HOF Mod Support/Suggestions

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Minor bug report: I was playing WOTM3/2.08 HOF Mod (0001). I was in the BC years, entered the domestic advisor, buildings screen. The columns showed buildings that either I couldn't build at the moment (like airport) or were unique to other civs (like the viking lighthouse - I was celtia). Too bad I don't have any screenie to attach.
 
This bug is still there in .002 though the HOFUtil line now reads 246 instead of 245 :sad: - This time I remembered to change the MapFinder Path first thing I did with the new Mod, but forgot to exit to desktop before starting Mapfinder... It still calls the correct path in the Log but seems to look somewhere else in reality :smoke:

Edit: Just to avoid any misunderstanding - all works fine after the first restart after changing the MapFinder Path
I didn't set out to fix this as I don't think I can. It just doesn't seem to work when you change without exiting. The change I made was to default to Map Finders default location if you forget to change the hof ini.

Minor bug report: I was playing WOTM3/2.08 HOF Mod (0001). I was in the BC years, entered the domestic advisor, buildings screen. The columns showed buildings that either I couldn't build at the moment (like airport) or were unique to other civs (like the viking lighthouse - I was celtia). Too bad I don't have any screenie to attach.
Someone mentioned this one before but I forgot about it. :blush: Something for the next patch I guess.
 
Civ4_Map_Finder.exe - Application Error
X The application failed to initialize properly (0xc0000135). Click on OK to terminate the application.

OK

Help?
I downloaded v1.3 and installed it. Got this error. Repeated uninstalls and installs makes no difference.

Running XP Pro with all the latest updates.
Civ4 patched to the latest.
HOF mod itself works just fine. (I have .008)
 
Minor bug report: I was playing WOTM3/2.08 HOF Mod (0001). I was in the BC years, entered the domestic advisor, buildings screen. The columns showed buildings that either I couldn't build at the moment (like airport) or were unique to other civs (like the viking lighthouse - I was celtia). Too bad I don't have any screenie to attach.
I think there is an option under domestic advisor to only show buildings that you *can* build. The default to this may be FALSE which will show all buildings.
 
Civ4_Map_Finder.exe - Application Error
X The application failed to initialize properly (0xc0000135). Click on OK to terminate the application.

OK

Help?
I downloaded v1.3 and installed it. Got this error. Repeated uninstalls and installs makes no difference.

Running XP Pro with all the latest updates.
Civ4 patched to the latest.
HOF mod itself works just fine. (I have .008)
A couple of possibilities come to mind: Do you have admin rights on you PC? Did you install .Net 2.0 Framework?
 
Yes, I am admin.
dotnet 2.0 isn't part of XP Pro by default is it? Bet thats it. Easy to try...
 
Yes, I am admin.
dotnet 2.0 isn't part of XP Pro by default is it? Bet thats it. Easy to try...

Yep. That was it. Some how I got it into my leedle brain that dotNet 2.0 was automatically in XP Pro.

Thanx.
 
A symbol in the HOF to show if the opponents were random or not; how about another .01 Qscore modifyer if all your opponents were random (I know I choose my opponents at the highest level, but I think nearly everyone does - I don't think Peter could be an opponent THAT many times :lol: )

Another suggestion is to have the rankings of each submission on the submissions page; for example my game #4020 is ranked #2 for Diety conquest epic speed (which I am VERY proud of :D ) - I would love it if this information came up in the submissions page (instead of having to check them all one by one to see if they are still in the top 10).

James
 
A symbol in the HOF to show if the opponents were random or not; how about another .01 Qscore modifyer if all your opponents were random (I know I choose my opponents at the highest level, but I think nearly everyone does - I don't think Peter could be an opponent THAT many times :lol: )
That's not a Qscore modifier we'll ever implement.;)
 
Is there any way I can transfer my options from 1.61.008 to 1.61.009.
 
Is there any way I can transfer my options from 1.61.008 to 1.61.009.
The HOF ini files are just text files. You can copy & paste from one to the other. Use Notepad. Just don't mess with the "CONFIG" section.

If you are not familar with ini file formats, it goes something like this:

Code:
# comment, ignored line
[Section1 Name]
Setting1=Value
Setting2=Value

[Section2 Name]
Setting3=Value
 
A new suggestion.

