Algernon Pondlife
Prince
I looked at the FAQ already. It only seems to cover technical questions, not your objectives or philosophy.
Thanks
Algae
Thanks
Algae
I looked at the FAQ already. It only seems to cover technical questions, not your objectives or philosophy.
Thanks
Algae
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 13, in ?
File "<string>", line 52, in load_module
File "CvCustomEventManager", line 24, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 12, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 3, in ?
File "<string>", line 52, in load_module
File "CvMainInterface", line 11, in ?
File "<string>", line 52, in load_module
File "Scoreboard", line 7, in ?
File "<string>", line 52, in load_module
File "BugScoreOptions", line 6, in ?
File "<string>", line 52, in load_module
File "BugOptions", line 5, in ?
File "<string>", line 52, in load_module
File "RuffModControl", line 11, in ?
File "<string>", line 52, in load_module
File "CvPath", line 128, in ?
File "CvPath", line 113, in _getUserDir
File "CvPath", line 118, in _getInstallDir
File "CvPath", line 104, in __getRegValue
WindowsError
:
[Errno 2] The system cannot find the file specified
Failed to load python module CvEventInterface.
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function pediaShow failed. Can't find module CvScreensInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
Just as an update on my last post, incase it makes it any easier to spot what might be wrong... I downloaded and installed v 1.0 original of the mod pack (no updates, no addon modules, no extra map - just the full 1.0 version), and generated a fresh Python error log (deleted the old one so a fresh one would be created on load). Upon loading, all I did was click "Civpedia" once from the main menu (which doesn't work) then quit the game. Here's the Python error log of that;
Code:Traceback (most recent call last): File "<string>", line 1, in ? File "<string>", line 52, in load_module File "CvEventInterface", line 13, in ? File "<string>", line 52, in load_module File "CvCustomEventManager", line 24, in ? File "<string>", line 52, in load_module File "CvEventManager", line 12, in ? File "<string>", line 52, in load_module File "CvScreensInterface", line 3, in ? File "<string>", line 52, in load_module File "CvMainInterface", line 11, in ? File "<string>", line 52, in load_module File "Scoreboard", line 7, in ? File "<string>", line 52, in load_module File "BugScoreOptions", line 6, in ? File "<string>", line 52, in load_module File "BugOptions", line 5, in ? File "<string>", line 52, in load_module File "RuffModControl", line 11, in ? File "<string>", line 52, in load_module File "CvPath", line 128, in ? File "CvPath", line 113, in _getUserDir File "CvPath", line 118, in _getInstallDir File "CvPath", line 104, in __getRegValue WindowsError : [Errno 2] The system cannot find the file specified Failed to load python module CvEventInterface. ERR: Call function onEvent failed. Can't find module CvEventInterface ERR: Call function onEvent failed. Can't find module CvEventInterface ERR: Call function pediaShow failed. Can't find module CvScreensInterface ERR: Call function onEvent failed. Can't find module CvEventInterface ERR: Call function onEvent failed. Can't find module CvEventInterface ERR: Call function onEvent failed. Can't find module CvEventInterface
I tried again with a fresh Python log for 1.2 of the mod, again just loading, clicking Civpedia, quitting, and got exactly the same error file (with a couple more "ERR: Call function onEvent failed. Can't find module CvEventInterface" lines at the bottom which is probably time-based in the client as opposed to action based since they are of different counts in the two log tests).
Does that log give you any clues at all?
Patch v1.03 is released!
Unique Additional Content updated for v1.03!
Please see Post #2 for download info.
Changes in v1.03
Spoiler :
v1.03
- Added Unit Religion mod (thanks to Im Your Daddy!)
- Added Extra Pillage mod by Dom Pedro II
- Added +1 Gold cost for Bomber and Airship units
- Updated JKP1187s Events to v1.01
- Updated Dales RtW Bombing Missions to v1.2
- Modified several buildings to incorporate Bombing Missions v1.2
- Modified Via Appia wonder to give one free Constructor unit
- Removed Optics as a starting Tech for Barbarians
- Removed Wonder resources from appearing in Towns
- Adjusted AirCombatLimit for several Air units
- Adjusted State Propertys Oil Well production bonus by -1
- Adjusted Oil by +1 Gold with Oil Well and Offshore Platform
- Oil Well gets a +1 Production bonus on tiles (without Oil)
- Reduced production bonus from Oil (for Well) by -1
- Constructor unit can now build Roman Roads
Yep... those are definately python errors. That would explain why the Pedia or pop windows aren't showing up.
