Pie's Ancient Europe

@ Pie: where do you define FLAVOR_GREEK and FLAVOR_ROME? Thanks.

they are just in the leaderhead and technology infos

There's some weird bug with the emigrant unit, it seems to mess up UI, there's no controls for the unit seen and when I open the city window it stays even after closing it.

Check the attached save.

thx Crash ;)
I think, I could find the bug and solve it for future.
 
Hello!

I've been hoping to try this amazing-sounding mod for a while now, but I'm having some strange issues. When I first tried to load it, I would get stuck at the "init XML" step of the loading and would have to force quit the program. I found the post talking about using Textwrangler to zap gremlins, and after zapping gremlins the mod loaded.

When the mod loaded, there was no background at the title screen, lots of pink boxes, and red blobs all over the maps. I've included screenshots of the various things I've encountered in the mod.

Any ideas?

Sorry if this problem has already been dealt with at some point in this thread, but 117 pages is too long to read! Tried searching, but no luck.

Thanks.
 

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Welcome to CiVFanatics!

Not sure that you have all the files.

check the mod folder properties. I have this in PieAncientEuropeV_Beta2 properties:

Contains: 1,537 Files, 95 Folders
Size: 795 MB (834,581,803 bytes)
Size on Disk: 799 MB (838,627,328 bytes)
 
Okay, that's definitely different from what I have. I think a re-download is in order.

Let me try this again ...
 
that might be it !

I have Beta 2 with the latest patch
 
Antigenes2: do you have a save of this bug? if not, I have to try to use WB for that...

Yes. The first file has Elite units and the bug active. Shieldbearers and a spearman near Baktra.

The second file has the bug inactive. There are some Elite units (near Skodra) but no Brass or Orichalcum resource but if you trade for Brass (or add it via WB) the bug should appear.
 

Attachments

isenchine: ok, I have activated the "COMMERCE_GOLD" <bFlexiblePercent> to 1. that's really no bad thing at all.

Antigenes: thx!
Hannibal-file: everything works here. perhaps the unit was immobile one turn?
only elite Units can get noble armor. that's alright in there
you have no mercenary Buttons in this City because there is no mercenary guild in there.

second file: I am glad, that everything works here too. no bugs. strange. perhaps a corrupt file anywhere. let's hope that the next patch will overwrite bad files.....
 
isenchine: ok, I have activated the "COMMERCE_GOLD" <bFlexiblePercent> to 1. that's really no bad thing at all.

Antigenes: thx!
Hannibal-file: everything works here. perhaps the unit was immobile one turn?
only elite Units can get noble armor. that's alright in there
you have no mercenary Buttons in this City because there is no mercenary guild in there.

second file: I am glad, that everything works here too. no bugs. strange. perhaps a corrupt file anywhere. let's hope that the next patch will overwrite bad files.....

Just to confirm, in the Hannibal file, you moved the elite shieldbearer into Baktra and the buttons were active? I've tried again with the same file and they are inactive, so if they are active for you maybe I have a corrupt file somewhere as you say.
 
oh, you're right. I can see the button highlighted but when I press it, there comes an error. Fixed with those two files for Assets/Python/
It's save compatible.
 
isenchine: ok, I have activated the "COMMERCE_GOLD" <bFlexiblePercent> to 1. that's really no bad thing at all.

An alternative would be to activate it through an early technology like TECH_WARENHANDEL (Commerce).
 
Stonehenge can`t be built by celts (nor gauls), I have stone in capital and it`s holy city of celtic myths, also have needed technologies and noone built it yet.
 
oh, you're right. I can see the button highlighted but when I press it, there comes an error. Fixed with those two files for Assets/Python/
It's save compatible.

Should my save game now work properly or do I need to start a new one to see the effect? If it's the former, sorry to say but this did not fix the bug for me. It sounds like it is manifesting differently for you than for me. For you the buttons highlighted but gave an error when pressed. For me the butttons don't highlight and nothing happens when pressed. That is still the case with this save.
 
:cool::cool::cool:

@Antigenes2
5. I'd still like the option to raze a city rather than having to accept a surrender. Using emigrants is a solution but a sub-optimal one, depending on where your other cities are (and whether you've researched that far). If it's easy to do of course.
I am able to raise or keep surrendered cities...

but i got a screenie of
4. Rioting cities still say "fail to splash out of you" if they continue rioting

:cool::cool::cool:
 

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:cool::cool::cool:

@Antigenes2 I am able to raise or keep surrendered cities...

but i got a screenie of

:cool::cool::cool:

Do you mean "surrendered" or "conquered"?

Before, if you conquered a city you got the option to keep or burn it, but if a city surrendered (i.e. saw the fight was hopeless and offered to surrender while there were still defending trrops) you didn't get the option to raze the city, you had to keep it. Unless pie changed that in the latest patch. I don't think it was changed but I cannot actually remember if I've seen it in the latest patch.
 
FLAVOR_GREEK and FLAVOR_ROME: they are just in the leaderhead and technology infos.

Do they work as intended? They could be defined in GlobalTypes.xml but the changes should be reflected in the dll. Then we have a different GlobalTypes.xml file for Mac & PC, so let's forget it for the time being. I was just asking because a debug dll throws an error when it encounters those values in the xml.
 
