[Beyond the Sword] History In The Making

Hi Grave. I located the source of the problem. It seems if I move my created civs to the end of the CIV4CivilizationInfos.xml file, the proper colonies will spawn. That is indeed strange.

Of course now my saved game is all loopy because my Thai soldiers have miraculously learned fluent English and I can now only build American-named cities! :eek::crazyeye::lol: Is there any other way around this other than to restart the game?
 
Someone enlighten me.

"Traceback (most recent call last):

File "CvEventInterface", line 30, in onEvent

File "BugEventManager", line 289, in handleEvent

File "BugEventManager", line 294, in _dispatchEvent

File "BugEventManager", line 306, in _handleDefaultEvent

File "CvCivSpecificGreatPeopleModEventManager", line 50, in onGreatPersonBorn

File "CivSpecificGreatPeopleModNameUtils", line 483, in generateCivilizationName

KeyError: ''
ERR: Python function onEvent failed, module CvEventInterface"

I will try to turn off the Barbarian Great Generals and see if that fixes it.

Edit: Nope that didn't fix it. This has been a really fun mod to play, but quite buggy with the Great People after I added my Thai and Vietnamese civs to it.
 
Someone enlighten me.

"Traceback (most recent call last):

File "CvEventInterface", line 30, in onEvent

File "BugEventManager", line 289, in handleEvent

File "BugEventManager", line 294, in _dispatchEvent

File "BugEventManager", line 306, in _handleDefaultEvent

File "CvCivSpecificGreatPeopleModEventManager", line 50, in onGreatPersonBorn

File "CivSpecificGreatPeopleModNameUtils", line 483, in generateCivilizationName

KeyError: ''
ERR: Python function onEvent failed, module CvEventInterface"

I will try to turn off the Barbarian Great Generals and see if that fixes it.

Edit: Nope that didn't fix it. This has been a really fun mod to play, but quite buggy with the Great People after I added my Thai and Vietnamese civs to it.

You need to add civ specific Great People to the Python/HiTM/CivSpecificGreatPeopleModNameUtils/CivSpecificGreatPeopleModNameUtils.py file.

When one of the Civs you added tries to create a Great Person, the game is looking for a name for said Great Person. And when it can't... Python errors pop up.
 
I added the Thai and Vietnamese great people before I started the test run. I have great generals from barbarian combat turned on and am allowing barbarians to generate great generals also. My Thai civ already spawned one great general and one great prophet. The AI civs have spawned at least 15 Great Generals including at least two by the Barbarians according to my UI display. I am not sure why this one is glitching at this point.
 
Hey Grave. I turned off the ability for Barbarians to generate Great Generals, loaded a few turns back, and things seem to be working now. It's been about 10 turns with no bugs. I'll let you know if something else comes up. The barbs are nuts on this map. LoL This Mod ROCKS!!! Ty :D

EDIT: Ok. A barbarian town spawned near me and a few turns later the Great People errors came back when Greece spawned a Great General. What do you think? I took a look with Worldbuilder and there is one Barbarian City by Russia and one by me.

EDIT: I can confirm that the errors happen when the Barbarians spawn their 2nd city and every city after that. Doesn't the python file recognize the barbarians as one entity, or does it look at them as individuals? If you look in the CIV4CivilizationInfos.xml there are two unique sets of barbarian civs, CIVILIZATION_MINOR and CIVILIZATION_BARBARIAN. I will enter into the CivSpecificGreatPeopleModNameUtils.py a section for CIVILIZATION_MINOR and see if that fixes the issue.
 
EDIT: I can confirm that the errors happen when the Barbarians spawn their 2nd city and every city after that. Doesn't the python file recognize the barbarians as one entity, or does it look at them as individuals? If you look in the CIV4CivilizationInfos.xml there are two unique sets of barbarian civs, CIVILIZATION_MINOR and CIVILIZATION_BARBARIAN. I will enter into the CivSpecificGreatPeopleModNameUtils.py a section for CIVILIZATION_MINOR and see if that fixes the issue.

I was just going to say that... good catch! :goodjob:

Try it out and let me know. If it solves your issue, then I'll add it to the next patch.
 
Hey Grave. After adding the CIVILIZATION_MINOR to the CivSpecificGreatPeopleModNameUtils.py file, I played 50 turns with the AI generating GGs without any problems. I am now turning on GGs for the Barbarians and leaving it that way for the rest of the game. I will let you know if anything else pops up. Have an excellent weekend. :D
 
Heh, well said.

