[Map Script] Full of resources

In fact the game crash when I select the script from the list..
If I use the script on vanilla it works like a charm.

My only possibility atm is to select the script on a vanilla game and then load the mod and then play without making any change to the script. This lead to a VERY LONG generation process and eventually to a weird result usually (for example, I put a lot of forest and the map almost have none..)

Ok, i'm downloading the MOD and will check that. I will try to check what happen. But i don't understand how you can play after loading the MOD ? the screen show up when it's selected !? so you should get the crash and won't be able to play with the script ! :confused:

... 30 min left before getting the MOD and checking that

Tcho !
 
In fact the game crash when I select the script from the list..
I've downloaded the mod. I've tried with the script already selected and no selected when you enter in the menu. I've tried each language ... No crash for me. Do you play with some add-On of RoM 2.2 or just basic version? Vista user (the easy target when there is a bug :)) ? Only one copy of the script in the civIV (not BtS or Warlords) Folder ?

Btw : All options works with the map generated , no problemo !


My only possibility atm is to select the script on a vanilla game and then load the mod and then play without making any change to the script. This lead to a VERY LONG generation process and eventually to a weird result usually (for example, I put a lot of forest and the map almost have none..)
I still don't understand that !? If you aren't able to select the script, how can you launch it ?

Tcho !
 
What I did is "pre-select" the script without the mod loaded so when I create a new game with the mod loaded, the script is already selected and I just start the game.

I use Vista yes.. (needed an x64 OS with 3+Go capability for CG softs and xp64 is a joke)
I tried with RoM 2.2 + extra civ addon.

Weird.. I will clean all my folders and check it again.
the script is in the BTS map folder.
 
Okay, I tested different conditions and looks like the culprit is the extra civ addon.. no crash without it but 100% crash when I add it.
 
Okay, I tested different conditions and looks like the culprit is the extra civ addon.. no crash without it but 100% crash when I add it.

Ok , thank you i will try to check the reason of the crash. And fix it if possible.
(my first though is about a text file or encoding error).

Tcho !
 
Okay, I tested different conditions and looks like the culprit is the extra civ addon.. no crash without it but 100% crash when I add it.

I've added the extra civ addon and still get no crash !? (with map selected or not, each language tested, I've added more safety measure for text but i don't think that will solve your problem)

Please download the new version. Try the following instructions one by one and tell me what you get for each (exit civIV for changing any file the launch it again for each tests):

_ I've seen that Vista users had problems with Modular XML loading and 3.13 (don't know for 3.17). Does the MOD with extra civ works fine with a standard map script (select some new civs and launch the game to check if all works in game)?

_ can you try to clean up your folder "CivilizationIV Full of Resources" in your document folder (in "My Games") ? (copy the files located in the folder to restore them after the clean up, delete them , try to launch the script, and then put back the old files ... i don't think this will solve the problem but perhaps)

_ can you try to delete the cache :
open CivilizationIV.ini in the BtS document folder ("My Games\Beyond the Sword") and put :
DisableFileCaching = 1 , DisableCaching = 1 . that cost nothing and may prevent some unexpected bugs. Especially when you play with a different MOD with the same name. Then launch the MOD and try to select the map. You should keep this settings in your ini, even after the tests.

_ Can you try to enable the debugger :
open CivilizationIV.ini in the BtS document folder and put : HidePythonExceptions = 0 , LoggingEnabled = 1 , OverwriteLogs = 1 , MessageLog = 1 .
Select the script . If you get the crash : please zip the folder "CivilizationIV Full of Resources" in your document folder (in "My Games") , and the folder "Logs" in your document folder (in "My Games\Beyond the Sword"). And post them in the thread, I will check if I can see something !

Tcho !
 
Okay, just finished the tests you asked and here's the report:

_ I've seen that Vista users had problems with Modular XML loading and 3.13 (don't know for 3.17). Does the MOD with extra civ works fine with a standard map script (select some new civs and launch the game to check if all works in game)?
-> yup even a multiplayer game is working with standard map scripts

_ can you try to clean up your folder "CivilizationIV Full of Resources" in your document folder (in "My Games") ? (copy the files located in the folder to restore them after the clean up, delete them , try to launch the script, and then put back the old files ... i don't think this will solve the problem but perhaps)
-> you were right ;)

_ can you try to delete the cache :
open CivilizationIV.ini in the BtS document folder ("My Games\Beyond the Sword") and put :
DisableFileCaching = 1 , DisableCaching = 1 . that cost nothing and may prevent some unexpected bugs. Especially when you play with a different MOD with the same name. Then launch the MOD and try to select the map. You should keep this settings in your ini, even after the tests.
-> Not working again

_ Can you try to enable the debugger :
open CivilizationIV.ini in the BtS document folder and put : HidePythonExceptions = 0 , LoggingEnabled = 1 , OverwriteLogs = 1 , MessageLog = 1 .
Select the script . If you get the crash : please zip the folder "CivilizationIV Full of Resources" in your document folder (in "My Games") , and the folder "Logs" in your document folder (in "My Games\Beyond the Sword"). And post them in the thread, I will check if I can see something !
-> okay

http://images.loke.be/for3.rar
http://images.loke.be/logs.rar
(let me know when you catch those so I delete them after)
 
Thank you , you can delete the files.

