Keldath addons

TAfirehawk said:
Since you guys seem to still be getting CTD's, I am going to take-over an AI and attack myself ;)

I have city walls and the Great Wall so this should test my setup, which I don't have the python changes yet...just Kel + patch 3 w/clean install.


EDIT
Took over the AI next to me and attacked my capital that had city walls but it wasn't the city that built the Great Wall.....NO CTD on attack or after turn. I switched back to America and play continued with no CTD.

All of these CTD's and I can't create one...maybe my CPU is the twin of MrGenie's ;)

It's not the CPU..I've manager to generate the CTD you guys have, and I know how to solve it on my computer....

WHat I found out so far
in the CvPath.py there is a link pointing to the install dir(he extracts this from the entrence in the registry)

def _getInstallDir():
return __getRegValue(_winreg.HKEY_LOCAL_MACHINE,
r"Software\Firaxis Games\Sid Meier's Civilization 4",
"INSTALLDIR")

this causes me NOT to have any CTD(beats me why, i dunno)
I changed this in:

def _getInstallDir():
return __getRegValue(_winreg.HKEY_LOCAL_MACHINE,
r"Software\Firaxis Games\Sid Meier's Civilization 4 - Warlords",
"INSTALLDIR")

(I thought it had to be this logically, since im playing warlords not civ) and Tada, got the walled city CTD...

now, will first play a game with keldaths new pythongs, see if that fixes some..
if not, im going to work further on tracing down the wonders(since without wonders build by the AI = no CTD, verified this 3 times) and if I find the wonder causing the problem(or wonders) im going to track down why, which, whom, what, wonder is related to this python file..if at all, maybe something else is the problem..but funny thing that pointing to the civ dir makes the CTD go away for me...although you guys seem to have exactly the problem because of it...I really don't understand this..grrr
 
I'm playing a game now with the before mentioned Wonders disabled...included the python which gives me a CTD..and no CTD yet :) although 2 civs have been destroyed, lotsof wars, techlevel around construction, plenty of walls beeing build...
so:
Temple of Artemis
Pyramids
Oracle
Hippodrome
Stonehenge

I'd say one of these is causing an error on the walls..maybe the Hippodrome? just a suggestion..gives units with special promotions, maybe the unit itself will not cause the CTD, but it's promotions trigger something, causing an error on promotions giving at attacking walled civs? Im just guessing, I have no idea what the modders of the promotions did..who is the author of the promotions mod anyway? maybe ask him? GIR I believe?

ADD
getting pretty far in the game without CTD although i use my CTD python file LOL I still haven't figured out why I don't get CTD pointing to the civilization folder and why i do get it pointing to the warlords folder...really wierd!!
It could still be civ specific related, im each game now playing random civs...to complete my excel..just in case it's somehow nation related anyway..although i strongly doubt that.

ADD_1
was attacking a city now..first 3units could attack, 4th attack got a CTD..so it's not the buildings..I really start to loose why the CTD could occur..i found somewhere in the files(can't remember if it was in the xml or python) that attacking wall lead to some special promotions...maybe it's a promotion issue..since 3units able to attack..4th not??

kel, who did the promotions mod? GIR?

ADD_2
Does anyone know..are promotions RANDOM generated on fight? or are they someone randomly generated on turn?
since i am doing this same attack 3times now, and each time i get the CTD on the 4th unit attacking the city(used different orders of assualt, so my 4th unit is different each time) OR, maybe some of the promotions of the units INSIDE the defending city is corrupted?
this comp has some units defending at +75City defence and alot of other extra stuff..maybe there's the problem? can someone check in his city which crashes if your AI has some rare promotions, or maybe not rare...just if you notice anything which looks normal, but then again, not like usual? :)

ADD_3
Units with the water promotion(what is it called, amphibious) cause the CTD!!!!!!!!!!!!!!!
NON AMPHIBIOUS DO NOT!!! cause CTD!

