Interestingly enough, the vikings went to Normandy and became the Normans. Still, Norse should refer to vikings only.I think the text description is muddled for the Norman's, they keep being reffered to as Norse.
I am pretty sure it's vikings that are Norse right?
Better make it #ifdef USE_DELAYED_RESPONSE. That way we can just define that flag in a header later and it will enable all the places we disable now.I think at this point we just need to #if0 (remove) the Delayed Response feature as it is constantly being an issue until we have time to dedicate to this.
It's very useful. You get an offer, you stall it to check stuff to figure out if you want to do it or not. However the place where I need it the most is actually RaR because I play that one in multiplayer. It would be awesome to delay a response, chat about what to do and then give an answer when both member of the team agrees.How useful is this feature any way is the question, is it worth all this hassle?
And one more bug:
Assert Failed
File: CvUnit.cpp
Line: 10208
Expression: false
Message: Goods transported over water by none Sea Vessel
----------------------------------------------------------
Assert Failed
File: CvCity.cpp
Line: 4883
Expression: iValue >= 0 || eYield == YIELD_FOOD
Message:
----------------------------------------------------------
#if is handled just like a regular if, except that it is done by the precompiler. There are #if #else #endif, which pretty much covers all needs.Will #ifdef USE_DELAYED_RESPONSE work without the variable being define?
// allocate 32 or 64 bools for players
// MAX_PLAYERS could be moved to the top of the file and made mod specific
#if MAX_PLAYERS > 32
typedef unsigned __int64 PlayerBitmap;
#else
typedef unsigned int PlayerBitmap;
#endif
; Set to 1 for no python exception popups
HidePythonExceptions = 0
Several display bugs that I have experienced:
On two occasions when I clicked to enter a city screen what I got was a zoomed out planetary view. It happened two consecutive times but then I don't know how it all continued normally.
I also noticed that when cycling cities into the city screen, the square with the 9 plots map changed but didn't the rest of the city screen, and then when I exited the city screen, the workers remained on screen, as you can see. It got solved after opening and closing the game main options.
From time to time I also get my map screen with no buttons
I also found an old known bug for me, that I ignored and I could continue. (sav attached)
Assert Failed
File: CvPlayer.cpp
Line: 21856
Expression: pPlotGroup != NULL
Message: city lacks a plotgroup
----------------------------------------------------------
Also, as you can see I'm able to send a criminal to pray in one city but not in the other.
And one suggestion, I like a monk needing wood and tools to found a city, but that should be used, not stored for another city.
If you don't get the log (I don't have the MPlog file in my docuements\....\logs), you can ignore the plot group bug, and after a
couple of turns you will be offered peace.
Ah, the one city is at Max Population. The city title shows red, such as Mainz (Max), meaning the city is at Max Population. If you hover over the city name it will tell you it is at Max and what buildings you need in order to increase it.
That could cause pink boxes where the mission graphics should be, not complete failures. It really look like you have encountered a python bug.I am thinking I may get all those display bugs because I used the 8 graphic files from versión 2.5 alone...
Working further with the blank offer:
Ziri ibn Manad makes me the blank offer. I consult the advisors and open the log file. I accept, I make peace and continue playing.
This is what the MPlog said about this blank offer:
*** Delayed Response AI_doDiploCollaborateResearch Player 8 Ziri ibn Manad Target ID 0
That is the only mention to Ziri ibn Manad on the MPlog.
Modder friendly isn't the worst problem. The main problem appears to be that it is buggy and can alter or discard diplomatic events, which is totally unrelated to modder friendliness.We keep having issues because we have to work through the exe and the exe isn't modder friendly.
void CvPlayer::addDelayedResponses(CvDiploParameters* pDiplo)
{
gDLL->beginDiplomacy(pDiplo, getID());
return;
// the rest of the function is untouched, but is now unreachable