ExtraModMod

Here's the text from the PythonErr.log file:

ERR: Call function getModPath failed. Can't find module Lows_Random_Maps_3_0.py
ERR: Call function getModPath failed. Can't find module Ring_World.py
ERR: Call function getModPath failed. Can't find module Smart_Map.py
ERR: Call function getModPath failed. Can't find module Lows_Random_Maps_3_0.py
ERR: Call function getModPath failed. Can't find module Ring_World.py
ERR: Call function getModPath failed. Can't find module Smart_Map.py
ERR: Call function getModPath failed. Can't find module Lows_Random_Maps_3_0.py
ERR: Call function getModPath failed. Can't find module Ring_World.py
ERR: Call function getModPath failed. Can't find module Smart_Map.py
Traceback (most recent call last):

File "CvScreensInterface", line 123, in showHallOfFame

File "CvHallOfFameScreen", line 229, in interfaceScreen

File "CvHallOfFameScreen", line 248, in drawContents

AttributeError: CvHallOfFameScreen instance has no attribute 'infoList'
ERR: Python function showHallOfFame failed, module CvScreensInterface

I found the CvHallOfFameScreen.py files from this version of EMM and the previous version and compared them in WinMerge. The only difference is a bit of text regarding K-mod (the text was missing from the latest version and present in 0.5.0b2). I then made a backup of the newer version of CvHallOfFameScreen.py and copied the older version into the EMM v0.5.0 folder and tried again. The Hall of Fame screen appeared normally, and I re-checked the log file. Only the errors regarding the map scripts remained (I don't really care about those).

As for the CvScreensInterface.py files, there was only a minimal difference between the old and new versions of the file, and that difference appears to be inconsequential since the change made to the other file fixed the problem and the CvScreensInterface item no longer appears in the error log.

Odd that this happened with my installation, but maybe it's the same for everyone and I'm the only player who looks at the Hall of Fame screen :dunno:

Does anyone know why certain BUG features don't work? Changes made to Custom Domestic Advisor are not saved, unit names do not upgrade, number of cities are not displayed... am I alone on these as well?
 
For Custom Domestic Advisor settings the only way I know to get them to save is to change the hardcoded settings themselves. I don't know if editing those files would break multiplayer games or not but the file is CvCustomizableDomesticAdvisor.py
 
I found the CvHallOfFameScreen.py files from this version of EMM and the previous version and compared them in WinMerge. The only difference is a bit of text regarding K-mod (the text was missing from the latest version and present in 0.5.0b2). I then made a backup of the newer version of CvHallOfFameScreen.py and copied the older version into the EMM v0.5.0 folder and tried again. The Hall of Fame screen appeared normally, and I re-checked the log file.

Thank you! I have created an issue to fix this for 0.5.1.

Only the errors regarding the map scripts remained (I don't really care about those).

I think that it is a conflict between MapScriptTools (included in ExtraModMod) and some other map script that you are using.

Does anyone know why certain BUG features don't work? Changes made to Custom Domestic Advisor are not saved, unit names do not upgrade, number of cities are not displayed... am I alone on these as well?

I have never used the two first issues you mention so I honestly can't say much about how they are supposed to work but I'm interested on learning how they should behave and fix them. If I remember correctly the number of cities is disabled by default, but it can be enabled in the BUG options.
 
sorry, OOC: please find my current FRENCH translation of the Civ4gameText_FFH2 .. for French.
I've translated (or corrected) all units, most buildings.
I further translated most civopedia texts that appear before "temple of the Overlords".
(which, to be honest is somewhat only at about 1/5-1/6 of the whole file..; but there is soo much content, and some of those pedia-texts are more than 2 pages long.. Please note that I threw in the towel for the "beltan circle" mini-novellas... they are way too long.)

but I'm submitting it now so that any progress I made since last time is not lost (and helps to improve a bit the play-time of the few remaining french FFH players). (TBH, I didn't progress much since last time, but still translated the equivalent of a few dozens of pages)
 

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you're welcome...
I'll do a further update in ... any time between 1 month and 2 years.

