Kael
Deity
I think TGA is gonna use this to build a Chess tutorial with the Civ4 engine.
Kael said:I think TGA is gonna use this to build a Chess tutorial with the Civ4 engine.
Right - I have no idea what's wrong with that - looks like it might be a syntax error somewhere or something. Will have another check through.woodelf said:Errors when loading the mod with the latest version TGA. Here are the first several before I started hitting "Enter". These all have the Python Exception error box.
Traceback (most recent call last)
File"<string>" line1, in?
File"<string>" line52, in load_module
File "CvEventInterface", line 14, in?
File"<string>" line35, in?
File"<string>" line13, in_get_code
The mod did load, but when I started a game I got more Python errors and there was no move highlighting in the game when it did start.
12monkeys said:I did follow that thread and had a look into the code. Due to the fact, that the movementCost method seems only to work for adjacent plots and the generatePath method could not be called from Python directly, I think the solution for problem will result in a huge and complex code, which very probable would be slow in execution.
I think the easiest solution for the problem would be the usage of the generatePath function. I tried to use it in one of my current projects (btw, for a very similar function as the Move Highlighter) , but I failed due to the "int*" parameter. So I started a new thread to solve this problem. I think with a small interface function made in C the problem could be solved, and the generatePath method could be used. See this link for the thread http://forums.civfanatics.com/showthread.php?t=160293
Absolutely no problem. Once I found out that I'd have to write a pathfinding algorithm I pretty much gave up all hope of getting it to work without access to Civ. Thanks for taking this on!12monkeys said:@TGA: sorry for hijacking this one, but this became a very interresting topic for me.