[mod] Log changes

I had some issues with putting it into the main python folder too. I un-installed everything just to make sure and after I re-installed it I placed the mod into Custom Assets and then everything started working.

It shouldn't have mattered but it seemed to. I think that the difference in autolog.py is that one of the groups are for the in-game log and the other is for what is output to the text file... not too sure on this but
 
EVENT_LOG_XXX are for the in-game event log
AUTO_LOG_XXX is for the text log

I never use the event log additions now that I have the text log working the way I want it to. I think I'm going to move the one additional feature out of that suite that I think is useful (the city growth message) to another mod I'm working on.
 
Notifications. To mimic some of the useful functions of CivAssist II. So far I have gity growth (exactly the way it works here), and a warning when a city is about to grow past its happiness/healthiness limit. A key feature I have yet to fully figure out is new techs/resources on the market. I'm still soliciting ideas here.
 
EVENT_LOG_XXX are for the in-game event log
AUTO_LOG_XXX is for the text log

I never use the event log additions now that I have the text log working the way I want it to. I think I'm going to move the one additional feature out of that suite that I think is useful (the city growth message) to another mod I'm working on.

I've been using 1.1 for the last few nights while playing IVOTM1. The echo into the EVENT_LOG does not seem consistant. Sometimes it works, sometimes it does not. It also is not consistant using alt+e instead of ctrl+e, often one or the other seems to work, sometimes neither.

But I really like it. :cool: Good job!

StanNP
 
Well, Stan, I wonder uf your problems are specific to the GOTM since it is supposed to prevent the use of mods that alter the Python files (which this does).
 
Official version 1.1 now available in first post. For those who have been using the unofficial v1.1, there are a few changes: optional color-coding now implemented, city acquired and lost events now logged, all in-game event log changes removed except Alt+E still shows up there, Ctrl+E does nothing. All changes from v1.0 noted in changelog.
 
eot, I popped a scout from a goodie hut the other day and I got an error. Not sure how to fix it but I thought that I'd let you know.
 
I can send you a save tonight
 
Hi when I check my log of a game it seems to need alot of tidting up is this correct?

Here's an example of what I'm getting:

Turn 0 (4000 BC)
User comment: Start location looks quite good for the first city we have a corn resource and plenty of high yield food tiles.
Washington founded
Washington begins: Warrior
User comment: Decide to build warrior as it shouldn't take long for the city to grow and then we can get a worker started to take advantage of the resources.
Tribal village results: technology Mysticism
Research begun: Hunting
User comment: Decide to research hunting to enable scouts so we can explore.

Turn 1 (3960 BC)
User comment: Move warrior E and uncover a large desert which will slow down city growth in that direction.
User comment: Deserts are good for oil later in the game though.
User comment: City growth in 7 turns and warrior should be ready in14.

Turn 2 (3920 BC)
User comment: Move warrior S uncovering the coast.
User comment: Hunting completes in 3 turns.

Turn 3 (3880 BC)
User comment: Warrior continues S

Any help would be much appreciated.

Looks ok in the forum my mistake it's due to the formatting.
 
That's the forum formatting, Hyfrydle, as you discovered. You can turn it off by setting the "style" variable in autolog.py to 0.
 
eot, My user comments don't show up in the file. Is there a setting in the .ini file that needs to be changed?
 
Tubby Rower said:
eot, My user comments don't show up in the file. Is there a setting in the .ini file that needs to be changed?

I had a problem with this until I noticed something I was doing. With the custom log entry after you have written your statement don't just hit the enter button. Mouse over the ok and click that instead. I noticed (after the fact) that when you just pressed the enter button the statement didn't show in the log. Basically if the ok isn't highlighted the log won't take it.

To know for sure its in the log after you make your custom entry and press okay your statement will pop up as a text message in the top left, the same as all the other information. Or just Ctrl-Tab and see if its there.

Try mousing over and clicking ok see if that fixes it.

If thats not the problem your having than I just informed everyone how intelligent my, er, problems are! :D
 
Alright, long time lurker, rare poster. For whatever reasons, I cannot get Civ4 to acknowledge the existence of this mod. I have placed the python files in both \CustomAssets\python and \CustomAssets without any noticeable difference (and yes, off My Documents not over the main game files). I have checked the "path=" parameter several times, making sure that the path is indeed valid and trying with both single backslashes and double backslashes. I even tried turning on the log in civ.ini and sorting through the various error logs, none of which make any mention of the files in question. Basically, the game runs the same regardless of whether I have the mod installed or not, and I can't seem to figure out what I am doing wrong. I have tried all three versions without any difference there either. Any suggestions would be appreciated, and thanks for all your hard work!
 
Regarding the backslashes, the issue seems to be whether you have one at the END of the path (you shouldn't) - I *think* Python will ignore the double slashes before that. Not sure about the rest, haven't actually tried this yet (meant to use it for 4OTM01 but started that when I was a bit high and forgot, which was daft).

EDIT: Did the same to me, but I just remembered I never cleared the cache, which might be it.
 
@Gwyned: Like BeefontheBone said, try clearing the cache. You can do that one of two ways. The easy way is to hold shift during startup (of cIV, not your OS). The other way is to find the cache directory and delete the files. Let me know if that doesn't work.

@Tubby and Methos: I should do something about that so enter = OK. Another problem that I've noticed and I'm not sure I can fix is that if the mouse pointer happens to be hovering over one of the buttons on the popup, hitting space will activate that button, which is really annoying. Hovering over the edit box or anywhere else is OK.
 
eotinb said:
@Gwyned: Like BeefontheBone said, try clearing the cache. You can do that one of two ways. The easy way is to hold shift during startup (of cIV, not your OS). The other way is to find the cache directory and delete the files. Let me know if that doesn't work.

That indeed did the trick. Thanks guys! Also, you might want to include that tip in the readme file, in case others like encounter the same problem. :goodjob:
 
There is a message that pops up that says something like "Debug Event ()" or something like that. I think that I've got it working by turning on logging in the Civ4.ini file but then other stuff doesn't work.

btw, I am using 1.1 instead of my version (actually the combined eot mod). I also got Whomp up and running without ;) reinstalling Civ4 :D.
 
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