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Have you guys ever considered getting attention by doing a story or something on the forums?
 
# 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.

I thought so, but wanted to make sure, ok you python personnel, i was looking at the Sevopedia files in python and in SevoPediaMain.py i see a whole lot of these in the Heroes area? but now i also see a completely different SevoHeroes.py also?
But again alot of those marks in the SevoPediaMain for some reason??
 
I need help with number 1 below, the others are problems I see with the current beta of c2c (v25) ie SVN.

1) I tried to do the Lawyer using the outcome system and it just freezes the game. Just like I am getting with my diplomacy stuff. If it works it would make things a lot easier but it doesn't. Highlights couple of a problem in the outcome system.

I have put all the stuff on the SVN but given the Lawyer a cost of -1 so he can't be built. having him in game will cause the crash or freeze so beware.

He works fine outside a city but as soon as he enters a city he loses all actions including the Litigate mission he is supposed to have.
2) Modular coding no longer works it CTDs when loading uncached XML

3) The PLE buttons have disappeared from c2c a few releases ago.

4) the scoreboard is not working properly since v24, my default is leader and nation name but the leader name is not showing up.

5) The pedia needs a lot of work ASAP.
- Outcomes are not showing in promotions.
- Missions should be in there somewhere.
- resources need to be split into three map, manufactured and culture. A resource conversion tree would be nice showing which resources get converted into other resources.
 
I need help with number 1 below, the others are problems I see with the current beta of c2c (v25) ie SVN.

1) I tried to do the Lawyer using the outcome system and it just freezes the game. Just like I am getting with my diplomacy stuff. If it works it would make things a lot easier but it doesn't. Highlights couple of a problem in the outcome system.

I have put all the stuff on the SVN but given the Lawyer a cost of -1 so he can't be built. having him in game will cause the crash or freeze so beware.

He works fine outside a city but as soon as he enters a city he loses all actions including the Litigate mission he is supposed to have.
I will investigate that once I am back but that is still some weeks away (if no one else has a look at it in the meantime).

2) Modular coding no longer works it CTDs when loading uncached XML
Please give some specifics about what exactly does not work. Any modular changes? Only specific ones?

3) The PLE buttons have disappeared from c2c a few releases ago.
Do you have the respective BUG option active?

4) the scoreboard is not working properly since v24, my default is leader and nation name but the leader name is not showing up.

5) The pedia needs a lot of work ASAP.
- Outcomes are not showing in promotions.
- Missions should be in there somewhere.
- resources need to be split into three map, manufactured and culture. A resource conversion tree would be nice showing which resources get converted into other resources.
I assume the same algorithm used for the unit/building upgrade tree could also be used for resource conversions.
 
I will investigate that once I am back but that is still some weeks away (if no one else has a look at it in the meantime).


Please give some specifics about what exactly does not work. Any modular changes? Only specific ones?

Only when adding new module folders. Changing things in existing module folders works fine, but adding a new folder will result in a MAF (at least that is what happens in the debug build).
 
2) Adding a new module causes the load to crash out with out message during Load Uncached XML. Clear the cache folder before and all that you will have in it after the crash is the cache.dat file.

3) Yes.
 
Only when adding new module folders. Changing things in existing module folders works fine, but adding a new folder will result in a MAF (at least that is what happens in the debug build).
Set some breakpoints in CvXMLLoadUtilitySet.cpp in the different main Set functions like SetGlobalArtDefines to see which one you reach before the MAF happens and then step through the last one that is reached to see what causes it.
 
Set some breakpoints in CvXMLLoadUtilitySet.cpp in the different main Set functions like SetGlobalArtDefines to see which one you reach before the MAF happens and then step through the last one that is reached to see what causes it.

Great, now that I actually try and debug it it loads perfectly. :rolleyes:

@DH:

Could you please post your Slaves module so I can test it? Thanks.
 
I'm having an issue trying to add a tag to the GameSpeedInfos.xml file. I have added the SDK stuff already, but when I try changing the schema, I get an XML error loading the PlayerOptionInfo, which I haven't touched. Could someone with more schema experienece please tell me what I'm doing wrong?
 
