Some feedback: fireballs still provide exp to the units they attack, contrary to pedia entry
I was a bit disappointed to find that when a unit is upgraded the old unit still passes through onUnitLost function though.
No worries; I had the same problem not too long ago.*facepalm* That's it, of course! Thanks man!
Traceback (most recent call last):
File "CvWBInterface", line 271, in applyInitialItems
File "CvWBDesc", line 1704, in applyInitialItems
RuntimeError: unidentifiable C++ exception
ERR: Python function applyInitialItems failed, module CvWBInterface
Traceback (most recent call last):
File "BugUtil", line 692, in <lambda>
File "BugEventManager", line 570, in preGameStart
File "CvAppInterface", line 70, in preGameStart
File "CvScreensInterface", line 96, in showTechChooser
File "CvTechChooser", line 231, in interfaceScreen
File "CvTechChooser", line 243, in ConstructTabs
File "CvTechChooser", line 280, in DrawTechChooser
File "CvTechChooser", line 324, in placeTechs
AttributeError: type object 'CvPythonExtensions.WidgetTypes' has no attribute 'WIDGET_TECH_CHOOSER_ERA'
ERR: Python function preGameStart failed, module CvAppInterface
Has anyone else noticed issues with civs refusing to capitulate when the "require complete kills" option is enabled? I recently (playing as Illians) had the Khazad down to their last city, with nothing but a heavily wounded Axeman in defense, and Wilboman and the High Priests of Winter staring him down. He still refused to capitulate. I captured the city, but the Khazad weren't eliminated until a few turns later - I presume that they had some orphaned figure far away that got killed at that point.
Another thing: jungles are converted to forests if the tile is under the influence of a temple of Hand. However, if the tile is turned to snow by any other means, you'll get the weird snowy jungle.
However, in Lord of the Balors there is an issue that is more serious and almost certainly not my fault; the same thing happens whether I am trying to load this scenario with my modmod or with a clean copy of More Naval AI v2.3. The game seems to load ok, but the players are defeated before the game can actually start. As soon as you close the scenario's introduction text, you get the message that you have been defeated. The PythonErr.log file reads:Code:File "CvTechChooser", line 324, in placeTechs AttributeError: type object 'CvPythonExtensions.WidgetTypes' has no attribute 'WIDGET_TECH_CHOOSER_ERA' ERR: Python function preGameStart failed, module CvAppInterface
However, I was just playing the new version (2.3) in multiplayer and we had a lot of OOS issues. I don't know exactly what triggered them, other than I'm pretty sure that whenever I founded a new city, whenever I changed civics, and when my friend declared war by walking into enemy borders, we went OOS. However, we also went OOS a few other times, so I'm not positive I listed all of the triggers.
The Actions section of the General tab of the BUG interface could have been part of it (but once again wasn't the only cause - I know for sure we used the default settings at least once and went OOS). I have noticed that these options appear in single player, but not in multiplayer. Also, they seem to reset themselves sometimes. I know if they are set differently from the people you are playing with in regular Civ4, they can cause your game to go out of sync.
Also, I have never been able to get the game to display the number of cities anyone has (regardless of whether the option in BUG is checked or not checked). Is this supposed to work this way?
Finally, I've noticed that in multiplayer, the sound effects for lairs being explored play for me when the other player is the one who explored the lair. I assume this is a bug.
I assumed it was a multiplayer issue, but when I later played by myself and played Somnium, my game still crashed the following turn.
Would you mind explaining what exactly needs to be commented out? I just tried commenting out everything between # BUG - Tech Era Colors - start and # BUG - Tech Era Colors - end in the three files where it appears, but it seemed to do more harm than good. It did not make that scenario load better, it made Blood of the Angels as Mahala also result in instant defeat too, and it made the main interface disappear in all games.OK. I'll fix it for the next version. In the meantime, I think you can just comment out that Era Colors section of code. I removed the option since FFH doesnt use Eras like normal civ does, but apparently I left this code in. I'm not sure why it would only error on that particular scenario. Seems like it should be throwing errors for every game. Strange.
[to_xp]Gekko;11590960 said:is there a way to reactivate the power icon next to the leader name in the scoreboard? checking the power graph every turn gets boring fast.
Would you mind explaining what exactly needs to be commented out? I just tried commenting out everything between # BUG - Tech Era Colors - start and # BUG - Tech Era Colors - end in the three files where it appears, but it seemed to do more harm than good. It did not make that scenario load better, it made Blood of the Angels as Mahala also result in instant defeat too, and it made the main interface disappear in all games.
I'm unable to replicate this issue. Do you have a save game where the issue is reproduceable?
Thanks for the reply.Do you have any OOS logs I can look at?
I had commented this code out because it's giving the player information that they normally wouldn't have. I had planned on fixing it so that it only worked with Embassies in Advanced Tactics, but never got around to that. I should probably just hide that option for the time being.
Looks like spell sound effects are based on the plot. Can you see the plot that is being explored?