I have just upgraded from 008 to 009. After that I had to go through the options to reconfigure them again. It took me 2 minutes.

Is it feasible that a new version maintains the options the previous version had? Would it take you less than 2 minutes to develop it?
 
Denniz - I've been digging into the two advisor screens that you have in your WARLORDS mod and found the following issues ...

from the pythonerr.log file ...
PHP:
Traceback (most recent call last):

  File "CvScreensInterface", line 119, in showDomesticAdvisor

  File "CvModSpecialDomesticAdvisor", line 1145, in interfaceScreen

  File "CvModSpecialDomesticAdvisor", line 1172, in drawBasicScreen

  File "CvModSpecialDomesticAdvisor", line 1201, in drawCultureLevel

TypeError: greatPeopleThreshold() takes exactly 1 argument (2 given)
ERR: Python function showDomesticAdvisor failed, module CvScreensInterface
Traceback (most recent call last):

  File "CvScreensInterface", line 583, in handleInput

  File "CvModSpecialDomesticAdvisor", line 2639, in handleInput

  File "CvModSpecialDomesticAdvisor", line 2445, in Mil

  File "CvModSpecialDomesticAdvisor", line 1412, in drawScreen

  File "CvModSpecialDomesticAdvisor", line 2397, in drawContents

  File "CvModSpecialDomesticAdvisor", line 2040, in CalculateValue

  File "DomPyHelpers", line 71, in isCoastal

ArgumentError: Python argument types in
    CyCity.isCoastal(CyCity)
did not match C++ signature:
    isCoastal(class CyCity {lvalue}, int)
ERR: Python function handleInput failed, module CvScreensInterface
The line numbers might be about 20 to high - I've inserted some lines near the top. I looked at the first one and it caused by ...
PHP:
		# GP Level Text
## Modified for HOF MOD 1.61.001
##		screen.setText (self.GP_TEXT_NAME, "Background", self.HEADER_DICT["GREATPEOPLE"], CvUtil.FONT_RIGHT_JUSTIFY, self.nGPLevelX, self.nGPLevelY, -0.1, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
##		screen.setText (self.GP_TEXT_NAME + self.NUMBER_TEXT, "Background", "<font=2>" + str (iPlayer.greatPeopleThreshold()) + "</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.nGPLevelX, self.nGPLevelY + self.nGPLevelDistance, -0.1, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
		legend = legend + "   " + self.HEADER_DICT["GREATPEOPLE"] + ": " + "<font=2>" + str (iPlayer.greatPeopleThreshold(False)) + "</font>"
		legend = legend + "   " + self.HEADER_DICT["GREATGENERAL"] + ": " + "<font=2>" + str (iPlayer.greatPeopleThreshold(True)) + "</font>"
		screen.setText (self.CULTURE_TEXT_NAME, "BottomPanel", legend, CvUtil.FONT_LEFT_JUSTIFY, 4,
								self.nScreenLength - 70, -0.1, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
## End of section - HOF MOD 1.61.001
... the 'false' and 'true' in the .greatPeopleThreshold item - I think they should be blank. I was doing most of my 'fiddling' with v2.00.002 but I just downloaded v2.08.002 and it appears as if the code is still 'wrong'.
 
A new suggestion.

I have just upgraded from 008 to 009. After that I had to go through the options to reconfigure them again. It took me 2 minutes.

Is it feasible that a new version maintains the options the previous version had? Would it take you less than 2 minutes to develop it?
It is possible, but 2 minutes is hardly enough time to develop it. It could take more than a few hours depending how much hard-coding (bad) and testing (good) is done developing it. :mischief:

Simple rule of thumb I have used for years when it comes to enhancement requests. If the requestor thinks it is sounds easy then it is probably going to a real b*tch to do. On the other hand, things people think sound hard can turn out to be amazingly simple. So I say, never assume, just ask.

