Python Performance and Interface Overhaul (PPIO)

There are three places in the python that something special happens with 'TECH_COLONIALISM'.

Sevopedia and TechChooser display special information for that tech

Caveman2Cosmos has an onCityBuilt function that increases the population by one if you have that tech​
 
I ask myself over and over why do people post PythonErr2.log when asked for PythonErr.log?

In general PythonErr2.log is no use at all when trying to find any problem. As far as I can see it is only useful to the BUG modders. Perhaps we should look at turning it off.
I'm glad to finally get this point. The ambiguity of that second log has always been confusing to me as to what it is I should be looking at or reporting if needbe.
 
v0.5.9.1.5
  • Fixed two bugs.
    • issue with abandoning city
    • issue with "The Alamo" world wonder special culture effect when units are lost.
I'm glad to finally get this point. The ambiguity of that second log has always been confusing to me as to what it is I should be looking at or reporting if needbe.
I haven't had the pythonErr2.log file in my log folder in ages, I've no idea why I'm not getting it anymore.
Maybe it is my "log to file level" setting in BUG that makes it so that the stuff printed in pythonErr2 is for me printed in pythonErr.log

I deleted BUG City Screen.ini and I have enabled python exceptions on civilization IV.ini. Properties tab not working. I have some python exceptions on screen, but I don't have any pythonErr.log or pythonDbg.log on my entire system, only PythonErr2.log on logs folder. I'm writting manually the python exceptions I'm getting:

Attribute error: BugEventManager instance has no attribute 'TECH_COLONIALISM'
File 'CvEventManager', line 1808, in onCitybuilt
File 'BugEventManager', line 361, in _handleDefaultEvent​

I'm getting 7x each of this four Python exceptions notifications
My last update probably didn't fix this issue. Does the error happen at every end turn, or when creating a new game, or when loading an autosave, or ..... Some context info would be nice.

v0.5.9.1.6

  • Adjusted modmod to SVN rev. 9776
 
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I updated SVN to 9776 and modmod to 0.5.9.1.6

No python exceptions now.

Properties tab (and maybe resources tab too) not showing anything.
 
Why rightclicking tech on empty tech space in tech tree window selects tech and its all prereqs?
Same thing is done with left click, so no need for this.
This doesn't happen if you rightclick on techs name or any icons.
 
Why rightclicking tech on empty tech space in tech tree window selects tech and its all prereqs?
Same thing is done with left click, so no need for this.
This doesn't happen if you rightclick on techs name or any icons.
I don't know, I haven't modified or even looked at the tech tree screen code.
Properties tab not showing anything.

v0.5.9.1.7
  • Fixed bug reported by Fermongu and glaucus.b
  • Gave culture bonuses their own list/tab.
  • Streamlined some code.
 
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This doesn't happen if you rightclick on techs name or any icons.
Once I figured this out, as a player, I didn't feel the right click on the tech causing the full tech tree path fleshing out was much of a problem. I just made sure to rightclick on the NAME of the tech or the icons I wanted to know more about. Just takes being a little more careful. I'm sure this was introduced by the platyping tech tree programming and perhaps platy has even found the issue and resolved it. If one of the pythoneers wants to address it, that'd be great, but since it is negotiable by the player, it's not a HUGE priority I wouldn't think.
 
v0.5.9.1.8
  • Bugfix - I broke some hotkey functionality in v0.5.9.1.7
v0.5.9.1.9
  • Bugfix - Issue with promotions that steal commerce from other player after combat.
v0.5.9.2
  • Overhauled Pedia pages for the Civilizations sub-category
    • Added a list of the city names used by the civilization.
Spoiler Picture :
Untitled-1.jpg
 
  • Like
Reactions: tmv
Hah, somewhat an overstatement, though its good to make that information available to the player in game.
Depends on who you are and what your opinion is I guess but I've always wanted that and didn't think about it enough to ask for it. Nice touch indeed.
 
does the city list thing also work with the C2C Civilizations Megapack modmod by Sparth? I'll update later today and check if you don't know
 
does the city list thing also work with the C2C Civilizations Megapack modmod by Sparth? I'll update later today and check if you don't know
I see no reason why it wouldn't work...


v0.5.9.2.1
  • Overhauled Leaderhead pedia pages.
    • The leaderhead list now displays as quickly as the other categories when playing with traits.
Spoiler Picture :
8800_20171214003031_1.jpg
 
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I was wondering, could you put the religions in the city view inside a box like on the opposite end, like with the maintenance and the sliders? bit of symmetry,
oh and the Spy tab is mostly illegible
 
One other group of buildings it may be useful to have in their on set are the "Pseudo National Wonders" - "Small National Wonders" may be a better name. They are the ones that are limited to one per nation but don't count towards the limit that can be built in a city. Most Myths and all Stories buildings would be in this set along with a few others.

Programmatically they can be described as providing a free building which prohibits the building of itself. EG
Code:
        <BuildingInfo>
            <BuildingClass>BUILDINGCLASS_PALEOLITHIC_BIRD_MYTH</BuildingClass>
            <Type>BUILDING_PALEOLITHIC_BIRD_MYTH</Type>
...
            <FreeBuilding>BUILDINGCLASS_PALEOLITHIC_BIRD_MYTH_EFFECT</FreeBuilding>
...
            <PrereqNotBuildingClasses>
                <PrereqNotBuildingClass>
                    <BuildingClassMustNotHave>BUILDINGCLASS_PALEOLITHIC_BIRD_MYTH_EFFECT</BuildingClassMustNotHave>
                    <bPrereqNot>1</bPrereqNot>
                </PrereqNotBuildingClass>
            </PrereqNotBuildingClasses>
        </BuildingInfo>
 
@DH: What is absolutely necessary to change here for us to include this in the core? Keeping in mind that it can continue to be worked on thereafter.
 
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