Caveman 2 Cosmos

@Toffer90 no luck. :cry:
Code:
C2664    'cvInternalGlobals::getCivicOptionInfo' : cannot convert parameter 1 from 'int' to 'CivicOptionTypes'    19533
C2228    left of '.getTextKeyWide' must have class/struct/union type                                              19533
C2664    'cvInternalGlobals::getCivicOptionInfo' : cannot convert parameter 1 from 'int' to 'CivicOptionTypes'    19539
C2228    left of '.getTextKeyWide' must have class/struct/union type                                              19539
Code:
1>------ Build started: Project: C2C, Configuration: Final_Release Win32 ------
1>
1>Microsoft (R) Program Maintenance Utility Version 14.16.27023.1
1>Copyright (C) Microsoft Corporation.  All rights reserved.
1>
1>SubWCRev: 'D:\C2C\Caveman2Cosmos\Sources'
1>Last committed at revision 10342
1>Updated to revision 10347
1>Local modifications found
1>    "C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003\bin\cl.exe" /nologo /MD /Zi /O2 /Oy /Oi /G7 /DNDEBUG /DFINAL_RELEASE /Fp"Final_Release\CvGameCoreDLL.pch" /Fd"./Final_Release/" /GR /Gy /W3 /EHsc /arch:SSE2 /Gd /Gm- /DWIN32 /D_WINDOWS /D_USRDLL /DCVGAMECOREDLL_EXPORTS /Yu"CvGameCoreDLL.h" /Zm200 /DXERCES_STATIC_LIBRARY /D_MOD_SENTRY /D_MOD_FRACTRADE /D_MOD_GOVWORKERS /DQC_MASTERY_VICTORY /DLOG_AI /D_MOD_GWARM /D_MOD_SHAM_SPOILER /DC2C_BUILD /DMULTI_FEATURE_MOD /IBoost-1.32.0/include /IPython24/include /I"C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003/include" /I"C:\Program Files\Microsoft Platform SDK/Include" /I"C:\Program Files\Microsoft Platform SDK/Include/mfc" /I"C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\CvGameCoreDLL\Boost-1.32.0/include" /I"C:\Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword\Beyond the Sword\CvGameCoreDLL\Python24/include" /I"./xerces-c-3.1.1-x86-windows-vc-7.1/src" /FoFinal_Release\CvPlayer.obj /c CvPlayer.cpp
1>CvPlayer.cpp
1>CvPlayer.cpp(19533): error C2664: 'cvInternalGlobals::getCivicOptionInfo' : cannot convert parameter 1 from 'int' to 'CivicOptionTypes'
1>        Conversion to enumeration type requires an explicit cast (static_cast, C-style cast or function-style cast)
1>CvPlayer.cpp(19533): error C2228: left of '.getTextKeyWide' must have class/struct/union type
1>CvPlayer.cpp(19539): error C2664: 'cvInternalGlobals::getCivicOptionInfo' : cannot convert parameter 1 from 'int' to 'CivicOptionTypes'
1>        Conversion to enumeration type requires an explicit cast (static_cast, C-style cast or function-style cast)
1>CvPlayer.cpp(19539): error C2228: left of '.getTextKeyWide' must have class/struct/union type
1>NMAKE : fatal error U1077: '"C:\Program Files (x86)\Microsoft Visual C++ Toolkit 2003\bin\cl.exe"' : return code '0x2'
1>Stop.
1>C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\Common7\IDE\VC\VCTargets\Microsoft.MakeFile.Targets(44,5): error MSB3073: The command "nmake Final_Release" exited with code 2.
1>Done building project "C2C(VS2017).vcxproj" -- FAILED.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========
 
Seems like a dll oddity that I'm not familiar with; maybe you need something like this...

szBuffer = gDLL->getText("TXT_KEY_MISC_PLAYER_ADOPTED_CIVIC", getNameKey(), GC.getCivicInfo(getCivics(eIndex)).getTextKeyWide(), GC.getCivicOptionInfo((CivicOptionTypes)GC.getCivicInfo(getCivics(eIndex)).getCivicOptionType()).getTextKeyWide());

I don't know.
 
@Toffer90 I think that did it! Let me check in game.

EDIT: It works!

