HOF Mod Support/Suggestions

Status
Not open for further replies.
I assume you are talking about the Mod's version of the Domestic Advisor. For now I would suggest turning off that option and use the native version. Also, could you cause the error and send copies of the 3 python log files(PythonDbg.log, PythonErr2.log, & PythonErr.log) from your My Games\Warlords\logs folder? (I think I remember you saying you had logging turned on.)

From the error message, I am thinking we have a problem with one of the translated strings not being handled properly. Any idea what you may have built, started building, discovered, etc. just before it stopped working? That may give us a clue as to which string.

You probably better go ahead and send the save file. I guess I can turn on german language to debug it. use the e-mail account in my signature.

I just send those files to you - note I am using the english language setting currently. I only noticed the error at some point during the game but now looked at the start save (I send you this one) and it is already there... so I don't think it is caused by any discovery... Also starting a new game with a different civ does not solve the problem :sad:

Edit: turning off the modified domestic advisor helps
 
I just send those files to you - note I am using the english language setting currently. I only noticed the error at some point during the game but now looked at the start save (I send you this one) and it is already there... so I don't think it is caused by any discovery... Also starting a new game with a different civ does not solve the problem :sad:

Edit: turning off the modified domestic advisor helps
:hmm: That doesn't sound good considering where the error is occuring. I got the files. I am running late this morning so it will have to wait until tonight. :(

Anyone else having this problem?
 
Also with the exotic domestic advisor on too, but it doesn't crash the system. It happened in my Warlords G-Major: http://hof.civfanatics.net/civ4/game_info.php?entryID=4163

At one point in the game, I think I hit F1 then before the window opened, accidentally clicked a leader on the scoreboard to talk with them. Or was it the other way around?

Effect was when I press F1 or click the domestic advisor icon it won't open. Quitting the game and reloading the save didn't fix it. I can open the F1 menu on other maps but upon loading the "erroneous" save it won't open again during playing that map.

I didn't try turning off exotic domestic advisor though.
 
I found the problem with the Special Modified Domestic Advisor. It will not work in HOF-2.08.002, so the best bet is not to turn it on in the game options.

I added a XML tag to the python and either forgot to include it in the XML file or overlayed it with a later version containing the langauge translation updates. :blush:

We'll fix it in the next release.
 
is there a way for you to change the Hof Mod warning so that it can tell team play and permanent alliance apart? As of now if you enter a permanent alliance the settings screen will tell you that the game is not valid for HOF play because team play is not allowed...
This is only a minor annoyance but would be nice to get rid of if possible :mischief:
 
is there a way for you to change the Hof Mod warning so that it can tell team play and permanent alliance apart? As of now if you enter a permanent alliance the settings screen will tell you that the game is not valid for HOF play because team play is not allowed...
This is only a minor annoyance but would be nice to get rid of if possible :mischief:
I don't think we realized it was doing that. :crazyeye: Of course, I rarely look at the settings tab after the first turn. :mischief:
 
trades.JPG


Seems to be a bug in the foreign advisor. All 6 civs in the pic that it thinks can research pottery already have it. Especially since pottery is a prereq for metal casting, which the foreign advisor says everyone has/can research.
 
Seems to be a bug in the foreign advisor. All 6 civs in the pic that it thinks can research pottery already have it. Especially since pottery is a prereq for metal casting, which the foreign advisor says everyone has/can research.
Have you got an example save? That would make it much easier for us to look into this. Just send it to hof@civfanatics.net.
 
Seems to be a bug in the foreign advisor. All 6 civs in the pic that it thinks can research pottery already have it. Especially since pottery is a prereq for metal casting, which the foreign advisor says everyone has/can research.
This may be a dumb question but do you know roadbuilding yet? You have to be able to research something before the advisor will tell you that the AI knows it. The fact that they don't offer it for trade seems to support that thought.
 
@Dianthus: pmed you the save.