Unfortunately, since I'm not an expert programmer, I don't think there is anything I can do about the problem. To me, as long as the mod is installed correctly, there shouldn't be any errors like that. I know countless people who have not experienced this issue.
Plus, it works flawlessly (without any errors) on my machine. So unless I can replicate the errors you get, I'm afraid I can be of no help.
Grave,
Those look like the error generated with Jiggler's and Civ Complete. Complete uses different directorys and registry keys.
Can the player confirm using complete?
Grave: Did you change financial from the erroneous +1 on all plots producing 1 already.......as its not in the change log?
<TraitInfo>
<Type>TRAIT_FINANCIAL</Type>
<Description>TXT_KEY_TRAIT_FINANCIAL</Description>
<ShortDescription>TXT_KEY_TRAIT_FINANCIAL_SHORT</ShortDescription>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iLevelExperienceModifier>0</iLevelExperienceModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<ExtraYieldThresholds>
[COLOR="Red"]<iYield>0</iYield>
<iYield>0</iYield>
<iYield>1</iYield>[/COLOR]
</ExtraYieldThresholds>
<TradeYieldModifiers/>
<CommerceChanges/>
<CommerceModifiers/>
<FreePromotions/>
<FreePromotionUnitCombats/>
</TraitInfo>
<TraitInfo>
<Type>TRAIT_FINANCIAL</Type>
<Description>TXT_KEY_TRAIT_FINANCIAL</Description>
<ShortDescription>TXT_KEY_TRAIT_FINANCIAL_SHORT</ShortDescription>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iLevelExperienceModifier>0</iLevelExperienceModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<ExtraYieldThresholds>
[COLOR="Red"] <iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>3</iExtraYieldThreshold>[/COLOR]
</ExtraYieldThresholds>
<TradeYieldModifiers/>
<CommerceChanges/>
<CommerceModifiers/>
<FreePromotions/>
<FreePromotionUnitCombats/>
</TraitInfo>
Oh dang.... no, no I didn't. Completely slipped my mind! I forgot to jot it down on my to-do list and I guess it didn't make the cut.
I'm going to fix my files for that now... it'll be included in the next patch. Thanks for reminding me on this.
For anybody who is interested, you may adjust the Financial trait as follows, change the following (in red font):
In CIV4TraitInfos.xml:
Code:<TraitInfo> <Type>TRAIT_FINANCIAL</Type> <Description>TXT_KEY_TRAIT_FINANCIAL</Description> <ShortDescription>TXT_KEY_TRAIT_FINANCIAL_SHORT</ShortDescription> <iHealth>0</iHealth> <iHappiness>0</iHappiness> <iMaxAnarchy>-1</iMaxAnarchy> <iUpkeepModifier>0</iUpkeepModifier> <iLevelExperienceModifier>0</iLevelExperienceModifier> <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier> <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier> <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier> <iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier> <iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier> <iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier> <ExtraYieldThresholds> <iYield>0</iYield> <iYield>0</iYield> [COLOR="Red"]<iYield>1</iYield>[/COLOR] </ExtraYieldThresholds> <TradeYieldModifiers/> <CommerceChanges/> <CommerceModifiers/> <FreePromotions/> <FreePromotionUnitCombats/> </TraitInfo>
take that code highlighted in red and change to:
Code:<TraitInfo> <Type>TRAIT_FINANCIAL</Type> <Description>TXT_KEY_TRAIT_FINANCIAL</Description> <ShortDescription>TXT_KEY_TRAIT_FINANCIAL_SHORT</ShortDescription> <iHealth>0</iHealth> <iHappiness>0</iHappiness> <iMaxAnarchy>-1</iMaxAnarchy> <iUpkeepModifier>0</iUpkeepModifier> <iLevelExperienceModifier>0</iLevelExperienceModifier> <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier> <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier> <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier> <iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier> <iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier> <iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier> <ExtraYieldThresholds> <iYield>0</iYield> <iYield>0</iYield> [COLOR="Red"]<iYield>3</iYield>[/COLOR] </ExtraYieldThresholds> <TradeYieldModifiers/> <CommerceChanges/> <CommerceModifiers/> <FreePromotions/> <FreePromotionUnitCombats/> </TraitInfo>
