Look and Feel Mod

You might also want to look into incorporating Gaurav's update to the Great Person Mod. He did some very nice work there, removing the necessity for the .bat file and delaying the Great Person screen so that it doesn't interfere with the action (among many other tweaks). He has some of the pieces of the INI Parser too, although you will still need to grab the CvConfigParser.py file from Dr Elmer Jiggle's Python Utility Library or jrayUGH.

Thanks for the plug, jray.
 
OK, it looks like my problem was related to having stuff still in the mod cache. I started having problems with other mods too so I deleted all the crap in my Custom Assets folder and that seems to have fixed the problem.

Sorry for the false alarm. The mod looks great!
 
You might also want to look into incorporating Gaurav's update to the Great Person Mod. He did some very nice work there, removing the necessity for the .bat file and delaying the Great Person screen so that it doesn't interfere with the action (among many other tweaks). He has some of the pieces of the INI Parser too, although you will still need to grab the CvConfigParser.py file from Dr Elmer Jiggle's Python Utility Library or jrayUGH.

Frankly, my primary interest lies in 'altered' modding. I put this one together because the pieces were already in place, I could do it in a day, and I thought it was something the community would value. However, I am not planning on updating this mod any further (aside from fixing any reported bugs). If anyone else wants to pick up this code and run with it, I would be happy to turn it over.

Thanks,
Eusebius
 
I truly hope someone keeps this project going... I saw this at work and I can't wait to get home and try it.

Some thoughts:

The Total Realism mod has some items that may be useful, such as (more?) ethnic unit sets, and ethnic-based Great People. Perhaps some of those items can be incorporated (with permission I imagine).

Are there any city name mods (didn't spot any in the list of components of this mod)? C Chulainn@Apolyton and Calgacus here once performed some excellent work on this concept for Civ 3.
 
Update:

Tried the mod, it's awesome.

However, I had the same problem as Uncle_Joe with the options screen. Alt-J brought it up nicely, but after that there was no way to clear it. Exit, esc, nothing.

I tried the solution he suggested (clearing the custom assets file) but that did not resolve the issue. Does anyone have any other ideas?
 
An update... ended task on the game right after encountering the problem.

Posting log files to this thread per PM
Could not find a dbglog file.

The only mods used are Look and Feel, Better AI, and Bad Ronald's Flags.

I tried running the mod by itself and it still happened. I also experienced the problem where directly modifying the INI of the mod had no effect on the in-game settings.
 

Attachments

Problem solved...

The "Look and Feel" mod cannot be played from My Games\Warlords\MODS. It must be played from C:\Program Files\Firaxis Games\Civilization 4\Warlords\MODS.
 
There is a bug in autologEventManager.py (part of Ruff autologger, modified from HOF mod, modified from autolog)

It is technically illegal to call getAttitudeInfo on yourself.

insert at lines 740, 799, 861:
Code:
if iCiv1 == iCiv2:
	continue

to fix this bug. (Note, I have not tested this fix)

Spoiler fixes in context :

Code:
# store civ attitudes
for iCiv1 in range(0, ziMaxCiv, 1):
	for iCiv2 in range(0, ziMaxCiv, 1):
		[B]if iCiv1 == iCiv2:
			continue[/B]
		zKey = ziMaxCiv * iCiv1 + iCiv2
		self.CIVAttitude[zKey] = gc.getAttitudeInfo(gc.getPlayer(iCiv1).AI_getAttitude(iCiv2)).getDescription()

Code:
# check if the attitude has changed
if (NewAutoLog.Enabled()
and RuffMod.get_boolean('AUTOLOG', 'LOG_ATTITUDE', True)):
	for iCiv1 in range(0, ziMaxCiv, 1):
		for iCiv2 in range(0, ziMaxCiv, 1):
			[B]if iCiv1 == iCiv2:
				continue[/B]
			zKey = ziMaxCiv * iCiv1 + iCiv2
			zsNewAttitude = gc.getAttitudeInfo(gc.getPlayer(iCiv1).AI_getAttitude(iCiv2)).getDescription()

