ruff_hi
Live 4ever! Or die trying
Great - the only question is now ... what are the commands? Got a link to a suitable website somewhere?Probably true. That looks great. Yes, Python has all the string manipulation you'll ever need.
Great - the only question is now ... what are the commands? Got a link to a suitable website somewhere?Probably true. That looks great. Yes, Python has all the string manipulation you'll ever need.
AttributeError: 'AutoLogEvent' object has no attribute 'CIVReligion'
I've got the option screen done but it doesn't seem to be writing the stuff back to the ini file. Is there something that I missed or required in the callback?
def handleBugExitButtonInput ( argsList ):
"Exits the screen after saving the options to disk"
szName = argsList
[b]g_options.write()[/b]
getBugOptionsTabControl().destroy()
return 1
I've been doing a few things with the logger but nothing that should interview with this.Where did this come from? Is this a new bug in autolog or is it related to the naming mod you're doing?
AttributeError: 'AutoLogEvent' object has no attribute 'CIVReligion'
Correct. I was jumping in and out of CIV while working on my unit naming code. Will try with a complete restart. Or I could turn logging off.self.CIVReligion is initialized in initStuff(). I'm going to take a wild stab and guess that this happened after you modified autologEventManager while Civ was running, correct? I've found that under some circumstances when you do this, while the game reloads the modified module, it loses anything attached to self. This is the reason for all the globals in CvMainInterface -- they don't get lost.
If you're still seeing this after a restart of Civ, please let me know.
I'll take a look at the autolog bug.
Yo Commagno!
You wanted building icons in headers? You got 'em!
As a start, I've added a new set of columns: building classes. If you add a building class to a page, it does a couple things.
First, the actual column becomes the correct building for your civilization. If you add the "Walls" column, it will show the "Dun" when playing the Celts.
Second, the header is the aforementioned building's icon. It's scrunched kinda small to fit (20x20), but is legible for the most part.
Third, its value takes three possibilities: a red dash "-" when you cannot build that building in the city, a blue circle "o" when you can build it, a yellow circle "o" when you could build it if you weren't already building it in some other city (think wonders), or a green "x" when the city has the building.
One possible downside to using building classes is that say you were building a page of all buildings that affect money. You'd like to add the Mint (Forge +10%) but cannot using this scheme without adding the Forge itself, so you're SOL.
I could add the same column types for buildings (work the same but specify actual buildings) to solve this problem, but then the screen is a nightmare to manage and the code was tough to get it to work as it is. Unless it's really serious, that's not so high on my priority list.
I can't imagine it being anything to do with Solver's patch, so it's probably comments. I would advise that you don't download the latest version from the SVN, as a lot of art that the game tries to read is missing (haven't been able to upload it).Once I got to 900 AD or so in my current game with FlavorBUG 0.05, I wasn't able to load any of my saves. I had a series of 10 or 15 saves from 900 AD onwards, ALL of which caused a CTD during game loading, even after a reboot. Older saves would load fine.
I swapped out CustomAssets to the regular BUG 0.15 mod, and all the saves loaded fine. So I think there's a problem in FlavorBUG 0.05.
FYI, in my own modding work I've seen a lot of these types of CTD's caused by inserting comments in XML files. Comments are supposed to be benign in XML, but believe it or not, sometimes when I would add a comment somewhere besides at the very top of the file, it would cause a CTD upon game load. I have no idea if that's the problem here, but I thought I'd offer the only advice I can think of for now as far as where to start troubleshooting. Perhaps it's just an isolated problem-- I can hope!
See the attached save, not the very first turn on which it happened, but close. If you have trouble duplicating it, or would like an earlier save to narrow down exactly when it started happening, etc., then let me know and I'll hunt further. I'm anal about saving games and have pretty much every turn saved.
Oh, and I have 3.02 with Solver's unofficial patch (Aug 15 version) and military academy fix installed, and nothing else, with only minor editing to BUD Mod.ini (turning on specialist stacker and disabling a few of the civ4lerts). I also have a new XPS 700 with 4Gb RAM, 512mb video, etc.... so I don't think it's hardware-related.