Civic.png
 
Last edited:
@raxo2222 let me see what I can do, I'll try not to pester toffer nor thunderbrd again ;).
When I program in VS there are numerous little crutches that help me to realize certain things I might overlook now and then in 'off the cuff' code expressions. I was not doing that when I gave you an example so I suspected I'd probably be a little wrong in the exact syntax somewhere. The (CivicOptionTypes) is a type casting, otherwise what we referred to just gives a number. That number must be cast into the right type. Python doesn't normally need this sort of treatment as it works with class indexes a little differently. It's the type of thing I'd remind myself of if I was in VS but easily overlook here. Sorry about that. And without some of the () highlighting crutches that VS gives to show which ) matches to which (, it can be maddening trying to get those right.

Sorry I was afk when you were trying to work on things so much.
 
Was there a technical reason for the no start?
Is there something essential that is impossible to replicate in dll/python code?
Mostly real life I expect. It was 2 or 3 years ago on the main discussion forum. Platyping even made a python screen that looked good but never posted his code. The link to the exe just needs to be turned off where ever the current calls to it are made and a new one built.
 
remember the Diplomacy Screen is in the exe. The project to replace t with something in the dll/python so that it can be changed was basically a no start.
Didn't @Thunderbrd say, that its not that hard to override or something like that?
Also keep in mind that a lot of things in diplomacy window including unit trading can be turned on/off separately in BUG menu, as those are controlled by Advanced Diplomacy option.
Similarly inflation from civics and hurrying is part of Advanced Economy option.

As for screenshot itself here it was hover tooltip, that was changed a little, so it mentions civic category too.
 
Hi, I am not new to Civ 4 but relatively new to C2C. I love this mod and recently entered the classical era and have researched mathematics to enable the construction of The Great Wall. I have built it in my capital, only it is not showing on the map. I am playing on a custom map, so my question is, is there a terrain type that the Great Wall has trouble being built over or around? My capital is on a peninsula surrounded by lake and some mountains with a river running to it.

I'm not sure what else to say, and taking a screenshot won't really show anything. Any help would be appreciated.
 
Hi, I am not new to Civ 4 but relatively new to C2C. I love this mod and recently entered the classical era and have researched mathematics to enable the construction of The Great Wall. I have built it in my capital, only it is not showing on the map. I am playing on a custom map, so my question is, is there a terrain type that the Great Wall has trouble being built over or around? My capital is on a peninsula surrounded by lake and some mountains with a river running to it.

I'm not sure what else to say, and taking a screenshot won't really show anything. Any help would be appreciated.
I guess graphical display of great wall was disabled.
 
I guess graphical display of great wall was disabled.

I checked the xml file, there's nothing in there that indicates the display of the great wall being disabled.

Here's the info from the xml file:


<BuildingInfo>
<!-- The Great Wall -->
<BuildingClass>BUILDINGCLASS_GREAT_WALL</BuildingClass>
<Type>BUILDING_GREAT_WALL</Type>
<Description>TXT_KEY_BUILDING_GREAT_WALL</Description>
<Civilopedia>TXT_KEY_BUILDING_GREAT_WALL_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_GREAT_WALL_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<!-- Graphical and interface -->
<ArtDefineTag>ART_DEF_BUILDING_GREAT_WALL</ArtDefineTag>
<MovieDefineTag>ART_DEF_MOVIE_GREAT_WALL</MovieDefineTag>
<iMinAreaSize>-1</iMinAreaSize>
<fVisibilityPriority>1</fVisibilityPriority>
<!-- Prerequisites -->
<MapCategoryTypes>
<MapCategoryType>MAPCATEGORY_EARTH</MapCategoryType>
</MapCategoryTypes>
<PrereqTech>TECH_MATHEMATICS</PrereqTech>
<iPrereqPopulation>6</iPrereqPopulation>
<MaxStartEra>ERA_MEDIEVAL</MaxStartEra>
<!-- Construction cost -->
<iCost>500</iCost>
<BonusProductionModifiers>
<BonusProductionModifier>
<BonusType>BONUS_STONE</BonusType>
<iProductonModifier>100</iProductonModifier>
</BonusProductionModifier>
</BonusProductionModifiers>
<!-- Special Yield and Commerce modifiers -->
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>2</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1000</iCommerce>
</CommerceChangeDoubleTimes>
<CommerceChangeOriginalOwners>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>1</bCommerceChangeOriginalOwner>
</CommerceChangeOriginalOwners>
<!-- Specialist effects -->
<SpecialistYieldChanges>
<SpecialistYieldChange>
<SpecialistType>SPECIALIST_ENGINEER</SpecialistType>
<YieldChanges>
<iYield>0</iYield>
<iYield>1</iYield>
</YieldChanges>
</SpecialistYieldChange>
</SpecialistYieldChanges>
<!-- Great People effects -->
<GreatPeopleUnitClass>UNITCLASS_GREAT_SPY</GreatPeopleUnitClass>
<iGreatPeopleRateChange>2</iGreatPeopleRateChange>
<iDomesticGreatGeneralRateModifier>100</iDomesticGreatGeneralRateModifier>
<!-- Unique effects -->
<bBorderObstacle>1</bBorderObstacle>
<!-- Special properties -->
<iAsset>5</iAsset>
<iPower>10</iPower>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>8</iFlavor>
</Flavor>
</Flavors>
<iConquestProb>100</iConquestProb>
<iHurryCostModifier>100</iHurryCostModifier>
<bTeamShare>1</bTeamShare>
<bNukeImmune>1</bNukeImmune>
<iAdvancedStartCost>-1</iAdvancedStartCost>
</BuildingInfo>

