Apologies for the delayed response. I do read these forums though the yung'uz leave me little time to post.
I'm getting another python error related to revolutions.
Code:
Traceback (most recent call last):
File "RevUtils", line 519, in getHandoverUnitTypes
...
AttributeError: 'NoneType' object has no attribute 'getDescription'
The error is with some debug logging, so it wont affect gameplay. There is a debug section trying to write out information about various units its picked out, but its not set up to handle things if the unit is NO_UNIT. I'll fix it for the next release. You could just comment out that section in the meantime.
I wonder if you might also help me figure out another issue I've encountered with my modmod. I made the Citadel of Light a Malakim-only upgrade of the Citadel improvement (using the <PrereqCivilization> tag just like Kuriotates Enclaves), with a <PythonAtRange> call to make it attack enemy units. When I tested it just before my last release it seemed to be working as intended. However, since then I have noticed other players with these improvements in their lands
Looks like there might be a spot in doImprovementUpgrade() where PrereqCiv is not being checked. I'll fix it for the next release and you'll have to let me know if that solves the problem.
Ah, I knew it was Bannor. Bannor has its unique civic "crusade" which prevents diplomacy with enemies during war.
It's on my to-do list to put some sort of note up in the civ mouseover info letting you know when someone is in Crusade and cant engage in diplomacy.
I had an issue in my last game where I was the elohim, and had a scout set to auto-explore. he found a lair and first cast my world spell (grrrr) and then the next turn actually explored it.
Hmmm... that shouldn't be happening. I'll look into it.
I took the liberty to fiddle with tech chooser color oddity
Looks good to me! I'll include it in the next release. Thanks!
So I looked through the my saved games a little further and found one with a Barbarian Disciple of leaves on the border of my southern most city. There's no barbarian cities in the vicinity that could have produced him.
Strange. Really not sure how that is happening. Do you happen to have a save from 5-10 turns before you saw the disciple? I need to be able to watch the spawn happen in order to figure out where the code is going wrong.
In my modmod I have often come across a significant number of barbarian Radiant Guards, Disciples of Acheron, and Dragon Fanatics even while using the game options to disable their prerequisite religions.
In CivilizationInfos I see that you have all of the disciples listed as possible units for the Barbarian civ. I think this might be causing some issues.
The Resurrection spell and the Mirror spell even in Base FfH2 include 3 simple lines of python to remove these promotions from such heroes when they initializes a new instance of them, lest they duplicate the equipment. The python of the Hall of Mirrors does not
OK. Thanks for the report!
I'm curious about the AI and the changes made.
What am I missing with this? It seems totally random, except that AI's always declare war on human players. I had a game the other day where I met Kandros Fir for the first time, we are both neutral and I don't even have a religion. Decius and his Calabrim declare war on me the next turn. Kandros Fir, who wasn't even next to Decius immediately declares war on me as well.
I didn't check the relationships tab, so it is possible they were allies, but still...
I have done almost nothing with AI diplomacy except for make them a little more aggressive against weak neighbors. It's likely that you are a weak neighbor. What difficulty are you playing?
As for Kandros jumping in on the war, either one of the other civs bribed them to join, or they simply opted to join in a dogpile against a weak player.
In my experience, you can't find a reasonable peace with someone unless you have taken at least one city from him and return it as part of the peace deal.
Agreed. The AI often seems unwilling to agree to peace terms.
While viewing the Revolutions.py file, I noticed some calls of CyPlayer.getCurrentEra() (e.g. in computeBribeCosts). In FfH it obviously does not have the expected behavior (Religions Eras).
Did you do anything with getCurrentEra() to fix that? If not, I could try to do something in python.
I haven't changed getCurrentEra() but I did add a new function called getCurrentPeriod() which should function as a replacement.
While playing Hyborem tonight I found that I can't turn Burning Sands (desert) into Fields of Perdition (plains) with Spring. I could, however, transform Fields of Perdition (plains) and Broken Lands (grasslands) into Burning Sands (desert) with Scorch.
Is this working as intended?
Yep. Code is the same from base FFH.