Requesting following features

no problem :p it was just the civPlayer exception, when I reload the civplayer instances in the save it should all be fine
 
right just saw your code and it looks great! Just wondering... Do you mean Helpers not Utils? We changed the name ages ago :p When I am done with my stuff I will have to set up some dummy events to test this with (the hugely complex classes that create random senate missions will need to be done before this becomes an official feature!) good luck finding a new place to live!
 
Just wondering... Do you mean Helpers not Utils? We changed the name ages ago :p
Yeah, probably. :p Up to you, basically. I'm not even certain what modules and version I do have... :lol:

When I am done with my stuff I will have to set up some dummy events to test this with (the hugely complex classes that create random senate missions will need to be done before this becomes an official feature!)
If I get the time I will be testing the code without setting up any actual events. Because the outcomes can of course be tested independently in the Python console.

But the real testing will of course be done by you.

good luck finding a new place to live!
I'm not really looking, to be honest. :D Instead, I will be able to live hos friends and relatives, and probably even have access to temporary accommodations through work (squatting, basically :lol:). I'm aiming for a zero-cost (or as-low-a-cost as possible) until I'm completely out of dept. Plus, not having too much hobbies will give me ample time to get new habits, like going up an additional hour early (I'm already going up a full hour early just to avoid the stress of getting ready for work) to get to the gym! :)
 
Well, if it keeps me fit and healthy, I will be able to earn a lot of money. But working extra-hours or working abroad (also extra-hours) requires some considerable stamina and strength, in the long-run.

Not being parked in-front of the computer doing what I'm doing right now will also help. :lol: But I will probably be logging in here on a daily or weekly basis, so we'll complete your work for sure. Just keep learning this programming stuff and you'll be alright. You will be able to reach me via email also.
 
right ok it's giving me the the same exception again, here are all my documents involved in it the function referenced. This is to do with my calendar and seems to be when it swaps to Months from years.

Spoiler :

Traceback (most recent call last):

File "CvScreensInterface", line 705, in forceScreenRedraw

File "CvMainInterface", line 729, in redraw

File "CvMainInterface", line 1755, in updateGameDataStrings

File "CvMainInterface", line 1804, in updateTimeText

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenRedraw failed, module CvScreensInterface
Traceback (most recent call last):

File "CvScreensInterface", line 689, in forceScreenUpdate

File "CvMainInterface", line 680, in updateScreen

File "CvMainInterface", line 1804, in updateTimeText

RuntimeError: unidentifiable C++ exception
ERR: Python function forceScreenUpdate failed, module CvScreensInterface
Code:
	def updateTimeText( self ):
		
		global g_szTimeText
		
		ePlayer = gc.getGame().getActivePlayer()
		
		g_szTimeText = localText.getText("TXT_KEY_TIME_TURN", (CyGame().getGameTurn(), )) + u" - " + unicode(CyGameTextMgr().getInterfaceTimeStr(ePlayer))
		if (CyUserProfile().isClockOn()):
			g_szTimeText = getClockText() + u" - " + g_szTimeText
Code:
		<GameSpeedInfo>
			<Type>[B]GAMESPEED_NORMAL[/B]</Type> [COLOR="Red"]# could using normal game speed be the problem?[/COLOR]
			<Description>TXT_KEY_GAMESPEED_NORMAL</Description>
			<Help>TXT_KEY_GAMESPEED_NORMAL_HELP</Help>
			<iGrowthPercent>100</iGrowthPercent>
			<iTrainPercent>100</iTrainPercent>
			<iConstructPercent>100</iConstructPercent>
			<iCreatePercent>100</iCreatePercent>
			<iResearchPercent>100</iResearchPercent>
			<iBuildPercent>100</iBuildPercent>
			<iImprovementPercent>100</iImprovementPercent>
			<iGreatPeoplePercent>100</iGreatPeoplePercent>
			<iCulturePercent>100</iCulturePercent>
			<iAnarchyPercent>100</iAnarchyPercent>
			<iBarbPercent>100</iBarbPercent>
			<iFeatureProductionPercent>100</iFeatureProductionPercent>
			<iUnitDiscoverPercent>100</iUnitDiscoverPercent>
			<iUnitHurryPercent>100</iUnitHurryPercent>
			<iUnitTradePercent>100</iUnitTradePercent>
			<iUnitGreatWorkPercent>100</iUnitGreatWorkPercent>
			<iGoldenAgePercent>100</iGoldenAgePercent>
			<iHurryPercent>100</iHurryPercent>
			<iHurryConscriptAngerPercent>100</iHurryConscriptAngerPercent>
			<iInflationPercent>30</iInflationPercent>
			<iInflationOffset>-90</iInflationOffset>
			<iVictoryDelayPercent>100</iVictoryDelayPercent>
			<GameTurnInfos>
				<GameTurnInfo>
					<iMonthIncrement>84</iMonthIncrement>
					<iTurnsPerIncrement>1</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>72</iMonthIncrement>
					<iTurnsPerIncrement>10</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>24</iMonthIncrement>
					<iTurnsPerIncrement>100</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>12</iMonthIncrement>
					<iTurnsPerIncrement>1</iTurnsPerIncrement>
				</GameTurnInfo>
[B]				<GameTurnInfo>
					<iMonthIncrement>27</iMonthIncrement>
					<iTurnsPerIncrement>208</iTurnsPerIncrement>
				</GameTurnInfo>[/B]
				<GameTurnInfo>
					<iMonthIncrement>1</iMonthIncrement>
					<iTurnsPerIncrement>180</iTurnsPerIncrement>
				</GameTurnInfo>
			</GameTurnInfos>
		</GameSpeedInfo>
Code:
	Speed=[B]GAMESPEED_NORMAL[/B]
	Calendar=[B]CALENDAR_DEFAULT[/B][COLOR="Red"] #could this be it?[/COLOR]
Code:
		<CalendarInfo>
			<Type>CALENDAR_MONTHS</Type> [COLOR="Red"]#do I need to use this?[/COLOR]
			<Description>TXT_KEY_CALENDAR_MONTHS</Description>
		</CalendarInfo>


