Requesting following features

Did you ever notice this post?
 
yes, I would have to say yes to those the senate would want republic (representation) and slavery
 
So then the logic has to firstly look for Representation - and secondly for Slavery. If either one is missing the player will be prompted to switch back. When accepted the civic change causes no Anarchy, and when refused there is a period of Anarchy, right?

What about having something like Organized Religion as a third default Senate civic?

And what happens if the Senate completely agrees with the present civics makeup? No Senate mission - or some token reward for running an efficient government? Something like "The Senate of the People of Rome announces a day of celebration in your honor"...
 
yeah that sounds good! maybee free market too :p
 
Free market? What Tech enables that, in your mod?
 
Currency I believe, Mercantilism too, I wanted more civics than just state propety and tribalism (or whatever the default is)
 
Ok, would the civics be checked in order (Government -> Religion) or in random order? Or would the Senate prompt the player to adopt a fixed set of default civics? What exactly would that line-up be in that case?
 
I will be working late all week, so I do suggest you give this a try yourself. If you keep it simple at first you should be able to get the basic functionality off the ground. Later we can worry about checking the preferred civics in random order or giving the player the option of agreeing or disagreeing. Regarding adding the actual pop-up for the yes/no option there is this tutorial.
 
:p
Code:
def FreeCivic():
        bBasic = True
        pPlayer = gc.getPlayer(eRome)
                if Bbasic = True:
                        pCivic = gc.getInfoTypeForString('CIVIC_REPUBLIC')
                        if pPlayer.isCivic(pCivic):
                                pPlayer.setCivics(0, pCivic)
                                showPopup(senateHeader, freeCivicMessage)
                        else:
                                print "No usable civic for FreeCivic()"
                                
                else:
                        pass
 
Bar a couple of mistakes I think you're on the right track, at least.

Also, you should probably reserve the p prefix for Cy class objects and not enumerated types, like CivicType. (The getInfoTypeForString() method always returns an integer, so the p prefix shouldn't apply.)

And if you wanna be able to use CivPlayer for the player references and such you could look into the CivPlayer module and read some of the documentation.
 
hmm so what are these errors of which you speak? :crazyeye:
 
Simple mistakes. You'll be easily able to spot them yourself, otherwise the exception tracebacks would come handy.
 
I am not testing ingame until it is finished :p

I still can't see them :confused:
 
hmm well I want to atleast wait untill all unfinished code is patched up before hand otherwise the exceptions I will be getting won't be from the things I waana test :p
 
still no idea on errors :p

we got this!
quoting TopSecret:

I found a bug
Something wrong with "CatapultConstruction"
The exception appears every turn
It doesn't CTD.
Here's the error word for word:


Traceback (most recent call last):

File "CvEventInterface", line 23, in OnEvent

File "CvEventManager", line 187, in handleEvent

File "CvEventManager", line 382, in onBeginGameTurn

File "CatapultConstruction", line 183, in process

File "CatapultConstruction", line 119, in checkUnits

RuntimeError: unidentifiable C++ exception

I have requested save for log checking :D what do you think THIS one is?

Code:
        def checkUnits(self):
                for pUnit, pPlot in list((pUnit, pUnit.plot()) for pUnit in self.iterateUnits()):
                        if pPlot.getFeatureType() == eForest: [b]#line 119[/b]
                                if pPlot.isNone() or pUnit.isDead(): continue
                                if isEnemyTerritory(pUnit, pPlot, self.pCivPlayer.get(CyTeam)) or self.isUsed(pUnit): return
                                self.activateOverwatch(pUnit, pPlot)
                                break
 
This is the same old bug we already discussed before. I guess I didn't solve it with a work-around, then. :p

I'll have to take another look at this, whenever I get the time. Its not looking good in regard to said time, I'm afraid...

And it would be very helpful to have a save game where this exception "appears every turn". Because I never saw it with my own testing.
 
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