Deliverator
Graphical Hackificator
I have Python logging on, and am not seeing any error. Is it possible that the queue is working fine but it is just invisible for some reason with the layout changes?
Is it possible that the queue is working fine but it is just invisible for some reason with the layout changes?
Btw, in general it is no good idea to bundle my latest update with a regular dw patch.
deliverator said:Ah ha! I was expecting a popup with Python errors, but this only showed up in the log file:
Ack! I have already integrated this, as part of deliverator's patch, on top of all my other changes. I am not sure how to back it out.
That is curious. I did not get that error when I released 1.5.4, and I do not get that error now. Perhaps part of the interface is missing (I am not sure what it is supposed to look like) but I am able to purchase units correctly.
Offhand, I don't see how elements in PrereqTechList can be None when calling getEra at line 190. The checks against -1 at the previous lines should prevent this.
if UnitInfo.getPrereqAndTech() != -1:
PrereqTechList.append(UnitInfo.getPrereqAndTech())
for i in range(4):
if UnitInfo.getPrereqAndTechs(i) != -1:
PrereqTechList.append(UnitInfo.getPrereqAndTechs(i))
for iTech in PrereqTechList:
if gc.getTechInfo(iTech) != -1:
iTechEra = gc.getTechInfo(iTech).getEra()
if iTech == -1:
continue
if iTechEra < iEra:
continue
if iTechEra > iEra:
break
bInvalidEra = false
break
I'm really confused about the homeworld screen thing
for iTech in PrereqTechList:
[COLOR="Red"]if iTech == -1:
continue[/COLOR]
iTechEra = gc.getTechInfo(iTech).getEra()
if iTechEra < iEra:
continue
if iTechEra > iEra:
break
bInvalidEra = false
break
def isInvalidEra(self, player, iUnit):
UnitInfo = gc.getUnitInfo(iUnit)
PrereqTechList = []
iEra = player.getCurrentEra()
bInvalidEra = true
if UnitInfo.getPrereqAndTech() != -1:
PrereqTechList.append(UnitInfo.getPrereqAndTech())
[B][COLOR="Red"] for i in range(3):[/COLOR][/B]
if UnitInfo.getPrereqAndTechs(i) != -1:
PrereqTechList.append(UnitInfo.getPrereqAndTechs(i))
for iTech in PrereqTechList:
iTechEra = gc.getTechInfo(iTech).getEra()
if iTech == -1:
continue
if iTechEra < iEra:
continue
if iTechEra > iEra:
break
bInvalidEra = false
break
return bInvalidEra
Ok, I will try making a sequence or bik movie with guild navigators.Personally, I think the miniseries one looks slightly cooler. I would like to add the old school Navigators to the sequence though.
I hope...It sounds like david isn't doing a new patch until the weekend so hopefully we have a few days
deliverator said:OK I don't know if this helps, but if I change this range(4) to range(3) I don't get the issue.
<Define>
<DefineName>NUM_AND_TECH_PREREQS</DefineName>
<iDefineIntVal>4</iDefineIntVal>
</Define>
<Define>
<DefineName>NUM_UNIT_AND_TECH_PREREQS</DefineName>
<iDefineIntVal>3</iDefineIntVal>
</Define>
<Define>
<DefineName>NUM_BUILDING_AND_TECH_PREREQS</DefineName>
<iDefineIntVal>3</iDefineIntVal>
</Define>
koma13 said:I can fix it, give me some days.
I hope...deliverator said:It sounds like david isn't doing a new patch until the weekend so hopefully we have a few daysI want to think about having harvesters outside culture borders and ai city placement...
I know that. I tried to improve city placement 2 or 3 times and always ended up making the ai to picky about city sites, wasting valuable tiles inbetween. Maybe it's easier to completely rewrite ai_foundvalue from scratch, allowing us to make our own system for valuing city sites.Up till about 1/3 of the way through, I was kind of following it, then I totally lost track.