Can you explain a bit more where the road issue is? The roads appear graphically but don't actually affect the tile? Which parts are correctly working and which aren't?
@handler("BeginGameTurn")
def createRoutesBeforeSpawn(iGameTurn):
for iCiv in dSpawnRoutes:
if iGameTurn == year(dBirth[iCiv]) - 1 and data.isCivEnabled(iCiv):
for tile in dSpawnRoutes[iCiv]:
plot(tile).setRouteType(iRouteRoad)
@handler("BeginGameTurn")
def checkBirths():
for iLoopPlayer in players.major().where(lambda p: dBirth[p] > scenarioStartYear()):
if year(dBirth[iLoopPlayer]) - turns(2) <= year() <= year(dBirth[iLoopPlayer]) + turns(6):
rnf.initBirth(dBirth[iLoopPlayer], iLoopPlayer)
[...]
def initBirth(self, iBirthYear, iPlayer):
[....]
# Leoreth: reveal all normal plots on spawn
for plot in plots.normal(iCiv):
plot.setRevealed(team(iPlayer).getID(), True, False, -1)
I have experimented on it recently and found the canadian can successfully play the other music into which I change on the XML, which means this problem may stem from the MP3 itself?Sorry for interrupting but here is a problem in my game 1.16 release.
In my every game, Canada and Turks always have no music on diplomacy screen or a zoom-in check of their cities. I checked both the XML civ4leaderhead.info and the assets/sounds/diplomacy in the mod folder but found no errors. The peace music themes have been perfectly written in the XML while none of them being played in the games. On top of that, I found that San Martin's theme in my game is actually Peron's, while in the XML it is absolutely named ''San Martin intro''.
I wonder why? Maybe this is not the real XML that works in the game? But when I remove it from the game folder the game cannot run, so the probability is excluded. At least I think so.
Also I can't find Oda Nobunaga or Kammu in the XML but Tokugawa, leaving me more confused. And Rahman's and Rajerha's themes are in the same location as the canada's and Turk's do but still function perfectly. So I don't think it's a path problem.
Oh and maybe for a hint every time I start the game I get a XML error saying that line 1490 "French" doesn't have a TXT end. But I assume it not involved.
Here is the XML if you need it.
Sorry for interrupting but here is a problem in my game 1.16 release.
In my every game, Canada and Turks always have no music on diplomacy screen or a zoom-in check of their cities. I checked both the XML civ4leaderhead.info and the assets/sounds/diplomacy in the mod folder but found no errors. The peace music themes have been perfectly written in the XML while none of them being played in the games.
On top of that, I found that San Martin's theme in my game is actually Peron's, while in the XML it is absolutely named ''San Martin intro''.
I wonder why? Maybe this is not the real XML that works in the game? But when I remove it from the game folder the game cannot run, so the probability is excluded. At least I think so.
<Script2DSound>
<ScriptID>AS2D_DIPLO_SAN_MARTIN_INTRO</ScriptID>
<SoundID>DIPLO_SAN_MARTIN_INTRO</SoundID>
<SoundType>GAME_MUSIC</SoundType>
<iMinVolume>75</iMinVolume>
<iMaxVolume>75</iMaxVolume>
<iPitchChangeDown>0</iPitchChangeDown>
<iPitchChangeUp>0</iPitchChangeUp>
<iMinLeftPan>-1</iMinLeftPan>
<iMaxLeftPan>-1</iMaxLeftPan>
<iMinRightPan>-1</iMinRightPan>
<iMaxRightPan>-1</iMaxRightPan>
<bLooping>0</bLooping>
<iMinTimeDelay>0</iMinTimeDelay>
<iMaxTimeDelay>0</iMaxTimeDelay>
<bTaperForSoundtracks>0</bTaperForSoundtracks>
<iLengthOfSound>0</iLengthOfSound>
<fMinDryLevel>1.0</fMinDryLevel>
<fMaxDryLevel>1.0</fMaxDryLevel>
<fMinWetLevel>0.0</fMinWetLevel>
<fMaxWetLevel>0.0</fMaxWetLevel>
<iNotPlayPercent>0</iNotPlayPercent>
</Script2DSound>
<SoundData>
<SoundID>DIPLO_SAN_MARTIN_INTRO</SoundID>
<Filename>Sounds/Diplomacy/Peron_Intro</Filename>
<LoadType>DYNAMIC_RES</LoadType>
<bIsCompressed>1</bIsCompressed>
<bInGeneric>1</bInGeneric>
</SoundData>
Also I can't find Oda Nobunaga or Kammu in the XML but Tokugawa, leaving me more confused. And Rahman's and Rajerha's themes are in the same location as the canada's and Turk's do but still function perfectly. So I don't think it's a path problem.
