ChrisAdams3997
Prince
Hmm... lets see, no way to grow cities + sacrificing population = bad
I'm unable to replicate this issue. Do you have a saved game with the repeatable crash that I can look at?
What do you mean, why? Isn't it obvious?
Please add this ocean grid fix. It's a very minor thing, but it would warm my heart.
My constant problem with Tholal's mod - AC rallies like a madness - and sometimes even in "all neutral/good map" Yet AI most of times do not build PoR.
I'm presuming (from discussions a few pages back as I recall) that this is from raising cities?
<sarcasm>Man, wish I'd checked that before</sarcasm> Sorry, just having some fun with you, but yea, I can definitely confirm this isn't from the 'no Orthus' option. Not only are the game options all reset to off each custom game you start (unless you change it to save the options in the ini instead of calling the defaults from XML), but it also doesn't explain the 'skipped' archer code that seems to be following from some similar cause.
Both of these actions (spawing the archers and orthus) are very simple python code called from the EventManager python module, both called from game events, but that's where the similarities end. I've been over the code for each and it's all solid, which is backed up by the fact that they've both worked in seemingly nearly everyone's computers (except mine). I also know of no other instances from other mods of this kind of anomaly on my computer. The most likely cause is the game events themselves ('onBeginGameTurn' and 'onCityBuilt') not firing, though there's no obvious reason they wouldn't, but I've yet to confirm that the other code called in those events (spreading hell terrain, adding certain buildings to infernal cities when they are built) is occurring or not. By contrast though, just to pick another event at random, I can confirm that 'onGameStart' and 'onSetPlayerAlive' do call the FfH python code they are supposed to without problem.
That's why I'm trying to establish if anybody else has seen the same behavior and compare the situations to figure out where it could arise from. These kinds of things don't just occur for one person only, even if they're rare. But in the mean time moving the 'skipped' over code (don't know how else to describe it) into the DLL where it's definitely acting properly is the best solution. I'd just really like to figure out what's causing it, partly out of curiosity, and partly because moving the code to the DLL is a bit messy for modmoders (hard coding).
My apologies if my question was insulting or anything though--wasn't my intent.
Adding spawn groups as described would be overkill since I'm not looking at adding anything new in terms of features, just ensuring that the base code is actually doing what it's supposed to for everyone. It also doesn't really cover the specifics of what the code in question is coded to do. Thanks for trying to help though
The more I look at the code, the more I think something is keeping those specific events from firing.
Also, I'm writing it where the conditions to spawn Orthus are in the DLL (which game turn, options checking) but the actual spawning and associated hard code will be called from Custom Functions.