Bug Reports

I experienced the lack of lumber on the city screen in the 19th Feb. commit, when I first saw the hidden resources (such as wine) to be discovered. In fact, lumber can still be used as normal, but you cannot see your stocks. I thought the extra gold was for faster development for testing procedures.:dunno:
 
I experienced the lack of lumber on the city screen in the 19th Feb. commit, when I first saw the hidden resources (such as wine) to be discovered. In fact, lumber can still be used as normal, but you cannot see your stocks. I thought the extra gold was for faster development for testing procedures.:dunno:

Ok, I see the problem is in CvMainInterface.py, the "canUnitBeTraded" and my new code for trade screens. I'll have to check it out when I get back later this evening unless someone else fixes this.

Edit: We need to decide how to display undiscovered Techs...
 
To fix the resource table issue change the two "canUnitBeTraded" functions in CvMainInterface.py to the below:

Code:
if gc.getPlayer(ePlayer).canUnitBeTraded(iYield, [COLOR="Red"]-1[/COLOR], UnitTypes.NO_UNIT):


Code:
if not gc.getPlayer(pCity.getOwner()).canUnitBeTraded(i, [COLOR="Red"]-1[/COLOR], UnitTypes.NO_UNIT):

I would push the change to git but I would have to go through the whole deal of stashing my current Civic Screen work, commit, push, pull, unstash, pull push, push, stash, who knows... :)
 
To fix the resource table issue change the two "canUnitBeTraded" functions in CvMainInterface.py to the below:
Fixed and pushed. This mean Kailric figured out what went wrong and how to fix it and then github assigned the credits to me :lol::p

However I don't think it matters in the big picture: https://github.com/Nightinggale/Medieval_Tech/graphs/contributors

I would push the change to git but I would have to go through the whole deal of stashing my current Civic Screen work, commit, push, pull, unstash, pull push, push, stash, who knows... :)
smartGit has the ability to select which of the modified file(s) you want to commit. This mean you can modify 10 files and only commit one if you want. I have done something like that a few times until we gained control of line endings ;)

As for making a new python class for city screen... I'm not really sure how to do that. However being able to make a new screen completely from scratch is likely a great ability and I decided to explore that possibility. However starting with the city screen might be a bit too much. Instead I came up with another idea. I can add a button to profession civic screen. Clicking this button will bring up a new screen. This screen can then be made into a spreadsheet like page with parent and sub professions for easier comparison. I have no idea if or when that will be done(if it will even be done), but it appears to be a good sandbox project for figuring out how it works with adding new screen classes. It will then bring the bonus that if it works it will provide something useful to the game while it will not be a disaster if it ends up as something, which will never work. Don't hold your breath for this screen as it isn't top priority.
 
However I don't think it matters in the big picture: https://github.com/Nightinggale/Medieval_Tech/graphs/contributors

Not fair, but considering I started this project Jan/09/2011 my conscience is clear;)


smartGit has the ability to select which of the modified file(s) you want to commit. This mean you can modify 10 files and only commit one if you want. I have done something like that a few times until we gained control of line endings ;)

I just check, looks like I have the same options with the git version I have. I right clicked that one file, selected commit and it was the only file in the commit screen.
As for making a new python class for city screen... I'm not really sure how to do that. However being able to make a new screen completely from scratch is likely a great ability and I decided to explore that possibility. However starting with the city screen might be a bit too much. Instead I came up with another idea. I can add a button to profession civic screen. Clicking this button will bring up a new screen. This screen can then be made into a spreadsheet like page with parent and sub professions for easier comparison. I have no idea if or when that will be done(if it will even be done), but it appears to be a good sandbox project for figuring out how it works with adding new screen classes. It will then bring the bonus that if it works it will provide something useful to the game while it will not be a disaster if it ends up as something, which will never work. Don't hold your breath for this screen as it isn't top priority.

You can actually follow my tutorial for adding a new trade screen for adding any screen. But the screen you mention of making does sound pretty cool.

PS Thanks for the Commit
 
I fixed the gold bug and pushed it. It tried to give gold to the player twice with one of the numbers being unset (read: being random). Try enough times and you would get 4 billion :lol:
did the money issue get fixed?
People posted so much that the fixed message is already on the previous page.
 
Ok I have a game crashing bug.

OK here is what happened, I dicovered the spice route through my trade tech, I bought a coastal merchant in the spice route.

I got an error about NoTradePlot (I think, sorry I did not get a copy of the assert)

The merchant appeared in one of my port towns, I tried to put cargo on it and the game crashed.

I think it might be linked with the fact that I had not revealed any spice route plots yet, and thus it all went a bit screwey when I bought my boat from there...
 
Ok I have a game crashing bug.

OK here is what happened, I dicovered the spice route through my trade tech, I bought a coastal merchant in the spice route.

I got an error about NoTradePlot (I think, sorry I did not get a copy of the assert)

The merchant appeared in one of my port towns, I tried to put cargo on it and the game crashed.

I think it might be linked with the fact that I had not revealed any spice route plots yet, and thus it all went a bit screwey when I bought my boat from there...

Save game if you can. I'll see if I can reproduce this. What map and settings are you using?
 
it was the large medieval continent map, marathon, explorer difficulty I think..

I attached the auto save from a few turns before, it is just about to discover the spice route, and there are some tresures that have nearly made it home that you can use to buy the coastal merchant. (best I could do..)

Also it seems like AI Monks are not founding missionaries in barb towns, they are all running around them but not founding the missions, and I think it would probably be better if they built moastery settlements for the AI anyway (But I don't know if they use research or not or how that all works for the ai. Suffice to say lots of monks doing lots of not very much... they are kind of being used like a scout, which seems like a waste of a benedictine monk... EDIT: ok the normans just established a mission.