<TraitInfo>
<Type>TRAIT_FINANCIAL</Type>
<Description>TXT_KEY_TRAIT_FINANCIAL</Description>
<ShortDescription>TXT_KEY_TRAIT_FINANCIAL_SHORT</ShortDescription>
<iHealth>0</iHealth>
<iHappiness>0</iHappiness>
<iMaxAnarchy>-1</iMaxAnarchy>
<iUpkeepModifier>0</iUpkeepModifier>
<iLevelExperienceModifier>0</iLevelExperienceModifier>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier>
<iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier>
<iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier>
<iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier>
<ExtraYieldThresholds>
[COLOR="Red"]<iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>0</iExtraYieldThreshold>
<iExtraYieldThreshold>3</iExtraYieldThreshold>[/COLOR]
</ExtraYieldThresholds>
<TradeYieldModifiers/>
<CommerceChanges/>
<CommerceModifiers/>
<FreePromotions/>
<FreePromotionUnitCombats/>
</TraitInfo>
Actually, that isn't quite right. It should be this:-
Spoiler :Code:<TraitInfo> <Type>TRAIT_FINANCIAL</Type> <Description>TXT_KEY_TRAIT_FINANCIAL</Description> <ShortDescription>TXT_KEY_TRAIT_FINANCIAL_SHORT</ShortDescription> <iHealth>0</iHealth> <iHappiness>0</iHappiness> <iMaxAnarchy>-1</iMaxAnarchy> <iUpkeepModifier>0</iUpkeepModifier> <iLevelExperienceModifier>0</iLevelExperienceModifier> <iGreatPeopleRateModifier>0</iGreatPeopleRateModifier> <iGreatGeneralRateModifier>0</iGreatGeneralRateModifier> <iDomesticGreatGeneralRateModifier>0</iDomesticGreatGeneralRateModifier> <iMaxGlobalBuildingProductionModifier>0</iMaxGlobalBuildingProductionModifier> <iMaxTeamBuildingProductionModifier>0</iMaxTeamBuildingProductionModifier> <iMaxPlayerBuildingProductionModifier>0</iMaxPlayerBuildingProductionModifier> <ExtraYieldThresholds> [COLOR="Red"]<iExtraYieldThreshold>0</iExtraYieldThreshold> <iExtraYieldThreshold>0</iExtraYieldThreshold> <iExtraYieldThreshold>3</iExtraYieldThreshold>[/COLOR] </ExtraYieldThresholds> <TradeYieldModifiers/> <CommerceChanges/> <CommerceModifiers/> <FreePromotions/> <FreePromotionUnitCombats/> </TraitInfo>
I'm not sure if the original will work completely correctly, but my above does (been using it for a long time in different formats)
You're absolutely correct, Drew. Maybe I should step down and let you take over, you seem to catch alot of minor things I overlook.
The way I had it seems to work too, however, that's not how that tag was meant to be, so I changed it.
I fixed the post above, too, so nobody will get confused on it (any more than they already are).
Again, thanks for that sharp attention to detal, Drew!
Excited to try new patch......but i'm going to wait for 1.04 since i was mainly looking forward to the financial fix, and the unit religion thing will be fixed in it as well. I can still enjoy version 1.02 for now, so no worries for me. It's nice to see that you update regularly though, perhaps the reason this mod is, in my opinion, so good.
One last point, the "Dawn of Man" screen non-showing, that you interim fixed in this post http://forums.civfanatics.com/showpost.php?p=6334760&postcount=684
did you include in the patch?
Well, that's why I posted Interim Fixes, so you can do a quick patch up before the next official release. They're not hard to do... give it a try.
Yes, the Dawn of Man fix is in this current patch. I guess I failed to mention it, but it's in there nonetheless.