Orion's Inquisition Mod

OK i get this in the InquisitionGameUtils:

Traceback (most recent call last):

File "CvGameInterface", line 154, in cannotConstruct

Code:
def cannotConstruct(argsList):
	#CvUtil.pyPrint( "CvGameInterface.cannotConstruct" )
	[B]return gameUtils().cannotConstruct(argsList)[/B]

File "InquisitionGameUtils", line 70, in cannotConstruct

Code:
def cannotConstruct(self,argsList):
		pCity = argsList[0]
		eBuilding = argsList[1]
		bContinue = argsList[2]
		bTestVisible = argsList[3]
		bIgnoreCost = argsList[4]
		pPlayer = gc.getPlayer(pCity.getOwner())
		iPlayer = pPlayer.getID()
		[B]MyHolyOffice = str(getReligionHolyOffice(iStateReligion))[/B]

NameError: global name 'getReligionHolyOffice' is not defined
ERR: Python function cannotConstruct failed, module CvGameInterface

The function "cannotConstruct" is not used in the latest version 2.50B. Hence this is an obsolete bug that no longer exists.

Orion Veteran :cool:
 
Version 2.50C for BTS 3.19 is now released

1. Improved the iteration functions by utilizing one large standard dictionary reference.

2. Standard religion dictionary name is: dReligionData

3. Location: Inquisition.py

4. Result: Once you add your XML, art, movie and sound files, the python is now rediculously easy. If you want to add a new religion to the mod, then the only python change needed is to add one line of python code to the dReligionData dictionary reference. One line of code per religion, that's it! This should make all of the JARM fans out there very happy. :cool:

Enjoy!

Orion Veteran :cool:
 
4. Result: Once you add your XML, art, movie and sound files, the python is now rediculously easy. If you want to add a new religion to the mod, then the only python change needed is to add one line of python code to the dReligionData dictionary reference. One line of code per religion, that's it! This should make all of the JARM fans out there very happy.

Thanks so much! This is definitely going into WoL now. :D
 
The function "cannotConstruct" is not used in the latest version 2.50B. Hence this is an obsolete bug that no longer exists.

Orion Veteran :cool:

Geez, thanks?:(

I tried 10 times to get B to work, and now i have tried 4 times to get C to work, and still nothing?
 
Geez, thanks?:(

I tried 10 times to get B to work, and now i have tried 4 times to get C to work, and still nothing?


Have you "modularized" the python from all of your other mods? If not, I would not expect it to work. As we spoke earlier, you must have a basic understanding of how python works in order to merge a multitude of different mods into one mod that will work. There are a several tutorials on this forum that you should take time to read. Once you have at least the basic fundamentals down, I would try merging and testing one mod at a time with this Inquisition mod. Do not try to merge all of your mods and this mod all at once, as you will get frustrated. Merging one mod at a time, will enhance your learning. Don't give up, hang in there and overcome the problems one function and one line at a time. The end product will be worth your time and effort.

Orion Veteran :cool:
 
Have you "modularized" the python from all of your other mods? If not, I would not expect it to work. As we spoke earlier, you must have a basic understanding of how python works in order to merge a multitude of different mods into one mod that will work. There are a several tutorials on this forum that you should take time to read. Once you have at least the basic fundamentals down, I would try merging and testing one mod at a time with this Inquisition mod. Do not try to merge all of your mods and this mod all at once, as you will get frustrated. Merging one mod at a time, will enhance your learning. Don't give up, hang in there and overcome the problems one function and one line at a time. The end product will be worth your time and effort.

Orion Veteran :cool:

Thats the problem, i dont have ALL the older stuff, and some of them were in the hacker thingy, and lost. I think?:( Infact, i dont even remember what the heck i have in there). Its been TWO years?:blush:
I still dont know why you dont use EventManager like 99.9% of CFC? And i mean No Offense, ok.
 
Thats the problem, i dont have ALL the older stuff, and some of them were in the hacker thingy, and lost. I think?:( Infact, i dont even remember what the heck i have in there). Its been TWO years?:blush:
I still dont know why you dont use EventManager like 99.9% of CFC? And i mean No Offense, ok.

