Requesting following features

what do you think is the problem exactly?
 
Don't know, you pretty much need to debug this. I'm yet to see a savegame where I can replicate the error myself.
 
Did you ever implement the debug messages from the earlier post? Because I'm interpreting the issue with the Catapult Construction code as something that accumulates during a game session - and is nullified by reloading a savegame. So a Python Debug Log running up to the crash event would be very interesting reading indeed. Unfortunately I don't have the time to run whole games in order to replicate the error.
 
I will re check out that post and continue with my playthrough and get back to you!
 
right ok thanks to a lovely civil war in germania (yay I have seen one, lost their capital... brutal...)
(also saw a slave rebellion :D) I got the error again (but you don't have my mod version (new art and patching and stuff) so the save woldn't work for you, but heres the log...

*** Rebellion Debug ***
Active on Game Turn 205:
<Rebellion.SlaveRevolt instance at 0x0EE04D50> (city: Scone, starting turn: 109)
<Rebellion.MinorRevolt instance at 0x0EE04EE0> (city: Liybeaum, starting turn: 173)
<Rebellion.CivilWar instance at 0x0EE13B98> (city: Lugdunum, starting turn: 191)
<Rebellion.CivilWar instance at 0x0EE13CB0> (city: Trier, starting turn: 191)
***

Germanic Rebel valid catapult constructors: (-2147483647, -2147483647) (15, 41)

current constructor: (26, 39)

1 turns remaining

this is grantExtraXP() calling!

PY:Circei has grown
PY:OnPreSave


so it appears it works fbut something is wrong with something...

Hope this helps....
 
Unfortunately I can't do anything with this at the moment, but please prompt me at a later date!
 
By the way, please save and post the entire debug log, before you accidentally overwrite it! Because then we can follow what happened turn-by-turn. Because one of the units became invalid at some point - probably killed in mid-catapult-construction, or something.
 
umm... Alreayd played past that (Plus this happened right at the beginning of a session so the start had already started I suppose...and also been deleted...)
 
Well, keep testing and always save the debug log once you hit a bump.
 
just reminding you! Would like to get this all wrapped up soon enough (no pressure :p) because the release has been put off for months :rolleyes: I am pretty much finished on my end (untill I get back to work again...) just need to fix a couple of things. can't wait for CC to finally work? Any ideas on how it could be fixed (or indeed what the problem is)

I presume after this is all fixed up you will be happy to help change a few things around for 2.1 (but I will see what I can do)
 
I'm actually moving back home tonight, but I still have a ton to do before I can commit to much of anything. But keep reminding me...
 
Ok, here is the dilemma: I really don't have the time to test the code in actual play, so you pretty much need to get me a full Python Debug Log up the point where the exception takes place. Because then would I have a chance of figuring out what happened to the unit causing the error.

There are several ways of making the actual exception go away, however. With or without actually solving the issue. :p So the code could be broken but it wouldn't matter much to the player, since its just some AI unit that expired, somewhere. If that works for you, then I could get back to you with a quick-fix in a weeks time or so.
 
I will work of replications but it may take time, I would like for a quick fix to be developed (might as well try!)
 
I'll get back to you once I have something for you. But the general idea is to have the game ignore any invalid units causing exceptions, as simple as that. The error seems to fix itself any time the game is exited or the game is reloaded, so its not a huge deal.
 
ok I will get back to you, In the mean time 2 things

1. If I make a new map (and edit the map defines in xml to allow for a slighty wider map) what changes will have to be made to the python code (I know that the Nile code will have to be edited to compensate) and how does the Nile code work exactly (just so I know)

2. One thing I notice about my map is that when forests start to spawn they follow the regular rules of civ 4 map generators, where near to the bottom snowy forests spawn... This causes a minor problem, it doesn't snow in the desert or in the greek islands... Is there any way python code to be used to prevent the formation of snowy forests under a certain line?

Also I had an idea for parthia's power in 2.1, like eygpt's power (plains = +1 food) it would make desert tiles +1 food, commerce. how will the code for eygpt's power need to edited to compensate for change in player, terrain and addition of commerce?

Edit:
Code:
def parthia():
        "Power of the Desert - All desert tiles produce +1 food and +1 commerce"
        pointer("[B]Parthia[/B]", CyPlayer).setExtraTerrainYield(e[B]Desert[/B], eFood, i[b]Parthia[/b]Food)
code for eygpts power bold = change

would this make +1 food for parthia on desert provides desert is defined...? will this also allow the creation of improvements on these tiles or will additional code be needed for that?
 
Let me get back to you with more on these issues. In the meanwhile.

Regarding the forest varieties, this is actually something I've never encountered before, but I guess it makes sense. I'm thinking that you need to do something in the map defines in the WBS.

I don't think there is any good way to correct this behavior with Python scripting, but surely you can change the FeatureType to another variety of forest. Any Python solution would be extremely slow.

I'm not sure if I understand the Partian power exactly, but it should be doable.
 
problem with the forests is that when they spawn on map they are auto snowy, even if on plains tiles

I will look into it though,

The parthian power is +1 food and Commerce on desert tiles. like eygpt (but eygpt is plains)
 
problem with the forests is that when they spawn on map they are auto snowy, even if on plains tiles
I would expect a forest tile to spread the same variety of forest to adjacent tiles, but I guess not... :p I don't think that it has anything to do with the TerrainType though - its probably controlled by latitude. I'm not sure how to set any latitude parameters though... Maybe you could mod out the snowy forest instead? Either by disabling it in the XML somehow, or by simply changing the art.
 
I would but I want snowy in the north :p so art is out, it is controlled by Latitude, some way to overide it could be done with C++ possibly but python is preferable...
 
I'm thinking more that you have to set where the equator is relative to the pole(s). I have no idea how though. :dunno:
 
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