Per memory: All PAE games started with the K-Mod dll plugged in were bound to crash after a certain period of time. Scenarios quite immediately but there is nothing to be changed here. As I thought, they bring you closer to the crash because of their complexity at the start, in this case just because many technologies are already acquired by the different Civs.

From running these games with a debug dll, it appeared that the cause of the crash was to be looked for in the buildings, precisely "buildings available to be built" in the pop-up list or in the City screen.

I will spare you the process of trials and errors (xx hours of crashes - I hope that my computer will forgive me!). The problem is actually a combination of the CIV4BuildingInfos.xml and the CIV4CivilizationInfos.xml (which defines the special buildings that are for your Civ only - the UBs - and the buildings that you are not allowed to build).

You may ask: how come it is problematic since a vanilla dll does not crash? I don't have the exact answer. K-Mod has changed so many things, including settings for setting up lists of things so only Karadoc could answer that I guess.

The bottom line is that I found in the BuildingInfos file three cases where a Building A needs an existing Building B to be built, but with a contradiction in the CivilizationInfos file: your Civ may apparently build Building A but is denied the right to build Building B => Crash.

Case 1) Spartans (CIVILIZATION_SPARTANER) can build BUILDINGCLASS_SPECIAL1 - Building Type Acropolis but cannot build a BUILDINGCLASS_SPECIAL6 (in this case Building Type Agora) which is needed in the City as a prerequisite for the Acropolis.

Intended or mistake?

Case 2) Several civilizations are denied the right to have a BUILDINGCLASS_SPECIAL3 (School or Gymnasium) which is a prerequisite for building Academies 1-2-3-4. Maybe this is intended but it crashes the game.

Case 3) Barbarians cannot build Walls which is a prerequisite for High Walls. This does not crash the game, probably because Barbarians are excluded from the process at a certain stage in the coding.

EDIT: or because they don't have the technology yet? Better be safe than sorry and solve that potential conflict as well. They should be prevented from building Babylon Walls as well.

Pie, the solution is simple: since the problematic files are in the SPECIAL Buildings, and that you have fake buildings as a default for the Classes 1 to 9 (buildings not buildable anyway because iCost = -1), the easiest way is to delete all entries in the CivilizationInfos that have a 'NONE' as a Building Type for BUILDINGCLASS_SPECIALx.

I have done that change for the testing: I played the Scenario War of the Diadochis for 20 turns without crash. Here is my file, compare it to yours to see the changes (note that I have assumed that Spartans should be able to build Agora - if not, the Acropolis should be set as unbuildable for them).

For the happy testers who have still a copy of my package, replace this file in the appropriate PAE folder. Let's cross fingers that you can now resume your save games without a crash.

Pie, I'm waiting for your reaction to continue. Still it might not be the end of the problems. Testings should resume and the debugger still throws several errors and conflicts, so far without crashing to desktop.
 
Hi The Pirate!

I was able to continue your saved game with Augustus Caesar, the one that was crashing repeatedly at 588 BC!
 
Ehm...i am not sure if i have undestood well, but arent scenarios compatible with k-mod, if its that way, will we have two versions of the mod? Me, and some people doesnt like to play epic games, but scenarios. :(
 
An alternative would be to activate it through an early technology like TECH_WARENHANDEL (Commerce).
ok

Stonehenge can`t be built by celts (nor gauls), I have stone in capital and it`s holy city of celtic myths, also have needed technologies and noone built it yet.
if you play a scenario, it is already built in England.

Should my save game now work properly or do I need to start a new one to see the effect? If it's the former, sorry to say but this did not fix the bug for me. It sounds like it is manifesting differently for you than for me. For you the buttons highlighted but gave an error when pressed. For me the butttons don't highlight and nothing happens when pressed. That is still the case with this save.
ok, then please download the attached hotfix into the Assets/Python folder of PAE and try again!

the file now includes the Screen/MainInterface.py

Do you mean "surrendered" or "conquered"?

Before, if you conquered a city you got the option to keep or burn it, but if a city surrendered (i.e. saw the fight was hopeless and offered to surrender while there were still defending trrops) you didn't get the option to raze the city, you had to keep it. Unless pie changed that in the latest patch. I don't think it was changed but I cannot actually remember if I've seen it in the latest patch.
if a city surrenders, you have to hunger them down und disband the city at pop 2 with an emigrant.

Do they work as intended? They could be defined in GlobalTypes.xml but the changes should be reflected in the dll. Then we have a different GlobalTypes.xml file for Mac & PC, so let's forget it for the time being. I was just asking because a debug dll throws an error when it encounters those values in the xml.
I think so. The AI goes to those techs first. If you can see the error line in the dll then please add a None or not in_array in there, if it makes troubles. I'm sure, lot's of things can be blocked in the dll with wise error scripting like in python with if City != None and so on....

K-Mod: about the NONE Buildings. What about the NONE Special Units?
But yes, I think, the NONE things can go out of the files. why not! thx.

I will have a look at the file and tell you, if it's accurate to go ahead.
 
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