Enhanced foreign advisor

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elhoim said:
Here I translated the text info in spanish. I didn´t test it, but I think it will work fine...

Thanks, I added it and uploaded the new zip file.

elhoim said:
Could you put how much gold each civ has in the technologies tab? Because it is a mayor factor in choosing who to trade a technology with (besides attitude). It would also be great to include in the resource tab how much gold per turn a civ is willling to trade

I haven't followed this closely but I thought that the values for gold an gold/turn were either incorrect or unavlailable.
 
Supreme & Requies -- It'd be great to merge your work, as others above have commented on. I've run into the same problem with the 'pedia that you ran into here: that there's no way to both make a scolling list AND have icons + text; the two don't play well together. I hadn't appreciated how hard these changes were until I took the code on myself! You guys are doing great work--keep it up!
 
When I installed this mod I got the following errors when clicking on the resource and tech screens.

Resource Screen
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 87, in showForeignAdvisorScreen

  File "CvForeignAdvisor", line 234, in interfaceScreen

  File "CvForeignAdvisor", line 257, in drawContents

  File "CvForeignAdvisor", line 524, in drawResourceDeals

  File "IconGrid", line 143, in createGrid

  File "IconGrid", line 285, in addControls

AttributeError: 'NoneType' object has no attribute 'getPath'
ERR: Python function showForeignAdvisorScreen failed, module CvScreensInterface

Tech Screen
Code:
Traceback (most recent call last):

  File "CvScreensInterface", line 87, in showForeignAdvisorScreen

  File "CvForeignAdvisor", line 234, in interfaceScreen

  File "CvForeignAdvisor", line 259, in drawContents

  File "CvForeignAdvisor", line 628, in drawTechDeals

  File "IconGrid", line 143, in createGrid

  File "IconGrid", line 285, in addControls

AttributeError: 'NoneType' object has no attribute 'getPath'
ERR: Python function showForeignAdvisorScreen failed, module CvScreensInterface

I have also attached screenshots in case it makes it easier to see the problem.
 

Attachments

  • Resource.JPG
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  • Tech.JPG
    Tech.JPG
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To resnod:
The line that is causing the error loads the scroll button. So I think you have a problem with your cache. Maybe you should try clearing it (hold down shift when the mod is loading).

To Sevo:
Apperently there are still some errors in my code so its probably best to keep the two mods seperated until my code is more stable.

Sevo said:
I've run into the same problem with the 'pedia that you ran into here: that there's no way to both make a scolling list AND have icons + text;

I've started working on a new military advisor and I think I have actually found a way to achieve what you need for your mod. The code isn't finished yet but it looks promising. I will probably be posting my results in a few days.
 
SupremeOverlord said:
The line that is causing the error loads the scroll button. So I think you have a problem with your cache. Maybe you should try clearing it (hold down shift when the mod is loading).

I did what you suggested, but the problem still exists. Is there a way that you know of to clear the cache manually?

Also I don't know if this is important, but I was one of those that needed to extract the FPK file so the engine could initialize.
 
i have the same problem, as reznod. I've also deleted cache manually from the folder "C:\Dokumente und Einstellungen\xxx\Anwendungsdaten\My Games\Civilization4\cache\" (german windows...)
so, the problem exists...
 
I have the same problem. Or at least the same symptoms. I haven't had a chance to look into the python error logs yet, but I do see the empty resource screen with no buttons to switch to technologies, active trades, etc.

I run the game in 1280x1024 resolution. I don't know if that has anything to do with it, but since you mentioned that you're calculating the layout manually, that seems like a possible problem area.
 
SupremeOverlord said:
After deleting and reinstalling my mod I'm having similar problems. But I'm to tired to try and solve this problem, so it will have to wait until tomorow.

I think the problem is that the ArtFileMgr object doesn't look for the art files in your XML file. I've been doing some merges of your files and when I tried it with the old (1215) XML file it worked, but when I was using the new (1218) XML file it doesn't seem to grab the data from it....

BTW, I copied over some stuff, but can't seem to find the scroll control functions. Could you point me in the direction of that function?

ED: Never mind about the scrolling. I found it.

Thanks,
Req
 
SupremeOverlord said:
Thanks, I added it and uploaded the new zip file.



I haven't followed this closely but I thought that the values for gold an gold/turn were either incorrect or unavlailable.

This is unfortunately correct. I was able to calculate the general formula for gold available for trade, but unfortunately, I don't have a way to calculate based on the information the engine gives us.

Therefore, I'm going to have to take the gold out of the Exotic Foreign Advisor for now.

Req
 
Requies said:
I think the problem is that the ArtFileMgr object doesn't look for the art files in your XML file. I've been doing some merges of your files and when I tried it with the old (1215) XML file it worked, but when I was using the new (1218) XML file it doesn't seem to grab the data from it....

Using the older file seems to do the trick, the problem is that that file is a complete copy of the original "CIV4ArtDefines_Interface.xml". But I'm still going to use it for now.

If anybody knows why an xml file with only the changes/additions needed for this mod doesn't work please let me know.
 
Therefore, I'm going to have to take the gold out of the Exotic Foreign Advisor for now.

Keep it, at least it gives you an aproximate on how much gold they have. It may not be exact but...
 
I do not know if it is just me.
But soemhow this is not working properly for me now with the latest patch v1.52 :(
 
Requies said:
This is unfortunately correct. I was able to calculate the general formula for gold available for trade, but unfortunately, I don't have a way to calculate based on the information the engine gives us.

Therefore, I'm going to have to take the gold out of the Exotic Foreign Advisor for now.

I've noted that the standard Foreign Advisor of patch 1.52 shows the "gold available" in techs screen and the "gold per turn available" in resources screen, so maybe now you can solve this problem.
 
Kilim said:
I do not know if it is just me.
But soemhow this is not working properly for me now with the latest patch v1.52 :(

I confirm that this mod is not compatible with the 1.52 patch.
It seems to be easy to simply ensure compatibility, but I think that SupremeOverlord may be interested in releasing a new version of his mod. including in it the new features introduced by this patch, in particular the "gold available"/"gold per turn available" info.

So the "definitive" Foreign Advisor will be obtained. ;)
 
So the "definitive" Foreign Advisor will be obtained.

Don´t forget the "glance" feature of Requies!!
 
Cammagno said:
...but I think that SupremeOverlord may be interested in releasing a new version of his mod. including in it the new features introduced by this patch, in particular the "gold available"/"gold per turn available" info.

I have finished this new version and I will upload it in a few minutes.

Pawel said:
It reports techs as 'will trade' even though they later turn out to belong to be 'will not trade'...

I've tested it with my savegames and I haven't noticed a problem. Can anyone confirm that this happens and maybe post a savegame?
 
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