Modders Guide to FfH2

TC: If that spell is cast by the normal spell routines, then I would say the issue is probably that you are looping over the entire map mid-turn, causing the computers to do a LOT of processing. If one player has a better computer, his will finish the processing quicker and start sending out the actions of that player while the other machines are busy enough to miss the communications because their buffers are already packed.

Oh.

Other spells loop around the map as well, though- like March of the Trees, Mother Lode, Raging Seas, Rally, Sanctuary, and Worldbreak. (All worldspells, though, as is mine). So would these cause OOSes as well?

Sephi: the spell is the Frozen worldspell. Here is the XML define for the spell:

Code:
		<SpellInfo>
			<Type>SPELL_WINTERING</Type>
			<Description>TXT_KEY_SPELL_WINTERING</Description>
			<Civilopedia>TXT_KEY_SPELL_WINTERING_PEDIA</Civilopedia>
			<Help>TXT_KEY_SPELL_WINTERING_HELP</Help>
			<CivilizationPrereq>CIVILIZATION_FROZEN</CivilizationPrereq>
			<TechPrereq>TECH_SORCERY</TechPrereq>
			<bAllowAI>1</bAllowAI>
			<bGlobal>1</bGlobal>
			<iAIWeight>50</iAIWeight>
			<bDisplayWhenDisabled>1</bDisplayWhenDisabled>
			<bHasCasted>1</bHasCasted>
			<PyResult>spellWintering(pCaster)</PyResult>
			<PyRequirement>reqWintering(pCaster)</PyRequirement>
			<Effect>EFFECT_SNOWFALL</Effect>
			<Sound>AS3D_SPELL_EARTHQUAKE</Sound>
			<Button>Art/Interface/Buttons/Promotions/Slow.dds</Button>
		</SpellInfo>

reqWintering blocks the AI from casting it if it does not control a certain amount of snow tiles, since one of the purposes of the spell is to uplift snow terrain (the winter feature made by the spell increases production and commerce).
 
This kind of an OOS, one computer getting too busy to communicate properly, are pretty random and depend completely on the people who are playing and what is going on in the world. So it wouldn't be reliably predictable. But if it IS due to a slowdown issue, then it is likely that the other spells would also cause problems. But worse than the loop over all tiles is the changing the terrain types, as it is redesigning the graphics of that tile and the 8 which touch it, and it is graphics that are typically the biggest toll for weaker computers.
 
My mod keeps crashing on the end of turn 1 (turn 0, then turn 1, end turn, crash)

It crashes even without cities or AI.

Anyone knows what happens on turn 2?
 
Yeah that's what I figured too, but why would that make the game crash?
EDIT: crash still happens after removing the popup from python.
 
I've never been a fan of that mentality personally. There are generally a LOT of bugs discovered quicker by looking at the code than by playing the game and guessing what went wrong. I suppose the main motivation behind waiting is that it is such a large upload/download since each time you get the entire folder. If the source files were included with the main download and patches, there would NEVER be a wait, and we could help spot bugs from initial release.
 
Does <PromotionImmune> (1, 2, 3) block a promotion from being passed to the unit during combat?

I know FF has <PromotionExcludes>... is <PromotionImmune> the same thing, just with a limited number of blockable promotions?
 
There are some flaws in PromotionImmune which make not quite fit the name. IIRC it does stop you from gaining the promotion by most methods, but python application (as many spells use) can still force it on you, and if you become immune to something AFTER you gain it, you will keep the promotion on you. Pretty sure that it DOES block you from gaining promotions via spells (<PromotionAdd(1,2,3)> or whatever), and cannot remember for the life of me if it blocks things like Poisoned from taking damage against a poison strength opponent.
 
It would be better if it was a player option so you could turn it off and on again during a game.
 
Adding player options is slightly more difficult, largely due to nobody having done so most likely. But Firaxis left 2 "blank" options in the code, making me think that there may be some EXE or otherwise hidden support required for someone to add more. I have only briefly glanced at doing so however.

Though one could always go the BUG route and make a complete alternative option screen.
 
I've gotten an error which I've been unable to fix.
I am using the 41g dll as base, I haven't rebuilt my dll since oct 5 so it's not dll related.

Ok, here's what I get: Failed Loading XML file xml\Civilizations/CIV4TraitInfos.xml.
I started getting this after editing the Traits file. Removing blank lines, and removing traits I've added myself.
Now I've restored this and I still get the error!
So I suspect I've done something in some other file that makes me get this error. I know it is highly likely that it's something I've done with the Schema, but I can't find anything wrong with it...

Anyone have any ideas?
 
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