Pie AE K-MOD merge Project

I'm currently merging the MainInterface. I guess that will take a few iterations until working, the changes from both mods are all over the place.
 
Hey Pie,
On my account, i did what i needed to do.
There are a few py files remain un merged.

I logged everything on the txt files in the git.
Have a look there.
In general,, you need to port you features over tge kmod bug files, main interface, info, techchooser and some.
 
Thanks alot Keldath! Really cool that finally the dll starts to develop in PAE...

This might even bring Pie to the next level. He was always talking about "someday I will mod with SDK" for years. Now, maybe the day has come! Although he still denies to touch the dll ;)
 
@keldath
It is inspiring to see that experienced modders like you help out other mod projects so intensively. :)

@pie_at
It is also inspiring to see that modders like you have never lost motivation to continuously work on their mod for so many years. :)

Keep up the spirit of modding. :goodjob:
(Lots of kudos and respect.)
 
I just finished merging Python, now checking for errors. Likely some spaces are missing.
 
Most curious. I could enter the game with a randomly selected civ, but not with a preselected one.
StartingPointsUtil function ResortCivs crashed with a plain C++ exception when moving the last unit of the first civ to the invalid plot location.
Sending the units to (1,1) works, but established contact between all those civs.

Otherwise, I managed to get two Great General buttons, a missing FOV slider and parts of the unit interface overlaying in the city screen. So still a bit to do until PR :D
 
You have a PR. The last commit message lists the bugs I found while quickly testing.

I guess the StartingPoints-Crash would best be fixed by implementing it properly in DLL instead of moving already spawned units around.
 
I guess the StartingPoints-Crash would best be fixed by implementing it properly in DLL instead of moving already spawned units around.
But why does this make trouble? If the dll doesn't work only if units are moving via python, I worry about all the other python stuff..... :eek:
 
My guess is that moving to illegal plots has been disabled. In the original code, there is already an assert (active in debug mode) to avoid moving to illegal plots. But in non-debug mode the asserts are off and thus the rest of the function will be executed.
 
There is a built-in starting plot functionality in the SDK. CvMapScriptInterface.py contains the function assignStartingPlots, which can be used to override the default behaviour. I give it a quick try.
 
But a little hurry would not hurt either.
My current game has only 15 turns left and I would really like to play with the new dll next time ;)

(The last 15 turns on the Eurasia XXXL map probably take a week)
 
I moved the starting point stuff to the WBSave loading. It doesn't work yet but at least it's called. I think that would be more convenient to implement it there, because that way we can avoid moving units around and kill already spawned civs. I'll push the current state to a new branch later today or tomorrow so you can have a look.
 
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