[BtS] Destiny Mod

WindowsError: [Errno 2] Nie mo¿na odnaleŸæ okreœlonego pliku
This is the "Can't find file" error.

I'm using WinXP, Service Pack 2, with a Win7 skin. That said, I have installed Civ at normal location, but on drive E:\, so that may be the source of the problem. I'd hate it, though.
 
hello smeagolheart,

thanks for this great mod. have been playing the extra+lords+nostalgia for 2 years and therefor know most things of this mod as well, as it includes the extra mod.

this is somewhat of a small bug report, or say "missing feature" report.
the agriculture trait usually gives a small city growth bonus. however, the bonus is missing.

i found that in DestinyCvEventManager.py, the eventhandler for the onCityGrowth is missing in the class´ constructor.
simply add
eventManager.addEventHandler("cityGrowth", self.onCityGrowth)
to it and the problem is solved.

i also found a missing xml entry referred to in the sevopedia entry of the unit "Karibna Warrior" (Arawak heavy footman (former maceman)): TEXT_KEY_PROMOTION_MEDIC_HELP in UNIT_CARRIB. it also misses a special ability.

the "Heavy Footman", former maceman, also now has 25% attack on forest, marsh and jungle. but the replacing units do not extend that abilities, but are replacing it. (like the karibna warrior does, he just doesnt have any feature besides the 50% melee the original maceman has.

@ Blair -

Yes you are right about those things! I never noticed about the Footman's "Extra" abilities so I've added that to the others as well, fixed the python you mentioned and the Karibna Warrior's ability (gains Field Medic 1 free). He had that tag because it was originally done through python but I moved all the "heal" abilities to the SDK (thanks theladiesogre promotion dll for that) so that all the "heal abilities" would display on the mouse over if you had more than one it would show a correct number, I missed the warrior in the process! Thanks for pointing that out.

I've added a patch to the first post.
 
thanks for the quick fixes.

i again found something very strange now i dont really understand.

better look yourself ;)

i just met the arawak and obviously dont have any borders near him, but hes telling me that he doesnt like the close borders ... duh?.

edit: (removed the image because it is to big for the forumlayout ;)

and one more thing: do you have the dll code somewhere? id like to integrate some things i used with the extra mod (it doesnt have an own dll).

most "important" thing for me would be the added era multiplier for bulbing techs, to give the feature a reason when playing with giant maps. imho the bulbing feature doesnt scale properly, when you got like 6k research output, you would expect a scientist to give you more than that, not less. so i simply multiply the eramodifier with the researchoutput it gives, to enable a scientist to completely bulb physics for example when playing marathon and my giant maps (i also increased research costs etc), so physics has 44000 cost for example (on immortal).
 

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HELP!!!!

Two questions. Every time I load the game I am told that the BUG failed to initialize. How can I fix this?

Are there any earth maps compatible with this mod?

Thanks in advance for your help.
 
Hey, Smeagol. Been loving the mod now that I can actually play it, though I do have a question.

For some reason, when I use the map over-ride on the Planet Generator, it crashes my game. It says it's a runtime error. What should I do to bypass this? I've never played on a map larger than Huge, but I would love to be able to (More expansion room & more civs!)
 
Sorry to nag, but my last post was actually supposed to be a question. Is drive E:\ the source of the problem? Can I solve it without reinstalling Civ to C:\?
 
I don't believe the E: drive is the problem. The problem comes from the cvpath.py python file not finding your path. I think it is because you have non US-English characters in your name.

It would take a better python programmer than I to pinpoint the error, I've attached the file where the problem is to this post. This is a common file in many mods and mod components that searchess for your user path.

I did not modify this file in any way, if you have other mods that include this file, and they work, compare the two files and see if they are different. If they are different, let me know what changes need to be made and I'll put them in the mod.
 

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HELP!!!!

Two questions. Every time I load the game I am told that the BUG failed to initialize. How can I fix this?

Are there any earth maps compatible with this mod?

Thanks in advance for your help.

Your problem probably comes from the same as other people, the BUG files that look for your user path. If you can run other mods that use BUG, let me know and I can compare the files, otherwise they might be able to help you in the Bug forums.
 
@Everyone with interface issues

I checked another mod, Quot Capita, it has the same cvpath file and it is identical - except for the modname.

I used two modcomponents that installed that file though and maybe that is causing a conflict.

Try going to your
Code:
 Beyond the Sword\Mods\Destiny\Assets\Python\DESTINY\CvGreatGeneralsFromBarbarianCombatEventManager
and deleting the CVpath.py file from that folder.

