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Yes I have a save game and log file plus mindump in the AND2.0 Bug thread.

In every instance of the CTDs with Barb World On the PythonDbg file will have those last 2 entries;
ex.
PY:City Acquired Event: Duisburg
PY:City Razed Event: Duisburg

So if I load the turn up that CTDs and go into WB find that city listed and just give it 2 pop instead of 1 the CTD doesn't happen. (of course it doesn't happen either if I delete the Barb attackers but that's counter to what is the problem from what I'm seeing and trying to use).

JosEPh

Edit: PythonDbg file attached.
Edit2: PythonErr log was empty.
 
Oh, that is right Afforess made a tag so that we use instead for all unit that require a state religion present in the city. So we don't need that code SO or a new tag Tbrd
I kinda suspected that we had it already...
 
@JosEPh_II with a mod using the BUG system of event management all we need do is look for the particular python file being used and check the differences in the onRaiseCity event. I'll have a look.

Edit great someone changed the tab size in one of the versions and since white space is code in python not one line in our version matches a line in the AND version. - oops I am checking against AND 1.75 not 2. :(
 
@JosEPh_II with a mod using the BUG system of event management all we need do is look for the particular python file being used and check the differences in the onRaiseCity event. I'll have a look.

Edit great someone changed the tab size in one of the versions and since white space is code in python not one line in our version matches a line in the AND version. - oops I am checking against AND 1.75 not 2. :(

Thanks DH for looking at this. Can you point me in the direction of what Python File I should be looking into (not that I'll be able to see a problem) but at least for reference.

JosEPh :)
 
Thanks DH for looking at this. Can you point me in the direction of what Python File I should be looking into (not that I'll be able to see a problem) but at least for reference.

JosEPh :)

I was looking at Python/Revolutions/Gameready/BarbarianCiv.py but that is not doing the raise city so it must be in another file. :(
 
I was looking at Python/Revolutions/Gameready/BarbarianCiv.py but that is not doing the raise city so it must be in another file. :(

The only ones i can find all the way back to CivIV is canRazeCity?
 
Well 1st the Barb tries to Acquire the City and then Razes the City. The Barb is not allowed to capture 1 pop Cities. If I increase the Razed City's pop to 2 there is No CTD. The Barb Still razes the city though. So somewhere there is a threshold for When a Barb can Capture a city. Is it size 3?

We do not have this problem in C2C as Barb World was fixed several version ago.

Would the Game set up Option Barb Always Raze be somehow conflicting with Barb World? I'm grabbing for straws now.

JosEPh
 
OK, I have been reworking the Silk Road to use a Python routine that will connect your capital with the largest city on the same continent, regardless of where it is. I've got it to work so far, but there is a problem in that I don't know which pathing flag will allow the path to go through territory that is unexposed. I am currently using PathingFlags.MOVE_IGNORE_DANGER + PathingFlags.MOVE_THROUGH_ENEMY and feeding generatePathForHypotheticalUnit a Spy unit so it can move in the most direct route (even through barbarian territory), but that works only if you have already seen the target city.

What flag will allow the path to go through squares that aren't exposed?
 
I love the fact that there are so many religion choices in this game, really I do... however... some of them seem to lack in flavor. (several are simply a male&female missionary unit, a temple, a missionary training facility, and a Holy Site.) If someone where to take a little time, each religion could easily have some special buildings, units, and promotions... and if these things can't be worked out... why keep it. I love the complexity of this mod, but some of these religions seem like meaningless fluff to give a player who failed to make it to the religious tree before the middle ages a reason to have a holy city.

For example, Jainism. This could easily be fixed by adding a few buildings and a unit. They should have high +:mad: War penalties as one of the main values of Jainism is Ahimsa or non-violence. +:science: should feature heavily as well as they also value the seeking of knowledge. The principles of Satya (Truthfulness) and Asteya (Non-stealing) would indicate a penalty to Espionage and a reduction of crime.

The protection of all living things and the cultural tendency towards self-control and abstinence could be easily reflected by a civilian (guard) unit or a promotion available after Combat I that reduces both crime and disease.

These ideas came from quickly glancing through the Jainism wikipedia article.
=============================================================
Next topic. I'm pretty sure that I understand the reasoning of separating the religions from the regular technologies. However, if you're playing with the game option that prevents founding multiple religions, this technologies reduce your G.Priests to near uselessness (except being settled in a city as at G.Priest specialist) very quickly. It's especially bad as at one point during the middle ages I spent a significant amount of time researching through the various religions to gain no benefit besides being able to use my G.Priests to pop for other techs.