No offense taken. There are two reasons I use the CustomEventManager and the InquisitionEvents files.

1. The python code is far more efficient. If you notice, there are only 8 functions in the InquisitionEvents file! That's all! Only the modified functions appear in the file.

2. My ultimate goal is to create modular units, buildings, wonders, etc; in the standard WoC format. A new item can be added or removed simply by pasting or deleting the individual mod component folder. An easy reference is all that is needed to use any new component added. This helps avoid the problem of large combined mods, where you can't identify what files belong to which mod comp. WoC, properly formatted, will force you to separate your mod components into separate sets of folders. This is also ideal for troubleshooting, as problems are reduced to a specific set of folders. There are modders out there that have their mod loaded in a WoC based mod, but they are still using standard Civ XML (i.e. They have not split their components into WoC format). This defeats the purpose of converting to WoC in the first place. My favorite components will all be in WoC format, so I can easily add, remove or troubleshoot quickly. Of course this is my preference. You have the choice to use any format you want. But, in your own words:

I don't even remember what the heck I have in there.

That comment alone is justification for converting to WoC format.

Respectfully,

Orion Veteran :cool:
 
No offense taken.

That comment alone is justification for converting to WoC format.

Respectfully,

Orion Veteran :cool:

See your depending on someone else for the dll then, now "what if" they ALL just stopped doing their stuff WoC. Then all the people here, would be left in the dark. Thats the MAIN reason i wont use WoC stuff. I thought TheLopez would be here forever, or even Dale, or Zebra9 , Darque, tsentom1, etc etc, but they are not around anymore? :( And then my mod would have useless stuff, just like my dll for Next Fantasy War, now i have to figure out how to get rid of the stuff i put in it with the dll to make it work without it, talk about a nightmare. So i guess thats MY point.:rolleyes:

I just dont like depending on other people is all. Even if it is easier.
 
See your depending on someone else for the dll then, now "what if" they ALL just stopped doing their stuff WoC. Then all the people here, would be left in the dark. Thats the MAIN reason i wont use WoC stuff. I thought TheLopez would be here forever, or even Dale, or Zebra9 , tsentom1, etc etc, but they are not around anymore? :( And then my mod would have useless stuff, just like my dll for Next Fantasy War, now i have to figure out how to get rid of the stuff i put in it with the dll to make it work without it, talk about a nightmare. So i guess thats MY point.:rolleyes:

I just dont like depending on other people is all. Even if it is easier.

Wouldn't we all like to be completely in control. Unfortunately, we are dependent upon the good deeds that other people provide out of sheer kindness. I'm like you, I depend on others for the DLL. I make requests, like including the "Mountains returned to service" Mod; but I have to be patient and let the expert complete the update on their schedule, not mine. So, I wait. Eventually, I get what I want. I just have to be patient.

Orion Veteran :cool:
 
Wouldn't we all like to be completely in control. Unfortunately, we are dependent upon the good deeds that other people provide out of sheer kindness. I'm like you, I depend on others for the DLL. I make requests, like including the "Mountains returned to service" Mod; but I have to be patient and let the expert complete the update on their schedule, not mine. So, I wait. Eventually, I get what I want. I just have to be patient.

Orion Veteran :cool:

Thats the problem i had with NFW, i asked Dale to put a new copy of his DCM out and he ignored me, said he left CFC for some reason, then i PM'ed him, he did the same, then i asked him like four more questions about the WB and he still ignored me, so i just gave up on the idea of dll, all it takes is one bad experience. :(
 
OK this is the BEST i can do?:mad:

Spoiler :
Traceback (most recent call last):
File "<string>", line 1, in ?
File "<string>", line 52, in load_module
File "CvEventInterface", line 12, in ?
File "<string>", line 35, in load_module
File "<string>", line 13, in _get_code
File "CvCustomEventManager", line 57
InquisitionEvents.InquisitionEvents(self)
^
SyntaxError: invalid syntax

Traceback (most recent call last):

File "<string>", line 1, in ?

File "<string>", line 52, in load_module

File "CvGameInterface", line 14, in ?

