[MOD] MagisterModmod

Got a bug in The Black Tower: Every time I build a mud golem in a Luchuirp city, the next turn the city loses the 'Luchuirp' white text above the bar and on the turn after that it tells me that it cannot be built. I tried changing it with WB but gave the same result. Not a problem with the other civs though.
 
The last couple of times I've tried to install this mod it's failed to load. I'm running win8 now. Any ideas?
 
The last couple of times I've tried to install this mod it's failed to load. I'm running win8 now. Any ideas?

Its probably saving the mod to the mod folder in my documents. Make sure its saving into the beyond the sword mod folder. That's my guess anyway can't be sure without more info.
 
I have been getting the following message in the turn summary: "error in unitCreated event handler, <bound method BugEventManager.on UnitCreated of.

Any Idea what that means? It started after I completed nature's revolt, but doesn't seem to affect the game much.
 
It's the auto installer. It's putting it whereever that says to put it.
I'm not really sure how to make the installer detect the proper location to those with nonstandard installation paths, such as those using a Steam or Gold version of Civ IV. That is why I also uploaded all of the files in an archive than cn be extracted and manually placed in the right place.

I have been getting the following message in the turn summary: "error in unitCreated event handler, <bound method BugEventManager.on UnitCreated of.

Any Idea what that means? It started after I completed nature's revolt, but doesn't seem to affect the game much.

It seems like that should probably be something in def onUnitCreated(self, argsList):, but I'm not sure what. The only thing I can think of that would make it happen only after Nature's Revolt would be the code that gives animals created after that the heroic strength/defense 1 and 2 promotions, but that looks like it should be fine.

It is possible that there was some minor error that no longer exists on this end, as I rewrote a lot of code since the last release in order to be elegant. I haven't actually done much coding lately though, as I was getting frustrated with attempting to merge Platyping's newest version of World Builder with FfH2 features.
 
The last couple of times I've tried to install this mod it's failed to load. I'm running win8 now. Any ideas?

When I was installing this modmod, the installer was creating a different civ 4 folder.
If you are having the same error (i.e wrong folder) then you should let the mod install and then copy it into civ4/bts/mods.
 
I assume it has to do with the Tolerant trade code (which makes civ type depend on culture instead of remaining the builder's type forever) I added near the top of def onCityDoTurn(self, argsList):.

The onCityDoTurn function does not seem to run once per turn per city like it should. It seems to be somehow tied with the city reporting what it is building. This has caused all sorts of frustrations in the past. I had hoped I'd finally fixed it, but I guess it isn't perfect yet.


I really don't know why it should effect Luchuirp cities and not cities of other sorts.

I should probably disable that Tolerant trait code in that specific scenario.

I try to keep the checks for the scenario game options limited to ScenarioFunctions.py, but I don't really want to revert to base FfH2 style tolerant trait in the other scenarios. I guess I can just make an exception.


Try changing
Code:
		if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_TOLERANT')):

to
Code:
		if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_TOLERANT')) and not gc.getGame().isOption(GameOptionTypes.GAMEOPTION_WB_THE_BLACK_TOWER):
 
I'm getting an error. Either the game gets stuck on the loading screen, or it starts but without any in- game interface (not an Alt-I problem). I think I've not copied the code correctly.

In notepad++:
Code:
elif gc.getGame().isOption(GameOptionTypes.GAMEOPTION_WB_RETURN_OF_WINTER):
			self.addPopupWB(CyTranslator().getText("TXT_KEY_WB_RETURN_OF_WINTER_INTRO",()), 'art/interface/popups/Return of Winter.dds')

		elif gc.getGame().isOption(GameOptionTypes.GAMEOPTION_WB_THE_BLACK_TOWER):
			self.addPopupWB(CyTranslator().getText("TXT_KEY_WB_THE_BLACK_TOWER_INTRO",()), 'art/interface/popups/The Black Tower.dds')
		[B]	if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_TOLERANT')) and not gc.getGame().isOption(GameOptionTypes.GAMEOPTION_WB_THE_BLACK_TOWER):
[/B]
			[COLOR="Red"]pPlayerTebryn = gc.getPlayer(1)#Tebryn[/COLOR]
			(pLoopUnit, iter) = pPlayer.firstUnit(False)
			while(pLoopUnit):
				if not pLoopUnit.isDead(): #is the unit alive and valid?
					if pLoopUnit.getUnitType() == gc.getInfoTypeForString('UNIT_EATER_OF_DREAMS'):
						pLoopUnit.setAvatarOfCivLeader(True)
				(pLoopUnit, iter) = pPlayerTebryn.nextUnit(iter, False)