I don't understand why i don't get the same errors !?

When you have launch civ IV at the start up you get no pop up error ? :

Spoiler :
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
File "
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
SettlersEventManager
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
", line
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
20
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface

ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface

ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
def _addBuilding(pCity, szBuilding):
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface

ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
^
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
IndentationError
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
:
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
expected an indented block
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface

ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
Failed to load python module CvEventInterface.
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface


Do you have the gold edition ?

I will try to add something to reload the module when i call it and post a test version for you.

Tcho !
 
Where can find the old versions? My civ4 version is 3.13. Thanks!

The script should work with 3.13. Almost nothing changed with the last version and the last 3.13 version.

Tcho !
 
Yup I got some errors at start when I use RoM.

Can you check if you get the same errors without the Full of Resources script in your PublicMaps folder to be sure the script is not the cause of these errors, please ?

I got no errors when I start RoM. Do you get errors even with the basic RoM version ?

The strange thing is that the mod works with this errors. All features of the MOD works and you get no exception during the game ?

Tcho !

Edit : i will be able to try something with these infos. But since i can't reproduce these errors, I can't find the exact cause but perhaps find a workaround.
 
Quick question since I can't find the answer in the thread or the script help file.

Is there a way to force only 1 civilization per continent? I hate it when I select 1 continent per player and end up with 3+ players on the same continent.

thanks!
 
Yup I got some errors at start when I use RoM.
There is the same error in the basic import function, so i don't think this comes from the script : (in PythonErr2.log)

Spoiler :
load_module SettlersEventManager
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 16, in ?
File "<string>", line 52, in load_module
File "CvCustomEventManager", line 23, in ?
File "<string>", line 35, in load_module
File "<string>", line 13, in _get_code
File "SettlersEventManager", line 20
def _addBuilding(pCity, szBuilding):
^


I don't have this error and in the file SettlersEventManager the line don't match. Can you check SettlersEventManager.py (in <BtS folder>\Mods\Rise of Mankind\Assets\Python) and see if you have :

Spoiler :
Code:
from CvPythonExtensions import *

gc = CyGlobalContext()

class SettlersEventManager:
	def __init__(self, eventManager):
		eventManager.addEventHandler("cityBuilt", self.onCityBuilt)

	def onCityBuilt(self, argsList):
		'City Built'
		city = argsList[0]

		pUnit = CyInterface().getHeadSelectedUnit()
		if pUnit:
			#if pUnit.getUnitClassType() == gc.getInfoTypeForString("UNITCLASS_SETTLER"):
			#	## Do Nothing
			#	pass

			if pUnit.getUnitClassType() == gc.getInfoTypeForString("UNITCLASS_COLONIST"):
				city.setPopulation(3)
				_addBuilding(city, "BUILDINGCLASS_BARRACKS")
				_addBuilding(city, "BUILDINGCLASS_GRANARY")
				_addBuilding(city, "BUILDINGCLASS_FORGE")
				_addBuilding(city, "BUILDINGCLASS_MARKET")
				if city.plot().isCoastalLand():
					_addBuilding(city, "BUILDINGCLASS_HARBOR")
					_addBuilding(city, "BUILDINGCLASS_LIGHTHOUSE")
					_addBuilding(city, "BUILDINGCLASS_FISHERMAN_HUT")

			elif pUnit.getUnitClassType() == gc.getInfoTypeForString("UNITCLASS_PIONEER"):
				city.setPopulation(4)
				_addBuilding(city, "BUILDINGCLASS_GARRISON")
				_addBuilding(city, "BUILDINGCLASS_GRANARY")
				_addBuilding(city, "BUILDINGCLASS_FORGE")
				_addBuilding(city, "BUILDINGCLASS_COURTHOUSE")
				_addBuilding(city, "BUILDINGCLASS_MARKET")
				_addBuilding(city, "BUILDINGCLASS_STABLE")
				_addBuilding(city, "BUILDINGCLASS_GROCER")
				_addBuilding(city, "BUILDINGCLASS_DOCTOR")
				_addBuilding(city, "BUILDINGCLASS_BANK")
				_addBuilding(city, "BUILDINGCLASS_LIBRARY")
				if city.plot().isCoastalLand():
					_addBuilding(city, "BUILDINGCLASS_PORT")
					_addBuilding(city, "BUILDINGCLASS_LIGHTHOUSE")
					_addBuilding(city, "BUILDINGCLASS_FISHERMAN_HUT")