Denniz - I've been digging into the two advisor screens that you have in your WARLORDS mod and found the following issues ...

from the pythonerr.log file ...
PHP:
Traceback (most recent call last):

  File "CvScreensInterface", line 119, in showDomesticAdvisor

  File "CvModSpecialDomesticAdvisor", line 1145, in interfaceScreen

  File "CvModSpecialDomesticAdvisor", line 1172, in drawBasicScreen

  File "CvModSpecialDomesticAdvisor", line 1201, in drawCultureLevel

TypeError: greatPeopleThreshold() takes exactly 1 argument (2 given)
ERR: Python function showDomesticAdvisor failed, module CvScreensInterface
Traceback (most recent call last):

  File "CvScreensInterface", line 583, in handleInput

  File "CvModSpecialDomesticAdvisor", line 2639, in handleInput

  File "CvModSpecialDomesticAdvisor", line 2445, in Mil

  File "CvModSpecialDomesticAdvisor", line 1412, in drawScreen

  File "CvModSpecialDomesticAdvisor", line 2397, in drawContents

  File "CvModSpecialDomesticAdvisor", line 2040, in CalculateValue

  File "DomPyHelpers", line 71, in isCoastal

ArgumentError: Python argument types in
    CyCity.isCoastal(CyCity)
did not match C++ signature:
    isCoastal(class CyCity {lvalue}, int)
ERR: Python function handleInput failed, module CvScreensInterface
The line numbers might be about 20 to high - I've inserted some lines near the top. I looked at the first one and it caused by ...
PHP:
		# GP Level Text
## Modified for HOF MOD 1.61.001
##		screen.setText (self.GP_TEXT_NAME, "Background", self.HEADER_DICT["GREATPEOPLE"], CvUtil.FONT_RIGHT_JUSTIFY, self.nGPLevelX, self.nGPLevelY, -0.1, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
##		screen.setText (self.GP_TEXT_NAME + self.NUMBER_TEXT, "Background", "<font=2>" + str (iPlayer.greatPeopleThreshold()) + "</font>", CvUtil.FONT_RIGHT_JUSTIFY, self.nGPLevelX, self.nGPLevelY + self.nGPLevelDistance, -0.1, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
		legend = legend + "   " + self.HEADER_DICT["GREATPEOPLE"] + ": " + "<font=2>" + str (iPlayer.greatPeopleThreshold(False)) + "</font>"
		legend = legend + "   " + self.HEADER_DICT["GREATGENERAL"] + ": " + "<font=2>" + str (iPlayer.greatPeopleThreshold(True)) + "</font>"
		screen.setText (self.CULTURE_TEXT_NAME, "BottomPanel", legend, CvUtil.FONT_LEFT_JUSTIFY, 4,
								self.nScreenLength - 70, -0.1, FontTypes.GAME_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)
## End of section - HOF MOD 1.61.001
... the 'false' and 'true' in the .greatPeopleThreshold item - I think they should be blank. I was doing most of my 'fiddling' with v2.00.002 but I just downloaded v2.08.002 and it appears as if the code is still 'wrong'.
:hmm: I wonder why they didn't popup during testing. Oh well, I will take a look at getting them fixed in the next version. Thanks. :goodjob:
 
:hmm: I wonder why they didn't popup during testing. Oh well, I will take a look at getting them fixed in the next version. Thanks. :goodjob:
I have noticed that when I am running Civ 4 Vanilla with logging turned on and I get an error like this, I get an in-game pop-up with details of the error (as well as the info in the log file). However, with Warlords, I don't get the in-game pop-up, only info in the log file. Naturally, that could be because I don't have the warlords logging items in the ini file set correctly.
 
Minor error and not mod related, but
Hanniball's and Julius Ceasar's names are misspelled on the HOF pages.

EDIT: Also, when I click the "G-Minor" tab on the Gauntlet page to go to the Minor Gauntlet results, it says:
Code:
No games submitted yet!

Settings:

    * Victory Condition: Any
    * Difficulty: Any
    * Starting Era: Any
    * Map Size: Any
    * Map Type: Any
    * Speed: Any
    * Civ: Any
    * Opponents: Any
    * Version: 1.61.004
    * Date: 25th to 25th November 2006
 
I am currently playing my first full game in 2.08.002 and cannot open the domestic advisor. using f1 or clicking on the domestic advisor ingame produces the python error popup attached below - if necessary I can provide a savegame.



Edit: :eek: 100th post [party]
 
I am currently playing my first full game in 2.08.002 and cannot open the domestic advisor. using f1 or clicking on the domestic advisor ingame produces the python error popup attached below - if necessary I can provide a savegame.



Edit: :eek: 100th post [party]
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.
 
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