			if (gc.getTeam(gc.getPlayer(iCiv1).getTeam()).isHasMet(gc.getActivePlayer().getTeam())
			and gc.getTeam(gc.getPlayer(iCiv2).getTeam()).isHasMet(gc.getActivePlayer().getTeam())
			and self.CIVAttitude[zKey] != zsNewAttitude
			and iCiv1 != gc.getGame().getActivePlayer()):
				zsCiv1 = gc.getPlayer(iCiv1).getName() + "(" + gc.getPlayer(iCiv1).getCivilizationShortDescription(0) + ")"
				zsCiv2 = gc.getPlayer(iCiv2).getName() + "(" + gc.getPlayer(iCiv2).getCivilizationShortDescription(0) + ")"
				message = "Attitude Change: %s towards %s, from '%s' to '%s'" % (zsCiv1, zsCiv2, self.CIVAttitude[zKey], zsNewAttitude)
				NewAutoLog.writeLog(12, message)
Code:
# dump attitude
for iCiv1 in range(0, ziMaxCiv, 1):
	for iCiv2 in range(0, ziMaxCiv, 1):
		[B]if iCiv1 == iCiv2:
			continue[/B]
		zsCiv1 = gc.getPlayer(iCiv1).getCivilizationAdjective(0)  #getCivilizationShortDescription(0)
		zsCiv2 = gc.getPlayer(iCiv2).getCivilizationAdjective(0)  #getCivilizationShortDescription(0)
		zsNewAttitude = gc.getAttitudeInfo(gc.getPlayer(iCiv1).AI_getAttitude(iCiv2)).getDescription()
		zKey = ziMaxCiv * iCiv1 + iCiv2
		message = "Attitude, %s, %s, %s, %s" % (zsCiv1, zsCiv2, self.CIVAttitude[zKey], zsNewAttitude)
		NewAutoLog.writeLog(1, message)


-Iustus
 
Um, shouldn't we be testing if the player is human instead? This could be multiplayer...

You could do both checks if you wanted to do so. Calling this function on a human player is not technically illegal, it just gives you a useless value (but it does give you the value that an AI would have, if they player instantly becomes non-human).

Calling this function on yourself is illegal, it results in calling some team functions with illegal parameters, and is generally a bad idea.

I would probably go ahead and continue to call it on human players, since it is caching many values, and in some game settings, a human can switch into a computer player.

-Iustus
 
Here is the file, repaired. It belongs in C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Warlords\Mods\LookAndFeel\Assets\python

The fix appears to have worked.
 
Anyone have an idea of how to properly update this with Guarav's Great Person Mod? (or at least the bit where the great person splash comes up at the right time)
 
Anyone have an idea of how to properly update this with Guarav's Great Person Mod? (or at least the bit where the great person splash comes up at the right time)

I can work on the python part if someone else is willing to do the graphics/xml. I'm not too familiar with the formations, etc. and several of the included graphics/xml mods have been updated.

Plus I'm personally not too keen on savegame-incompatible xml mods. ;)
 
Hey, there was a problem with filefront, so if anyone tried to download in the past couple of days it didn't work. Problem now fixed.

Eusebius
 
Aww... Something is seriously wrong here.

I downloaded the mod and saved it to exactly where gnome suggested. So what happens then? I load the mod, select "Play Now!", and as Mr. Nimoy is discussing the Creation/Evolution debate I get an error report, and Microsoft closes the program. What am I doing wrong here?
 
Aww... Something is seriously wrong here.

I downloaded the mod and saved it to exactly where gnome suggested. So what happens then? I load the mod, select "Play Now!", and as Mr. Nimoy is discussing the Creation/Evolution debate I get an error report, and Microsoft closes the program. What am I doing wrong here?

So, what is the error reported?

E.
 
So, what is the error reported?

E.

Sid Meir's Civilization 4: Warlords has encountered a problem and needs to close. We are sorry for the inconvenience

Error signature:
Appname:civ4warlords.exe Appver:2.0.8.0

Modname: ntdll.dll Modver: 5.1.2600.2180

Offset: 00011e58


Just like one of those regular error reports you spontaneously get while surfing the web, and your browser closes out as a result.
 
Sid Meir's Civilization 4: Warlords has encountered a problem and needs to close. We are sorry for the inconvenience

Error signature:
Appname:civ4warlords.exe Appver:2.0.8.0

Modname: ntdll.dll Modver: 5.1.2600.2180

Offset: 00011e58

Just like one of those regular error reports you spontaneously get while surfing the web, and your browser closes out as a result.

Hmm, I've never seen a CIV error in a dll file. A casual google search on ntdll.dll indicates that it is sometimes a target for virus infection. If you are getting a similar error while browsing, I suspect there must be something larger going on with your machine. Were you trying single player or multi-player?

(But if that is the case, why should using a MOD give an error that straight-up CIV 4 games don't? Very puzzling.)

Anyway, this is beyond my exerptise or the scope of a CIV forum. But it never hurts to check out your machine.

All I can think of; sorry,
Eusebius
 
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