			#elif pUnit.getUnitClassType() == gc.getInfoTypeForString("UNITCLASS_ARCHITECT"):
			#	_addBuilding(city, "BUILDINGCLASS_BARRACKS")
			#	_addBuilding(city, "BUILDINGCLASS_GRANARY")
			#	_addBuilding(city, "BUILDINGCLASS_COURTHOUSE")
			#	_addBuilding(city, "BUILDINGCLASS_MARKET")
			#	_addBuilding(city, "BUILDINGCLASS_STABLE")
			#	_addBuilding(city, "BUILDINGCLASS_GROCER")
			#	_addBuilding(city, "BUILDINGCLASS_AQUEDUCT")
			#	_addBuilding(city, "BUILDINGCLASS_BANK")
			#	_addBuilding(city, "BUILDINGCLASS_FORGE")
			#	_addBuilding(city, "BUILDINGCLASS_LIBRARY")
			#	_addBuilding(city, "BUILDINGCLASS_JAIL")
			#	_addBuilding(city, "BUILDINGCLASS_OBSERVATORY")
			#	_addBuilding(city, "BUILDINGCLASS_THEATRE")
			#	_addBuilding(city, "BUILDINGCLASS_CUSTOM_HOUSE")
			#	_addBuilding(city, "BUILDINGCLASS_INDUSTRIAL_PARK")
			#	_addBuilding(city, "BUILDINGCLASS_LEVEE")
			#	_addBuilding(city, "BUILDINGCLASS_PUBLIC_TRANSPORTATION")
			#	if city.plot().isCoastalLand():
			#		_addBuilding(city, "BUILDINGCLASS_HARBOR")
			#		_addBuilding(city, "BUILDINGCLASS_LIGHTHOUSE")


def _addBuilding(pCity, szBuilding):
	iBuilding = gc.getInfoTypeForString(szBuilding)
	iUniqueBuilding = gc.getCivilizationInfo(gc.getPlayer(pCity.getOwner()).getCivilizationType()).getCivilizationBuildings(iBuilding)
	if iUniqueBuilding > -1:
		if pCity.canConstruct(iUniqueBuilding, False, True, False):
			pCity.setNumRealBuilding(iUniqueBuilding, pCity.getNumR

Tcho !
 
Quick question since I can't find the answer in the thread or the script help file.

Is there a way to force only 1 civilization per continent? I hate it when I select 1 continent per player and end up with 3+ players on the same continent.

thanks!

Do you talk about the Custom continents script ? The max number of continents in this script is 6. So if you have more than 12 players the is probably the cause and I will add (max. 6 continents) in the option.

Tcho !
 
Do you talk about the Custom continents script ? The max number of continents in this script is 6. So if you have more than 12 players the is probably the cause and I will add (max. 6 continents) in the option.

Tcho !

No, not just that script, but any of them. I would like to have a the ability, assuming the # of players is < # of continents, to force an isolated start.
 
I hate it when I select 1 continent per player and end up with 3+ players on the same continent.

Since this option is only in the custom continents, this was not clear.

No, not just that script, but any of them. I would like to have a the ability, assuming the # of players is < # of continents, to force an isolated start.

The implementations for maps with continents place the players in proportion of the "good land" of the continent. I can't place a player on a 10 tiles islands if they is a big continents just with another player.

But i will add an option designed this way :
If you're an human player and there is a single starting location on a continent. Place this player there. Only if there is enough place for each human players obviously ...

what do you think about that ?

Tcho !

Edit : In fact i will place human players on the continents with less starting plots if the option is ON. That will be easier and you will ever start on a location where there is the minus number of players on the continent.
 
Yup I got some errors at start when I use RoM.

Can you try the attached script with the RoM civ extention. You should be able to have all the tabs except the game options tab.

I think you should re-download the RoM &/or the civ add-on for BtS 3.17 and make a new install to check if you don't have a corrupted file.

Tcho !
 
I don't have the error while using RoM without the civ addon. I will try, as you suggested, to re-download the civ pack.

The settler file thing is different because I added the multiplayer fix for RoM which overwrite that specific file.

Man I hope I didn't bother you just because of a corrupted download.. :(
 
Back
Top Bottom