Will now play a few round to verify this..

now im remembering something in my Non CTD game..i told you guys i tested alot and wasn't able to force a CTD..
cheated units do not have this promotion! and i was testing on a city which was not ajedent to an water!..this might be the bug! :)

ADD_4
hmm..forget this message..i can attack 1 city by removing the amphibious assault, next city i still CTD :(
gonna remove all the promotions and then see what happens..

this CTD is so nested..unbelievable..trying really everything, civilizations, promotions, units, buildings, wonders...pfff..what is the cause? grrr
 
ok, here's my statement..i play just with my python linking to civ4 folder...im gonna stay at that..i dont get CTD with it..and i keep it that way..and i stop searching for this CTD...im out of options..
Buildings,
wonders
Civilizations(haven't tested this completely since there is very little feedback from you guys about which nations and which leaders you are choosing)
improvements,
promotions

all of this doesn't solve the mystery...it's freaking me out!! I gonna stop playing civ for a few days, I still need to fix the kitchen and my wife is complaining that it took me 1week to fix all the house, and since 6months she's waiting for me to do the finishing touch on the kitchen....so I'll first fix that :) maybe it'll clear my head or GIR or SEVO find the problem..they invented their mods..they should be able tracking down this CTD more easily :)
 
Ye I agree, SEVO or GIR can prob solve this with their new version of their mod, but te problem is that GIR said he wont buy Warlords(or Im crazy? :P)..

I think or you should wait for Sevo or you should start all over agai from the begining Kel..Wait is easier :P
 
I will check my install path in the registry MrGenie...when I get home from work ;)

One thing that might be different on my machine is that I reformatted the whole machine just before installing Warlords...so I had a pure vanilla Civ4 with Warlords installed THEN all these mods. Might be nothing, but a thought :)
 
TAfirehawk said:
I will check my install path in the registry MrGenie...when I get home from work ;)

One thing that might be different on my machine is that I reformatted the whole machine just before installing Warlords...so I had a pure vanilla Civ4 with Warlords installed THEN all these mods. Might be nothing, but a thought :)
that's the same with me!!! plain install of civ4 + warlords...
CvPath.py pointing to the civ dir... no problems

CvPath.py pointing to the warlords dir= CTD...but i give it up...really..let sevo fix it! he works on modding since 8months..it'll take me at least 2months to get through everything he has done...ebfore that time, he'll probably released his warlords version already :)
 
yep I concur - the CTD has really done my head in - I think we've done really well just to narrow it down as it appears to be multiple things interacting. Think I'm going to play the vanilla civ version for a while as I only ever completely one game on it (plus the fact I don't think I would really miss that many new features of warlords - well maybe the unique buildings and the University of Sankore wonder)
 
Axil said:
yep I concur - the CTD has really done my head in - I think we've done really well just to narrow it down as it appears to be multiple things interacting. Think I'm going to play the vanilla civ version for a while as I only ever completely one game on it (plus the fact I don't think I would really miss that many new features of warlords - well maybe the unique buildings and the University of Sankore wonder)


Ye, well I go around looking for playing some mods to warlords like Ket or amra cuz still didnt play warlords in a serious way hehe, but when sevo releases his mod and Kel add evetything(from dale to kelgir) I go back for sevo ^^ And I only did finish 3 games in vanilla xD Ah, hum, 4, but I lost 1 :P
 
I Agree Axil....

Think The Same Way,

Ill Try To Finnish The Stand Alone In A Few Days -for Those Who Want To Play Warlords,
Trying To Make It Bug Free --no Complicated Python Stuff,
Also Removing Some Things, Like Recources For Now.