@Denniz: Yeah, everyone knows wheel. The problem seems to be that you can't research metal casting unless you already know pottery. Everybody knows pottery, so everyone is able to research metal casting, and Monty already has. But the foreign advisor is showing 6 of the AIs as able to research pottery, even though they already have it. There's no problems being caused by trades on that turn, meaning new possibilities wouldn't show up until the next turn, (the can't trade on the normal foreign advisor) I've just researched alphabet the turn the screenie was taken, and haven't traded any techs yet.
 
@Dianthus: pmed you the save.

@Denniz: Yeah, everyone knows wheel. The problem seems to be that you can't research metal casting unless you already know pottery. Everybody knows pottery, so everyone is able to research metal casting, and Monty already has. But the foreign advisor is showing 6 of the AIs as able to research pottery, even though they already have it. There's no problems being caused by trades on that turn, meaning new possibilities wouldn't show up until the next turn, (the can't trade on the normal foreign advisor) I've just researched alphabet the turn the screenie was taken, and haven't traded any techs yet.
I looked at this a little bit. I think it has something to do with the lack of Agricutlture. You and the two of the Civ don't have it. They don't show they can research Pottery like the others. It is acting like Ag is a required tech of Pottery.

The logic around the AI's Can Research is a little convoluted, so it is not immediately (after an hour of looking) what is the exact cause is. It could be an error in the API call or the python logic. This will probably take more time than I am willing to spend on it right now to track down, fix, and test. (especially the testing part.;) ) This is pretty minor so I am going to leave it alone for now.
 
Yeah, not a huge problem. I just emailed 1 more save, in that one Izzy already had nationalism & military tradition, and then once she researched Divine Right, Nationalism appeared as 'can research'. So my guess is it is related to the prereqs. It seems to be that when an AI gains a tech (say divine right), the advisor is adding the techs that are enabled (nationalism) to the can research section, without checking if they already have them. No biggie, it's pretty rare to look at the can research section for info anyway.
 
Not saying how the mod does it and without looking at the actual code ... this is what I would expect it to do ...

1) the game must have a routine that provides the techs that can be researched - it shows these when you finish a tech
2) the 'can research' techs shown must therefore be a combination of
a) techs that you currently know and the AI can research
b) techs that you could research and the AI can research

Does that sound right?
 
c) techs that you could not research and the AI can research and you know they can because you know that they know the prerequisite tech you do not know.
 
c) techs that you could not research and the AI can research and you know they can because you know that they know the prerequisite tech you do not know.

I don't agree that such techs should be included in "can research". It's possible that the AIs can research those techs, and it's also possible that they already know those techs. Since you can't tell, they shouldn't be included in any column.
 
Not saying how the mod does it and without looking at the actual code ... this is what I would expect it to do ...

1) the game must have a routine that provides the techs that can be researched - it shows these when you finish a tech
2) the 'can research' techs shown must therefore be a combination of
a) techs that you currently know and the AI can research
b) techs that you could research and the AI can research

Does that sound right?
It is too convoluted to explain as a few simple steps. :crazyeye: Look at the code and see what I mean.

c) techs that you could not research and the AI can research and you know they can because you know that they know the prerequisite tech you do not know.

I don't agree that such techs should be included in "can research". It's possible that the AIs can research those techs, and it's also possible that they already know those techs. Since you can't tell, they shouldn't be included in any column.

Guys, it is what it is. It hasn't been displaying any spoiler information. The issue has been with it displaying something the AI knows as something it can research. Unless someone can point out something spoilerish, I don't think we need to go there. :hammer2: :wallbash: :suicide:
 
When I select "small icons", the leader heads are still in the larger size (i.e., as shown in #580, above). Would it be possible to use smaller leader heads, so that many more leaders could fit on one screen? That would be a big help, in games with lots of opponents.
 
When I select "small icons", the leader heads are still in the larger size (i.e., as shown in #580, above). Would it be possible to use smaller leader heads, so that many more leaders could fit on one screen? That would be a big help, in games with lots of opponents.
We'll have to look at it. If it is something that didn't work in the original mod it may not be possible. :)
 
Status
Not open for further replies.
Back
Top Bottom