Dominus the Mentat
Prince
- Joined
- Oct 29, 2018
- Messages
- 301
That's with Varietas Delectat, right? It's intended.
Hey, I found the cause of this, but the fix is on the develop branch. Do you still want to continue this game?Hi, I'm getting a crash to desktop after I advance to the next turn. The save file is attached.
This is v1.16 with no other mods. However, I did modify the XML to make Marines behave like Privateers. That edit had been working fine on its own, so I'm not sure if it's related.
Edit: I tried reverting the XML back to original, and the same problem is still happening. Also, the PythonErr.log is empty.
Hey, I found the cause of this, but the fix is on the develop branch. Do you still want to continue this game?
It depends on your system and how many other processes are running concurrently.Hello again. Is it normal for the startup loading time to be at around 3-7 minutes?
Has this happened frequently to you? In general, none of that is impossible or always undesirable. Religions leaving means losing their religious buildings, and the city does not keep track of which buildings had ever been there that might be restored for free, and I am not sure if they should.During my Poland game, I noticed that if you spread a religion to a city, build its temple, and the religion naturally leaves the city... Then when you respread the religion to the city, the temple is gone, and needs to be rebuilt. Even if this all happens over the course of only a couple turns. Just wondering if this is intended or not.
Unfortunately I didn't make a save, but the "religion has left the city" mechanic seemed to happen too often IMO, at least in my last game... With Catholicism as my state religion, I was trying to spread Orthodoxy from Kiev over to Krakow, Berlin and Gdansk.Has this happened frequently to you? In general, none of that is impossible or always undesirable. Religions leaving means losing their religious buildings, and the city does not keep track of which buildings had ever been there that might be restored for free, and I am not sure if they should.
That said, the presence of religious buildings should make it a lot less likely for a religion to leave, unless the other religions have equivalent buildings as well. If you want to share the save where this happens I can have a look if you were just very unlucky or if there is something wrong with the logic.
As an aside, maybe it makes sense to repurpose a non-state religion building for your state religion when you spread it to the city, but that would be an additional mechanic in my opinion.
We were at peace. But since its technically a hostile unit, I wasn't sure if it should be taking damage or not.While at war, or at peace?
Got it. I've tracked down the function you mentioned. It works for most unit spawning events, but not when a unit is drafted. Also, city flips (via spawns, respawns, congresses, and cultural-pressure-driven revolts) aren't covered, but I suppose they're covered somewhere else. I'm still trying to figure out how to make each of them work with Events.py. Hopefully, I could do it myself. I'll post in the modmodding Q&A thread if I get stuck along the way.I gave you some context on unit spawns in the pull request. There currently is no event associated with creating units, period. Instead there is only one for a city finishing training a unit, which is not the only source of units, especially in RFC. For spawns, we could add a custom event to the corresponding Python function to cover most cases. A good starting point for that is Events.py.
I'll be updating my pull request to prevent the unit naming script from giving Pioneers names that are assigned for Gunpowder units. The script will now give them names assigned for civilian units while they retain the Gunpowder combat type.Still not sure what unit combat type you expect for pioneers. Gunpowder makes sense to me, as you mention, it should interact with combat modifiers for that type. A combat type is irrelevant for when a unit is considered civilian, which depending on the context is canFight() (true for Pioneers) and canAttack() (false for Pioneers).
Please do. I also don't mind enabling this myself if you get stuck, might just take some time until I can get there in that case.Got it. I've tracked down the function you mentioned. It works for most unit spawning events, but not when a unit is drafted. Also, city flips (via spawns, respawns, congresses, and cultural-pressure-driven revolts) aren't covered, but I suppose they're covered somewhere else. I'm still trying to figure out how to make each of them work with Events.py. Hopefully, I could do it myself. I'll post in the modmodding Q&A thread if I get stuck along the way.
Oh so that was the issue, got it.I'll be updating my pull request to prevent the unit naming script from giving Pioneers names that are assigned for Gunpowder units. The script will now give them names assigned for civilian units while they retain the Gunpowder combat type.
Do you intend to work on fixing that, or was that intended as a report? Just so I know if I should make a note of it.Meanwhile, back to the topic of bug reports, further testing of the unit naming script revealed that, whenever a unit type is built for the first time, if several of them are built within the same turn, they're all numbered as the first of its kind. It persists for around four turns until the script finally increments the counter for the names, even if more than two of the unit type already exists.
Here are some of the names that it generated when the script isn't working properly:
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