[BtS] CivFusion

I got a repeated CTD. I incrementally disabled different comps of DCM. First Stack Attack was off. I then disabled active deffence, then both Opportunity Fire and Archer Bombard. I managed to continue with the game when I disabled the last two. My guess is that it is the Opportunity Fire comp.

I am attaching a save it should CTD once you hit the end turn button. I am providing this so if someone got the time to verify that it is reproducible. Also, if anyone got a similar CTD (when attacking or being attacked), you may try disabling parts of DCM to get your game going. So far I can almost be certain that the sieg units bombardment comp has no issues. It may be unfortunate to have to go without the other DCM components but CivFusion has got a lot besides DCM.
 
Does this have Varietas Delectat in it?
 
You can try going into the file and putting the path in russian. It is unicode aware so it should work. If this works you would provide a fix for all other players who have Russian windows. Otherwise, you can use the windows environment variable pointing to "My Documents" folder. This should always work no matter what language is used.

This is not a problem, I checked and I have similar exceptions with other mods. but they work.
The problem is in revolutions 1.4 where I do get 2 more python exceptions about something wrong in the "module" which remove my interface, and now I don't know, is it with my windows or my game...
 
This is not a problem, I checked and I have similar exceptions with other mods. but they work.
The problem is in revolutions 1.4 where I do get 2 more python exceptions about something wrong in the "module" which remove my interface, and now I don't know, is it with my windows or my game...

Python exceptions can prevent the main interface from being rendered. If those exceptions are fixed you will likely get the interface back.
 
The problem in the CvPath.py.
If the game isn't installed in the default folder (i.e. I can't do it due the disck structure) some of the interface isn't loading (it's from alerts mod in revolutions 1.4 I guess).
I tried to place the old cvpath.py in the python folder for the revolutions 1.4, and it works.
Fix it please if you have a time.
 
Maybe I didn't install correctly, but I did double check....

But yeah, at the start of my game, Manhattan Project shows up (thankfully shadowed out due to require Uranium) in the city build queue...

Newly spawned leaders from Revolutions modcomp don't seem to show their traits in the interface menu.

I'm playing as Churchill, and I've noticed the Charismatic trait isn't kicking in when a unit got to Level 3. I went into WB to try and test by altering that unit. Found that the Level 4/5 threshold is still 17 XP not 13 XP like it is usually with a CHM leader, and the Lvl 5/6 Threshold is still 26 and not 20...I additionally found in the process of testing that out that the Promotions tab on editing units is gone too (Not sure if that last bit is intended on the part of the author).

Also (although I'm sure this is known) Unit stats are kinda broken....

Can someone please correct me if I'm wrong, pig ignorant or just plain stupid? :crazyeye: :)
 
hey ripple,

i think you forgot to change one of the spaceship parts,

one of them , cant remmber which, still needs manhaten project as a preqeq,

needs to be changed to NONE, like in dales 1.5.

:)

Fixed in upcoming patch

The problem in the CvPath.py.
If the game isn't installed in the default folder (i.e. I can't do it due the disck structure) some of the interface isn't loading (it's from alerts mod in revolutions 1.4 I guess).
I tried to place the old cvpath.py in the python folder for the revolutions 1.4, and it works.
Fix it please if you have a time.

Fixed in upcoming patch

Maybe I didn't install correctly, but I did double check....

But yeah, at the start of my game, Manhattan Project shows up (thankfully shadowed out due to require Uranium) in the city build queue...

Fixed in upcoming patch


Newly spawned leaders from Revolutions modcomp don't seem to show their traits in the interface menu.

I'll look into this

I'm playing as Churchill, and I've noticed the Charismatic trait isn't kicking in when a unit got to Level 3. I went into WB to try and test by altering that unit. Found that the Level 4/5 threshold is still 17 XP not 13 XP like it is usually with a CHM leader, and the Lvl 5/6 Threshold is still 26 and not 20...I additionally found in the process of testing that out that the Promotions tab on editing units is gone too (Not sure if that last bit is intended on the part of the author).

This is very strange, I didn't modify this at all. Will look into it...

Also (although I'm sure this is known) Unit stats are kinda broken....

I don't use them much, can you elaborate???

Can someone please correct me if I'm wrong, pig ignorant or just plain stupid? :crazyeye: :)
 
Before you check traits from revolutions modcomp/promotions problem, try to fix the cvpath.py as you already promised, maybe there's the key. Also if you have a possibility (as I did for my mod) you can install the game in a non-default folder, this way you'll notice all the concerning errors by yourself. :)
Thank you for your work.


[EDIT]

I solved the problem. The installation in the russian windows makes different registry path.
Also it's the problem in the complete edition.

Why not to use
Code:
def _getInstallDir():
    civ4Dir = os.getcwd()
    return civ4Dir
This will solve the problem with ANY registry error.
 
@ Ripple

Unit Stats - Can't get a screenie to you atm, but basically the Unit Stats screen pops up, correctly displays the basic info of the unit at the top (including turns in service etc), and promo's but unit history, damage stats, pretty much all other data is just not there.

Spoiler :
UnitStatsBroke.JPG
 
Hi Guys... Also found that Austrian Musketmen seem to have an issue with the skin/model...

Basically they're pink, and seem to be stuck in a "Star-Jump" pose.

Spoiler :
AustrianPink.JPG
 
I'll check the .dds and animations paths for them, they seem to be broken.

Cheers mate! :goodjob:

I'd check this stuff myself but I know next to nothing about Python or even XML....
 
