I gave it a shot - file attached. If you change "TECH_OBSOLETE" to something that makes sense, it should work. This is a rather sluggish solution to the problem, however. Because it will continiously keep looking for whether or not the units owner has the tech - causing some considerable lag...
I'm about to enjoy some of my brothers cooking at this very moment, but the way you wrote the expression seems overly complicated. Perhaps you could have a look at the CivPlayer module documentation to see what alternative ways there are to looking up CivPlayer class instances. Because there are...
Both of these recent exceptions are of the "unidentifiable C++ error" variety, and this is the bad kind. Because the error occurs on the SDK side of things - and this is why the Python exception is lacking in any real... substance. Most of the time the error occurs due to invalid...
No, go with return to exit the function. Using pass will allow the rest of the code to execute, but not anything within the body of the conditional statement.
Without revisiting the actual code, can't you just skip the resetRebelCiv() call for the slave civ? Or add a escape clause at the top of the function definition?
In Python, actually anything above zero equates as True. This is also true about arrays - a non-empty array will read True.
Very good points overall, The_J :goodjob:
Firstly; what isn't working with the code?
Secondly; figure out how to enable Python exceptions - if you haven't already - and find the error logs. (Hint: search for it.)
Thirdly: you have been copy-pasting some rather poor code, so the implementation you have will always be buggy at best...
I don't currently have a computer with a CivIV install, so I can't test anything. But I guess you want me to take a look at some code, at least? What bug is most urgent, you reckon?
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