[BtS] Merged Mod

Yeah, python is really a pain in the butt. One tab or space too many or few, and your whole game interface can disappear, when editing MainInterface.py. And you get no information on where it went wrong.
 
Yeah, python is really a pain in the butt. One tab or space too many or few, and your whole game interface can disappear, when editing MainInterface.py. And you get no information on where it went wrong.
I've never had a problem changing Python... it's not THAT scary. In fact, I've changed Python on more then one occasion in the Wolfshanze Mod to no ill effect... come-on... how hard is it to change two entries from "Horse_archer" to "Horseman". The world will not come to an end, I assure you! ;)
 
I've never had a problem changing Python... it's not THAT scary. In fact, I've changed Python on more then one occasion in the Wolfshanze Mod to no ill effect... come-on... how hard is it to change two entries from "Horse_archer" to "Horseman". The world will not come to an end, I assure you! ;)

You're right, he should probably fix it that way (unless he's already done the xml way ... no sense going back and undoing it, it is one less modded file after all).

I just automatically go to xml if I can, without really thinking if it could be done another way. Just a knee-jerk habit.
 
Either way it's a good catch... and fixed either way. BTW that's a remnant of changes from the old v1.0 Wolfshanze Mod... Ninja didn't do that change, I did. Stupid Horse Archers... very few civs actually used them! Most civs just made do with a horse, spear and/or sword!

To answer the original question, I made that change long time ago... before I realized the class name never showed in game... but like I said earlier, it's just simple to run with it then try and rollback.
 
Ninja... "Now I'm Done"... famous last words... right?

Bugs squashed (real confident this time)... hard drive (mostly) emptied into the mod.
 
Thanks for that, Wolfshanze.

With that, Merged Mod 0.74 has just been released, check the first post for details!
 
Chancellor Bismarck wants to know if you included the Early Flyer bonus units from the Wolfshanze Mod... he's a big fan of his own nation's Rumpler Taube.

a_Rumpler_Taube.jpg
 
Yes, yes, it's in!! :) It even shot down an early bomber during trials...
 
Gah! Now I'm getting the same late-game CTD that Dogshu got, exact same python error.

I hope that it's just the Mongol/Ottoman thing that's supposed to be fixed now (haven't updated yet) but ... there are no Mongols or Ottomans in the game I'm playing ...

Crossing my fingers and hoping someone spawned them as a colony that round ...
 
Okay, this might be an Inquisitor issue. Maybe the AI is trying to build one... dunno. Below is the code line where the error is coming from, from what you wrote yesterday frekk. "pPlayer is not defined" is apparently the culprit. I don't know squat about python, so if anyone can spot an error, shout out! :confused:

Code:
def AI_chooseProduction(self,argsList):
		pCity = argsList[0]
		iInquisitor = CvUtil.findInfoTypeNum( gc.getUnitInfo, gc.getNumUnitInfos(), "UNIT_INQUISITOR" )
		iOwner = pCity.getOwner( )

		if gc.getPlayer( iOwner ).getStateReligion( ) >= 0:
			if pCity.canTrain( iInquisitor, 0, 0 ):
				[B]lUnits = PyPlayer( pPlayer.getID( ) ).getUnitList( )[/B]
				for iUnit in range( len( lUnits) ):
					# if there are any Inquisitors, don't Build one
					if pPlayer.getUnit( lUnits[ iUnit ].getID( ) ).getUnitType( ) == iInquisitor:
						return False
				if self.getRandomNumber( 2 ) == 0:
					gc.getMap( ).plot( pCity.getX( ), pCity.getY( ) ).getPlotCity( ).pushOrder( OrderTypes.ORDER_TRAIN, iInquisitor, -1, False, False, False, True )
					return True
		return False
 
Finally! :) Can't wait to try out the update, ninja. Also, big props to frekk on spotting that horse archer bug. Knew it had something to do with those pesky guys!

Ninja, any plans on implementing RevolutionDCM into this? I know you said you were probably done w/ adding components, but RevDCM seems to contain all the fringe mods yours does (bh's patch, DCM). Just a suggestion!
 
Yes, yes, it's in!! :) It even shot down an early bomber during trials...
Boy, that was lucky... Early Flyers really suck! ;)
 
Well ... the Python for that particular bit is exactly the same as it is in the Inquisition mod ... but both are a little bit different than the Gods of Old from which Inquisition was ripped. In GoO, that bit starts out like this:

Code:
	def AI_chooseProduction(self,argsList):
		pCity = argsList[0]
		pPlayer = gc.getPlayer( pCity.getOwner( ) )
		iInquisitor = CvUtil.findInfoTypeNum( gc.getUnitInfo, gc.getNumUnitInfos(), "UNIT_INQUISITOR" )

Instead of like this as it is in Inquisition and Merged:

Code:
	def AI_chooseProduction(self,argsList):
		pCity = argsList[0]
		iInquisitor = CvUtil.findInfoTypeNum( gc.getUnitInfo, gc.getNumUnitInfos(), "UNIT_INQUISITOR" )
		iOwner = pCity.getOwner( )

Note the absence of "pPlayer=" in the latter - which is what the error code is complaining about, pPlayer ... I don't know anything about Python but I've got a hunch ...
 
Frekk is correct, just add the pPlayer line from the first code in his post to the code you have Ninja2. :thumbsup:

I don't know anything about Python so I have to ask ... would it conflict with the "iOwner=" line? Would that have to be removed or could it just be left in there?
 
Thanks for the tips, Zebra and frekk. I have a new 0.75 on my machine with this little bugifx, which I'm testing in my current game. In that, I have commented out the "iOwner=" line (but I have no idea if that'll work), so I'm curious if I'll notice anything.
 
Any luck with the tests?

Can you get dogshu's save to work? If you're playing it out it might be awhile (or possibly never) to come up anyway, dogshu didn't get it til 1848 and in my game it didn't come til the 1890s.
 
Back
Top Bottom