Below are the new traits I have added and the changed original traits. I wanted to put this out there for comments before the release of the next version which will include these. I am nervous about this because people seem to have very strong opinions about trait balance. :)

Scientific - +25% Research, Double Production Speed of Laboratory
Seafaring - Free Promotion (Navigation 1) to naval units, 50% Faster Production of Work Boat, Double Production Speed of Lighthouse, Harbor
Tactical - Free Promotion (Combat 1) to melee and gunpowder units, -25% Experience Needed for Promotions, Double Production Speed of Barracks

Aggressive - Enemies Suffer +25% War Weariness
+10% Military Unit Production
Double Production Speed of Jail

Charismatic - No Anarchy
Double Production Speed of Arena, Broadcast Tower

Creative - +25% World Wonder Production
+2 culture/city
Double Production Speed of Theatre

Expansive - +2 health/city
50% Faster Production of Settler
Double Production Speed of Granary

Financial - +25% Gold
Double Production Speed of Bank

Imperialist - -50% War Weariness
+2 Trade Routes/city
Double Production Speed of Monument

Industrious - +1 hammer on all plots with 3 hammers
50% Faster Production of Worker
Double Production Speed of Forge

Organized - -25% Cost of Espionage Missions
-50% Civic Upkeep
Double Production Speed of Courthouse

Philosophical - +100% Great Person Birth Rate
Double Production Speed of University

Protective - +100% Great General Emergence inside Cultural Borders
Free Promotion (City Defense I, Drill I) to Melee, Archery units
Double Production Speed of Walls, Castle

Spiritual - +2 happiness/city
Double Production Speed of Temple, Cathedral
 
Below are the new traits I have added and the changed original traits. I wanted to put this out there for comments before the release of the next version which will include these. I am nervous about this because people seem to have very strong opinions about trait balance. :)

Scientific - +25% Research, Double Production Speed of Laboratory
Seafaring - Free Promotion (Navigation 1) to naval units, 50% Faster Production of Work Boat, Double Production Speed of Lighthouse, Harbor
Tactical - Free Promotion (Combat 1) to melee and gunpowder units, -25% Experience Needed for Promotions, Double Production Speed of Barracks

Aggressive - Enemies Suffer +25% War Weariness
+10% Military Unit Production
Double Production Speed of Jail

Charismatic - No Anarchy
Double Production Speed of Arena, Broadcast Tower

Creative - +25% World Wonder Production
+2 culture/city
Double Production Speed of Theatre

Expansive - +2 health/city
50% Faster Production of Settler
Double Production Speed of Granary

Financial - +25% Gold
Double Production Speed of Bank

Imperialist - -50% War Weariness
+2 Trade Routes/city
Double Production Speed of Monument

Industrious - +1 hammer on all plots with 3 hammers
50% Faster Production of Worker
Double Production Speed of Forge

Organized - -25% Cost of Espionage Missions
-50% Civic Upkeep
Double Production Speed of Courthouse

Philosophical - +100% Great Person Birth Rate
Double Production Speed of University

Protective - +100% Great General Emergence inside Cultural Borders
Free Promotion (City Defense I, Drill I) to Melee, Archery units
Double Production Speed of Walls, Castle

Spiritual - +2 happiness/city
Double Production Speed of Temple, Cathedral

Dang... Tactical seems pretty powerful. Putting a Free Promo and 25% less XP needed? When coupled with Protective, that's gonna make your mre Hawkish players (and AI) pretty tough to deal with....

Anyway - More bug stuff...

I saw the buttons for Fighter and Tank lookin kinda pinkish in Pedia. Thought it was some kinda graphical omission....? Buh-Bow! Wrong... Looks like a bit of a deal-breaker. Not only is the button in Civ blank/pink, so's the button in the city build menu, and trying to build a fighter gave me a CTD. Gotta assume any attempts to build a Tank will do the same.
 
Dang... Tactical seems pretty powerful. Putting a Free Promo and 25% less XP needed? When coupled with Protective, that's gonna make your mre Hawkish players (and AI) pretty tough to deal with....

Anyway - More bug stuff...

I saw the buttons for Fighter and Tank lookin kinda pinkish in Pedia. Thought it was some kinda graphical omission....? Buh-Bow! Wrong... Looks like a bit of a deal-breaker. Not only is the button in Civ blank/pink, so's the button in the city build menu, and trying to build a fighter gave me a CTD. Gotta assume any attempts to build a Tank will do the same.

Each leader has been assigned a unique combination of traits, so what I am eventually aiming to do is have a unique unit for each leader so I can give a leader with a strong trait combination a weaker UU. I may even try to do this with UB's as well.

Regarding the button crash, which civ were you playing? I'll try to help you fix this so you can finish your game. :)

Cheers,
ripple01
 
not being able to play these ,but
Financial - +25% Gold
Double Production Speed of Bank
&
Scientific - +25% Research, Double Production Speed of Laboratory
the 25 % boost to gold and research would at first glance would seen to be overpowered esp if a civ has both traits
just my thoughts
 
Each leader has been assigned a unique combination of traits, so what I am eventually aiming to do is have a unique unit for each leader so I can give a leader with a strong trait combination a weaker UU. I may even try to do this with UB's as well.

Regarding the button crash, which civ were you playing? I'll try to help you fix this so you can finish your game. :)

Cheers,
ripple01

Hi Ripple.

Wow! One-on-One Support... I feel so pampered!! :D :lol: j/k

Was playing the English with Churchill.... Any advice you can give would be great! If it's xml I should be able to edit any code you point out, but I'll be buggered if I know enough about it to know where to look...
 
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