One last thing which is really minor, when you 'sell' relics, the message always reprts that you get 180 gold, but in fact you usually get more than that (the gold price of the relic)
 

Attachments

Another oddity, is that the spice route tiles don't seem to be visible, they work because I have a ship heading to it, I just cannot see the tiles markings where it left.. EDIT: Spice Route is visible, it was just black so I didn't spot it in the fog :D

Also the Silk Road tile are visible, but I haven't discovered the Silk Road yet..

The 'returning' from the spice route seems to be glitched too, there is no 'return' button for ships, you havee to drag and drop them to the return box, but they do not appear there, and you get no feedback as to how long it will take them to return, I am waiting to see i it does appear, or if it is just gone..

Ok the plot thickens.... my missing 'returning' ship is in the motherland screen (I presume this is the viking europe) I also got the message that says 'you have ships waiting in europe', so I click closer look and it took me to the motherland, but of course my orderless ship is on the spice route screen! :D

EDIT: Me again... it also appears that the spice route is 'seeling' (the player buying price) spice at the 'local' market price, so it is costing 9 gold instead of 3.... it seems to be buying my prodcts at the right price though... which mean I can't make a profit on the silk road with it either... and that is half the fun!! :D

I discovered this right before setting up my mega trade route chain, so I was well gutted :D
 
I got an error about NoTradePlot (I think, sorry I did not get a copy of the assert)

Ok, I believe I fixed most of your issues. I changed up so much code for the new Trade Screens it was hard to spot everything. There is one issue, None Vikings players should not be accessing The Motherland. I was afraid to fix this and mess up your saved game so I'll fix this next update. All the changes I made should not mess up your game, I hope, so just ignore The MotherLand for the moment.

Also it seems like AI Monks are not founding missionaries in barb towns, they are all running around them but not founding the missions, and I think it would probably be better if they built moastery settlements for the AI anyway (But I don't know if they use research or not or how that all works for the ai. Suffice to say lots of monks doing lots of not very much... they are kind of being used like a scout, which seems like a waste of a benedictine monk... EDIT: ok the normans just established a mission.

Right, the AI will explore around with monks at the start, I have seen this before and I am guessing it is normal.

when you 'sell' relics, the message always reprts that you get 180 gold, but in fact you usually get more than that (the gold price of the relic)

Yeah, I notice this also, just posted a fix for it.

Another oddity, is that the spice route tiles don't seem to be visible, they work because I have a ship heading to it, I just cannot see the tiles markings where it left.. EDIT: Spice Route is visible, it was just black so I didn't spot it in the fog :D

I went back to the default colors for the time being so it should no longer be black.

Also the Silk Road tile are visible, but I haven't discovered the Silk Road yet..

Yep, I changed this for the moment as well.

The 'returning' from the spice route seems to be glitched too, there is no 'return' button for ships, you havee to drag and drop them to the return box, but they do not appear there, and you get no feedback as to how long it will take them to return, I am waiting to see i it does appear, or if it is just gone..

Fixed this issue.

EDIT: Me again... it also appears that the spice route is 'seeling' (the player buying price) spice at the 'local' market price, so it is costing 9 gold instead of 3.... it seems to be buying my prodcts at the right price though... which mean I can't make a profit on the silk road with it either... and that is half the fun!! :D

Fixed this issue.

I discovered this right before setting up my mega trade route chain, so I was well gutted :D

Hopefully you have a save that works and you can continue your endeavors :) Thanks so much for the bug reports. You've earned more stars!!
 
Wow Kailric is on a commit frenzy :eek:
Great timing I ended up having nothing to commit today as I messed with small silly problems (as well as real life stuff). It would have been bad if it collided with lots of commits from me as well as it would have created a bunch of merge commits. Well not that bad, but it looks nicer if we avoid it.

EDIT: found the first thing I could commit today: fixed XML indenting in Kailric's commits. Kailric you should really get perl working and run the script before you commit XML changes.

Yeah, I think it would be easy perhaps to seperate the City code. The DLL and Python knows when gDLL->getInterfaceIFace()->isCityScreenUp(), so we should be able to determine what happens when the city screen is up. In CvMainInterface.py it does a if (CyInterface().isCityScreenUp()): to start the city screen code, we may can call our own code there.
I think that function isn't doing precisely what you imagine it does. However that doesn't matter right now. I think I figured out how to make brand new pages by looking at the pedia code.

Another thing I figured out with python is to add a table in a page without tables: http://forums.civfanatics.com/showthread.php?p=13079141
I think it looks great. While I wrote that one in RaR source code I plan to copy the file into M:C afterwards. This code isn't mod specific at all.
 
EDIT: found the first thing I could commit today: fixed XML indenting in Kailric's commits. Kailric you should really get perl working and run the script before you commit XML changes.

All in do time my friend.

I forgot to mention one thing. Until I have more time or until we can come up with a better solution I made it so you can not buy Ships from trade screens if you have not uncovered a path to the Trade Screen plot.
 
that sounds like a pretty perfect solution. it was fine once I had a ship enroute

I believe I have adjusted the code to prevent such errors but, it stands to reason that through Trading (Trade Points) the player learns of a new Trade Route and then must actually explore to find it if he hasn't already. So, we'll leave it as that for testing. I can make a note in the event message stating that the Trade route must be uncovered first before you can purchase ships there.

I unstashed my Civics Screens work and I am back to that. First time I actually used the ability of my git to merge in my stash. All "seems" well. I am looking to add art for the new Civic button. I think I will use the "Crown" icon of Victory Conditions and create a new one for Victory.

Edit: Actually, A medieval looking trumpet may look good for Civics or Decrees.
 
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