MOO2Civ

:lol: Ha! Some good news on my side: I've finally been able to unzip Patchf succesfully! :dance: So, I may have to reconsider my decision to stop modding after all... :D
 
Heh, I just realized that I never bothered to upgrade to 3.17 - and I am not really inclined to do so yet (I don't need extra SDK conversion work atm).

However, deleting the included DLL made it work without installing the patch. Are there any changes made in the SDK that would make me miss out on anything major by not using the included DLL?
 
All that aside then I spotted 2 problems in the CvFinalFrontierEvents.py file.

In line 1474 a variable is declared pointing to a non-existant building (BUILDING_MANUFACTURING_PLANT) - and the variable is used in line 1476. This causes Python pop ups on the city screen.
Code:
[b][i]			iBuildingManufacturingPlant = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_MANUFACTURING_PLANT')[/i][/b]
			iBuildingStarFortress = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_STAR_FORTRESS')
			aiIncreasedCostList = [iBuildingTrainingCompound, iBuildingFactory, [b][i]iBuildingManufacturingPlant[/i][/b], iBuildingStarFortress]
I removed the erroneous entries and replaced them with the following (for the new production boosting buildings):
Code:
[b][i]			iBuildingRoboMinerPlant = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_ROBO_MINER_PLANT')
			iBuildingRobotFactory = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_ROBOTFACTORY')
			iBuildingDeepCoreMine = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_DEEPCOREMINE')[/i][/b]
			iBuildingStarFortress = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_STAR_FORTRESS')
			aiIncreasedCostList = [iBuildingTrainingCompound, iBuildingFactory, [b][i]iBuildingRoboMinerPlant, iBuildingRobotFactory, iBuildingDeepCoreMine[/i][/b], iBuildingStarFortress]


In line 1648 a variable is defined for the 'BARBARIAN_TRAIT' which doesn't exist - and it is used in line 1650 to check if new units should be given extra starting XP.

This cause Python popups whenever a new unit is build and gives ALL new units for ALL players extra XP.

To fix this I merely re-added the 'BARBARIAN_TRAIT' (doing nothing apart from being in the game) and gave it to all the Barbarian leaders.
 
For the "no-production-on-captured-homeworlds" bug, two things:
1. If this is like the on I had on my Star Trek mod, it's actually not homeworlds. It's caused when the core game does not count one of the captured buildings in the city (due to it being destroyed on capture) but the python still does. This simply happens more often on homeworlds because they have the most buildings.

2. The fix is to make sure bNeverCapture is never set to 1 and iConquestProb is always 100. Then if the building shouldn't be captured (such as fortification and culture buildings) you need to go into CvFinalFrontierEvents.py and scroll close to the end of the file and there is a list of buildings that should not be captured. The building gets added there.
 
Deanej, this was included in Patchf as per your suggestion.

All that aside then I spotted 2 problems in the CvFinalFrontierEvents.py file.

In line 1474 a variable is declared pointing to a non-existant building (BUILDING_MANUFACTURING_PLANT) - and the variable is used in line 1476. This causes Python pop ups on the city screen.
Code:
[B][I]            iBuildingManufacturingPlant = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_MANUFACTURING_PLANT')[/I][/B]
            iBuildingStarFortress = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_STAR_FORTRESS')
            aiIncreasedCostList = [iBuildingTrainingCompound, iBuildingFactory, [B][I]iBuildingManufacturingPlant[/I][/B], iBuildingStarFortress]
I removed the erroneous entries and replaced them with the following (for the new production boosting buildings):
Code:
[B][I]            iBuildingRoboMinerPlant = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_ROBO_MINER_PLANT')
            iBuildingRobotFactory = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_ROBOTFACTORY')
            iBuildingDeepCoreMine = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_DEEPCOREMINE')[/I][/B]
            iBuildingStarFortress = CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'BUILDING_STAR_FORTRESS')
            aiIncreasedCostList = [iBuildingTrainingCompound, iBuildingFactory, [B][I]iBuildingRoboMinerPlant, iBuildingRobotFactory, iBuildingDeepCoreMine[/I][/B], iBuildingStarFortress]
In line 1648 a variable is defined for the 'BARBARIAN_TRAIT' which doesn't exist - and it is used in line 1650 to check if new units should be given extra starting XP.

