[MOD] MagisterModmod

I backed up and reran 4 turns. And the only log file I can find is PythonErr.log, and there's nothing in it that tells me what the problem is. :dunno:
 
I backed up and reran 4 turns. And the only log file I can find is PythonErr.log, and there's nothing in it that tells me what the problem is. :dunno:

You may need to set all of these instead of just the first one in order to get the logs most helpful to finding which unit is stuck in a loop:

; Enable the logging system
LoggingEnabled = 1
; Enable synchronization logging
SynchLog = 1

; Enable rand event logging
RandLog = 1

; Enable message logging
MessageLog = 1
 
If people want, I could go ahead and release an update that fixes the much-complained-about Nature's Revolt and Wild Hunt issues (plus a couple minor bugs I found in the process).

I had intended to merge in the updated worldbuilder before the next release, but Platyping made such major changes that the task of merging seems so daunting that I keep putting it off. If you'd rather have the worldbuilder update too, then you'll have to wait longer.

Will the new update be merged with the MNAI 2.52 release?
 
Why do I always seem to be the last to realize it when Tholal releases an update?

It looks like most of the pythonchanges in MNAI v2.52 are things MagisterModmod already incorporated, but the SDK changes will be welcome and should hopefully cut down on WoC issues and other annoyances.

I definitely plan to incorporate the latest available version of MNAI in my next release, but I have not yet begin that merger.

I have recently made significant progress in merging the latest version of Platyping's World Builder 3.8 with MNAI v2.51. In the last hour I finally figured out how to implement what I expected to the the hardest part.


I intend to finish that merger first, and them make sure that the new worldbuilder works with MNAI v2.52. I'll then merge my modmod with that version of MNAI before the release.

I'm aiming to have this all ready in time to release it on my birthday (Saturday), but cannot promise anything.

The option of an early release just for those bug fixes is now off the table.
 
I appreciate all your attempts to help. But I just don't know the nuts and bolts of how these things work well enough to follow through on your suggestions. I have a possible unit ID (393241), but can't figure out how to find that unit to kill it.
 
I have just uploaded a new version of MagisterModmod.


You may download the Installer here or the Archive here


This is based on Tholal's More Naval AI version 2.52 and platyping's World Builder 3.8.

I suspect that it will break saved game, but I'm not certain.


I do not think that reloading saved games is any longer necessary in order to delete units that are causing an AI player to stay stuck in a loop. In one test game I came across what seemed to be a WoC issue caused by one of Alexis' catapults. During her turn, I was able to open World Builder, open the Player Data Screen, switch to the Units + Cities screen, organize the Unit list by Unit ID, find the ID of the problem catapult, click on that unit in the list to take me to the Unit Data screen, and delete said unit. When I closed World Builder, Alexis's turn promptly ended and the game continued as normal.

Edit:
I just noticed that there seem to be a few missing TXT_KEYS, for things like the addition ways I added to sort unit types.

I also made a mistake in line 4398 of CvSpellInterface.py, which says iTeam = pCaster.getOwner().getTeam() when it should say iTeam = pCaster.getTeam()

I don't think these by themselves are big enough issues to warrant releasing another update though.
 
Thank, bro!

WorldBuilder events tab does not seem to be working. (i'm sorry if i'm wrong)

It seems that you can only access the screen after selecting a plot which has an owner, as otherwise it would not know the player for whom to trigger the event.
I didn't know about it. Thx, now it is clear.
 
I'll look into that.

I did not do anything with the Events Screen. I noticed the python file but never saw until just now how we are supposed to access the screen.

Edit: At first I thought it was not working, but it seems fine now. It seems that you can only access the screen after selecting a plot which has an owner, as otherwise it would not know the player for whom to trigger the event.


I just found another bug in line line 495 and 498 of CvEventManager.py, where pPlayer should just be player.

(I only noticed this because I accidentally pressed the regenerate map button in worldbuilder. It might come up in some scenarios too, but would never effect a normal game because players would not start already having a state religion.)
 
Hi Magister:
You said: "I just found another bug in line line 495 and 498 of CvEventManager.py, where pPlayer should just be player."

in my file i downloaded right now it already was player, like this:

iRel = player.getStateReligion()
if iRel != -1:
if iRel == iOrder:
player.setAlignment(iGood)
elif iRel == iHand or iRel == iVeil:
player.setAlignment(iEvil)
elif pPlayer.getAlignment() == iGood:
if iRel == iEsus or iRel == iOverlords:
player.setAlignment(iNeutral)
elif pPlayer.getAlignment() == iEvil:
if iRel == iEmpyrean or iRel == iRunes:
player.setAlignment(iNeutral)
 
FoL was founded at the same turn...

