Schwarzbart
Prince
- Joined
- Jul 21, 2009
- Messages
- 528
Not Sure if this is some kind of Bug or just very bad Luck but 1/4 to 1/3 of all non Combat Explore events gave me Rod of Winds in my curent game. Now I already have 5 Rods of Winds oO
Any ideas on how I can fix this so that I can finish my game(s). I started another "hotseat" game and, around turn 250, I got it again. I don't see ANY relationship between this and the previous game so far as when it occurred...???Perhaps fixed in the latest Orbis patch, but because it's a real game killer I figured that I would report it anyway. I don't know if it's related, but this error came immediately after a vote for the Overcouncil (didn't matter which option I picked).
Traceback (most recent call first):
File "CvScreensInterface", line 748, in forceScreenRedraw
File "CvMainInterface", line 988, in redraw
File "CvMainInterface", line 1451, in updatePlotListButtons
RuntimeError: unidentifiable C++ exception
Like I said, this is a REAL game killer because you cannot get past it. The error just keeps repeating. Nothing special was happening at the time (no projects or special buildings coming in; no new units being produced).
screen.addSpecificUnitGraphicGFC( "InterfaceUnitModel", CyInterface().getHeadSelectedUnit(), -20, yResolution - 350, 160, 198, WidgetTypes.WIDGET_UNIT_MODEL, CyInterface().getHeadSelectedUnit().getUnitType(), -1, -20, 30, 1, False )
# Change this to either enable or disable unit statistics for all players.
# Other players' statistics will be hidden unless g_bShowAllPlayers is
# Also set to True
# Default value is False
g_bTrackAllPlayers = True
Does it happen with every unit or just a particular one?Any ideas on how I can fix this so that I can finish my game(s). I started another "hotseat" game and, around turn 250, I got it again. I don't see ANY relationship between this and the previous game so far as when it occurred...???Is there any way to trap this error so that, at minimum, the game can keep going?
And a copy of your modifications, please...Thanks for anyone that can help as this is getting real frustrating (and, no, I haven't made any changes to the pythons except for one line relating to the awarding of angels for Mercurians upon a unit's death -- and that worked like a charm).
Opera, have I told you recently that you are genius?Turning this to False may do good to the performance, don't you think?
There are many other possibilities though. I have heard FF 51 runs better than 50. I need to check their code to see if I can "acomodate" any improvements.Obviously, it has to do with the many units. But it doesn't seem to slow FF that much...
Opera, have I told you recently that you are genius?![]()
Yeah, this may not be just the Stats. I guess we could check where the barbarian code differs from FF51.There are many other possibilities though. I have heard FF 51 runs better than 50. I need to check their code to see if I can "acomodate" any improvements.
11 ai + 1 human player = 12 total civs
Erebius Continents Map Huge with Barbarian World - 25-30 seconds per turn
Erebius Continents Map Large with Barbarian World - 18-22 seconds per turn
11 ai + 1 human player = 12 total civs
Erebius Continents Map Huge no Barbarian World - 2 seconds turn
Erebius Continents Map Large no Barbarian World - 1 seconds turn
Big difference. So much so that I have turned off one of my favorite game options.
Hm. Well, maybe.there is a logical explanation why it does require the wheel.
animals where mainly used to pull cart's wich had indeed, wheels
it was only after that, that our ancestors had the briljant idea of horseback riding. so in fact following earthen history, the wheel should be a required tech for horseback riding
GreatThis is before the fix. I will try the fix out tonight.