Final Fixes Reborn

Is there somewhere that tells us which SVN commit we're playing with? I installed mine about two-and-a-half weeks ago and haven't updated it since then, so I don't know how out of date it is or whether bug reports and python exceptions from that revision are useful any more.
 
the missing interface is a symptom of a demonic python bug that i know not how to replicate or to fix, since it pops at random for some people, mostly people with the steam version, but it's known to have happened to the non-steam version too.

ok, new plan, any people with the python bug, i want to know your OS, the full path of the install folder, steam or not steam, mod version, options used, and any other particular you may think of

I load the game through steam, using the Original Release beta. I then load the mod through the Civ 4 menu.

D:\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword

As for options, I start a custom game, and normally select all victories besides time and quick victories. I change which playing options I pick, but typically I stick with Permanent Alliances, Blessings of Amathaon, and Wild Mana. I'm a fan of the idea of flexible difficulty, but I'm not sure it works right, as I only ever see my difficulty rise, even when I'm in the bottom 3. So I don't pick it every time. Just tried it again, same thing happened. Updated to latested revision (300), no change. Also, sometimes I have issues where terrain features don't even pop up.

I've basically had to take a break from playing, since it's fairly unplayable as of right now. Hoping that it will be able to be fixed though.
 
Is there somewhere that tells us which SVN commit we're playing with? I installed mine about two-and-a-half weeks ago and haven't updated it since then, so I don't know how out of date it is or whether bug reports and python exceptions from that revision are useful any more.
history of the svn revisions is here: https://sourceforge.net/p/ashesoferebus/code/300/log/?path= though i must admit i should do more effort on the changelog
I load the game through steam, using the Original Release beta. I then load the mod through the Civ 4 menu.

D:\Steam\steamapps\common\Sid Meier's Civilization IV Beyond the Sword

As for options, I start a custom game, and normally select all victories besides time and quick victories. I change which playing options I pick, but typically I stick with Permanent Alliances, Blessings of Amathaon, and Wild Mana. I'm a fan of the idea of flexible difficulty, but I'm not sure it works right, as I only ever see my difficulty rise, even when I'm in the bottom 3. So I don't pick it every time. Just tried it again, same thing happened. Updated to latested revision (300), no change. Also, sometimes I have issues where terrain features don't even pop up.

I've basically had to take a break from playing, since it's fairly unplayable as of right now. Hoping that it will be able to be fixed though.
what os are you using ? (if it's seriously recurring for you at the moment, i suggest that you play the non-svn version, it seems to happen much less often there)
 
history of the svn revisions is here: https://sourceforge.net/p/ashesoferebus/code/300/log/?path= though i must admit i should do more effort on the changelog
what os are you using ? (if it's seriously recurring for you at the moment, i suggest that you play the non-svn version, it seems to happen much less often there)

Windows 10. Yea, I remember that I didn't have these problems until moving to SVN, but I figured there were important fixes in the svn
 
Thanks, but I was really wondering if one of the downloaded and installed files might include info about which revision it was.

Anyway, the date on my AoE files says August 13, so must be revision 298.

If you used an SVN tool to check out the files (rather than download them via a web tool), it will have some way of showing the commit log of the repository. For example, with TortoiseSVN installed and added to the context menu:
  1. Open the Explorer and navigate to your Ashes of Erebus folder.
  2. Right click to open the context menu.
  3. Select "TortoiseSVN > Show log"
  4. In the list, your current revision is shown in bold text.
 
If you used an SVN tool to check out the files (rather than download them via a web tool), it will have some way of showing the commit log of the repository. For example, with TortoiseSVN installed and added to the context menu:
  1. Open the Explorer and navigate to your Ashes of Erebus folder.
  2. Right click to open the context menu.
  3. Select "TortoiseSVN > Show log"
  4. In the list, your current revision is shown in bold text.

I've used TortoiseSVN, so that worked perfectly, thanks.

When you right-click, one of the TortoiseSVN options is "Update to revision..." Is that the easiest way to update to the latest revision (once I've done the "Show log" to see what the latest revision is), or is it better to delete what I have and do a fresh install?
 
The scions problem was the inability of awakened to join a city. It seems to potentially be linked to a problem with casting spells in general. Seems someone a page or so back was having the same problem.
 