This cause Python popups whenever a new unit is build and gives ALL new units for ALL players extra XP.

To fix this I merely re-added the 'BARBARIAN_TRAIT' (doing nothing apart from being in the game) and gave it to all the Barbarian leaders.

If you could post these 2 fixes I'll include them in the next patch! (Plus, ofcourse, I'll add you to the credits. Also, people unwilling to wait for the next patch could then just include them from your post.) ;)
 
@Jeckel: I'll also be looking at this:

Hey JEELEN, just downloaded Patchf and I like the way this mod is going. :goodjob:

I did find a few small issues.

1: There is one python exception left at the start of the game. In CvFinalFrontierEvents.py lines 94 and 101 need to be commented out or removed. Line 94 calls TECH_HAPPY_0 which isn't a valid TechType and line 101 then calls the variable that is set on line 94. No where else in the file uses those two lines so there should be no problems with removing them and my tests have confirmed that so far.

2: There is an extra "Assets" directory under the real "MOO2Civ (Patch4f)\Assets" directory.

3: There are redundant CIV4UnitClassInfos.xml and CIV4UnitInfos.xml files in the "MOO2Civ (Patch4f)\Assets" directory.

4: The mods opening page uses the default Final Frontier image, have you thought about using a MOO2Civ main menu image?

@2: Cannot confirm this.

@3: It would be helpful if you mentioned which files are redundant.

I've unzipped Patchf and it works fine - no error messages or anything (yesterday afternoon I've been playing the mod for 2 hours on IP connection with Zippadeedoodah).

Next I'll be looking at MoO to see what purpose woodelf's models had in the original version.

So here's a little preliminary

Status Report

For Patch4g are planned:

- fixes for aforementioned remaining error messages
- custom models

If time allows it I'll try and include Great People as well.

If anyone has any further suggestion, please post it here!;)
 
I found 3 more Python Exceptions.

The buildings added to the aiNeverCaptureList in lines 1675, 1677 and 1679 doesn't in fact exist under the listed BuildingTypes.
Code:
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'[b][i]BUILDING_PLANET_MISSILEBASE[/i][/b]'),

CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'[b][i]BUILDING_PLANET_GROUNDBATTERIES[/i][/b]'),

CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'[b][i]BUILDING_PLANET_STAR_FORTRESS[/i][/b]'),

To work - the lines should read as follows:
Code:
CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'[b][i]BUILDING_MISSILEBASE[/i][/b]'),

CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'[b][i]BUILDING_GROUNDBATTERIES[/i][/b]'),

CvUtil.findInfoTypeNum(gc.getBuildingInfo,gc.getNumBuildingInfos(),'[b][i]BUILDING_STAR_FORTRESS[/i][/b]'),


I will check a bit more then I'll post my version of CvFinalFrontierEvents.py.
 
The ability to buy production is available all the time in Moo 2 (Credits permiting). I have not yet located any combination of traits or civics that allow one to purchase production in MooCiv. Otherwise this is a wonderful mod.

Thank you.
 
Welcome, NBanduch and good point! Actually, it has been mentioned that when star systems get more developed buildings, units (and advances, although slightly less so) get very cheap - so I may have to look into an increase in build cost for later buildings and units. Don't know if it'll be in Patchg already though, as I want to get the custom units in first. Otherwise, thanks for the praise - and feel free to add any more comments!
 
Also, this almost slipped by me, rating now has been restored to A- (still 4 stars though). Anyway, I updated post #1 accordingly.;)
 
Meanwhile, I've been playing a game on a Huge FF Flatmap on Hard level. What are the odds of this happening: "Your Probe has killed a Pirate Battleship"? :crazyeye: (This was actually the first Pirate ship I encountered, on turn 100, as Raging Barbs was turned off.)
 

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Meanwhile, I've been playing a game on a Huge FF Flatmap on Hard level.

On Easy/Standard level I've had regular loss of Scouts (strength 2) by barb Destroyers. (At those levels I played with Raging Barbs on. At Hard level I didn't, to see how I'd be doing - so far OK, using the same play style.)
 
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