HOF Mod Support/Suggestions

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@ Denniz
again about Map Finder:
i has to reset my PC, so a fresh install of all my apps.
I installed only Net FW 2.0 (needed for my GC drivers) and:
now version 1.4 works correctly (diplays icons) and starts from Civ4 with Alt+M, but it doesn't stop with Alt+X.
Then i have to i open options\hof3 and unflag MF to stop it.
 
@ Denniz
again about Map Finder:
i has to reset my PC, so a fresh install of all my apps.
I installed only Net FW 2.0 (needed for my GC drivers) and:
now version 1.4 works correctly (diplays icons) and starts from Civ4 with Alt+M, but it doesn't stop with Alt+X.
Then i have to i open options\hof3 and unflag MF to stop it.
The VB utility doesn't really affect the python code in the HOF Mod.

Make sure you are not using upper case "x".

The only other thing to do is turn on logging to see if there is an error.
Code:
; Set to 1 for no python exception popups
HidePythonExceptions = 0

; Enable the logging system
LoggingEnabled = 1

; Overwrite old network and message logs
OverwriteLogs = 1

; Enable message logging
MessageLog = 1
 
Denniz, i made the variations to the c4.ini you shwed me, but where can i see errors?

The alt+x continues to not work, no keylock (anyway a kdb combination is NOT affected by the upper/minor case).
 
Denniz, i made the variations to the c4.ini you shwed me, but where can i see errors?

The alt+x continues to not work, no keylock (anyway a kdb combination is NOT affected by the upper/minor case).
Which version of Civ4 are you using? Both have a c4.ini and both have a log folder in that path.

logfiles.png


I would only be interested in the files circled in red.
 
I noticed something on the map stats page the other night something like Skipped CRC or checksum...?, this was on an HOF game I loaded, but I also recall seeing this on a map I generated with the Map Finder. What does that mean?
 
I've seen the logs, but i didn't know which one(s) were interesting and what i have to search in.
Here they are

also the one at 0 bytes
thanks again
 
I noticed something on the map stats page the other night something like Skipped CRC or checksum...?, this was on an HOF game I loaded, but I also recall seeing this on a map I generated with the Map Finder. What does that mean?
Could you point me to or show me what you are talking about. I am not sure I understand where you are seeing this. :confused:

I've seen the logs, but i didn't know which one(s) were interesting and what i have to search in.
Here they are

also the one at 0 bytes
thanks again
There are no python errors shown in the files, so it must be something with your install. There are some where weird warnings that I haven't seen before. It could be something corrupted with your install. You might try clearing your cache. (Hold spacebar while opening Civ4, IIRC.) A uninstall/delete anything remaining/re-install may be in order. I am not sure what else to tell you. Good luck. :)
 
I noticed something on the map stats page the other night something like Skipped CRC or checksum...?, this was on an HOF game I loaded, but I also recall seeing this on a map I generated with the Map Finder. What does that mean?
Could you point me to or show me what you are talking about. I am not sure I understand where you are seeing this. :confused:
Okay, I understand what you are seeing now. The skipped checksum message is a result of the download process that unprotects and converts the savegame files so they can be opened by the latest version of the HOF Mod. The original savegame files don't have that message. (I checked. ;) )
 
Just when I thought that I had solved the 'can research' bug, I find what I think is another one. The picture below shows that the top AI can research astronomy. I (the in-game player) am in the process of researching optics so I can see that he already has it. I (the human that has purchased the CIV 4 game) can also see that he has all the pre-reqs for astronomy.

My view is that this is spoiler information. The in-game player has no idea that astronomy exists as he doesn't know a pre-req and I don't think that this information should be shown in the 'can research' list. My take is that only techs that the player can research or the player knows and that the AI doesn't know but can research should be shown in this list.

spoiler0039np2.jpg
 
I don't think this is spoiler info. If you and Brennus have Machinery and you know Brennus has Optics then you know that he can research Astronomy, he may even have Astronomy but at the very least you know he can research it.