EDIT:Error log. Indentation block in red.
Spoiler :
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 17, in ?
File "<string>", line 52, in load_module
File "BugEventManager", line 102, in ?
File "<string>", line 52, in load_module
File "CvEventManager", line 11, in ?
File "<string>", line 52, in load_module
File "CvScreensInterface", line 3, in ?
File "<string>", line 52, in load_module
File "CvMainInterface", line 23, in ?
File "<string>", line 35, in load_module
File "<string>", line 13, in _get_code
File "ScenarioFunctions", line 1604
pPlayerTebryn = gc.getPlayer(1)#Tebryn
^
IndentationError: expected an indented block
load_module CvAppInterface
 
At first I thought there was something seriously wrong with the indentation, but I;m guessing that is just an issue with how you copied and pasted it.

The problem seems to be that pPlayer and pPlayerTebryn do not match.

Code:
		elif gc.getGame().isOption(GameOptionTypes.GAMEOPTION_WB_THE_BLACK_TOWER):
			self.addPopupWB(CyTranslator().getText("TXT_KEY_WB_THE_BLACK_TOWER_INTRO",()), 'art/interface/popups/The Black Tower.dds')
			gc.getPlayer(0).setHasTrait(gc.getInfoTypeForString('TRAIT_TOLERANT'), True)


[B]			[COLOR="Blue"]pPlayerTebryn[/COLOR] = gc.getPlayer(1)#Tebryn
			(pLoopUnit, iter) = [COLOR="red"]pPlayer[/COLOR].firstUnit(False)
			while(pLoopUnit):
				if not pLoopUnit.isDead(): #is the unit alive and valid?
					if pLoopUnit.getUnitType() == gc.getInfoTypeForString('UNIT_EATER_OF_DREAMS'):
						pLoopUnit.setAvatarOfCivLeader(True)
				(pLoopUnit, iter) = [COLOR="Blue"]pPlayerTebryn[/COLOR].nextUnit(iter, False)[/B]



			pPlayer = gc.getPlayer(1)#Tebryn
			(pLoopUnit, iter) = pPlayer.firstUnit(False)
			while(pLoopUnit):
				if not pLoopUnit.isDead(): #is the unit alive and valid?
					if pLoopUnit.getUnitType() == gc.getInfoTypeForString('UNIT_EATER_OF_DREAMS'):
						pLoopUnit.setAvatarOfCivLeader(True)
						break
				(pLoopUnit, iter) = pPlayer.nextUnit(iter, False)


			pPlayer = gc.getPlayer(2) #Averax
			(pLoopUnit, iter) = pPlayer.firstUnit(False)
			while(pLoopUnit):
				if not pLoopUnit.isDead(): #is the unit alive and valid?
					if pLoopUnit.getUnitType() == gc.getInfoTypeForString('UNIT_BATTLEMASTER'):
						pLoopUnit.setAvatarOfCivLeader(True)
						break
				(pLoopUnit, iter) = pPlayer.nextUnit(iter, False)

			pPlayer = gc.getPlayer(4) #Malchiavic
			(pLoopUnit, iter) = pPlayer.firstUnit(False)
			while(pLoopUnit):
				if not pLoopUnit.isDead(): #is the unit alive and valid?
					if pLoopUnit.getUnitType() == gc.getInfoTypeForString('UNIT_ARCHMAGE'):
						pLoopUnit.setAvatarOfCivLeader(True)
						break
				(pLoopUnit, iter) = pPlayer.nextUnit(iter, False)

The bolded code is redundant anyway, and the next block is the same thing only without that mistake.

