Keldath addons

python error as below, when i see these do you need anything else eg saved game?
nope. this is all i need to know,I assume just some merging issues,nothing serious..it's in the unitstatisticutils..these error won't cause a ctd, it would be better if you could also tell me which button, screen, unitselection you did before you got this error, I assume you had a unit selected and went to the statistics screen or hit the 'alt-m'?

anyway, i hope you use the issue tracker from now on! someone posted the wondervideos still not working..i know that, and bazooka sound, and other things...keldath knows it too...we're both fixing issues...but when you post it in the issue list....we have a list to work on...if you post it here in the forum we forget things..please use the issue tracker bug report :) i fixed the uploading! you can now upload as much files as you please by selecting the 'issue files' tab on top of the event-screen

ADD
python error, found some errors in the file, will release a patch after my dinner :P

ADD_2seady, could you please check on your error by applying patch 16..i fixed some things in the file...syntaxis wasn't correctly...i hope this solves the problem..if not...please make a new screenshot of new error and tell me what button/mouse/unit/screen you select to generate the error so i can check this upon the code.

ADD_3
about smartmap......
I use this on all mods and i never ever had any problem with this...did you install smartmap into the right directory of warlords??? if you install it in the civ4vanilla dir warlords find smartmap too!! but this generates errors...you should install it in the proper dir to get it properly running..else smartmap is launched through warlords, but checking directories of vanilla civ(so i was told, but i never checked the smartmap codes so it's only from what i heard)..and then you wanna play on this map with the xml resources of the mod...this causes(strange behaviour) of course.
 
I don't know if the problem is with Amra's Modpack, or these additions, but I get a CTD every time I try to have a global election. I've got the UN, I choose something to vote on, vote, and then end my turn. The game pauses for a while to play the AI turns, and when enough time has gone by where it should be my turn again, the game crashes.

Otherwise I am loving the changes to Warlords. Great work!
 
I'm not having the global election error at all - but then though i built the UN no-one ever got enough votes to become Sectary General.

BTW - it seems the mods inflicted with the loud static noise bug due to an error in AUDIO3Dscripts.XML
link below to fix
http://forums.civfanatics.com/showpost.php?p=4354457&postcount=8
 
great job axil! :) we can use people who find bugs and supply fixes for them right away :) the xml is not mine to fix though..I'll put it as tracker message so kel wont forget to fix it.
 
folks, kel and me need people who know how to make graphics...at least I need someone..i repositioned the buttons of the mercenaries mod and unit statistic mods..will release a patch of them shortly...but..i need someone to make a statistics button in the same layout as other buttons...so the game looks perfect :) i want this mod to be perfect! :) about the UN bug...could you please put a savegame online???? of course noone ever reported this, nor did I or kel check this..cus we never got that far in the game...im sure it"s just some typo error...but i need a savegame!
 
For debugging purposes, does the bug tracker let you upload more than one file per issue, and are the files PythonDbg.log PythonErr2.log PythonErr.log resmgr.log xml.log useful?

I sent in a long error report with the contents of everything but resmgr but i can't see it in issue tracker? Basically the python for sphinx upgrade didn't seem to be working. I sent it using 'bug' not keldath, should i have used keldath?
 
Hi all, and sorry for mod work dealay - gotta go to my mom this weekend. But I( can swear - next sunday a brand new tech tree (based on RAR mod for civ3) .xml file will be ready (for all eras) - including all techs now available in VISA, and many, many more. I'll of course include all now existing buildings and units, and propose some new.

I'll post:
1. A .xml file with tech tree including existing units and buildings.
2. A readme file for keldath and mrgenie with new locations of buildings and units.
3. A readme file with proposals of new buildings and units and their locations for all - any comments will be welcome !

Now I'll do a quick play with all newest patches and report any bugs met ;)
 
im playing amra 5uus. im about to discover printing press at the end of the turn.when i end turn it just spins and hangs. im not sure i got the file uploaded on the bug report so here it is. aurgh files to big:mad: :mad:
 
I uploaded my savegame on the other site. I no longer think it is the UN causing the problem, as I can select NONE as the voting option, and the game still crashes. I've since installed patches 13-16, and my savegame will not load with the patched version of the mod.
 
jolly,

wow, impressive.

looking forward to see what you'll make.

rocking, we know of the error we got the savegame,
tommorow me and mrgenie will fix it.

zifnab,
welcome to the thread,
it might be connected to the civics - the added civics from the vanilla is miising,
we will fix that also hopefully tommorow.

