j_mie6
Deity
no problem
it was just the civPlayer exception, when I reload the civplayer instances in the save it should all be fine

Yeah, probably.Just wondering... Do you mean Helpers not Utils? We changed the name ages ago![]()
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.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!)
I'm not really looking, to be honest.good luck finding a new place to live!
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
<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>
Speed=[B]GAMESPEED_NORMAL[/B]
Calendar=[B]CALENDAR_DEFAULT[/B][COLOR="Red"] #could this be it?[/COLOR]
<CalendarInfo>
<Type>CALENDAR_MONTHS</Type> [COLOR="Red"]#do I need to use this?[/COLOR]
<Description>TXT_KEY_CALENDAR_MONTHS</Description>
</CalendarInfo>
Try to duplicate the error, then.nope just ending turn, presumably it forced the screen to redraw due to the exception?
That, at least, makes perfect sense.I tried using Calendar_Months and it made the game go up in 1 month every turn instead of using the gamespeed calendar...
<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>