Right, GodEmperor mentioned before that the increment * turns needs to be divisible by twelve and the month section affected is, In fact the game was just starting to use that increment when the error occured. It appears that this is either because I am not using Calendar MONTHS or that I am using Normal gamespeed and editing it... if it is because of the calendar type then does this mean I don't have to worry about the Increment * amount of turns being divisible by twelve?
 
I honestly wouldn't know, but the problem here seems to be with forceScreenRedraw() and not forceScreenUpdate(). That one seems, to me, mostly be related to the World Builder. Did the exceptions occur while you we're fiddling with the WB? Because exceptions related to reloading Python while other screens (or WB mode) are active basically don't count. This is simply not intended use and the game doesn't compute editing .py files under such circumstances.
 
nope just ending turn, presumably it forced the screen to redraw due to the exception? I tried using Calendar_Months and it made the game go up in 1 month every turn instead of using the gamespeed calendar...
 
nope just ending turn, presumably it forced the screen to redraw due to the exception?
Try to duplicate the error, then.

I tried using Calendar_Months and it made the game go up in 1 month every turn instead of using the gamespeed calendar...
That, at least, makes perfect sense. :mischief:
 
I can't think what the problem is but it is easy to replicate :p
 
So, what exactly makes i occur, then? :confused:
 
Well I had the same exception when the calendar didn't go up in years... now the same exception appears when it reaches the next interval that doesn't go in exact years. These don't really bother me that much but I really want them fixed. The problem for me is that after the year 395 it is very important that it only go up in 1 month intervals as the game must end on the year 510 (it is the sequals start date, :p). Of course I could always find a way to make python change the calendar type to CALENDAR_MONTHS (hehehehe) but still it would be nice to fix it...
 
Can you post the XML entries for you month/turn increments? Because the game might only be able to handle some combinations, and not all.
 
Code:
				<GameTurnInfo>
					<iMonthIncrement>84</iMonthIncrement>
					<iTurnsPerIncrement>1</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>72</iMonthIncrement>
					<iTurnsPerIncrement>10</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>24</iMonthIncrement>
					<iTurnsPerIncrement>100</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>12</iMonthIncrement>
					<iTurnsPerIncrement>1</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>27</iMonthIncrement>
					<iTurnsPerIncrement>208</iTurnsPerIncrement>
				</GameTurnInfo>
				<GameTurnInfo>
					<iMonthIncrement>1</iMonthIncrement>
					<iTurnsPerIncrement>180</iTurnsPerIncrement>
				</GameTurnInfo>
 
Why 27 months to a turn? :confused:
 
why not? (27 * 208) %12 (modulo division, but I'm sure you knew that) = 0

so it should be fine, plus this allows for a perfect interval between the 2 key dates... if I change it around to make years (I could :p) then not only would the isDate function be less importante (italian :p) untill after 395 (where I would have to make custom code to force the game to swap to the month calendar). I would like to see the months pop up in the game instead of just years it's more fun...
 
Unfortunately I never actually modded calendars myself, so I honestly have no idea how why your setup isn't working.

But, perhaps all month increments has to either be less than 12 months (1, 2, 3, 4 or 6) - or be evenly divisible by 12. So 12, 24 and 36 would be valid, while 27 would not. You should at least test my hypothesis. :dunno:
 
By the way, I'm basically moving out of my apartment tonight. Tomorrow I will be cleaning up and on Thursday I'm handing over the keys to the new owners. So basically after tomorrow morning (when I dismantle this computer) I will be online on my old laptop that doesn't even run CivIV :eek2:. Unless I will be able to assemble my desktop machine, somewhere someday, or possibly borrow a friend's gaming computer, you're flying solo with development on your mod... :D

I think I will have to venture into programming beyond CivIV modding from now on. The scripting withdrawals will likely prove to be quite intolerable! :lol:
 
good luck! I am not going to be happy all independant :p at least you can still assist somewhat :p
 
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