When poking around the spell code, I found that there is a possibility for promotions to extend the range of your (non-summoning) spells. It's currently not used by any promotions, though, probably because certain spells grow exponentially more powerful the wider area they cover (coughblindinglightcough), and the Spell Extension promotions are available right from the start for newly built Arcane units. At the same time, several spells would be very nice to widen, such as Sanctify or Vitalize. In fact, Vitalize is an odd one out, as its Python callback counts your number of Spell Extension promotions and adds this to its range, meaning you can cover up to a radius 3 circle with each casting of the spell, saving your Archmage a lot of casting time.

All in all, is this a mechanic we want to use in any form? I'm thinking of adding for example a level 10 promotion (putting it at the same power level as Twincast) which increases the spell range by +1...
 
Went back to Revision 299 , no problems with that SVN version, but the 300 caused alot of trouble: missing interfaces and dialogue options, sudden crashes, not situational fitting events etc.
 
i want to streamline all of that at some point, yeah.

I've been going over the spell Python, making the requirements match the results and standardising the code a bit, and I was thinking of making the Python callbacks more aware of the spells they belong to. In the context where the callbacks are evaluated, the variable spell exists alongside pCaster, so it's possible to pass the XML infomation to the callbacks. This would, among other things, make it possible to use values set in the XML, such as the range, inside the Python code.
 
Went back to Revision 299 , no problems with that SVN version, but the 300 caused alot of trouble: missing interfaces and dialogue options, sudden crashes, not situational fitting events etc.
This bug makes no sense to me whatsoever... this is so tiring.

I've been going over the spell Python, making the requirements match the results and standardising the code a bit, and I was thinking of making the Python callbacks more aware of the spells they belong to. In the context where the callbacks are evaluated, the variable spell exists alongside pCaster, so it's possible to pass the XML infomation to the callbacks. This would, among other things, make it possible to use values set in the XML, such as the range, inside the Python code.
It's already possible by calling the info for the spell, but your way is easier, yeah
 
When poking around the spell code, I found that there is a possibility for promotions to extend the range of your (non-summoning) spells. It's currently not used by any promotions, though, probably because certain spells grow exponentially more powerful the wider area they cover (coughblindinglightcough), and the Spell Extension promotions are available right from the start for newly built Arcane units. At the same time, several spells would be very nice to widen, such as Sanctify or Vitalize. In fact, Vitalize is an odd one out, as its Python callback counts your number of Spell Extension promotions and adds this to its range, meaning you can cover up to a radius 3 circle with each casting of the spell, saving your Archmage a lot of casting time.

All in all, is this a mechanic we want to use in any form? I'm thinking of adding for example a level 10 promotion (putting it at the same power level as Twincast) which increases the spell range by +1...

Honestly, I'd say just tie it into Spell Extension like the spells used to be. Otherwise it should really just be called Summon Mobility, since that's all it's really doing.
 
the easiest way is to just right click on the folder and choose update. update to revision allows you to choose what reviqion to update to

Thanks, that makes it easier.

Do revisions typically break saved games? I know the purpose of the SVN is playtesting and feedback, so it' sokay i they do, but just wondering. It would be good to know if a saved game is crashing on re-load because it's incompatible with the latest revision rather than for some other reason.

Also, I've seen some people mention deciding to go back to earlier revisions. Is that done the same way, ie, right-clicking on the folder, choosing update, and then choosing an earlier revision?

Thanks.
 
It's already possible by calling the info for the spell, but your way is easier, yeah

That requires the callback to know the name of the spell, though, which means you can't use the same callback for multiple spells with different parameters.

That said, my experimentations with spell range had to be put on hold because CvSpellInfo::getRange() isn't exposed to the Python.

Also, I've seen some people mention deciding to go back to earlier revisions. Is that done the same way, ie, right-clicking on the folder, choosing update, and then choosing an earlier revision?

The answer to this is actually in the quote you responded to. You use "TortoiseSVN > Update to revision..." instead of "Update", but you got the gist of it, yes.
 
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The answer to this is actually in the quote you responded to. You use "TortoiseSVN > Update to revision..." instead of "Update", but you got the gist of it, yes.

Well, the word "update" inherently suggests moving on to something newer, so I just wanted to clarify that the same mechanism could be used to go back to an earlier revision and that "updating" to an earlier revision wouldn't cause problems. So thanks for the confirmation.
 
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