this two issues are our main concern now.

thank you all again.

me and mrgenie are making tons of fixes everyday,(mrgenie does more...i admit..)
and once we completley reworked the bugs that you report guys, we will releace a completeley new file - visamod vertion 1.

then continue to add stuff - at the rate we are going - we will be bigger then sevo and amra!!!! wooohooo!!!
 
seady said:
Basically the python for sphinx upgrade didn't seem to be working. I sent it using 'bug' not keldath, should i have used keldath?

seady, this was no python error, there was a failure in the xml, python requesting for a promotion which i forgot to put in the xml....

the far i have noticed, is that all CTD's are not the python code itself, it's 99% the case that pthon or whatever from the DLL is requesting info, is searching, info from the xml, and it isn't there...then your HDD is going to do RRRRRR(means searching in the database civ creates upon starting the game) or waits a long time with this psinning cursor...and then it finds nothing, returning an #exception error=CTD...so the sphinx fix is not a python fix, it's a xml fix...im pretty sure it's not savegame compatible...even if you manage to load the game, im very sure it already has the xml data for the sphinx INSIDE the savegame or whereever...it seems that all info civ needs for 1 turn is already in the savegame, you need a savegame much much older then..don't ask me why! im not sure how civ handles savegames...but this far i have found out myself with tracking bugs...if i load a very old savegame it notices my fixes...if i load a up to 10turns back savegame it doesnt know i fixed something....
anyway...the sphinx bug is definatly fixed...

about this latest UN CTD...keldath coudlnt load the savegame..i couldnt load the savegame....classic visual studio 2003 error window upon loading=means normally not correct install....and i loaded the savegame on both of my computers...

for this week we will not publish any new patches(although we already made 3) i leave on 1computer of me patch16, wont upgrade...to be able to load the savegames of you guys...then we can track all errors and bugs...upgrading the files on my 2nd computer..makes more sence he, so you can finish a game first LOL

about the movies, we know!!! we have new movies but must convert them to 29,97fps...no time to do yet

first thing we gotta do is speeding up loading time...this will be a hell of a job!
basically, in all the xml files(99% the text) you have the same tags 2times, 3times, 4times, this is first confusing for civ4, 2ndly for us, and 3rd causing long loading times...we'll going to make things smootly and orderly(so its easier to find bugs, easier to edit new mod components, and easier to load the game)....since this will take several days, you won't get any new patches for now...please play with patch-16...and post savegames of any encountered bugs...and next week you'll get a new version from me and kel(hopefully faster, better, and more fun) we'll see to add some extra stuff there too! :)
 
Just a request here..... Make the watchtower guard upgradeable. No reason that as you are advancing you couldn't upgrade this unit as well.
 
mrgenie/keldath,

The Wonder Movies aren't working :mischief: j/k

I use Nero to convert PAL to NTSC, which I have if you wanted me to give it a try I would be happy to help.
 
Just a question,

the City Guard that you can build adds 1 hammer to water squares...
why?
It turns shoreline cities into early power houses, but I don't understand
the rationale... I wanted to turn it off but can't find it in units or buildings...

Alondin
 
If the city guard does do that it does seem rather crazy - I'm sure it was supposed to be an addon to the barracks ( at least it was in Gir's mod - giving free promotions occasionally and the occasional UU)
 
Axil said:
If the city guard does do that it does seem rather crazy - I'm sure it was supposed to be an addon to the barracks ( at least it was in Gir's mod - giving free promotions occasionally and the occasional UU)

It lists this in the civilopedia so at least it isn't a 'hidden' feature...but it doesn't make sense.

I can take a quick look in the python/xml and report back the line to change shortly...unless mrgenie or keldath are going to fix it this week :)

EDIT:
Well I went backwards and forwards through the XML and can't find City Guard to save my life...but <bWater>1</bWater> controls shields on water tiles I saw from other buildings. City Guard must be avoiding me or has a different name...I even checked in the Civilopedia XML files and nothing :(
 
try looking for watchtower.... I think that was the name. It requires that you have city walls built.

Edit: Nope it was just City Guard.
 
keldath said:
TAfirehawk,
we would love for that help!!!
if you can convert it to ntsc it would be great

I can give it a try if they are in the right format...I can't open up .bik files with Nero by itself. Send me a PM and we can work out the details here or on MSN...I would love to help where I can.

One thing first, what the heck is the City Guard called in the XML files?
 
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