Wow...that's a lot in my favor. Thanks a lot. I think I probably know the trick. When I searched for "Bumin" "Alparslan" or "canada" in the XML above I got none. Incredible instruction for me.You're right about San Martin using Peron diplo music. I made a PR with a fix.
Here is why. The name in the XML key (AS2D_DIPLO_SAN_MARTIN_INTRO) doesn't tell which audio file should be used. Instead, it points to an XML entry in Audio2DScripts.xml. (The one in the spoiler below.) It has the name San Martin in the tag because that makes it easy to see what it is used for. But it could be any name, as long as the key in both LeaderHeadInfos and Audio2DScripts are the same.
Spoiler :Code:<Script2DSound> <ScriptID>AS2D_DIPLO_SAN_MARTIN_INTRO</ScriptID> <SoundID>DIPLO_SAN_MARTIN_INTRO</SoundID> <SoundType>GAME_MUSIC</SoundType> <iMinVolume>75</iMinVolume> <iMaxVolume>75</iMaxVolume> <iPitchChangeDown>0</iPitchChangeDown> <iPitchChangeUp>0</iPitchChangeUp> <iMinLeftPan>-1</iMinLeftPan> <iMaxLeftPan>-1</iMaxLeftPan> <iMinRightPan>-1</iMinRightPan> <iMaxRightPan>-1</iMaxRightPan> <bLooping>0</bLooping> <iMinTimeDelay>0</iMinTimeDelay> <iMaxTimeDelay>0</iMaxTimeDelay> <bTaperForSoundtracks>0</bTaperForSoundtracks> <iLengthOfSound>0</iLengthOfSound> <fMinDryLevel>1.0</fMinDryLevel> <fMaxDryLevel>1.0</fMaxDryLevel> <fMinWetLevel>0.0</fMinWetLevel> <fMaxWetLevel>0.0</fMaxWetLevel> <iNotPlayPercent>0</iNotPlayPercent> </Script2DSound>
The XML entry in the spoiler above also doesn't point to the audio file, but only has some settings. In it, you see <SoundID>DIPLO_SAN_MARTIN_INTRO</SoundID>. This tag points to the another XML entry, this time in audioDefines.xml. If we search for that we find what is in the spoiler below. Here is the path to the audio file defined. As you can see, the path of San Martin leads to the Peron audio file.
This seems to work fine. I end the turn in your save and plains farms are down to 2 food.2.) Progressing to the Renaissance era as the Moors doesn't take away the "+1on food improvements on plains tiles".
The hover icon shows the "correct" amount of food. But when you turn on tile yields, or check out how much food/turn the city is pulling in, it shows the bugged yield.This seems to work fine. I end the turn in your save and plains farms are down to 2 food.
Sorry for checking this so late, but I am having no issues ending the turn. You win the UHV and the game ends as expected. Do you still want the turn after that?Crash bug after I press the next round button. Might have to do with me completing the UHV.
Build: v1.16 official release (no github modifications or other modmods etc.)
Is there a way to fix this myself? Would love to continue the game.
I looked into this and it is technically working as intended, but this helped me discover a number of issues. What happened here is that in both cases, Poland and Italy collapsed and Holy Rome/Austria had a claim on their cities. In the first situation, they had the best claim to get Gdansk and Krakow, which brought them back. They then received Vienna and Budapest because they were independent at the time. Same situation with Italy, they had the best claim on Venica and could then also take Vienna and Budapest on top.Hello I believe I am using the latest update but I want to inquire if this is bugged or working as intended.
In this latest game, twice happening civs are "reborning" in someone else's faction core, while they are still alive. (or at moment of collapse, IDK)
The two examples I have:
1. Poland as a vassal of mine had low stability, and the HRE who was dead "reborn" into krakow as their capital. This killed the poland. (it had danzig and krakow as its only cities, and they both went HRE)
2. HRE who was dead, reborns into Italy civilization, with their capital in venice. This killed the italy. I think italy had low stability at the time, but I am not sure.
They just seem like very weird ways to reborn.
(also, in a byzantime game I went to like 1700s, and with the stability pointer being upward (so I had good stability), ottomans all of a sudden reborn itself in constantinople and most of its cities after I had already defeated them)
Should I try to get a save game for this second HRE reborn thing? or is it working as intended
The image is the turn hre reborn into italy
Spoiler :
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