If it told you he did have Astronomy without you having Optics or if it showed that he could research Scientific Method then it would be a spoiler but as it is, you are just seeing what you already can figure out yourself.
 
It is a spoiler in a role play sense but it isn't a spoiler in game play since it isn't telling anything you wouldn't know from looking at the tech tree.
 
Just when I thought that I had solved the 'can research' bug, I find what I think is another one.

wait, i think you're seeing a bug other than what you're describing. disclaimer: i don't know what bug you think you have solved so it may be the one i've been encountering but i don't think so or you'd have noticed it right away.

did you just recently give him something or make a trade, on this turn? i've been doing the settler gauntlet and gifting tons of techs to hopefully get the slowpokes to research some prereqs for me. when i do that, the 'can research' gets way weird and suddenly shows a LONG list of things on it that i don't have yet ... but they can't research them. the next turn, it shows the correct info. (note: i've been in vanilla, haven't played warlords enough since i noticed it to remember to check whether it's there too)

like, here it's showing that he can research nationalism, and that he can research civil service. that can't be right. civil service is a (non-optional) prereq for nationalism. so if he can (and has not already) researched CS he can't research nationalism, there's some bug going on there.

hit enter and the issue will resolve itself, it has for me at least. i mean it'll show all kinds of stuff on there that initial turn, gunpowder when they're at least 2 techs away even if they beeline, i don't know what's going on. but since it only lasts that one turn i don't worry about it and haven't posted about it. i just hit enter and check it next turn and all is well.

okay, now off to do what i should have done first, and check back in this thread to research what "can research" bug you thought you'd fixed. since apparently the one i'm describing isn't it, or you'd have considered that already and made sure that it's showing logical info there. then again i do know what they say about assuming.

i did do a search on this thread for "can research" and found posts in january for the advisor giving wrong info if you're missing a prereq but the other civ already has it, it would show up in 'can research' even tho the other civ would show it on the trade screen. that's not what i'm running into, what i'm seeing is things they don't have the prereqs for yet (sometimes they're missing more than one prereq), and it lasts only for one turn. maybe i'm the only one, i dunno, and like i said, it doesn't bug me (well at least on the settler level i've been on *giggle*).
 
did you just recently give him something or make a trade, on this turn? i've been doing the settler gauntlet and gifting tons of techs to hopefully get the slowpokes to research some prereqs for me. when i do that, the 'can research' gets way weird and suddenly shows a LONG list of things on it that i can't yet research ... but they can't either. the next turn, it shows the correct info. (note: i've been in vanilla, haven't played warlords enough since i noticed it to remember to check whether it's there too).
This is a new one, alright. :sad:

More and more I am thinking rewriting that logic might be best. Of course, that's assuming I can work out a cleaner method. ;)
 
This is a new one, alright. :sad:

More and more I am thinking rewriting that logic might be best. Of course, that's assuming I can work out a cleaner method. ;)

it scared me the first time i saw it, since i was playing that settler gauntlet and was sure i was ahead of them by miles, then i was like WHAT THE??? but the next turn it was fine, so honestly it hasn't bothered me since, i know it'll happen and i just ignore it. the only game i've played on emperor since noticing it was future start so it didn't happen there of course.

so don't fix it if it's only me that it's happening to. but that screenshot makes it think it's not only me, which would mean more work for you /sigh. maybe i should learn to resist the urge to post at times eh?

i do love having that feature in there. it's not spoiler-y IMO. i do see ruff_hi's point in a role-play sense but i don't play the game that way. i could find out myself if i did the clicking on F6 (and sometimes F12, since i do still get confused about the optional prereqs at times). presented that way on the advisor tho it can be very useful to know where to aim my own research to optimize trades if they do in fact research what i want them to.

now if you could only mod in a way for me to suggest research techs to people that aren't my vassals or PA partners. oh wait, that would alter gameplay, pretend i didn't say that.