Hi
i've tried to move attitude icons at the end of the score-lines - it would be a column so that it'll be more easier to see the attitude...
i have just moved the "# BUG - Attitude Icons" code from CvMainInterface.py just after the line 3235 "# BUG - Power Rating - end", but no chagnes appeared... it wonders me a lot, but i'm not so good in python, so can anybody explain me why this didnt work?
(Number 4 on the image is what i wanted to do)
Spoiler :
![]()
With Civ4lerts mod it must be easy to realise number 3: it shows, if AI have techs, gold or gold per turn avaible to trade...
the images are from the post http://www.civfanatics.ru/forum/index.php?showtopic=3379&st=120# on a russian development forum of MAIN SCREEN MOD
actual version is here: http://forums.civfanatics.com/uploads/66549/CvMainInterface.rar
I know that the HOF guys had this trouble too. I think they fixed it in one of their HOF mods ... check that code to see how they did it.Perhaps you guys knew this already, but FYI I've done some thorough playtesting and verified that the civ4alerts for trades opportunities (techs or gold or gpt) are always one turn behind. That is, you get the "New techs..." message one turn AFTER it's really available, and the gold amounts are also from the previous turn. This problem has always existed, and I reported it ages ago back in the HOF mod forum, and the HOF developers said they'd look into it sometime, but I haven't heard anything.
File "BugOptionsScreen", line 16, in ?
ImportError
:
No module named BugUnitNameOptionsTab
I would advise that you don't download the latest version from the SVN, as a lot of art that the game tries to read is missing (haven't been able to upload it).
i've tried to move attitude icons at the end of the score-lines - it would be a column so that it'll be more easier to see the attitude...
i have just moved the "# BUG - Attitude Icons" code from CvMainInterface.py just after the line 3235 "# BUG - Power Rating - end", but no chagnes appeared...
# BUG - Dead Civs - end
# ... code moved from here ...
# BUG - Dead Civs - start
if (gc.getPlayer(ePlayer).isAlive()):
...
# BUG - Power Rating - end
# ... to here ...
# BUG - Attitude Icons - start
if (BugScore.isShowAttitude() and not gc.getPlayer(ePlayer).isHuman()):
iAtt = gc.getPlayer(ePlayer).AI_getAttitude(gc.getGame().getActivePlayer())
cAtt = unichr(ord(unichr(CyGame().getSymbolID(FontSymbols.POWER_CHAR) + 4)) + iAtt)
szBuffer = szBuffer + u" %c" %cAtt
# BUG - Attitude Icons - end
# BUG: ...end of indentation
# BUG - Dead Civs - end
1) can I have these wonderful icons as headers also of the "normal" building columns? Even better if you can put some symbol before or after those, like putting them in brackets or so.
2) can I have the resource icons as headers of the resource columns?
3) is it possible to add tooltips (text-only ones will be enough) also to the other headers? I don't say you have to, if it is possible, you can create one and I think I can manage to add the others following your exemple.
One minor bug I'm having from the beginning with our CDA is that the first time (after a new installation of BUG) in which I press the button to go to the customization table, the game crashes. Only the first time, but each first time.
Maybe, if the CustomDomAdv.txt is provided, this doesn't happen. So... where does it goes? Have you already modified CDA in order to place it in MyDocs\BtS\...? If not, I think it's better to do it soon or later, even because the providing of it with BUG will be easier.
Making those headers icons too isn't so hard, but because they are drawn totally separate from the table header, decorating them will be harder. I suppose I could set the table's header to "[ ]" and see if I can get the icon to sit between the brackets.
However, given that these columns will be wider and have totally different values (icons), what's the reason?
I wonder why this wasn't the case already.I'll do this and make the row values be red "-" and green "x" like the buildings. Actually, should it be the number that the city has access to? I'm tempted to say "no" simply because all cities should have the same number, and in this screen you don't really care how many. If you need to know how many, just open any city that has it.
Thoughts?
I'll take a look at how MSDA did it. The Civ table widget doesn't support tooltips, so it would be a manual process like MSDA does. I've hacked it up a bit already, and will have to do more to get icons for the other building columns.
Can you further explain "crashes"? Is this a crash to desktop, a Python error? And do you have to do anything other than restart Civ to get it to work?
I agree. I haven't changed anything about where it's stored. Mine got created in the root of my BtS install folder. That needs to change for sure, but I don't really like any of the options. I think best would be to fput it wherever the INI file is found. One more thing on my list.![]()