Anyway, here's the screenshot. I tried to play with Hitler in the game and it CTD too. :(

Great mod though. It's been a blast to play.

I can view Hitler in the Civilopedia just fine. See attached screenshot. :confused:

Hey Grave. After adding the CIVILIZATION_MINOR to the CivSpecificGreatPeopleModNameUtils.py file, I played 50 turns with the AI generating GGs without any problems. I am now turning on GGs for the Barbarians and leaving it that way for the rest of the game. I will let you know if anything else pops up. Have an excellent weekend. :D

Good work! I'll add this to the next patch. You have a good weekend, too! :goodjob:
 

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Anyone think the Armory is pretty overpowered? I've been able to pretty well dominate using this to upgrade units for free. Just end up using the city or cities to produce all my units and then upgrade when ever it is available and the Exp loss won't be bad.
 
Anyone think the Armory is pretty overpowered? I've been able to pretty well dominate using this to upgrade units for free. Just end up using the city or cities to produce all my units and then upgrade when ever it is available and the Exp loss won't be bad.

Yeah! In another mod (name forgotten), the "free upgrade promo" was lost once you used it (python?). So you couldn´t upgrade from archer to rifle to infantry to mechanized inf...

For me, I reduced the 100% discount to 75% discount, so at least a few bucks are needed for upgrade. But nevertheless, most of my units are built in the "armory city/ies". But I think AI does it the same way....

Yours, Zoid
 
Anyone think the Armory is pretty overpowered? I've been able to pretty well dominate using this to upgrade units for free. Just end up using the city or cities to produce all my units and then upgrade when ever it is available and the Exp loss won't be bad.

It's a feature of HitM.
 
I like armories. Of course the A.I can build them too.

They seem powerful because it equalizes that "instant upgrade" or " overnight upgrade" handicap that the A.I. seems to have.

If it feels wrong or unfair, you needn't build them.
 
Hi,
I'm currently running Windows 7, and thought I'd give HiTM a try (having stopped using it after upgrading from XP a year or so ago), but unfortunately I'm getting the 'No interface' error. I've reinstalled several times, but no luck, but for once when the interface loaded, but upon loading the BUG mod options screen there was just a grey box which had no settings at all, necessitating a reboot, with, once again, no interface. HiTM was installed 3.19 -> 3.19e -> aiautoplay fix, and I installed it in C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization IV\Beyond the Sword\Mods.

I am not sure where to find the logs that you will need, sorry.
 
I've had troubles on my windows 7 machine, too. HitM tends to play without interface, then crash. I can play Legends of Revolution on it, but I think part of the interface is missing.

I think I'll go visit the BUG thread.


Yes, there is a problem with BUG Mod and Windows 7. It has something to do with Cyrillic characters. Phungus420 has a recent repair, don't know if it's universally applicable. The BUG team is building a work-around. So this is something that should be corrected in due time.
 
Here's the first popup that I got when I tried to run the mod on my Vista machine:

XML Error

Tag: UNITCOMBAT_SPY in Info class was incorrect

Current XML file is: xml\units/CIV4PromotionInfos.xml

There were a number of other error messages that came after that one which, by the way, repeated itself umpteen times. The mod started, but there was no interface.
 
Here's the first popup that I got when I tried to run the mod on my Vista machine:



There were a number of other error messages that came after that one which, by the way, repeated itself umpteen times. The mod started, but there was no interface.

The UnitCombat_Spy error has certainly nothing to do with Vista or not but rather an incorrect installation of HiTM. The entry you're missing should be stated in the XML\BasicInfos\CIV4UnitCombatInfos.xml.

\Skodkim
 
Hey Grave iv have made an Earth 24 Civ map for HitM, if you put it on the first post maybe people will notice it ^^

Enjoy everyone..

Has the lots of the custom leaders in play also :P
 
Here's the first popup that I got when I tried to run the mod on my Vista machine:

Here's the first popup that I got when I tried to run the mod on my Vista machine:

XML Error

Tag: UNITCOMBAT_SPY in Info class was incorrect

Current XML file is: xml\units/CIV4PromotionInfos.xml

There were a number of other error messages that came after that one which, by the way, repeated itself umpteen times. The mod started, but there was no interface.

There were a number of other error messages that came after that one which, by the way, repeated itself umpteen times. The mod started, but there was no interface.

The UnitCombat_Spy error has certainly nothing to do with Vista or not but rather an incorrect installation of HiTM. The entry you're missing should be stated in the XML\BasicInfos\CIV4UnitCombatInfos.xml.

\Skodkim

Is this problem unique to me or have others had similar issues?
 
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