By all intents it should be showing up... it just isn't which is why I am confused.

I even checked the Building Class XML and the Art Defines XML to see if there was anything there that would indicate that it was disabled. Nothing there either.

Art Defines XML

<BuildingArtInfo>
<Type>ART_DEF_BUILDING_GREAT_WALL</Type>
<LSystem>LSYSTEM_GREAT_WALL</LSystem>
<bAnimated>1</bAnimated>
<fScale>1.0</fScale>
<fInterfaceScale>0.4</fInterfaceScale>
<NIF>Art/Structures/Buildings/Great_Wall/Great_Wall_civlopedia.nif</NIF>
<KFM/>
<Button>,Art/Interface/Buttons/Buildings/SpaceElevator.dds,Art/Interface/Buttons/Warlords_Atlas_1.dds,2,5</Button>
</BuildingArtInfo>

Building Class XML

<BuildingInfo>
<BuildingClass>BUILDINGCLASS_GREAT_WALL</BuildingClass>
<Type>BUILDING_GREAT_WALL</Type>
<SpecialBuildingType>NONE</SpecialBuildingType>
<Description>TXT_KEY_BUILDING_GREAT_WALL</Description>
<Civilopedia>TXT_KEY_BUILDING_GREAT_WALL_PEDIA</Civilopedia>
<Strategy>TXT_KEY_BUILDING_GREAT_WALL_STRATEGY</Strategy>
<Advisor>ADVISOR_MILITARY</Advisor>
<ArtDefineTag>ART_DEF_BUILDING_GREAT_WALL</ArtDefineTag>
<MovieDefineTag>ART_DEF_MOVIE_GREAT_WALL</MovieDefineTag>
<HolyCity>NONE</HolyCity>
<ReligionType>NONE</ReligionType>
<StateReligion>NONE</StateReligion>
<bStateReligion>0</bStateReligion>
<PrereqReligion>NONE</PrereqReligion>
<PrereqCorporation>NONE</PrereqCorporation>
<FoundsCorporation>NONE</FoundsCorporation>
<GlobalReligionCommerce>NONE</GlobalReligionCommerce>
<GlobalCorporationCommerce>NONE</GlobalCorporationCommerce>
<VictoryPrereq>NONE</VictoryPrereq>
<FreeStartEra>NONE</FreeStartEra>
<MaxStartEra>ERA_ANCIENT</MaxStartEra>
<ObsoleteTech>NONE</ObsoleteTech>
<PrereqTech>TECH_MASONRY</PrereqTech>
<TechTypes/>
<Bonus>NONE</Bonus>
<PrereqBonuses/>
<ProductionTraits/>
<HappinessTraits/>
<NoBonus>NONE</NoBonus>
<PowerBonus>NONE</PowerBonus>
<FreeBonus>NONE</FreeBonus>
<iNumFreeBonuses>0</iNumFreeBonuses>
<FreeBuilding>NONE</FreeBuilding>
<FreePromotion>NONE</FreePromotion>
<CivicOption>NONE</CivicOption>
<GreatPeopleUnitClass>UNITCLASS_GREAT_SPY</GreatPeopleUnitClass>
<iGreatPeopleRateChange>2</iGreatPeopleRateChange>
<iHurryAngerModifier>0</iHurryAngerModifier>
<bBorderObstacle>1</bBorderObstacle>
<bTeamShare>1</bTeamShare>
<bWater>0</bWater>
<bRiver>0</bRiver>
<bPower>0</bPower>
<bDirtyPower>0</bDirtyPower>
<bAreaCleanPower>0</bAreaCleanPower>
<DiploVoteType>NONE</DiploVoteType>
<bForceTeamVoteEligible>0</bForceTeamVoteEligible>
<bCapital>0</bCapital>
<bGovernmentCenter>0</bGovernmentCenter>
<bGoldenAge>0</bGoldenAge>
<bAllowsNukes>0</bAllowsNukes>
<bMapCentering>0</bMapCentering>
<bNoUnhappiness>0</bNoUnhappiness>
<bNoUnhealthyPopulation>0</bNoUnhealthyPopulation>
<bBuildingOnlyHealthy>0</bBuildingOnlyHealthy>
<bNeverCapture>0</bNeverCapture>
<bNukeImmune>1</bNukeImmune>
<bPrereqReligion>0</bPrereqReligion>
<bCenterInCity>0</bCenterInCity>
<iAIWeight>0</iAIWeight>
<iCost>150</iCost>
<iHurryCostModifier>100</iHurryCostModifier>
<iAdvancedStartCost>-1</iAdvancedStartCost>
<iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
<iMinAreaSize>-1</iMinAreaSize>
<iConquestProb>100</iConquestProb>
<iCitiesPrereq>0</iCitiesPrereq>
<iTeamsPrereq>0</iTeamsPrereq>
<iLevelPrereq>0</iLevelPrereq>
<iMinLatitude>0</iMinLatitude>
<iMaxLatitude>90</iMaxLatitude>
<iGreatPeopleRateModifier>0</iGreatPeopleRateModifier>
<iGreatGeneralRateModifier>0</iGreatGeneralRateModifier>