File "<string>", line 52, in load_module

File "CvGameInterfaceFile", line 10, in ?

File "<string>", line 52, in load_module

File "InquisitionGameUtils", line 12, in ?

File "<string>", line 52, in load_module

File "Inquisition", line 5, in ?

File "<string>", line 52, in load_module

File "CvTechChooser", line 7, in ?

File "<string>", line 52, in load_module

File "CvScreensInterface", line 77, in ?

AttributeError: 'module' object has no attribute 'CvTechChooser'
Failed to load python module CvGameInterface.
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
ERR: Call function getExtraCost failed. Can't find module CvGameInterface
Traceback (most recent call last):

File "CvAppInterface", line 70, in preGameStart

AttributeError: 'module' object has no attribute 'showTechChooser'
ERR: Python function preGameStart failed, module CvAppInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
ERR: Call function onEvent failed. Can't find module CvEventInterface
Traceback (most recent call last):

File "CvAppInterface", line 47, in onSave

AttributeError: 'module' object has no attribute 'onEvent'
ERR: Python function onSave failed, module CvAppInterface
ERR: Call function calculateScore failed. Can't find module CvGameInterface

ERR: Call function updateColoredPlots failed. Can't find module CvGameInterface


ERR: Call function updateColoredPlots failed. Can't find module CvGameInterface

ERR: Call function cannotSelectionListMove failed. Can't find module CvGameInterface
ERR: Call function cannotSelectionListGameNetMessage failed. Can't find module CvGameInterface

ERR: Call function cannotSelectionListGameNetMessage failed. Can't find module CvGameInterface
 
Thats the problem i had with NFW, i asked Dale to put a new copy of his DCM out and he ignored me, said he left CFC for some reason, then i PM'ed him, he did the same, then i asked him like four more questions about the WB and he still ignored me, so i just gave up on the idea of dll, all it takes is one bad experience. :(

Allow me to help with DCM! Here is a copy of DCM I converted to BTS 3.19. I removed the CIV changer and AutoAI, as modular versions of those functions are available in Better BTS AI and OIM. This conversion was a lot of work, but is otherwise complete. All that is required now to make it work is an updated DLL. Perhaps you can persuade someone to convert the "original" DLL file for you. If successful, I hope you will share the DLL here.

Respectfully,

Orion Veteran :cool:
 

Attachments

Hello i would like to implement your inquisition mod with a mostly xml and few The_J python (only CvEventManager stuff for his great promotions), but i do not want to add the offices.
My question is how do i remove from the python part the office building since i dont want to add them i would rather let the inquisitor get build from the castle( since my mod is based on the charlemagne mod), is it just that i delete/rename from Inquisiton.py the part with the office where you can add new religions like u stated in your last release notes ?
I would rather check this with the creator since its far better than screwing everything up due to my stupidity.Well waiting for your answer, thank you.
 
Hello i would like to implement your inquisition mod with a mostly xml and few The_J python (only CvEventManager stuff for his great promotions), but i do not want to add the offices.
My question is how do i remove from the python part the office building since i dont want to add them i would rather let the inquisitor get build from the castle( since my mod is based on the charlemagne mod), is it just that i delete/rename from Inquisiton.py the part with the office where you can add new religions like u stated in your last release notes ?
I would rather check this with the creator since its far better than screwing everything up due to my stupidity.Well waiting for your answer, thank you.

Well, you run into a bit of a problem in the Tech Tree, because the castle is not a religious building. Each inquisitor has it's own religious building for it's version of the Holy Office. But, you can make all inquisitor units available with the castle by modifing one line in the CIV4UnitInfos.xml file for each religious Inquisitor unit (7 in all):

Change This:

Code:
<PrereqBuilding>BUILDING_TAOIST_HOLY_OFFICE</PrereqBuilding>

To This:

Code:
<PrereqBuilding>BUILDING_CASTLE</PrereqBuilding>

Then delete all 7 of the Holy Office buildings in the CIV4BuildingInfos.xml file. In the Inquisition.py file, eliminate all references to iHolyOffice and eliminate "BUILDING_######_HOLY_OFFICE" in each line of the dReligionData dictionary. Lastly, delete the getReligionHolyOffice function.

