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Need some help with religions randomly getting founded.

Onionsoilder

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Joined
Mar 19, 2007
Messages
3,173
I recently created a merge between three mods, WolfRevolution, JARM and Mastery Victory. Most of the mod is working perfectly, but I'm having some problems with religions. I added 4 of the religions from JARM directly into the merge(So there are 11 total religions founded in a game, instead of 7), and left the other 3 out, so they shouldn't be founded at all during the entire game, unless you're playing with Choose Religions on.

Well, the religions seem to be acting really weird. Before 1000 B.C., everything works pretty well, with the proper religion being founded when you discover the approptiate technology. However, after that points things get weird. Religions such as Taoism and Islam are founded way before any civilization in the entire world has Philosphy or Divine Right. Sometime even one of the three excluded religions, which shouldn't even appear in the game, get founded for no reason at all.

If you play the game with Choose Religions, things get even weirder. In addition to the above problem, researching a technology that founds a religion will give you that religion and another one you can pick. For example, if I research Polytheism, I found Hinduism automatically and I get to pick another of the remaining religions, founding two religions with one tech.

Anyone have any idea what is going on/why this is happening? I'm clueless. Any help is appreciated. There's a link to the merge in my signaure, so if anyone needs to look at the files it's there.
 
Nobody has any ideas? I still haven't resolved this thing and it's bugging the hell out of me...
 
I'm not familiar with those mods, and BTS isn't available for my machine yet... so, just brainstorming here... But have you looked at the python code for those mods? Perhaps they are both using the same variable name or perhaps one of them already has a 'choose religion' feature that is on by default?
 
Yeah. Neither of them has any sort of code that changes how religions are founded. JARM adds 7 new religions, but don't change how they are founded in any way, and the other mods don't change religions at all.
 
Any chance That the Jarm python file is being run for the religions And the default file is also being run somehow? doubled up functions somehow interfering?

Another option could be function or variables names conflicting.. Perhaps Wolf has something named the same as Jarm and the variables are being used where they shouldnt... this could be a real pain to track down...
 
The only Python file JARM has is a scrolling religions screen, which Wolfshanze doesn't even have(he doesn't need it, since he doesn't have any new religions).
 
Have you checked, that you have only one file named ...CIV4ReligionInfo.xml in all mod folders? Have you checked, all TechPrereq are correct in this file? You have to remove the 3 religions, you don't want to have, completely from this file. (You can't have done, when they still apear.) Don't forget you'll need a ...CIV4MiscSchema.xml. If you have that, I can't imagine any related problem, which could be caused by JARMs files.

It can't be any python problem.
 
I think it because that you have some early tech which can found religions, but you have disabled those religions, then civs have the choice to pick any religion they prefer.
 
I think it because that you have some early tech which can found religions, but you have disabled those religions, then civs have the choice to pick any religion they prefer.

Not possible. The information which Tech does found which Religion isn't part of CIV4TechInfos.xml but only part of CIV4ReligionInfo.xml. So, if you remove a religion from the second file, the tech trigger is removed too.
 
I didn't remove any of the religions, I just set the ones I didn't want to the Religion Root tech as a prerequisite. In theory, they should never be founded because Religion Root should never be researched. I don't think it is either, because the religions are beign founded at different times.

I know smeagolheart did something similar in Destiny, and there are no such problems with that mod... I think I might just try redoing everything from scratch once the next version of WolfRevolution comes out.
 
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