<iDomesticGreatGeneralRateModifier>100</iDomesticGreatGeneralRateModifier>
<iGlobalGreatPeopleRateModifier>0</iGlobalGreatPeopleRateModifier>
<iAnarchyModifier>0</iAnarchyModifier>
<iGoldenAgeModifier>0</iGoldenAgeModifier>
<iGlobalHurryModifier>0</iGlobalHurryModifier>
<iExperience>0</iExperience>
<iGlobalExperience>0</iGlobalExperience>
<iFoodKept>0</iFoodKept>
<iAirlift>0</iAirlift>
<iAirModifier>0</iAirModifier>
<iAirUnitCapacity>0</iAirUnitCapacity>
<iNukeModifier>0</iNukeModifier>
<iNukeExplosionRand>0</iNukeExplosionRand>
<iFreeSpecialist>0</iFreeSpecialist>
<iAreaFreeSpecialist>0</iAreaFreeSpecialist>
<iGlobalFreeSpecialist>0</iGlobalFreeSpecialist>
<iMaintenanceModifier>0</iMaintenanceModifier>
<iWarWearinessModifier>0</iWarWearinessModifier>
<iGlobalWarWearinessModifier>0</iGlobalWarWearinessModifier>
<iEnemyWarWearinessModifier>0</iEnemyWarWearinessModifier>
<iHealRateChange>0</iHealRateChange>
<iHealth>0</iHealth>
<iAreaHealth>0</iAreaHealth>
<iGlobalHealth>0</iGlobalHealth>
<iHappiness>0</iHappiness>
<iAreaHappiness>0</iAreaHappiness>
<iGlobalHappiness>0</iGlobalHappiness>
<iStateReligionHappiness>0</iStateReligionHappiness>
<iWorkerSpeedModifier>0</iWorkerSpeedModifier>
<iMilitaryProductionModifier>0</iMilitaryProductionModifier>
<iSpaceProductionModifier>0</iSpaceProductionModifier>
<iGlobalSpaceProductionModifier>0</iGlobalSpaceProductionModifier>
<iTradeRoutes>0</iTradeRoutes>
<iCoastalTradeRoutes>0</iCoastalTradeRoutes>
<iGlobalTradeRoutes>0</iGlobalTradeRoutes>
<iTradeRouteModifier>0</iTradeRouteModifier>
<iForeignTradeRouteModifier>0</iForeignTradeRouteModifier>
<iGlobalPopulationChange>0</iGlobalPopulationChange>
<iFreeTechs>0</iFreeTechs>
<iDefense>0</iDefense>
<iBombardDefense>0</iBombardDefense>
<iAllCityDefense>0</iAllCityDefense>
<iEspionageDefense>0</iEspionageDefense>
<iAsset>5</iAsset>
<iPower>10</iPower>
<fVisibilityPriority>1.0</fVisibilityPriority>
<SeaPlotYieldChanges/>
<RiverPlotYieldChanges/>
<GlobalSeaPlotYieldChanges/>
<YieldChanges/>
<CommerceChanges/>
<ObsoleteSafeCommerceChanges>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>2</iCommerce>
</ObsoleteSafeCommerceChanges>
<CommerceChangeDoubleTimes>
<iCommerce>0</iCommerce>
<iCommerce>0</iCommerce>
<iCommerce>1000</iCommerce>
</CommerceChangeDoubleTimes>
<CommerceModifiers/>
<GlobalCommerceModifiers/>
<SpecialistExtraCommerces/>
<StateReligionCommerces/>
<CommerceHappinesses/>
<ReligionChanges/>
<SpecialistCounts/>
<FreeSpecialistCounts/>
<CommerceFlexibles/>
<CommerceChangeOriginalOwners>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>0</bCommerceChangeOriginalOwner>
<bCommerceChangeOriginalOwner>1</bCommerceChangeOriginalOwner>
</CommerceChangeOriginalOwners>
<ConstructSound/>
<BonusHealthChanges/>
<BonusHappinessChanges/>
<BonusProductionModifiers>
<BonusProductionModifier>
<BonusType>BONUS_STONE</BonusType>
<iProductonModifier>100</iProductonModifier>
</BonusProductionModifier>
</BonusProductionModifiers>
<UnitCombatFreeExperiences/>
<DomainFreeExperiences/>
<DomainProductionModifiers/>
<BuildingHappinessChanges/>
<PrereqBuildingClasses/>
<BuildingClassNeededs/>
<SpecialistYieldChanges/>
<BonusYieldModifiers/>
<ImprovementFreeSpecialists/>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_MILITARY</FlavorType>
<iFlavor>8</iFlavor>
</Flavor>
</Flavors>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
</BuildingInfo>


