[MODCOMP]Immigration Mod

At post 60 the guy is just saying how terrible the mod is... he doesn't explain how to get around that problem!
 
Fachy said:
Well then Lopez, I think you should really put a minimum difference with that happiness thing! I mean, you won't travel across the globe for $100 increase in your income right? I suggest 5 total happiness & Health for them to move! Post 60? Ok lemme check :)

Could having excessive Chinese population in a Spanish city cause riots or flipping?
Yep, it will cause problems in the target city.

Fachy said:
Btw, is it normal that every few turns the mod gives me a report about python files? Line so & so has so & so, or does this mean it has an error?
No, it isn't normal, can you please post your log files so I can see where the issue is... primarly I need your PythonErr2.log, PythonErr.log and PythonDbg.log.
 
I only found PythonErr2.log. Also the game has been crashing without giving any previous warning.. it does so randomly I guess

Anyway the error comes titled as
Python Exception, Traceback (most recent call last):
Then about 10 lines similar to:
File "Cv...", line ##, in handle...

I repeat: post 60 doesn't mention how to solve the problem ^^
 

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Fachy said:
I only found PythonErr2.log. Also the game has been crashing without giving any previous warning.. it does so randomly I guess

Anyway the error comes titled as
Python Exception, Traceback (most recent call last):
Then about 10 lines similar to:
File "Cv...", line ##, in handle...

I repeat: post 60 doesn't mention how to solve the problem ^^

Well, are you sure that it is the Immigration Mod?

Are you sure its not from one of the other mods that you have loaded into your custom assets?
From the log file I can tell that you have:
- Mercenaries Mod
- SdToolKit
- Enhanced Culture Conquest
- Enhanced Tech Conquest
- JUnit Religion Mod

Can you take a screenshot of the python error window that you are getting? Are you sure you merged all of the mods together correctly? Can you post your custom assets folder?
 
I'm almost sure because alot of the errors include the name "immigrant" or "immigration", I'll try to screenshot the error

Meanwhile, here's my customed python folder.. I won't be surprised if I messed up something while combining all of them!
http://www.savefile.com/files/4027152
 
Fachy said:
I'm almost sure because alot of the errors include the name "immigrant" or "immigration", I'll try to screenshot the error

Meanwhile, here's my customed python folder.. I won't be surprised if I messed up something while combining all of them!
http://www.savefile.com/files/4027152

Can you upload your entire custom assets folder? I want to run a game with it as a whole to see what the error is.
 
This mod seems phenomenal, i'm at work right now but i'm downloading it as soon as i get home. Great stuff.
 
do the immigrants bring along religion and can they cross seas?
 
Bungholio said:
do the immigrants bring along religion
Yes, if the mod is configured to allow them to carry religion.

Bungholio said:
and can they cross seas?
Not yet, this is a next version feature.
 
I saw someone ask this question earlier in the thread, but I didn't see an answer, so here goes... Is it possible for other nations attacking the immigrants from one of your cities to instigate a war? Or did you make it so they are neutral units with no "political" ties to a nation?


Also, are you gonna make a specific naval unit or use a galley/caravel etc, for the immigrants crossing waterways?
 
Unless I'm missing something, I think most of what you need to balance the Lanthanide’s concerns are already in the mod, you just have to customize it. Increase turns between a city creating an immigrant, decrease the number of immigrants, etc. Or if you want to make an immigrant factory, customize it to have each take a good chunk of culture with them.

But I was also thinking about adding the option to stagnating city growth that the immigrant comes from for a customizable amount of turns?
 
TheLopez said:
Please try to think of ways to balance the mod and post them here, I am always open to changes in my mod comps.

Earlier someone raised the problem that immigration basically makes happiness into a no-brainer, since immigration automatically deals with the problem for you.

I suggested that this was beyond the scope of this component, and needed to be combined with other components to find an interesting game balance. Diseases, cultural influence, and popular support all came up.

But a few ideas just occured to me with Immigration that could make it a balanced component unto itself. Any of these ideas can be used individually, or combined, or perhaps as inspiration for other ideas:

1) Civic Variance: Some civics improve the likelihood that immigration will occur. Hence, immigration isn't always there to bail you out -- you have to choose specific civics for it to really work to your advantage.

2) International, Not Intranational: Right now, immigration is computed on an individual city basis, causing people to move from highly populated dense cities into underdeveloped cities. This is a win win situation in fighting your overpopulation and boosting your new settlements.

What if immigration was instead computed nationally? That is, immigration within your nation would be extremely unlikely. Instead, a national average would be computed, and if an immigrant were to pop up, it would be in all likelihood to move to a neighboring nation with high amounts of excess happiness. This way, you actually care about unhappiness, since it can lead to population getting up and leaving... and you care about excess happiness, since it can attract new population to your cities.

3) Maintainance by Population / Cost of Sprawl: Currently, maintainance is computed by the number of cities and the distance each city has away from the palace. What if population were a factor? Namely, greater population would have a multiplicative effect on city maintainance. This would mean that the player would desire high population centers near their capitols, and high population further away would be more costly.

---

Just a few ideas. One other idea I had was something to do with immigrants having some kind of interaction effect with cottages, but I couldn't figure out how this would work in such a way that you'd care about too much unhappiness.
 
Fachy said:
Here's it Lopez.. and thank you for your effort I really appreciate it
http://www.savefile.com/files/1760379

Also, this saved game ALWAYS crashes after I end the turn
http://www.savefile.com/files/2835989

Fachy, did you combine all of the SDK code required for the DLL? What version of the mercenaries mod did you use? The error that you are getting looks to be an old one that I fixed a while ago. The files in your custom asset folder definately do not look right.
 
I'm using 0.45 alright... but
Combining the DLL? No I just chose the bigger one *coughs*
 
I just reviewed the DLLs, I found only 1 DLL file in all the mods I'm using (in the tech cost mod).

I was sure I saw 2 when I was merging my mods, coz the other one was in a mod I'm currently discarded

So DLLs shouldn't be a problem...
 
Fachy said:
I just reviewed the DLLs, I found only 1 DLL file in all the mods I'm using (in the tech cost mod).

I was sure I saw 2 when I was merging my mods, coz the other one was in a mod I'm currently discarded

So DLLs shouldn't be a problem...
You aren't adding mods in the middle of a game are you?
 
Nope.. I added all of them at once and started playing (as far as I can remember)

I just reviewed my mod again, I discovered I did an error when adding (Unit Religion mod). I don't know if that can affect other mods and do all this trouble, but out of frustration I'm combining all the mods again now!
 
You should have them bring religion and cross water.
 
Ok Lopez your mod is innocent! I re-merged the mods again and I see no errors till now, sorry for bugging you :)


Edit: It's back to crashing! I caught the error this time!
 

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