[Religion and Revolution]: Bugs and Todos

Did you manage to fix that?

Yes, I used Trachmyrs ModComp as Blueprint and did some minor adaptions / changes / fixes.
Did not see any python exceptions in my version. :dunno:

However, I am not sure if I had the "Python Exceptions" activated, when I was testing the feature.
(Will check that. :thumbsup: )

Otherwise I really tested the feature very thoroughly and had no problems. :)

Edit:
Yes, I get some (harmless) Python exceptions, too.
Thanks for telling. :)
I will try to fix that.
 

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Yes, I used Trachmyrs ModComp as Blueprint and did some minor adaptions / changes / fixes.
Did not see any python exceptions in my version. :dunno:

However, I am not sure if I had the "Python Exceptions" activated, when I was testing the feature.
(Will check that. :thumbsup: )

Otherwise I really tested the feature very thoroughly and had no problems. :)

Edit:
Yes, I get some (harmless) Python exceptions, too.
Thanks for telling. :)
I will try to fix that.

That is exactly the problem I was having.
 
I did, but unfortunately my efforts failed. I haven't found out yet why the abandon_city_ZeroRedraw is referenced before being assigned, considering in Trachmyr's mod it is assigned at the initialization of CvMainInterface, and is used in a function of CvMainInterface itself.

Yes, but in the method it is not declared to use the global "abandon_city_ZeroRedraw" by saying in the beginning of the method:

Code:
def updateCitizenButtons( self ):

   [B]global[/B] abandon_city_ZeroRedraw
...

Thus it tries to create a new local varialbe also called "abandon_city_ZeroRedraw".

However, trying to use the global "abandon_city_ZeroRedraw" only makes the problem worse.

:confused:
 
Yes, but in the method it is not declared to use the global "abandon_city_ZeroRedraw" by saying in the beginning of the method:

Code:
def updateCitizenButtons( self ):

   [B]global[/B] abandon_city_ZeroRedraw
...

Thus it tries to create a new local varialbe also called "abandon_city_ZeroRedraw".

However, trying to use the global "abandon_city_ZeroRedraw" only makes the problem worse.

:confused:

What happens? Does it result in an infinite loop?
 
Hi guys,

Androrc has discovered a small bug in our Abandoning Cities feature. :goodjob:
In this thread we will eventually try to solve it. :)

@Androrc:
Would you like to support fixing this ?

If yes, would it help you if you got access to our "Internal Version" ?

I could give you "reading rights" to our Subversion-Sever if you send me your eMail-address. :)
(Please send me as Private Message, if you want to.)
 
Just out of curiousity have you tried Abandon Colony by Aymerick? Or is it the same you are talking about?
 
Just out of curiousity have you tried Abandon Colony by Aymerick? Or is it the same you are talking about?

I had taken a look at all "Abandon Colony"-Modcomps that were out at that time.

Trachmyr's was the one I liked best and thus chose it as base for our version. :)
 
Hi guys,

the bug is fixed. :)
(Had been away for a while.)

Code:
if (pHeadSelectedCity.getPopulation() == 0): # RaR abandon city
				[COLOR="Red"]return [/COLOR]# RaR abandon city- Required to prevent Python Exceptions

Trachmyrs Code there was totally useless and not working. :dunno:
(Only causing a Python-Exception.)
 
Hi guys,

the bug is fixed. :)
(Had been away for a while.)

Code:
if (pHeadSelectedCity.getPopulation() == 0): # TAC abandon city
				[COLOR="Red"]return [/COLOR]# TAC abandon city- Required to prevent Python Exceptions

Trachmyrs Code there was totally useless and not working. :dunno:
(Only causing a Python-Exception.)

Good! In which part of the file did you put that code?
 
Simply replace the if / elif using abandon_city_ZeroRedraw

Code:
def updateCitizenButtons( self ):
		screen = CyGInterfaceScreen("MainInterface", CvScreenEnums.MAIN_INTERFACE )
		xResolution = screen.getXResolution()
		yResolution = screen.getYResolution()

		screen.hideList(CITIZEN_HIDE)

		if (CyInterface().isCityScreenUp()):
			CitizenHideList = []

		# ON PLOT WORKERS
			pHeadSelectedCity = CyInterface().getHeadSelectedCity()
			ButtonSize = (CITY_VIEW_BOX_HEIGHT_AND_WIDTH - (MAP_EDGE_MARGIN_WIDTH * 4))  / 3
			
			[COLOR="Red"]if (pHeadSelectedCity.getPopulation() == 0): # TAC abandon city
				return # TAC abandon city- Required to prevent Python Exceptions[/COLOR]
			
			if (pHeadSelectedCity and CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_SHOW):
...
 
Simply replace the if / elif using abandon_city_ZeroRedraw

Code:
def updateCitizenButtons( self ):
		screen = CyGInterfaceScreen("MainInterface", CvScreenEnums.MAIN_INTERFACE )
		xResolution = screen.getXResolution()
		yResolution = screen.getYResolution()

		screen.hideList(CITIZEN_HIDE)

		if (CyInterface().isCityScreenUp()):
			CitizenHideList = []

		# ON PLOT WORKERS
			pHeadSelectedCity = CyInterface().getHeadSelectedCity()
			ButtonSize = (CITY_VIEW_BOX_HEIGHT_AND_WIDTH - (MAP_EDGE_MARGIN_WIDTH * 4))  / 3
			
			[COLOR="Red"]if (pHeadSelectedCity.getPopulation() == 0): # TAC abandon city
				return # TAC abandon city- Required to prevent Python Exceptions[/COLOR]
			
			if (pHeadSelectedCity and CyInterface().getShowInterface() == InterfaceVisibility.INTERFACE_SHOW):
...

Thanks :)
 
Here is the "Loading Screen" the way it should be showed.

We found a new Starting screen, however, there is a second LOADING screen. Now we have a TAC version, but I propose such variant:



This image made from last Preview version.

All credits to George Walter Vincent Smith for his "New England Scenery" (1851).

And here there is an issue with this screen on my resolution "1920x1080" where I can only see parts of the wagon. It is no big issue but reported nevertheless.



And a small typo maybe. Why is Nieuw Netherlands not New Netherlands?
 
Here is the "Loading Screen" the way it should be showed.

That is the old problem with "wide screen"-Resolutions.
Maybe KJ can make an image that works for both (normal and wide-screen). :dunno:

Why is Nieuw Netherlands not New Netherlands?

Because that is how the Dutch had called their colonies. ;)
(Just like the French called their colonies "Nouveau France" ...)
 
Ok. But are we changing name of all european nations to their native languages? It only seems weird that only netherlands is changed.

On another note. I got a "Crash to Desktop" on "A New World" map with size "Huge".

I have loaded the game and checked and changed anything I can change. There are no items finishing or anything special happening. Only thing is that CTD happens on same turn every time I load a 5 turn earlier save.

minidump and save is attached.

Edit: I have started a new game and it happens here too. I wonder if it has to do with AI and stirring up natives? I hope you can find out through minidump file. I got one from my last game too if you need it.
 

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