OMFGZ Roma is aplode for no reason!

G-Max

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Joined
May 20, 2006
Messages
2,556
I've started working on a little RFC modmod project about an AD300 or AD400 scenario set in an alternate timeline in which the Western Roman Empire might have lasted just a little bit longer if they'd had stronger leaders.

First, I adjusted

Code:
BeginPlayer
	LeaderType=LEADER_AUGUSTUS
	CivType=CIVILIZATION_ROME                 
	Team=7                 
	PlayableCiv=[COLOR="Red"]1[/COLOR]                
	Handicap=HANDICAP_PRINCE                 
EndPlayer

so that the Romans would be playable.

Then I gave them Rome and all the units stationed in it like so:

Code:
BeginPlot
	x=60,y=44
	isWOfRiver
	RiverNSDirection=2
	TerrainType=TERRAIN_GRASS
	PlotType=2
	BeginUnit
		UnitType=UNIT_PIKEMAN, UnitOwner=[COLOR="Red"]7[/COLOR]
		Level=3, Experience=5
		PromotionType=PROMOTION_CITY_GARRISON1
		PromotionType=PROMOTION_CITY_GARRISON2
	EndUnit	
	BeginUnit
		UnitType=UNIT_PIKEMAN, UnitOwner=[COLOR="Red"]7[/COLOR]
		Level=3, Experience=5
		PromotionType=PROMOTION_CITY_GARRISON1
		PromotionType=PROMOTION_CITY_GARRISON2
	EndUnit	
	BeginUnit
		UnitType=UNIT_LONGBOWMAN, UnitOwner=[COLOR="Red"]7[/COLOR]
		Level=3, Experience=5
		PromotionType=PROMOTION_CITY_GARRISON1
		PromotionType=PROMOTION_CITY_GARRISON2
	EndUnit
	BeginUnit
		UnitType=UNIT_LONGBOWMAN, UnitOwner=[COLOR="Red"]7[/COLOR]
		Level=3, Experience=5
		PromotionType=PROMOTION_CITY_GARRISON1
		PromotionType=PROMOTION_CITY_GARRISON2
	EndUnit
	BeginUnit
		UnitType=UNIT_CHRISTIAN_MISSIONARY, UnitOwner=[COLOR="Red"]7[/COLOR]
	EndUnit
	BeginUnit
		UnitType=UNIT_WORKER, UnitOwner=[COLOR="Red"]7[/COLOR]
	EndUnit
	BeginCity
		CityOwner=[COLOR="Red"]7[/COLOR]
		CityName=Roma
		CityPopulation=4
		[COLOR="Red"]BuildingType=BUILDING_PALACE[/COLOR]
		BuildingType=BUILDING_BARRACKS
		BuildingType=BUILDING_WALLS
		BuildingType=BUILDING_ROMAN_FORUM
		BuildingType=BUILDING_FLAVIAN_AMPHITHEATRE
		BuildingType=BUILDING_CHRISTIAN_TEMPLE
		BuildingType=BUILDING_CHRISTIAN_MONASTERY
		BuildingType=BUILDING_APOSTOLIC_PALACE
		ReligionType=RELIGION_CHRISTIANITY
		Player[COLOR="Red"]7[/COLOR]Culture=100
	EndCity
EndPlot

(I also removed the "Holy City = Christianity" aspect from Rome and gave it to Jerusalem for reasons that I don't feel need to be repeated)

I fire it up as the Romans, and BAM! Rome asplodes. However, I also have a catapult on a glacier somewhere. When I start playing as anyone else, Rome spawns normally. The only similar problem that I've come across was related to trying to spawn a city on a goody hut tile, but that's not the issue here.

What am I doing incorrectly? To I need to adjust Rome's start date, or what?
 
Hello?
 
You'll probably find more relevant help in the modmods forum, but in the meantime:

Sounds like a python exception.

Enable debugging and take a look at the python logs.
Enabling debugging and the location of the error logs is something you can search for on these forums, since I've managed to forget exact details and I don't want to mislead you.
 
Okay, I'll try that. Thanks.
 
Done. Now... what, exactly, am I looking for?
 
Now you play again, have this bug happen again, and then look into the logs.
 
Now you play again, have this bug happen again, and then look into the logs.

*facepalm*

Playing again was the first thing I did after learning how to debug. The question is what am I looking for in the logs?
 




All kidding aside, you could start by specifying which of these 50 or so files I should be looking at...
 
Alternatively, this may be of use:



I started a game as China, exported a new WBS file, and fired that up as Rome...

Any idea what this crap means?
 
Well, let me put it this way: I tried making the same modifications to Dawn of Civilization, and Rome still asploded, and I still got a catapult on a glacier at the south pole. So... it looks like version isn't the issue here.

Also, I don't even start with Fishing and Mining, and the catapult is always on the same glacier. Like, WTF d00d.
 
:D need help, any? :lol:
 
:D need help, any? :lol:

Yes, o mighty Python god/goddess.

These modifications are so minor that it would be easier for you to make them yourself than to download my copies. Any debugging that you could provide me with, I will regard as repayment for my own help finding that PyScenario glitch.

If this was just a case of Rome asploding, I might chalk it up to a start date problem, but the catapult adds that wonderful extra layer of WTF.
 
Ok, here's what you do:
Spoiler :
deleted
 
Well THAT was unhelpful, unless you're looking for some pretty sick porn...

Anyway, with all of the things going on in my life right now, I simply can't be bothered to learn a whole programming or scripting language just to fix one glitch.
 
It's not just one minor glitch. Why don't you follow the instructions already given to you first instead of waiting for someone to hold your hand?
 
I think I've already explained why, in the post immediately above yours.

Either way, it looks like this is a Python thing rather than a map thing, which kind of defeats the original purpose of this project being nothing more than a map that could be plugged into the existing mod.
 
Looks like you changed something in the UHV code.

Somebody is founding a religion at that turn and the game doesn't seem too happy with it, as far as I can tell (victory.py is the UHV file)

On a side note, when you're debugging what you're looking for in error logs is what happened in the code when the crash/weird things in game happened.
In this case, you're looking for either the time of the crash, or you look in the error logs for what the python exception actually was.

Here for instance, it appears there's some sort of error in victory.py (at the line number mentioned) and that the offending function is def onreligionfounded.

Check what India and Ethiopia are doing (they're mentioned in def onreligionfounded).
Also check who is founding Islam, Hinduism or Buddhism (they're the mentioned religions in def onreligionfounded)

Also, Baldyr meant you should look for "debug catapult" on these forums. As I recall, the catapult spawns whenever any spawning error occurs in Rhye's code.
 
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