(I checked... last time I worked on this translation and uploaded it here was december 2013... and I only started again to work on it, bit by bit, when bored, since this july. One cannot say that I'm highly efficient... but I gathered that adding a few dozen pages translated now would be better than a hundred translated pages... whenever :D )

/cheers !
 
I encountered an apparently fatal error. Attached is a save in the middle of the fatal error.

The game is letting me save, consult my advisers and move around the map, but its not my turn, and its not letting me move anything.

This is occurring in the middle of what seems to be some kind of strange Kuriorite revolt, but the Kuriorites don't seem to have gotten any techs: their score is 45. Basium (the Kuriorite teammate) just died this turn, and IIRC so did the Lanun. I don't actually know what happened to Basium though.
 

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I encountered an apparently fatal error. Attached is a save in the middle of the fatal error.

The game is letting me save, consult my advisers and move around the map, but its not my turn, and its not letting me move anything.

This is occurring in the middle of what seems to be some kind of strange Kuriorite revolt, but the Kuriorites don't seem to have gotten any techs: their score is 45. Basium (the Kuriorite teammate) just died this turn, and IIRC so did the Lanun. I don't actually know what happened to Basium though.

Do you have the BBAILog file? It would be quite helpful for checking how the game reached that point.
 
Where would it be?
 
On "C:\Users(USERNAME)\Documents\My Games\Beyond the Sword\Logs\BBAILog - (PLAYERNAME).log". If I remember correctly I enabled it to appear always even when logging is not explicitly enabled. If you played any other game with the same PLAYERNAME since you got that issue then the log will have been overwritten.
 
For whatever reason, I don't have that log. I haven't had a chance to play so it hasn't been overwritten yet
 
Hi,

here are 2 things, one might be a bug or a feature, I'm not sure. The other is just a general question.

1. In the attached savegame, my army is standing right next to Dis. An army of the Ljolsafar is standing right next to mine. The current peace treaty with the Ljols says that it can be ended only in 6 turns. But upon ending the current turn, the Ljols will declare war on me, their army will march onto mine's tile and my army will be pushed back into my own territory, but currently it is standing in the Infernal's lands. The Infernals don't surrender to the Ljols, either, so I don't have a clue what's happening.
One thing I tried is to use World Builder to remove the 2 Paladins from the Ljol's stack, that seems to resolve this issue. But I couldn't find anything in the Paladin's description that it might cause an Auto-DOW. Or is it tied to the fact that the Ljols are with Basium and his folks ?

Would be great if somebody could explain to me what is happening here, it seems a little odd :)

2. Throughout the same savegame I have been gifted technologies left and right. Not from other Civs, but just like that, without anything happening on the map, either. I.e., I didn't stumple onto any goodie huts or into lairs. Technology propagation is enabled for this game. Might this be causing it ?

Thanks for (hopefully) explaining this one, too :D
 

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Hi terken,

I didn't notice if you did, but did you take into account the "recent" (september) changes in EitB for balancing purpose ?
(I kinda remember that you used to start from EitB balancing, and add on it).

I noticed in particular the following :
• Lairs:
- Any military unit can explore Graveyards and Shipwrecks. (No Workboats!)
- Only Level 2+ units can explore Barrows and Ruins. (2XP minimum)
- Only Level 3+ units can explore Goblin Forts and Dungeons. (4/5XP minimum)
- Only Level 4+ units can explore Unique Features. (8/10XP minimum)
- Epic Lairs take 3 turns to explore, all other lairs take 1 turn to explore (exploration triggers at start of next turn
nice no ?
• Naval Promotions:
- Longshoreman now loses one combat (instead of one cargo)
- Buccaneers now loses one cargo (instead of one move)
- Skeleton Crew now loses one combat, gains two cargo
• Monks gain Drill 1, Mobility 2, lose 2 base moves
• Monks can now upgrade to all Priests
• Number of turns between revolts reduced to 8 (so two can be fit in Gold Age)
• Elephants go to 60h (still unbuildable, but cost to upgrade to WE is reduced substantially)
and many small-ish cost changes or required tech move and small effects...Etc
 
For whatever reason, I don't have that log. I haven't had a chance to play so it hasn't been overwritten yet

Okay... Prior to the release of 0.5.1, I will run some automated tests with Revolutions activated in order to see if I am able to reproduce this issue :)

Would be great if somebody could explain to me what is happening here, it seems a little odd :)

I didn't have the chance to sit down and look at this savegame, and I will not have it either for at least a week or two. I have made a note to check why that happened before 0.5.1. If in that time someone can check what is happening for sure that would be deeply appreciated.