Edit: Wait, why did you add the line if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_TOLERANT')) and not gc.getGame().isOption(GameOptionTypes.GAMEOPTION_WB_THE_BLACK_TOWER): in this file?

I was saying to change a line in CvEventManager.py, like this:
Code:
		if pPlayer.hasTrait(gc.getInfoTypeForString('TRAIT_TOLERANT'))[COLOR="Red"] and not gc.getGame().isOption(GameOptionTypes.GAMEOPTION_WB_THE_BLACK_TOWER)[/COLOR]:


			if iCiv == iMercurians and pCity.getCivilizationType() == iInfernal:
				pCity.setCivilizationType(iMercurians)
				CyInterface().setDirty(InterfaceDirtyBits.CityInfo_DIRTY_BIT, True)
			elif iCiv == iInfernal and pCity.getCivilizationType() == iMercurians:
				pCity.setCivilizationType(iInfernal)
				CyInterface().setDirty(InterfaceDirtyBits.CityInfo_DIRTY_BIT, True)
			else:
				iDominantCiv = -1
				iMostCivCulture = 0
				for iCiv2 in range(gc.getNumCivilizationInfos()):
					iCivCult = 0
					for jPlayer in range(gc.getMAX_CIV_PLAYERS()):
						if gc.getPlayer(jPlayer).getCivilizationType() == iCiv2:
							iCivCult += pCity.getCulture(jPlayer)
					if iCivCult > iMostCivCulture:
						iMostCivCulture = iCivCult
						iDominantCiv = iCiv2
				if iDominantCiv != -1 and iDominantCiv != pCity.getCivilizationType():
					pCity.setCivilizationType(iDominantCiv)
					CyInterface().setDirty(InterfaceDirtyBits.CityInfo_DIRTY_BIT, True)

					if iCiv == iMercurians and pCity.getCivilizationType() == iInfernal:
						pCity.setCivilizationType(iMercurians)
						CyInterface().setDirty(InterfaceDirtyBits.CityInfo_DIRTY_BIT, True)
					elif iCiv == iInfernal and pCity.getCivilizationType() == iMercurians:
						pCity.setCivilizationType(iInfernal)
						CyInterface().setDirty(InterfaceDirtyBits.CityInfo_DIRTY_BIT, True)
 
It's working great now. Thanks.
Also, do you know of any way by which I can get back an autosave that I just overwrote? I started Fall of Cuantine, but lost 50 turns worth of hard work in the Black Tower (forgot to save it:().
 
Fall of Cuantine : Killing the drown doesn't do anything.
Also experienced by someone else here.


EDIT: Solved, by replacing
Code:
if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_WB_FALL_OF_CUANTINE):
			iRosier = gc.getInfoTypeForString('UNIT_ROSIER_OATHTAKER')
			if iUnitType == iRosier:
				if gc.getGame().getScenarioCounter() < 6:
					iPlayer = 0 #Decius
					cf.addPlayerPopup(CyTranslator().getText("TXT_KEY_WB_FALL_OF_CUANTINE_ROSIER_KILLED",()), iPlayer)
					gc.getPlayer(iPlayer).setAlive(False)
			if gc.getGame().getScenarioCounter() == 5:
				if iUnitType == gc.getInfoTypeForString('UNIT_DROWN'):
					bValid = True
					iX = 16
					iY = 18
					for iiX in range(iX-1, iX+2, 1):
						for iiY in range(iY-1, iY+2, 1):
							pPlot = CyMap().plot(iiX,iiY)
							for i in range(pPlot.getNumUnits()):
								pLoopUnit = pPlot.getUnit(i)
								if pLoopUnit.getUnitType() == gc.getInfoTypeForString('UNIT_DROWN'):
									if pLoopUnit is not pUnit:
										bValid = False

