Current (SVN) development discussion thread

This should work better.
 
why not manually destroy aztecs by setting spain to war with them, and placing spanish troops next to empty aztec cities?

Then many buildings may be destroyed, and decrease of population, most important: AIs are not so clever in war, I can't make sure if they can capture it in 10 turns
 
Did you just check it out? Or did it work in previous revisions already?

In case of the former, what's your folder called? It has to be RFC Dawn of Civilization.
 
Part of why we sometimes (often) see Aztecs untouched is because the Inca get conquered first, then Aztec boats go and meet the Europeans, leading to a lack of conquerors, and vise versa.

Easy solution: give Aztecs the same treatment as the Inca and place cape in two spots on the Pacific coast, one around Central America and the other towards the north of South America. This should also cut down on ahistorical contact between Aztec and Inca, as well as stop the Maya-settle-a-city-in-South-America-to-get-copper trick.
 
Did you just check it out? Or did it work in previous revisions already?

In case of the former, what's your folder called? It has to be RFC Dawn of Civilization.

I figured as much... I kept it Dawn_of_Civilization as SVN created it, thank you :).
 
Then many buildings may be destroyed, and decrease of population, most important: AIs are not so clever in war, I can't make sure if they can capture it in 10 turns

Just change all the Aztec cities to be Spanish. You can do this with the "territory" tool under Map Mode.

*edit* oh, I didn't read the post before this.
 
Did you just check it out? Or did it work in previous revisions already?

In case of the former, what's your folder called? It has to be RFC Dawn of Civilization.

I had an updated version of DoC with the python edited the way i like it, but as soon as i committed the latest update there was a caution sign in front of the folder icon. As soon as i started a game it would tell me that i was defeated and return me to the main menu. I re installed DoC but Word would no longer edit the python file.
 
I had an updated version of DoC with the python edited the way i like it, but as soon as i committed the latest update there was a caution sign in front of the folder icon. As soon as i started a game it would tell me that i was defeated and return me to the main menu. I re installed DoC but Word would no longer edit the python file.
As soon as you edit a file in the SVN folder, the red caution sign represents that it is different from the version in the online repository. Now when I make a different change to the same file and you update your folder, two conflicted versions of the file exist (my modification and yours). You have to resolve that conflict by either keeping yours or overwriting it with mine.

The latter is recommended because it might be necessary for other changes to work. This is what happened in your case: a Python module crashed before it could spawn your starting units and so you get the "You have been defeated" message.
 
Ijust checked out the new inca situation. seems great except it wont let me build maccu piccu.

i have corn, pantheon and construction which the civilpedia lists as the reqs, but no sign of it in my build screen
 
Can you upload a savegame of this situation?
 
New commit is up:
- new CNM as described in the other thread (it's not completely finished so there might still be some issues)
- Mexico renames all Aztec cities on spawn according to its city name map
- slave plantations cannot be built on forests and jungles anymore
 
I found 9 Phyton Exception, after I (finally remembered to) enable it. It's from previous or even more previous version as now. Do you want me to upload it or perhaps you've found fixes for it?
All contains C++ exception on Motherland collapse, Convert surrounding cities, Astronomy discovered etc.
 
I don't remember fixing this, but it doesn't occur in my build. Are you sure all of your files are up to date?
 
No, it is not up to date. It's one or two revision behind the one that contain the new CNM, which is why I'm asking whether it's been fixed or not.
Here, let me upload this so you can check that out. A moment :)
 
But it also appears that your DLL and Python code aren't from the same revision, that's the only reason I can think of for this sort of problem.

Why don't you update to the current revision and see if the problem remains?
 
Aha, my bad! :lol: there's only 6 type. The other 3 are the same.

Spoiler :
Traceback (most recent call last):
File "CvEventInterface", line 23, in onEvent
File "CvRFCEventManager", line 114, in handleEvent
File "CvRFCEventManager", line 125, in_handleDefaultEvent
File "CvRFCEventHandler", line 1002, in onTechAcquired
File "RiseAndFall", line 3758, in onAstronomyDiscovered
File "RiseAndFall", line 3902, in handleColonialAcquisition
File "RFCUtils", line 1486, in colonialAcquisition
File "RFCUtils", line 604, in flipCity
RuntimeError: unidentifiable C++ exception


Spoiler :
Traceback (most recent call last):
File "CvEventInterface", line 23, in onEvent
File "CvRFCEventManager", line 114, in handleEvent
File "CvRFCEventManager", line 125, in_handleDefaultEvent
File "CvRFCEventHandler", line 938, in onEndGameTurn
File "Stability", line 1695, in checkImplosion
File "Stability", line 1708, in handleCollapse
File "RFCUtils", line 1010, in pickFragmentation
File "RFCUtils", line 978, in killAndFragmentCiv
File "RFCUtils", line 604, in flipCity
RuntimeError: unidentifiable C++ exception


Spoiler :
Traceback (most recent call last):
File "CvEventInterface", line 23, in onEvent
File "CvRFCEventManager", line 114, in handleEvent
File "CvRFCEventManager", line 125, in_handleDefaultEvent
File "CvRFCEventHandler", line 779, in onBeginGameTurn
File "RiseAndFall", line 1298, in checkTurn
File "RiseAndFall", line 1964, in secession
File "RFCUtils", line 604, in flipCity
RuntimeError: unidentifiable C++ exception


Spoiler :
Traceback (most recent call last):
File "CvEventInterface", line 23, in onEvent
File "CvRFCEventManager", line 114, in handleEvent
File "CvRFCEventManager", line 125, in_handleDefaultEvent
File "CvRFCEventHandler", line 779, in onBeginGameTurn
File "RiseAndFall", line 1145, in checkTurn
File "RiseAndFall", line 2722, in initBirth
File "RiseAndFall", line 2939, in birthinFreeRegion
File "RiseAndFall", line 3285, in convertSurroundingCities
File "RFCUtils", line 604, in flipCity
RuntimeError: unidentifiable C++ exception


Spoiler :
Traceback (most recent call last):
File "CvEventInterface", line 23, in onEvent
File "CvRFCEventManager", line 114, in handleEvent
File "CvRFCEventManager", line 125, in_handleDefaultEvent
File "CvRFCEventHandler", line 779, in onBeginGameTurn
File "RiseAndFall", line 1296, in checkTurn
File "RiseAndFall", line 1780, in collapseMotherland
File "RFCUtils", line 1014, in pickFragmentation
File "RFCUtils", line 961, in killAndFragmentCiv
File "RFCUtils", line 604, in flipCity
RuntimeError: unidentifiable C++ exception


Spoiler :
Traceback (most recent call last):
File "CvEventInterface", line 23, in onEvent
File "CvRFCEventManager", line 114, in handleEvent
File "CvRFCEventManager", line 125, in_handleDefaultEvent
File "CvRFCEventHandler", line 779, in onBeginGameTurn
File "Stability", line 1695, in checkImplosion
File "Stability", line 1708, in handleCollapse
File "RFCUtils", line 1014, in pickFragmentation
File "RFCUtils", line 961, in killAndFragmentCiv
File "RFCUtils", line 604, in flipCity
RuntimeError: unidentifiable C++ exception
 
But it also appears that your DLL and Python code aren't from the same revision, that's the only reason I can think of for this sort of problem.

Why don't you update to the current revision and see if the problem remains?

I was in the middle of a save game and hadn't had enough time to update it :p
Is updating now, but maybe I can play it around next Saturday, it's exam week now :)
 
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