Once I Finnish Ill Upload The New Vanilla With The New Dale,
And Then Start Building Upon The 5uu Stand Alone Other Mods Until Sevo Comes Out.
 
mrgenie said:
first thing i did for own pleasure was disabling the tech leak messages from sevo LOL...stupid tech trade spam LOL

Now that I am ahead in tech...this spam is quite annoying, how did you disable it?
 
ok guys,
heres an update,

i almost ready with the new 5uu for warlords,

it includes all of sevo civs, ub,
5uu,
civics
dale mod complete - v 1.03
and most of sevo's tweaks

it doeant include:
all of the recourses from sevo,
promotions system by gir
gp additions
and more

ill add then part after part to make sure it good to go.

also updated the venilla version
 
keldath said:
ok guys,
heres an update,

i almost ready with the new 5uu for warlords,

it includes all of sevo civs, ub,
5uu,
civics
dale mod complete - v 1.03
and most of sevo's tweaks

it doeant include:
all of the recourses from sevo,
promotions system by gir
gp additions
and more

ill add then part after part to make sure it good to go.

also updated the venilla version


Man you rock :goodjob:

Told you, keep going step by step :)
 
yay - - gp additions ? what are those?

EDIT ahh you mean great person - I would have thought the great statemans would be fine but not the general (pity as I prefer sevo's version to warlords
 
Gp - Great Person


*******edit*****

ok guys,

finnished doing the standalone 5uu

this is what it contains:
the new dale - 1.03

missiles
ranged bombardment
stack attack
mad nukes

its great - working smoothly

flying mod by roger b


also made tons of missspell bugs,

thanks to jaxsun for thank!

im testing it now and hopefully by tommorow - il will be availble.

im looking to add to it the merceneries mod next.

nut first i want a complete game report :)
 
TAFirehawk said:
Now that I am ahead in tech...this spam is quite annoying, how did you disable it?

well, im into python now..setting a true in a false can't be that difficult..

BUT; i have something to tell to all of you...since im now working really hard to understand python, my first objective was working on this techleak spam.

I wrote my own code, using sevos calculation.
you now get only 1 message per Civ you have a techleak with
it doesnt say for each seperate Tech how many points leaked,
instead it says:"Stalin has gain 78Tech points from trade with you"
or "you gained 38Tech points from trade with Elizabeth"

If you wanna have it, I'll give the code to Keldath so he can include it in his release... PM Keldath if you wanna have it..I won't give away codes without him since i think 1Person must take lead in mod developping..

im willing to help keldath on your wishes...but eventually, I won't make a 2nd Keldath mod LOL It's his modpackage..

I will just mod for my own pleasure my own things, and give Keldath what he request...

else..if I would go into every single persons request..I know i get alot of questions if something doesnt work..and I'll be more busy with Support then developing new stuff..and there'll be alot of different modified versions out there and it'll be impossible for me to track down every single event that occurs....so...only by keldaths request im going to give away codes...so it's his responsibility! LOL
 
Moving pretty quick as usual keldath....of course your new version will probably CTD me since the 'old' one works fine on my machine ;)

Seems to me like you have included almost everything in 3.1 or are there more exclusions? (except not for Warlords of course)
 
How do i disable the tech leak? I like the general idea (even primitive tribes in the wilds of papua new guinea seem to have mobile phones, sunglasses and ak 47s now) but it's not to my taste in the sandbox games i like best. :crazyeye:
 
If you just wanna disable it..completely..100% you must disable the request for the techleak...i am only busy with the calculation and output...and i dont wanna see right now where to disable it..but you can do alternatively allow civ to request for the techleak, and return a 0...if you want to completely shut it off..

in the sevomod.py youll see a "class BTM_TechSpread"
here comment everything by puttin # in front of it.

EXCEPT!!!

the lines:
class BTM_TechSpread:
def onBeginPlayerTurn(self, argsList):
iGameTurn, iPlayer = argsList

I'm not sure if it'll work..havent tried out python with empty classes...C++ wouldnt go CTD of it LOL

anyway...alternatively( this works 100%)
allow it to be executed and only comment the lines:

if (iAmtToAdd > 0):
pTargetTeam.changeResearchProgress(iTechCursor, iAmtToAdd, pTargetPlayer.getID())

and set:
bFlagTechLeakShowReceiverMessages = true
bFlagTechLeakShowSenderMessages = true

both to false!

ADD
Last solution will execute the routine, but it will not return a value(this sets the return automatically to 0)
neither will you get the spam messages...

if you want the routine to be executed, but not having ANY messages...just set the above mentioned values to false
 
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