in ScenarioFunctions.py with

Code:
if gc.getGame().isOption(GameOptionTypes.GAMEOPTION_WB_FALL_OF_CUANTINE):
			if pUnit.getUnitType() == gc.getInfoTypeForString('UNIT_ROSIER_OATHTAKER'):
				if gc.getGame().getScenarioCounter() < 6:
					iPlayer = 0 #Decius
					cf.addPlayerPopup(CyTranslator().getText("TXT_KEY_WB_FALL_OF_CUANTINE_ROSIER_KILLED",()), iPlayer)
					gc.getPlayer(iPlayer).setAlive(False)
			if gc.getGame().getScenarioCounter() == 5:
				if pUnit.getUnitType() == gc.getInfoTypeForString('UNIT_DROWN'):
					bValid = True
					iX = 16
					iY = 18
					for iiX in range(iX-1, iX+2, 1):
						for iiY in range(iY-1, iY+2, 1):
							pPlot = CyMap().plot(iiX,iiY)
							for i in range(pPlot.getNumUnits()):
								pLoopUnit = pPlot.getUnit(i)
								if pLoopUnit.getUnitType() == gc.getInfoTypeForString('UNIT_DROWN'):
									if pLoopUnit.getID() != pUnit.getID():
										bValid = False
(From the original FFH2 ScenarioFunctions.py file.
 
Bug in scenarios with Cult of the Dragon diasbled but Acheron enabled. 'The Cult of the Dragon has been founded in x' message pops up twice every turn, along with its sound. The only scenario I've come across till now with this is Into the Desert.
 
In Wages of Sin, is the angel spawn rate lesser than usual? Some WB tests showed that ~1/3 (9 out of 30) of units with a good religion were turning into angels (the true ratio, I believe, is (100-(8*3)) = 76% for an inexperienced unit). I used acolytes in the test.
 
I am having a problem getting the game to start properly. I was able to get the game to go to the main menu, then attempted to start the game and was able to get to the loading screen, it finishes, and then CTD"s and states that Civ4 has stopped.

I installed the fFH2 with all the base files and am able to start a game with that mod. But when I try to install the Magister modmod, it doesn't work.

I do everything right, install the fFH2 to C:\Mods and then use the Magister modmod installer to change over FfH2 original file in the C:\Mods folder. Then move it to the mods folder in the beyond the sword location in Civ4. The menu will start, but when going to the main game it finishes loading then the mouse cursor turns into a globe, and then CTD"s

Uh, what do I try now?:confused:
 
Enable logging, then paste the error log here.
You enable logging by editing the CivilizationIV.ini file, which is at ~/Documents/Civilization IV Beyond the Sword/CivilizationIV.ini if you have the DVD version of the game. Not sure where it is for Steam installations - possibly in ~/Library/Application Support/. On Lion, Alt-click the Finder's Go menu to get to ~/Library.

Open this file in Notepad and change '0' to '1' in the following line:

; Enable the logging system
LoggingEnabled = 0

becomes

; Enable the logging system
LoggingEnabled = 1

Start a game and get to the problem screen display, then use TextEdit to open the log file at:
~/Documents/Civilization IV Beyond the Sword/Logs/PythonErr.log. Copy/Paste its contents here.

No guarantee I'll be able to read the log, but MC will probably come along.
 
sys.path = ['..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\email', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\encodings', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\build', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\colourchooser', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\editor', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\floatcanvas', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\masked', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\mixins', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\lib\\ogl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\af\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ca\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\cs\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\da\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\de\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\el\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\es\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\eu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\fr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hi\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\hu\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\id\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\it\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ja\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\lv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nb\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\nl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\pt_BR\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\ru\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sl\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\sv\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\tr\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\uk\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_CN\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\locale\\zh_TW\\LC_MESSAGES', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\py\\tests', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM\\wx\\tools\\XRCed\\src-images', '..\\WARLORDS\\ASSETS\\PYTHON\\SYSTEM']

sys.modules = {'zipimport': <module 'zipimport' (built-in)>, 'signal': <module 'signal' (built-in)>, '__builtin__': <module '__builtin__' (built-in)>, 'sys': <module 'sys' (built-in)>, '__main__': <module '__main__' (built-in)>, 'exceptions': <module 'exceptions' (built-in)>, 'CvPythonExtensions': <module 'CvPythonExtensions' (built-in)>}