oops ps i went back and made one more edit to my post, but after you'd quoted it. i originally said "the 'can research' gets way weird and suddenly shows a LONG list of things on it that i can't yet research ... but they can't either." what i meant was i can research but don't yet have. it's not quite as buggy as i was saying (i think).
 
like, here it's showing that he can research nationalism, and that he can research civil service. that can't be right. civil service is a (non-optional) prereq for nationalism. so if he can (and has not already) researched CS he can't research nationalism, there's some bug going on there.
I think that showing Civil Service is an example of the known bug that is still in the HOF mod. The bug basically says that if the AI knows at least 1 of the optional pre-reqs, then show the tech and doesn't check if they already know the tech.

The bug fix is here and I'm hoping that it will be in the next release of the HOF mod.
 
I think that showing Civil Service is an example of the known bug that is still in the HOF mod. The bug basically says that if the AI knows at least 1 of the optional pre-reqs, then show the tech and doesn't check if they already know the tech.

The bug fix is here and I'm hoping that it will be in the next release of the HOF mod.

ah okay. mine is indeed the same one but looks really different since the "show the tech and skip checking whether they know it" = "don't show the tech since the player knows it." now i get it, and you do have that covered. yay!
 
ah, does that one happen only on a turn you do a trade with them, and resolve itself the next turn? if so it's definitely at least somehow related to what i saw and i won't worry about recreating it for more info.
No, the 'showing known techs in the can research pile' is not related to the 'there one turn, gone the next' issue that you reported. Do you have a few save games that illustrate the bug (see below)? I think that what you are describing is related to the 'get a new tech via trade but you have to wait 1 turn to trade for techs that have that new tech as a pre-req'.

Buggy Save: Do you have a save pre-tech trade? If so, post the save with instructions on how to replicate the bug (ie trade X, Y and Z to Gandhi). If you have foreign advisor screen shots taken pre and post trade that would be good too.
 
"I think that what you are describing is related to the 'get a new tech via trade but you have to wait 1 turn to trade for techs that have that new tech as a pre-req'."

it's related for sure. it shows as can research newer-newer tech that depends on the "gotta wait 1 more turn" new tech as a pre-reqs. then the next turn newer-new tech goes away like it should, since it's 2 steps away. pics below.

Spoiler :

note this was in a settler game. there wasn't anything i could get from them, other than what they could research but were sooooooooo slow to do, so i cropped out will/won't trade, it was always properly empty. this is why i was gifting techs in the first place. it always resolved itself the next turn, and it happened every time i did any trade after a certain point in the game when i got way ahead of them.

i don't have a coding type brain so i didn't even look at it, i went by my understanding of the explanations of it.

700 BC, before the trade:
700BCbeforetradeexample.jpg


i then gave them everything on their wants list, which would allow drama, civil service and philosophy on the next turn.

700 BC bogus report after the trade, same turn:
700BCaftertradeexample.jpg


my understanding is that CS and philo not showing up is correct behavior, since they'd be "wants" and not "can research" because i have them. they have to wait a turn for me to give it to them so they don't show up. those are what i called new techs above. drama showing up as "can research" is proper since i don't have it myself.

nationalism and paper are bogus. they're the newer-new techs. i do not know nationalism and paper myself.

screen next turn, it's totally right:
685BCexample.jpg


to save you looking up techs in case what's optional/what's not is important info here's what you need for these specific techs (this was all in vanilla):
CS = math + (CoL or feudalism)
feudalism = monarchy + writing (all of us can research monarchy, nobody has it yet)
philo = meditation + (drama or CoL)
drama = alphabet
nationalism = CS + philo
paper = CS or theology (all of us can research theo, nobody has it yet)
 
The skipped checksum message is a result of the download process that unprotects and converts the savegame files so they can be opened by the latest version of the HOF Mod.

Now I've noticed this on personal games. Its generally after a few sessions, but I haven't really checked. I don't recall ever noticing it on a newly created game.

Is this a problem, or what can I make of it?
 
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