Bear in mind that some ingame events (such as building The Draw as the Illians or entering a permanent alliance) can trigger a war. Causing damage to units of other civilizations by indirect means (such as the aura of the Meshabber of Dis) can also trigger war. Could any of those have been the case?

2. Throughout the same savegame I have been gifted technologies left and right. Not from other Civs, but just like that, without anything happening on the map, either. I.e., I didn't stumple onto any goodie huts or into lairs. Technology propagation is enabled for this game. Might this be causing it ?

Yes, that is caused by technology propagation. I wonder if I should disable the "small increases to technology every turn" part of technology propagation and leave only the research bonuses caused by diplomatic treatries.

Hi terken,

I didn't notice if you did, but did you take into account the "recent" (september) changes in EitB for balancing purpose ?
(I kinda remember that you used to start from EitB balancing, and add on it).

I usually merge Erebus in the Balance changes at some point during the development of a new major version. ExtraModMod 0.5 includes most EitB changes up to v11, but it does not include the changes from v12. I plan to review and merge them for ExtraModMod 0.6, so that is going to take some time :)
 
Bear in mind that some ingame events (such as building The Draw as the Illians or entering a permanent alliance) can trigger a war. Causing damage to units of other civilizations by indirect means (such as the aura of the Meshabber of Dis) can also trigger war. Could any of those have been the case?
Maybe it was the paladins in the Ljolsafar's stack. Because their stack moved onto the same tile where my stack was standing. But I only needed to remove the paladins from their stack via worldbuilder to fix it.

Yes, that is caused by technology propagation. I wonder if I should disable the "small increases to technology every turn" part of technology propagation and leave only the research bonuses caused by diplomatic treatries.
So I had the wrong understanding of technology propagation. I thought it was only about the research bonus, not an extra amount of beakers towards other techs.
In a previous game, I didn't notice this, but there I was the by far leading nation. In my current game I feel that I have been really helped out by the extra techs I was gaining this way, so maybe it is indeed a bit too strong.
 
Is it intended that free missionary units given by discovering religious tech have a chance of failure when spreading that religion to a city which already has another religion?
 
it has always been the case for missionary units in FFH.

However, some mods added an "100%success" to the free missionaries.
I don't know if Emm has installed such effect.
 
Maybe it was the paladins in the Ljolsafar's stack. Because their stack moved onto the same tile where my stack was standing. But I only needed to remove the paladins from their stack via worldbuilder to fix it.

That is quite weird; paladins should not be able to automatically trigger wars. Maybe there is something else that allows the Ljosalfar to declare war when they shouldn't be able to, but without their Paladins the AI does not feel strong enough to start the war.

Is it intended that free missionary units given by discovering religious tech have a chance of failure when spreading that religion to a city which already has another religion?

It is not intended. In ExtraModMod, missionaries obtained via technologies obtain a promotion which guarantees 100% spread chance. This is not working on 0.5.0 because of the same error that caused one of your previous reports; the "can spread religions without chance of failure" property gets initialized randomly. This is already fixed and will appear in 0.5.1.
 
This bug has happened in few cases - a newly built city doesn't count the hammer from the city itself.

I have no idea what's causing it.
 

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  • Civ4ScreenShot0000.JPG
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This bug has happened in few cases - a newly built city doesn't count the hammer from the city itself.

I have no idea what's causing it.

You sure this is not caused by a civic increasing the cost of "military units"? Dont know about EMM but in MNAI work boats are affected by that. You should be able to see it by mousing over the "0 production" hammer.
 
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