sys.builtin_module_names = ('CvPythonExtensions', '__builtin__', '__main__', '_bisect', '_codecs', '_codecs_cn', '_codecs_hk', '_codecs_iso2022', '_codecs_jp', '_codecs_kr', '_codecs_tw', '_csv', '_heapq', '_hotshot', '_locale', '_multibytecodec', '_random', '_sre', '_subprocess', '_symtable', '_weakref', '_winreg', 'array', 'audioop', 'binascii', 'cPickle', 'cStringIO', 'cmath', 'collections', 'datetime', 'errno', 'exceptions', 'gc', 'imageop', 'imp', 'itertools', 'marshal', 'math', 'md5', 'mmap', 'msvcrt', 'nt', 'operator', 'parser', 'regex', 'rgbimg', 'sha', 'signal', 'strop', 'struct', 'sys', 'thread', 'time', 'xxsubtype', 'zipimport')
load_module CvEventInterface
load_module BugEventManager
load_module CvEventManager
load_module CvUtil
load_module traceback
load_module CvScreensInterface
load_module CvMainInterface
load_module ScreenInput
load_module CvScreenEnums
load_module time
load_module BugDll
load_module BugOptions
load_module BugConfig
load_module BugCore
load_module BugUtil
load_module BugPath
load_module BugConfigTracker
load_module shutil
load_module ColorUtil
load_module BugInit
load_module BugTypes
load_module xmllib
..\WARLORDS\ASSETS\PYTHON\SYSTEM\xmllib.py:9: DeprecationWarning: The xmllib module is obsolete. Use xml.sax instead.
09:12:22 DEBUG: BugConfig - registering xml handler BugConfig.RootHandler
09:12:22 DEBUG: BugConfig - registering bug handler BugConfig.BugHandler
09:12:22 DEBUG: BugConfig - registering load handler BugConfig.LoadHandler
09:12:22 DEBUG: BugConfig - registering config handler BugConfig.ConfigHandler
09:12:22 DEBUG: BugConfig - registering arg handler BugConfig.ArgHandler
load_module configobj
load_module __future__
load_module codecs
load_module validate
validate import failed
load_module RevInstances
load_module ScenarioFunctions
load_module Popup
load_module PyHelpers
load_module CustomFunctions
load_module CvCameraControls
load_module CvEspionageAdvisor
load_module CvWBDesc
load_module array
load_module BugOptionsScreen
load_module BugErrorOptionsTab
load_module BugOptionsTab
load_module BugHelp
09:12:23 INFO : BugCore - creating uninitialized mod Core
09:12:23 INFO : BugCore - creating uninitialized mod MainInterface
load_module CityUtil
09:12:23 INFO : BugCore - creating uninitialized mod NJAGC
09:12:23 INFO : BugCore - creating uninitialized mod Scores
09:12:23 INFO : BugCore - creating uninitialized mod CityScreen
09:12:23 INFO : BugCore - creating uninitialized mod Revolution
09:12:23 INFO : BugCore - creating uninitialized mod PLE
load_module Scoreboard
load_module DealUtil
load_module PlayerUtil
load_module TradeUtil
load_module DiplomacyUtil
load_module AttitudeUtil
load_module FontUtil
load_module GameUtil
load_module BugUnitPlot
load_module MonkeyTools
load_module UnitUtil
load_module ReminderEventManager
load_module SdToolKit
load_module BugData
load_module cPickle
load_module autolog
load_module CvModName
09:12:23 INFO : BugCore - creating uninitialized mod Autolog
09:12:23 INFO : BugCore - creating uninitialized mod Reminder
load_module CvAppInterface
load_module GGUtil
load_module GPUtil
load_module ProgressBarUtil
load_module PLE
load_module AStarTools
load_module RawYields
load_module CvTechChooser
load_module TechPrefs
09:12:23 INFO : BugCore - creating uninitialized mod Advisors
load_module CvForeignAdvisor
load_module math
load_module CvExoticForeignAdvisor
load_module IconGrid_BUG
load_module DomPyHelpers
load_module TechTree
load_module FavoriteCivicDetector
load_module CvReligionScreen
load_module ReligionUtil
load_module CvCorporationScreen
load_module CvSomniumInterface
load_module copy
load_module CvCivicsScreen
load_module CvVictoryScreen
load_module TechUtil
load_module GameSetUpCheck
load_module AutoSave