That should do it. While this process will work, I don't recommend it. Inquisitions are expensive and you will loose the substantial gold income normally provided by the Holy Office building.

Respectfully,

Orion Veteran :cool:
 
Ok i see i knew about the XML part my problem was in python so its as I assumed but you brought up a very disturbing problem the loose of income from inquisiton guess i`ll have to rename them to some medieval religious buildings and keep them . Thank you very much for the answer thats what i was afraid of that something might not work after deleting them from the Inquisition.py . Also 1 AI related question i forgot to mention i aleready had a different .dll for 39 civs since i needed more than 18 for the huge europe scenario so i did what you said in your previous posts about removing the dll from the Inquisition Mod so my question: does the AI know/did the AI knew(with the .dll) to use inquisitions?
Cause at first game he never looked like he would use him i checked the map every few turns and no foreign religion was removed from a city.(WB check)

Thank you for your answers and time :)
 
Ok i see i knew about the XML part my problem was in python so its as I assumed but you brought up a very disturbing problem the loose of income from inquisiton guess i`ll have to rename them to some medieval religious buildings and keep them . Thank you very much for the answer thats what i was afraid of that something might not work after deleting them from the Inquisition.py . Also 1 AI related question i forgot to mention i aleready had a different .dll for 39 civs since i needed more than 18 for the huge europe scenario so i did what you said in your previous posts about removing the dll from the Inquisition Mod so my question: does the AI know/did the AI knew(with the .dll) to use inquisitions?
Cause at first game he never looked like he would use him i checked the map every few turns and no foreign religion was removed from a city.(WB check)

Thank you for your answers and time :)

If you are playing the latest version, it will take between 500 and 700 turns to notice the full effect of the mod. On a huge game, with more than 7 civs and all religions discovered, you will begin to notice a transformation. The 7 civs will each have their own Holy City and begin spreading the Holy City religion throughout their respective cities until finally, they convert the state religion to the Holy City religion. From that point, you will see Inquisitions slowly weed out non-state religions. The result is: Each city will have the state religion and there will be very few non-state religions left remaining. It is facinating to watch, when using AIAutoPlay, as you can get to the middle game in a relatively short amount of time. Without AIAutoPlay, you will just have to wait until you reach that point (600 +/- 100 rounds) in the game. Try playing the mod, without any merges and with the AIAutoPlay left operational. I'm sure you will find AIAutoPlay, running through several hundred turns, very interesting.

If the AI inquisitions fail to work, then the problem is with the merge of the python with your other mods and not the DLL you are using.

Respectfully,

Orion Veteran :cool:
 
Hi Orion,

I am trying to merge your newest version with BUG 4.0. I have some difficulty in doing that, as BUG has eliminated the CustomEventManager. Do you have any pointers (other than to go and ask in the BUG forum, of course... :D) that could help me out?
 
Hi Orion, I am trying to merge your newest version with BUG 4.0. I have some difficulty in doing that, as BUG has eliminated the CustomEventManager. Do you have any pointers (other than to go and ask in the BUG forum, of course... :D) that could help me out?

You and I have the same goal. I will look at BUG 4.0 tonight and let you know.

Orion Veteran :cool:
 
Sorry to bother you again, but I apparently forgot to mention this when I asked for help previously. In your mod every religion has its own unique inquisitor, like the missionaries; if I want to change this so there is only one generic type of inquisitor, would there be any hefty python work involved? Thanks in advance.
 
Sorry to bother you again, but I apparently forgot to mention this when I asked for help previously. In your mod every religion has its own unique inquisitor, like the missionaries; if I want to change this so there is only one generic type of inquisitor, would there be any hefty python work involved? Thanks in advance.

Yes, there would be a lot of Python changes involved. There are benefits to having separate Missionaries and Inquisitors. If you create or add a new religion to the game, you must create the art for the respective units and buildings for that religion, which includes the Inquisitor.

Respectfully,

Orion Veteran :cool:
 
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