I'm not sure exactly how to do it, but it'd be great if having that game option on caused the various religion techs to prevent the research of other religious technologies. (For example if I have researched Buddhism, it would block Hinduism, Islam, Christianity, Naghulism, Scientology, etc.)

(This would also make the 'Choose religions' option more awesome as well.)
==============================================================

This is a request for information:
Can someone explain the mechanics of the Crime property? (or link me to a thread where it has already been explained?) I get the basics of some buildings adding crime and others reducing it, but the passive growth of crime escapes my understanding. Also, the Police promotions do not seem to be working the way they appear to be intended. After several games, I've ceased to promote guard units past the Police I that they come with because the crime rate does not drop more than the -5 from that promotion + the unit's basic crime reduction (-5/-10/-15,etc)

----------------------------------------------------------------
(Yes, this is my first forum post on Civfanatics. The sheer awesome factor of C2C was enough for me to make an account to be able to communicate with the team. I've done some work on the FFH2 Modmod Master of Mana (MoM) found at MasterofMana.com, but haven't tried to tweak anything in C2C yet.... YET.)
 
OK, I have been reworking the Silk Road to use a Python routine that will connect your capital with the largest city on the same continent, regardless of where it is. I've got it to work so far, but there is a problem in that I don't know which pathing flag will allow the path to go through territory that is unexposed. I am currently using PathingFlags.MOVE_IGNORE_DANGER + PathingFlags.MOVE_THROUGH_ENEMY and feeding generatePathForHypotheticalUnit a Spy unit so it can move in the most direct route (even through barbarian territory), but that works only if you have already seen the target city.

What flag will allow the path to go through squares that aren't exposed?

None currently. I'd need to add a flag (and a little supporting code) for that.
 
I love the fact that there are so many religion choices in this game, really I do... however... some of them seem to lack in flavor. (several are simply a male&female missionary unit, a temple, a missionary training facility, and a Holy Site.) If someone where to take a little time, each religion could easily have some special buildings, units, and promotions... and if these things can't be worked out... why keep it. I love the complexity of this mod, but some of these religions seem like meaningless fluff to give a player who failed to make it to the religious tree before the middle ages a reason to have a holy city.

For example, Jainism. This could easily be fixed by adding a few buildings and a unit. They should have high +:mad: War penalties as one of the main values of Jainism is Ahimsa or non-violence. +:science: should feature heavily as well as they also value the seeking of knowledge. The principles of Satya (Truthfulness) and Asteya (Non-stealing) would indicate a penalty to Espionage and a reduction of crime.

The protection of all living things and the cultural tendency towards self-control and abstinence could be easily reflected by a civilian (guard) unit or a promotion available after Combat I that reduces both crime and disease.

These ideas came from quickly glancing through the Jainism wikipedia article.

Welcome to C2C and CF. Yes Jainism and Sikhism were added without any extras. I just never got back to them :(
 
Welcome to C2C and CF. Yes Jainism and Sikhism were added without any extras. I just never got back to them :(

I was thinking of taking a poke at Jainism since I have some ideas on that... If I finish anything and it looks fairly balanced, I'll see about sending it your way for review/adding to the mod/etc.

Edit: My only issue would be artwork. I have minimal GIMP skills and that about it. I'm more a programmer than an artist. (I'm taking classes at the moment for a degree in computer programming)
 
I was thinking of taking a poke at Jainism since I have some ideas on that... If I finish anything and it looks fairly balanced, I'll see about sending it your way for review/adding to the mod/etc.

Edit: My only issue would be artwork. I have minimal GIMP skills and that about it. I'm more a programmer than an artist. (I'm taking classes at the moment for a degree in computer programming)

Just let me know what you need there.
 
Can someone tell me where I can find the healthcare units in the XML? I don't see any of them in C2C's unitinfos file.
 
Can someone tell me where I can find the healthcare units in the XML? I don't see any of them in C2C's unitinfos file.

Look in Assets\Modules\OrionsMods\GreatDoctorHealthCareMod. They are all in that folder. (Trying to find something in the Modules can be a pain sometimes. I use Agent Ransack.)
 
How to I get an #ifdef to turn on and compile correctly? I'm trying to enable the SCALE_CITY_LIMITS conditional compile, but even after adding that to the makefile and restarting Visual Studio the code there in the code viewer is still greyed out and as far as I can tell it isn't compiling. Is there something that I missed?
 
I have been trying to put the Heroes screen back into the pedia but it has a bunch of python errors.
Did it used to work?
If so has the dll changed so that the CyGlobalContext object no longer has the hero attribute getHeroInfo
 
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