load_module MapFinder
load_module MapFinderStatusScreen
09:12:25 INFO : BugCore - creating uninitialized mod MapFinder
09:12:25 INFO : BugCore - creating uninitialized mod AutoSave
load_module Buffy
09:12:25 INFO : BugCore - creating uninitialized mod BUFFY
load_module CvOptionsScreen
load_module CvReplayScreen
load_module CvHallOfFameScreen
load_module CvDanQuayle
load_module CvGameUtils
load_module CvUnVictoryScreen
load_module CvDawnOfMan
load_module CvTechSplashScreen
load_module CvTopCivs
load_module random
load_module CvInfoScreen
load_module CvIntroMovieScreen
load_module CvVictoryMovieScreen
load_module CvWonderMovieScreen
load_module CvEraMovieScreen
load_module CvSpaceShipScreen
load_module SevoScreenEnums
load_module CvWorldBuilderScreen
load_module WBBuildingScreen
load_module WBTechScreen
load_module WBPromotionScreen
load_module WBCorporationScreen
load_module WBBonusScreen
load_module WBProjectScreen
load_module WBSpecialistScreen
load_module WBDiplomacyScreen
load_module CvDebugTools
load_module CvDebugInfoScreen
load_module CvMapGeneratorUtil
load_module CvGFCScreen
load_module CvPopupInterface
load_module CvScreenUtilsInterface
load_module CvOverlayScreenUtils
load_module CvDotMapOverlayScreen
load_module CvStrategyOverlay
09:12:25 INFO : BugCore - creating uninitialized mod StrategyOverlay
load_module CvTrophyHall
load_module Trophies
09:12:25 INFO : BugCore - creating uninitialized mod CustDomAdv
09:12:25 INFO : BugCore - creating uninitialized mod TechWindow
init-ing world builder screen
load_module CvWBPopups
load_module CvAdvisorUtils
load_module OOSLogger
load_module InputUtil
09:12:25 DEBUG: BugUtil - extending BugEventManager.preGameStart instead CvAppInterface
09:12:25 DEBUG: BugEventManager - adding event 'PreGameStart'
09:12:25 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
09:12:25 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer'
09:12:25 DEBUG: BugEventManager - adding event 'LanguageChanged'
09:12:25 DEBUG: BugEventManager - adding event 'ResolutionChanged'
09:12:25 DEBUG: BugEventManager - adding event 'PythonReloaded'
09:12:25 DEBUG: BugEventManager - adding event 'unitUpgraded'
09:12:25 DEBUG: BugEventManager - adding event 'unitCaptured'
09:12:25 DEBUG: BugEventManager - adding event 'combatWithdrawal'
09:12:25 DEBUG: BugEventManager - adding event 'combatRetreat'
09:12:25 DEBUG: BugEventManager - adding event 'combatLogCollateral'
09:12:25 DEBUG: BugEventManager - adding event 'combatLogFlanking'
09:12:25 DEBUG: BugEventManager - adding event 'playerRevolution'
09:12:25 DEBUG: BugInit - game not fully initialized
PY:OnInit

This is the error log at the location that was specified. I am also using BUG, should I delete that to prevent problems?
 
@Akbarthegreat

I'll look into the Colt of the Dragon issue.

I can't think of a reason why fewer angels should be generated in Wages of Sin.

@hty
I'm not recognizing anything useful from what you copied and pasted there.


I think it might be a BUG issue.

Tholal's More Naval AI mod already includes BUG in it, but with a few things disabled to make it more compatible. Since Magister Modmod is based on MNAI, it includes that version of BUG too.

As you can read on the opening post:
(Note: If you have a recent version of BUG installed under C:\Users\[insert user name here]\Documents\My Games\Beyond the Sword\CustomAssets, you may still need to disable (delete or change the name of) the file CvGameInterfaceFile.py found under C:\Users\[insert user name here]\Documents\My Games\Beyond the Sword\CustomAssets\python\entrypoints in order for my mod to function. If you do not have BUG installed separately, you may ignore this section.)
 
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