I don't have enough info from what you stated to give much help. Send me a PM with your schema and I'll take a look. I've had to sort out a lot of various problems there so should be able to help.

Error loading PlayerOptionInfo? hmm... try double-clicking on the Player Option info file to open it in a browser. It should show you the line you're having trouble with. It's strange to have such an indirect problem like that but I've seen stranger things.

Note that there are some schemas that apparently can't be messed with without causing problems in the base exe functioning and sometimes when you cause a problem there you get some seriously indirect errors like that. I had some very strange issues when I mistakenly tried to adjust something that the core did not expect to be adjusted.
 
I don't have enough info from what you stated to give much help. Send me a PM with your schema and I'll take a look. I've had to sort out a lot of various problems there so should be able to help.

Error loading PlayerOptionInfo? hmm... try double-clicking on the Player Option info file to open it in a browser. It should show you the line you're having trouble with. It's strange to have such an indirect problem like that but I've seen stranger things.

Note that there are some schemas that apparently can't be messed with without causing problems in the base exe functioning and sometimes when you cause a problem there you get some seriously indirect errors like that. I had some very strange issues when I mistakenly tried to adjust something that the core did not expect to be adjusted.

Yeah I haven't messed with the PlayerOptionInfos at all. Oh well, I'll try and figure it out later.
 
Great, now that I actually try and debug it it loads perfectly. :rolleyes:

@DH:

Could you please post your Slaves module so I can test it? Thanks.

No, sorry I can't, I have gone and merged it into the existing slaves module instead. There is an animal I still need to do, I will try that but I have not checked that the graphics work yet.
 
No, sorry I can't, I have gone and merged it into the existing slaves module instead. There is an animal I still need to do, I will try that but I have not checked that the graphics work yet.

If it happens again to you please post the module you added, so I can see if I can repeat it with the debugger.
 
I'm having an issue trying to add a tag to the GameSpeedInfos.xml file. I have added the SDK stuff already, but when I try changing the schema, I get an XML error loading the PlayerOptionInfo, which I haven't touched. Could someone with more schema experienece please tell me what I'm doing wrong?
It uses the same schema so you probably made it invalid. The most common cause is that an element name occurs twice in the schema file.
 
It uses the same schema so you probably made it invalid. The most common cause is that an element name occurs twice in the schema file.

I did a diff using Tortoise, and the only change was my addition, which was named iInflationEquilibrium, which is a totally new name AFAIK. There were no other changes. :confused:
 
Hi!

I had an idea about a tool that would making modern scenarios much easier (if it is possible) because you dont have to add all buildings city by city:


1) Is it possible to add a new "build mordern city" icon at the Worldbuilder, similar to the normal "build city" icon (that thing that is used to place cities while at the WB) but with a defined list of buildings in it (like cities build in game with a pioneer)?

2) Or is it possible to add an "add building to all cities" button in the WB?
 
Hi!

I had an idea about a tool that would making modern scenarios much easier (if it is possible) because you dont have to add all buildings city by city:


1) Is it possible to add a new "build mordern city" icon at the Worldbuilder, similar to the normal "build city" icon (that thing that is used to place cities while at the WB) but with a defined list of buildings in it (like cities build in game with a pioneer)?

2) Or is it possible to add an "add building to all cities" button in the WB?

IDK, I think much of the worldbuilder functions are hardcoded. :(
 
But "you" (or ROM?) added a pioneer and such as well, or is this a lot different than adding a new "city" building in the WB?

Ok then, is it possible to make a map, play one round and then editing the map? would this end up as a normal scenario where you are able to choose your civ?Or are you forced to play with the civ you made the turn?

If this would work, an enhanced pioneer unit only available in the WB should do the trick as well.
 
The free buildings from pioneers were being done via python but if I'm not mistaken they are now being done by a freebuildingonfounding tag or somesuch that applies to any settler type unit and are earned by tech development.

I'm not saying it'd be impossible to manipulate the world builder but I'm not aware of how.
 
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