Beta 12

Check PythonErr.log, crash on start means that Python did not load. Probably syntax error.

Then it was only a typo probably :crazyeye:

BTW, I found the crashing bug and I think I fixed it.

Great news :goodjob:
 
Embassies
Embassies are a vital agreement that must be made before Open Borders or any form of alliance can be made with any other civilizations.
This one sounds interesting, but other than limit diplomacy between Muslims and Christians, I don't see how it will apply. We are working with many nations on top of each other and they pretty much always kept communication.

Right of Passage
Rights of Passage are a limited form of Open Borders. They only allow non-combatants and trade through the borders.
I don't see the benefit.
Contact
Players can sell contact with other civilizations, if they have not met the third party.
Everybody is on top of everybody else. Why would I trade for a contact that I can get pretty easily.

Trading Workers
Players can buy and sell workers on the market.
Trading Military Units
Siege machinery can be bought and sold to other players.
Old Merc mechanics that we just removed.

Trading Corporation HQ's
Players can sell and buy the headquarter of corporations.
Corporations == Knight Orders. We don't have regular corporations, so I don't think this will fit us.

This sounds like an interesting mod, especially with the Embassies and Right of Passage, but I don't think it is fitting for us.
 
This sounds like an interesting mod, especially with the Embassies and Right of Passage, but I don't think it is fitting for us.

I'm still thinking whether a few parts of it might do good for the mod or not, but generally I agree
 
Well, historically nations didn't like to allow military units through their borders, but trade went on even between muslim and christian countries. Even the crusades had to ask permission to go through a country (and the local king often appointed escorts to watch the crusaders, who didn't always object to some earlier-than-jerusalem looting).
 
3Miro, saw your latest update
I noticed you updated the .dll, but not the separate C++ files
Was this intentional?

I saw you added 10 turns of peace to newly born civs
10 turns is probably too much, I think it should be somewhere between 3-5 turns, but we will have to test it out
Also players shouldn't get any benefits from this. Only the AI should have this autopeace right after the civ is born
 
3Miro, saw your latest update
I noticed you updated the .dll, but not the separate C++ files
Was this intentional?

I saw you added 10 turns of peace to newly born civs
10 turns is probably too much, I think it should be somewhere between 3-5 turns, but we will have to test it out
Also players shouldn't get any benefits from this. Only the AI should have this autopeace right after the civ is born

My bad for the cpp files, I think I only changed PlayerAI.cpp, but I will update the rest of the changes.

I think 3 tuns of peace are useless, you have to wait for the flip before you declare war anyway, and that is 3 turns right there. (if you don't wait, they get more troops and some of your army will defect).

I will make it a variable in consts.py so we can adjust it.
 
I think 3 tuns of peace are useless, you have to wait for the flip before you declare war anyway, and that is 3 turns right there. (if you don't wait, they get more troops and some of your army will defect).

I will make it a variable in consts.py so we can adjust it.

Indeed, 3 turns are probably not enough
It will be great if you make it variable in python :goodjob:
 
Indeed, 3 turns are probably not enough
It will be great if you make it variable in python :goodjob:

Uploaded the changes.

I have been generating Austrian starts to see how things a going, however, Venice seems too weak. Can you test to see if "Power of Foreign Seas" will help them, I think the problem is that Ragusa is blocking them in the Dalmatian.
 
Uploaded the changes.

I have been generating Austrian starts to see how things a going, however, Venice seems too weak. Can you test to see if "Power of Foreign Seas" will help them, I think the problem is that Ragusa is blocking them in the Dalmatian.

Of course, I will look into it, but only after improved their war and settler maps
The issue is probably not that Ragusa is blocking them, rather that their war map is outdated.
Anyway, adding the Power of Foreign Seas as a hidden UP won't hurt them
 
Btw, I played around, and whenever I try to add an extra province to one of the lRegions, the game crashes on loading (after civ selection)
I succesfully changed Silezia to Slavonia in the Hungarian region
Then tried to readd Silezia. First to the Austrian region, then to the Polish. Resulted in a crash in both cases
 
Btw, I played around, and whenever I try to add an extra province to one of the lRegions, the game crashes on loading (after civ selection)
I succesfully changed Silezia to Slavonia in the Hungarian region
Then tried to readd Silezia. First to the Austrian region, then to the Polish. Resulted in a crash in both cases

There is no province Selezia? You need to have iP_Selezia defined as in integer (right before the regions). Then you need to add markers with that integer to the Province WB save and you need to update the province map in RFCEMaps.py

If you just add iP_Selezia, then it will work, but make sure that you use an unused integer. If you need more than 150 (actually I think it is 149) provinces, let me know. I need to update the C++ code.
 
We have Silezia at least since Beta8
iP_Silesia = 67 in the XMLconsts
 
We have Silezia at least since Beta8
iP_Silesia = 67 in the XMLconsts

In your post you had it with SileZia and in the xmlconst file it is iP_Selesia, so Ctr + F didn't find it.

Here is the code from Austria:
Code:
lRegionAustria  = [ iP_Carinthia, iP_Austria, iP_Moravia, iP_Bohemia, iP_Silesia ]

It just started and everything was fine.

If the game crashes for you, you should see an error either in PythonErr.log or in PythonErr2.log (at the end of that last one).
 
Oh ****, never mind
I just realized when I reread my last post that I probably wrote Silezia there too :crazyeye:
 
In your post you had it with SileZia and in the xmlconst file it is iP_Selesia

Yep, just realized this a minute before you posted :blush:
 
Found one more thing I wanted to ask when running through some of the python files
In RiseAndFAll.py, where you unreveal the tiles near the (32,0) tile, the line 1719 is:
#cover plots revealed by the lion

Doesn't removing animals mess up anything in some parts of the code?
iLion used to be the first unit in xmlconsts, with iP=0, and now that's the settler...
 
Yep, just realized this a minute before you posted :blush:

We all make typos, however, you shouldn't have to struggle with it for so long. The Python errors should give a good indication of what is wrong with the code (unknown variable, or variable used before assignment or something like that).

If you haven't enabled logging, you can do that from My Games\Beyond the Sword\CivilizationIV.ini. At the very bottom, you have LoggingEnabled = 0, make it 1:

Code:
; Enable the logging system
LoggingEnabled = 1

Then you should have PythonErr and PythonErr2. Check those files every time the game crashes. They are not the only potential source of the crash, but anything python related should register there.
 
We all make typos, however, you shouldn't have to struggle with it for so long. The Python errors should give a good indication of what is wrong with the code (unknown variable, or variable used before assignment or something like that).

If you haven't enabled logging, you can do that from My Games\Beyond the Sword\CivilizationIV.ini. At the very bottom, you have LoggingEnabled = 0, make it 1:

Code:
; Enable the logging system
LoggingEnabled = 1

Then you should have PythonErr and PythonErr2. Check those files every time the game crashes. They are not the only potential source of the crash, but anything python related should register there.

Oh, logging is enabled
I was just way too confident in myself that I remember the name of the province well, so didn't even check the logs :wallbash:
 
Guys, is there any way to turn off Amber flashing? I tryed all 3 Graphic levels -- it just wont go away :dunno:
 
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