MOD: Breath of Pestilence

Strange, I thought I had it set to "0" but no. Set it to "0" and got a whole wack of weird errors including several blank ones. One said that it was looking for a line to be indented. I found my code and indented everything and now it works flawlessly! Thanks a pantload, Grey Fox! Now I can try to finish this puppy before I get too many new grey hairs...
 
OK, here's a new error I didn't get in .21. The only thing I can see wrong is the image for the Forest Giant unit in the bottom left hand corner is actually that of the capturing unit.

The occuring situation was this:
The unit "Pestilence" attacks a barbarian "Forest Giant" (identical to the Hill Giant unit but with lesser strength).
"Pestilence" has the "Subdue Giant" promotion I added to the game (he is the only unit currently in play with that promotion).
"Pestilence" wins the combat, captures the "Forest Giant" and moves into it's square, ending his movement.
I click on the square to activate the captured "Forest Giant" and "Pestilence" is selected.
I then click on the "Forest Giants" icon at the bottom of the screen and get this error.

Like I said, this worked fine in .21, but now?? Oh, I also have a "Subdue Orc" promotion that "Pestilence" has used in this game that operates the same way but does not give me errors.

Thanks for any insights.
 

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I think I am going to shelve this mod until "Shadow" and BtS comes out as I am now getting an unexplainable CTD. I am pulling some elements from this mod to make a "Goodie Hut" add-on which I shall release soon.
 
Has anyone tried to port a ModMod to FfH 0.24 yet and if so, how difficult was it? This ModMod of mine s still in 0.22 but I want to update it and release it once 0.25 hits. Thanks.
 
i suspect the unitinfos has a fair bit of difference in units tags and such, so a simple copy paste is not very simple since you'd need to heavily modify to integrate it.

personally i haven't bothered and intend to start from scratch with anything i do. that way can get new basics to it, focus on what is more interesting to me now, and avoid the muck heh.

also, the whole modular thingy might somehow make it easier to start from scratch and from then on require less changes to integrate with new patches.
 
Not so hard to port over, but I just need to wait for the " def onCombatResult(self, argsList):" to get added to the CvModEvents.py file and I'll be all set. It only took me a day....and here I thought It'd take me a month!!
 
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