Spoiler :
ka7s.jpg
 
Hi Magister:
You said: "I just found another bug in line line 495 and 498 of CvEventManager.py, where pPlayer should just be player."

in my file i downloaded right now it already was player, like this:

iRel = player.getStateReligion()
if iRel != -1:
if iRel == iOrder:
player.setAlignment(iGood)
elif iRel == iHand or iRel == iVeil:
player.setAlignment(iEvil)
elif pPlayer.getAlignment() == iGood:
if iRel == iEsus or iRel == iOverlords:
player.setAlignment(iNeutral)
elif pPlayer.getAlignment() == iEvil:
if iRel == iEmpyrean or iRel == iRunes:
player.setAlignment(iNeutral)

Those were the line numbers it said in PyScripter, but Notepad++ places the errors in lines 496 and 499.

FoL was founded at the same turn...

Spoiler :
ka7s.jpg
That is the first bug I noticed after the release, the solution to which I already shared.

I also made a mistake in line 4398 of CvSpellInterface.py, which says iTeam = pCaster.getOwner().getTeam() when it should say iTeam = pCaster.getTeam()

I don't think these by themselves are big enough issues to warrant releasing another update though.
 
Omissions into Magister_CIV4GameText_FFH2:

TXT_KEY_FEATURE_JUNGLE_PEDIA (line 693)
Jungles cause [ICON_UNHEALTHY], but can upgrade to [ICON_UNHEALTHY] providing [LINK=FEATURE_FOREST_ANCIENT]Ancient Forests[\LINK][LINK=FEATURE_FOREST_ANCIENT]Ancient Forests[\LINK] providing [ICON_HEALTHY]...

TXT_KEY_SPELL_HELLFIRE_HELP (line 2529 )
[ICON_BULLET]Creates [LINK=IMPROVEMENT_HELLFIRE]Hellfire[\LINK] improvements...

TXT_KEY_BUILDING_GRAND_MENAGERIE_HELP (line 4739)
City must have at least 10 of the following:[NEWLINE][ICON_BULLET]Giant Cage[NEWLINE][ICON_BULLET]Aviary[NEWLINE]...

TXT_KEY_SPELL_SUMMON_EINHERJAR_HELP PIT_BEAST_HELP (line 7016)
 
Thanks for the update.

I'm having an issue with loading the mod from the desktop shortcut included via the installer.

When I click the icon an error pops up: "mods\Magister Modmod for FfH2 \ is an invalid mod directory, ignoring". It then launches BTS, and I can select this mod from the mod list and run successfully without issue.

The target (mod=\Magister Modmod for FfH2) and start paths seem to be fine. Has anyone else encountered this?

Edit: I see that the target from the installer is incorrect. It should be (mod="Magister Modmod for FfH2").
 
I wish I could get the work done and sent back in time. Sadly, it was merely a typo...


I am however now ready to release another update, as a gift to all of you on my 26th birthday.

You may download the Installer here or the Archive here
This is a rather minor update, so I would be shocked if it broke anyone's saved games.

It just fixes the python errors and TXT_KEY problems that have already been pointed out in this thread, plus includes Platyping's latest update to worldbuilder. That makes more screens more easily accessible from other screens, and changes how he promotions and Events screens work. The promotions screen now lets you switch which unit on the tile you want to edit, and gives you the option to grant a promotion to all units of the same type, same unitcombat, or just all of any sort. The Events screen is no longer limited to triggered events for the owner of a specific tile. It might be worth noting that Platyping did not manage to catch ever prereq for events, so there is a risk of python exceptions if you try to trigger certain events without passing them all the needed parameters (particularly if you neglect to select a player for whom it should trigger). I doubt this would cause any serious problems though.
 
I wish I could get the work done and sent back in time. Sadly, it was merely a typo...


I am however now ready to release another update, as a gift to all of you on my 26th birthday.

You may download the Installer here or the Archive here
This is a rather minor update, so I would be shocked if it broke anyone's saved games.

It just fixes the python errors and TXT_KEY problems that have already been pointed out in this thread, plus includes Platyping's latest update to worldbuilder. That makes more screens more easily accessible from other screens, and changes how he promotions and Events screens work. The promotions screen now lets you switch which unit on the tile you want to edit, and gives you the option to grant a promotion to all units of the same type, same unitcombat, or just all of any sort. The Events screen is no longer limited to triggered events for the owner of a specific tile. It might be worth noting that Platyping did not manage to catch ever prereq for events, so there is a risk of python exceptions if you try to trigger certain events without passing them all the needed parameters (particularly if you neglect to select a player for whom it should trigger). I doubt this would cause any serious problems though.

A player is always selected once you enter the screen, so you should not encounter a case where there is no player selected.

Edit: Nvm, I saw what is wrong :D
 
Ive been trying for the last few days to load this and play it. I have FFH II Patch O and RIFE Ashes of Erebus loaded.

This loads fine, but everytime I try and start it, everything goes fine through all of the screens til the game actually loads...then it crashes.

Im not sure what to look at or do. Suggestions?
 
Back
Top Bottom