that they need to be offset to the right by the width of a notification.
Here, the great admeral is the one with the problem.
I have created a PR (https://github.com/civfanatics/CQUI_Community-Edition/pull/225) that has the changes necessary to get CQUI showing the minimap and the city banners when running on a Linux install. If you could give that branch a go (m4a-linux-203), I would apprecaite it, as I only played the first turn to verify the banner would appear.
I checked that RF, G&S, and Vanilla all appeared functional.
Also will take a peek at some of the things that @enderger reported, probably after Chistmas, especially if the set of changes in that PR are what's needed!
Closing this up as Linux works, basically, and I'll open up a new one of these when needed.
I wanted to create a new thread to track the things I saw in Linux. I have managed to get the game started in a Windows Subsystem for Linux environment with the Live Tuner attached. It's very unlikely I'd be able to play an entire game in this environment - it's insanely slow, but it allows me to load up the game and start it and see what's going on.
My start point is using the changes from RustyD, with the modellenspanel.xml and lua files also renamed to the lower-cased version.
Summary of Current Status: