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Neither of them make sense!

The first one is valid Python but does absolutely nothing (sets player to X, then IF <promotion condition> set it to the same X again, so the conditional is irrelevant).

The second one is invalid Python since the 'if' has no statement to execute due to it havign been commented out

No idea. What's not working about it?

Then what was that comment about "Neither of them make sense" all about above??

In this post:
http://forums.civfanatics.com/showpost.php?p=11703517&postcount=257

one works but the other one doesnt, but when i change the one that DoesNT work to the one that does work, i get python errors:crazyeye: but its the same thing?? Then when i change it back no error in those lines, but it doesnt work either??
 
Then what was that comment about "Neither of them make sense" all about above??

In this post:
http://forums.civfanatics.com/showpost.php?p=11703517&postcount=257

one works but the other one doesnt, but when i change the one that DoesNT work to the one that does work, i get python errors:crazyeye: but its the same thing?? Then when i change it back no error in those lines, but it doesnt work either??

The fragments you posted didn't make sense (either of them), but they do in the wider context. I'd guess you have a tabs vs spaces problem and the indentation is not what it appears to be when yo copy from one to the other.
 
The fragments you posted didn't make sense (either of them), but they do in the wider context. I'd guess you have a tabs vs spaces problem and the indentation is not what it appears to be when yo copy from one to the other.

ahhh now that makes more sense, thx, i will look at that.
 
If you ask me it is your indentation. By removing the if statements you have made the code all part of the previous if statement! In this case that code is now all part of the if pWinner.isHasPromotion(giSneakPromotion):
code block. What are you trying to achieve? If you are trying to see if the code is active then put trace prints in. I an fairly certain it is working or was when I tested it last.

BTW should I update this code with the removal of the "Real Religion Spread" option that you (SO) wanted removed for v25 or do I leave it until v26?
 
If you ask me it is your indentation. By removing the if statements you have made the code all part of the previous if statement! In this case that code is now all part of the if pWinner.isHasPromotion(giSneakPromotion):
code block. What are you trying to achieve? If you are trying to see if the code is active then put trace prints in. I an fairly certain it is working or was when I tested it last.

BTW should I update this code with the removal of the "Real Religion Spread" option that you (SO) wanted removed for v25 or do I leave it until v26?

Remove it thx.

Also do me a favor then, the "regular" (The_J) marauder/Industry promotions work great still for the regular units, the problem i am having is the HEROES units, the same exact code is there except for the area say Promotion_??? , it says Retinue_???, thats all that was changed, BUT the Heroes portion does NOT work:mad:

Something very goofy going on there, i even moved the MLF around putting "my" name at the bottom so it would read it last, but it still has no effect on the Heroes??
 
Remove it thx.

Also do me a favor then, the "regular" (The_J) marauder/Industry promotions work great still for the regular units, the problem i am having is the HEROES units, the same exact code is there except for the area say Promotion_??? , it says Retinue_???, thats all that was changed, BUT the Heroes portion does NOT work:mad:

Something very goofy going on there, i even moved the MLF around putting "my" name at the bottom so it would read it last, but it still has no effect on the Heroes??

MLF affects XML not Python. ;) So I was looking at The_J's code when I should have been looking at your code?

By the way those commented out lines that repeat "#~ pPlayer = gc.getPlayer(pWinner.getOwner())" were commented out by me when I merged stuff. The same bit of code was done 2 times per mod. I forgot to delete them after testing.:blush:
 
MLF affects XML not Python. ;) So I was looking at The_J's code when I should have been looking at your code?

By the way those commented out lines that repeat "#~ pPlayer = gc.getPlayer(pWinner.getOwner())" were commented out by me when I merged stuff. The same bit of code was done 2 times per mod. I forgot to delete them after testing.:blush:

OK i thought something like that, BUT i deleted that also, and it still didnt work for the Heroes, maybe you can get them to work??:crazyeye:
 
Some problems with the code

1) RETINUE_APPRENTICE is misspelt in the code

2) For marauder the first part uses RETINUE_MERCHANT but the second part uses RETINUE_MINISTER
 
Some problems with the code

1) RETINUE_APPRENTICE is misspelt in the code

2) For marauder the first part uses RETINUE_MERCHANT but the second part uses RETINUE_MINISTER

Dang i forgot to inform you i re-did those about the Apprentice ones, but i think i over looked the difference in Minister/Merchant?? I am currently uploading alot to the SVN, so my internet is a little slower, so i will check in a minute or two thx.
 
OK i just re-looked and i need all 3 retinue's, Merchant, Apprentice and Minister for it to work correctly, One is for :gold:, one for :science: and one for :espionage:

but as you can see in the attached NONE are working with the Heroes??
 
I find that the plunder messages come up long after the combat messages. The combat message is done in the dll the others in python. Sometimes not until after I press end of turn. How long did you wait?
 
I find that the plunder messages come up long after the combat messages. The combat message is done in the dll the others in python. Sometimes not until after I press end of turn. How long did you wait?

I waited till NO message(s) at all were there!!
 
I was just wondering "if" it could be a dll promotions problem, ie: I just changed Leonidas - 300 Spartans to Frailman for an upgrade to a regular unit, the promotions stayed there in green, but the promotions have NO effect what so ever, now?? Or maybe something in the BUG promotions, if there are any that is??
 
Great:( I have had a creative burst and made many changes to many files on many of my projects.. Looks like I am going to have to go through each and do a hand merge. This will take awhile.
 
Is there a reason why (i am just curious) that # is in front of there, in the SevoMain.py? Infact there are alot of those in the Heroes area?


Code:
	#~ def placeHeroes(self):
		#~ self.list = self.getHeroList()
		#~ self.placeItems(WidgetTypes.WIDGET_PEDIA_JUMP_TO_HERO, gc.getHeroInfo)
	
	#~ def getHeroList(self):
		#~ return self.getSortedList(gc.getHeroInfo)
 
Is there a reason why (i am just curious) that # is in front of there, in the SevoMain.py? Infact there are alot of those in the Heroes area?


Code:
	#~ def placeHeroes(self):
		#~ self.list = self.getHeroList()
		#~ self.placeItems(WidgetTypes.WIDGET_PEDIA_JUMP_TO_HERO, gc.getHeroInfo)
	
	#~ def getHeroList(self):
		#~ return self.getSortedList(gc.getHeroInfo)

# is the comment character in python so those lines are all comments and are not executed.
 
The #~ is the quick comment my python editor uses to distinguish from other types of comments. Some python documenting packages use stuff in # and ## comments differently. But they are just comments.
 
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