I tried debugging, setting a breaktrap at getInfoTypeForString, triggering only when szType == "TERRAIN_GRASS". It didn't break.
well I got the debugger running (thanks once again to asaf's tutorial) but my poor excuse for a computer freezes at the breakpoint. (yes I know I need a new computer and I will get one soon I promise) I tried it with civ in fullscreen and windowed. I'm wondering if I put the breakpoint in exactly the right spot, since I don't know much about C++.
I was putting the breakpoint on the line beginning with "int" after the elapsed turns and advanced start line. If there is a better place please let me know.
If anyone could find it in their heart to degug it for six turns with a breakpoint at one of those lines I'd be forever in their debt.


No, it does not happen more than once, but it then complains about FEATURE_FALLOUT and CIVILIZATION_BARBARIAN. Then the mod crashes for no given reason.
.I also got this message at the start:
Assert Failed
File: CvPlayer.cpp
Line: 5134
Expression: GC.getCivilizationInfo(getCivilizationType()).getCivilizationUnits(eUnitClass) == eUnit
Message:
----------------------------------------------------------
.Yes, dll modifications. I have been nosing around, and I think the problem is in Python. I already found the grass problem and fixed it. I decided to reinstate the barbarian civ for now to make things easier. Do you have any idea where fallout might be mentioned?
.I have discovered the exact conditions under which the extra religion founding takes place:
if the already founded religions have founding techs assigned to them in the xml, then any civ with any of those techs, starting with the weakest, will get a religion on turn 6. if the already founded religions have no tech prereqs in the xml, then any civ, even one with no techs, will get a religion.
since this seems to be there to help the AI I thought it might also be dependent on difficulty level but I checked "Settler" and the effect still occurred.
my solution for now is to make FUTURE_TECH the founding tech of the already founded religions, but if anyone can think of a better way I'd love to hear it.
) question. <PromotionInfo>
<Type>PROMOTION_RANGE3</Type>
<Description>TXT_KEY_PROMOTION_RANGE3</Description>
<Sound>AS2D_IF_LEVELUP</Sound>
<LayerAnimationPath>NONE</LayerAnimationPath>
<PromotionPrereq>PROMOTION_RANGE2</PromotionPrereq>
<PromotionPrereqOr1>NONE</PromotionPrereqOr1>
<PromotionPrereqOr2>NONE</PromotionPrereqOr2>
<TechPrereq>NONE</TechPrereq>
<StateReligionPrereq>NONE</StateReligionPrereq>
<bLeader>0</bLeader>
<bBlitz>0</bBlitz>
<bAmphib>0</bAmphib>
<bRiver>0</bRiver>
<bEnemyRoute>0</bEnemyRoute>
<bAlwaysHeal>0</bAlwaysHeal>
<bHillsDoubleMove>0</bHillsDoubleMove>
<bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
<iVisibilityChange>0</iVisibilityChange>
<iMovesChange>0</iMovesChange>
<iMoveDiscountChange>0</iMoveDiscountChange>
<iAirRangeChange>1</iAirRangeChange>
<iInterceptChange>10</iInterceptChange>
<iEvasionChange>0</iEvasionChange>
<iWithdrawalChange>0</iWithdrawalChange>
<iCargoChange>0</iCargoChange>
<iCollateralDamageChange>0</iCollateralDamageChange>
<iBombardRateChange>0</iBombardRateChange>
<iFirstStrikesChange>0</iFirstStrikesChange>
<iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
<iEnemyHealChange>0</iEnemyHealChange>
<iNeutralHealChange>0</iNeutralHealChange>
<iFriendlyHealChange>0</iFriendlyHealChange>
<iSameTileHealChange>0</iSameTileHealChange>
<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
<iCombatPercent>0</iCombatPercent>
<iCityAttack>0</iCityAttack>
<iCityDefense>0</iCityDefense>
<iHillsAttack>0</iHillsAttack>
<iHillsDefense>0</iHillsDefense>
<iKamikazePercent>0</iKamikazePercent>
<iRevoltProtection>0</iRevoltProtection>
<iCollateralDamageProtection>0</iCollateralDamageProtection>
<iPillageChange>0</iPillageChange>
<iUpgradeDiscount>0</iUpgradeDiscount>
<iExperiencePercent>0</iExperiencePercent>
<TerrainAttacks/>
<TerrainDefenses/>
<FeatureAttacks/>
<FeatureDefenses/>
<UnitCombatMods/>
<DomainMods/>
<TerrainDoubleMoves/>
<FeatureDoubleMoves/>
<UnitCombats>
<UnitCombat>
<UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
<bUnitCombat>1</bUnitCombat>
</UnitCombat>
</UnitCombats>
<HotKey/>
<bAltDown>0</bAltDown>
<bShiftDown>0</bShiftDown>
<bCtrlDown>0</bCtrlDown>
<iHotKeyPriority>0</iHotKeyPriority>
<Button>C:\Program Files (x86)\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\RANGE3.dds</Button>
</PromotionInfo>