Report back if that fixes the issue.

If this doesn't solve the problem, can someone who is having issues with the interface can download Quot Capita and run it and see if they have the same error or not? If not I'd like to see the log files to see if there are any useful information there at all.
 
@Everyone with interface issues

I checked another mod, Quot Capita, it has the same cvpath file and it is identical - except for the modname.

I used two modcomponents that installed that file though and maybe that is causing a conflict.

Try going to your
Code:
 Beyond the Sword\Mods\Destiny\Assets\Python\DESTINY\CvGreatGeneralsFromBarbarianCombatEventManager
and deleting the CVpath.py file from that folder.

Report back if that fixes the issue.

If this doesn't solve the problem, can someone who is having issues with the interface can download Quot Capita and run it and see if they have the same error or not? If not I'd like to see the log files to see if there are any useful information there at all.

It works, I can now use the civilopedia in the main menu, and the game has an interface now. There is two other problems however. Everytime I load a Destiny game, in the message pop-up, I get repeating messages of *Failed to write .ini file....(and a bunch of technical jargon which doesn't make sense to me with different file paths. How do I make these messages disappear. The other thing is what is this BUG thing I see with a ladybug button. I clicked on some tabs that I thought would be useful, but I don't understand what BUG is and what it does?
 
That is a permissions issue you need to make sure you are running the mod as an administrator.

This quote from another thread

I found with the autolog bug is that you have to check the shortcut/executable options for when you start the game. In newer versions of windows, there seems to be an option to "run as an administrator". If this is not checked off, it seems to stop programs from writing files (ie the autolog) and you will get the bug message. Check under the properties/compatability tabs of the icon you use to start the game.
 
The other thing is what is this BUG thing I see with a ladybug button. I clicked on some tabs that I thought would be useful, but I don't understand what BUG is and what it does?

BUG (aka "BTS Unaltered Gameplay") is a wonderful thing, it displays a lot of the underlying game mechanics without cheating - you can get the info but you have to dig around for it. The ladybug icon is how you can configure it. You'll notice right away the civilopedia and so forth being different than standard BTS, that is from BUG.

Many many mods use it, her'es a link to it's development forum for more info.

http://forums.civfanatics.com/forumdisplay.php?f=268
 
I eliminated the file per instructions and now the program comes up with the interface. Only problem remaining is when it comes up I get the following message on the screen over the landscape (not in a box):

BugOptions-failed writing INI file 'C:\Program Files (x86)\Firaxis Games\Beyond the Sword\Mods\Destiny\User Setting\Autolog.ini

When I move the first unit then the program starts giving me each religion one at a time in a continuous string. Also across the screen is a string of small ovals containing the number 138.

Note: I had uninstalled and then reinstalled the game prior to deleting the file. I did not go back and change the My Games\beyond the sword\civilization IV.ini file.

Summary: With all your help we are getting there. Can't tell you how much I appreciate your help. Thank you.
 
In my previous message I should have let you know that in Single Player mode I do not get the OVALS with 138 in them or the continuous scrolling. I only get in multiplayer mode. In single player mode I can play game. Just have the message about the autolog.ini file on the screen.

Again, thanks.
 
@all,

I went ahead and repacked the mod. It includes the changes from Patch 1 and I removed the extra cvpath file since that had caused issues for a few people. The link is in the first post.

@foxtrotsierra

If you want to post all your pythonerr logs, I can look and see if I can figure out what's going on. I put on the first post directions on how to enable logging.
 
I played the mod a bit, here's some "constructive criticism" (aka nitpicks).

1. When playing with Revolutions enabled, maintaining order in new cities is a pain in the back of epic proportions. Most civics that weren't present in the vanilla Civ (Animism, Technocracy etc.) hold a huge instability penalty. Was this intended?
2. There's a lot of mess regarding unit descriptions and skills, particularly with UUs. For example, the Portuguese Blazer Gun still becomes available with Steel, while the Cannon that it replaces has been moved to an earlier tech, Metallurgy.
 
played a bit further now and crushed a 24 cities civ with elephants and spionage only (city revolt). taking cities gives WAY too much espionage points (like 1-1.5k per captured city, size 10-15) and tech points (like 3k).
there cannot be seen how much gold you pillaged when taking the city, it only displays the amounts of research and espionage points. (all on marathon and giant maps)

also, the nomadic trait prevents from pillaging gold only, you still get research and espionage points when you capture a city of a nomadic leader. this shouldnt be intentional, as it weakens the nomadic trait even more, if you get so much points (too much i think ...).
 
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