Only other thing is the LSystem which I don't understand... so I can't say if it correct or not.


<ArtRef Name="building:LSYSTEM_GREAT_WALL">
<Attribute Class="Scalar">szSpecialLayout:CityCenter</Attribute>
<Attribute Class="Scalar">szBuilder:GreatWallBuilder</Attribute>
<Attribute Class="Scalar">bLayoutAfterGenerics:1</Attribute>
<Attribute Class="Scalar">bNoContour:1</Attribute>
<Rotate>45</Rotate>
<!-- this needs to be the negative of the CITY_TWIST value in detail manager; note that this uses degrees but DetailManager uses radians. Sorry. -->
</ArtRef>
 
Last edited:
Hi, I am not new to Civ 4 but relatively new to C2C. I love this mod and recently entered the classical era and have researched mathematics to enable the construction of The Great Wall. I have built it in my capital, only it is not showing on the map. I am playing on a custom map, so my question is, is there a terrain type that the Great Wall has trouble being built over or around? My capital is on a peninsula surrounded by lake and some mountains with a river running to it.

I'm not sure what else to say, and taking a screenshot won't really show anything. Any help would be appreciated.
There are a few bugs, one of them quite severe, that came up regarding the graphical display of the Great Wall due to some ways the graphic delivery was changed for optimal performance and the master programmer that made those changes is no longer working on the mod so isn't here to help us to debug these issues so the only resolution for us was to disable it completely. My apologies. It is disabled in the DLL code.
 
Back
Top Bottom