Khadil Okharim
Chieftain
Is there any chance to see which trait is currently working as Perpentach? - Beside the effects of course. After buildung my first unit I discovered being defender.
eerr said:that's the error i got when i figured out patch e broke savegames...
mervvyn said:woodelf, i've used the PLE before and gotten that bug. It's listed on 12monkeys' to-do list in the PLE thread in mod components, but he hasn't updated for a while. it's kinda annoying though, but I would say having the PLE in FfH is worth it.
I don't think you need to alt-tab, try selecting a unit, getting the litle pop-up and then unselecting, my memory may be wrong though.
PS. Kael, how many more releases do you think there will be in 0.1x before 0.2? thanks...
edit: don't worry, just saw the changelog thread
Khadil Okharim said:Is there any chance to see which trait is currently working as Perpentach? - Beside the effects of course. After buildung my first unit I discovered being defender.
Fader55 said:Again playing as Malakim, this time Patch F, I can still upgrade my lightbringers to Rangers, both with no religion & with the order.
Fader
kzoocauchy said:+100% is from combat V, +25% is from Orthus's axe. Any straight up strength increases (Orthus's axe, enchanted weapons, blessed) are listed cumulatively. Traits applying to terrain defense or unit-type specific are listed separately.
that's not quite how it works - you get 20% for each combat promotion (total +100%), and a separate +25% from Orthuss' axe, totalling 125% only if you have Combat V and the axe. A conscript with the axe only gets +25% (assuming they don't have any other strength promotions), but that strength bonus would make it easier to get xp. Hopefully that makes more sense...Mordi said:Seems kinda strange that an elite unit with combat V has less use (ie gets +25%), than a conscript without any promotions (+125%).
It effectivly makes the item "useless" for well promoted units, and it reduces the flavour of looking after your unit with the grandest of weapons.
Just my opinion....
Fader55 said:Patch G playing as Grigori was never given the chance to pick for the Adaptive trait, mousing over the flag just lists Adaptive. Started in the "classical" era if that makes a difference.
Fader
Kael said:It comes, you just have to wait for it. It doesnt happen on game start like it did in the last version (I wanted to give players a chance to play for a while before deciding). The actual turn it hits on is effected by the start era and the gamespeed. In your save it hits at about 35 turns in.
BTW: interesting map.
The quickest way, in my experience, to get rid of the PLE "unit info echo" is to mouse-over a unit icon just above the PLE buttons (of course, this means you need to have a unit selected). This replaces the echo with the new unit info, which then disappears as it should when the mouse-over changes.woodelf said:Thanks mervvyn. I was hoping it just wasn't my computer or graphics card. It's really annoying, but when it was gone I loved the PLE.
screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) )
if (fMaxMoves):
screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) )
else:
screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float(1.0) )
# Find out our resolution
## 12monkeys - PlotList Button Enhancement - begin 3/12
## xResolution = screen.getXResolution()
## yResolution = screen.getYResolution()
## screen.setDimensions(0, 0, xResolution, yResolution)
self.pOldPlot = 0 # *** Add this line ***
self.xResolution = screen.getXResolution()
self.yResolution = screen.getYResolution()
fMaxMoves = float(pLoopUnit.baseMoves() + pLoopUnit.getExtraMoves() + pLoopUnit.getExtraMoveDiscount())
fMaxMoves = float(pLoopUnit.baseMoves())
blitz can be very powerful if your unit can get 100% odds attacking twice in one turn...Mordi said:Seems kinda strange that an elite unit with combat V has less use (ie gets +25%), than a conscript without any promotions (+125%).
It effectivly makes the item "useless" for well promoted units, and it reduces the flavour of looking after your unit with the grandest of weapons.
Just my opinion....
vorshlumpf said:The quickest way, in my experience, to get rid of the PLE "unit info echo" is to mouse-over a unit icon just above the PLE buttons (of course, this means you need to have a unit selected). This replaces the echo with the new unit info, which then disappears as it should when the mouse-over changes.
I agree that this bug is nothing compared to the advantages of using the PLE - I've missed it ever since moving to FfH so I added it once .15 was released. I came across a bug with PLE/FfH. I got a divide by zero error when I summoned my first Guardian Vines. My fix solved the problem, so I'm assuming I got it right. Looking at the files for patch G (I haven't patched for 0.15 yet since I have so many Mods added and I'm still in the middle of a good game), here is the problem:
In \Assets\python\screens\CvMainInterface.py, line 1137, we have:I fixed it by adding an if statement as follows:Code:screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) )
I'm not a Python coder, so I'm not sure if there is a prettier way to deal with it.Code:if (fMaxMoves): screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float( fCurrMoves ) / float( fMaxMoves ) ) else: screen.setBarPercentage( szStringMoveBar, InfoBarTypes.INFOBAR_STORED, float(1.0) )
Hidden within the 12Monkeys thread for the PLE are a couple of other fixes. One is a pOldPlot problem; apparently it causes an issue when you quit to the main menu and try to start another game. The fix listed would go near line 1860 as follows:Code:# Find out our resolution ## 12monkeys - PlotList Button Enhancement - begin 3/12 ## xResolution = screen.getXResolution() ## yResolution = screen.getYResolution() ## screen.setDimensions(0, 0, xResolution, yResolution) self.pOldPlot = 0 # *** Add this line *** self.xResolution = screen.getXResolution() self.yResolution = screen.getYResolution()
There is also an error when calculating the moves remaining for a unit, a fix for which was mentioned in the original mod thread. The problem is said to be in the line 1133 (from your base CvMainInterface file) which is:
Apparently, baseMoves() retrieves all moves, including bonuses and such, so the line should only read:Code:fMaxMoves = float(pLoopUnit.baseMoves() + pLoopUnit.getExtraMoves() + pLoopUnit.getExtraMoveDiscount())
Code:fMaxMoves = float(pLoopUnit.baseMoves())
I made the above changes to my code and all is well from what I can tell.
Thanks for adding the PLE! Now I don't have to re-add the code with every patch![]()
- Niilo
QES said:What is this: Added in 12monkeys excellent PlotListEnhancment modpack (it is truely cool). ?
-Qes
eekhoorn said:Adaptive trait doesn't seem to work - playing as Varn and only have Creative... I got the option to choose my second trait somewhere near the beginning, chose Spiritual but didn't get that trait. (Still got anarchy turns)
Been playing for 400+ turns since then, with only the creative trait (that's what it says when I mouseover the flag left to the map), definitly no financial trait active either![]()
Never got the option to pick a new trait after the first time, either.
I can provide a screenshot or savegame if wanted..