RFC Europe: Small bugs/fixes

Hey 3Miro or Merijn
I want to fix a few buttons and make a couple new ones, but never tried that before
I read a couple threads on this, but I'm curios: with what method did you make the buttons for RFCE?
I want to have the same format and quality...
 
Hey 3Miro or Merijn
I want to fix a few buttons and make a couple new ones, but never tried that before
I read a couple threads on this, but I'm curios: with what method did you make the buttons for RFCE?
I want to have the same format and quality...

By buttons, do you mean graphics? I have not done any graphics for this mod or whatsoever. Trust me, you guys want me writing C++ and Python and keeping away from graphics.

Most of the graphics that we have, we simply "borrowed" form other mods.

I don't know about Merijn, but sedna17 did do some custom graphics. He did the Bulgarian units flag for example. I am not sure what else.
 
Awesome!
Got myself through the basics of button making, and already made a couple good looking ones in the original BtS format
If a new button is needed anywhere in the mod, I can easily make one in a couple minutes

So, I guess I'm awaiting for requests ;)
 
Ups, sry :mischief:
They are all DXT3, of course
 
Poor guys doesn't know where he is from. How Terrible (sorry had to make the joke :crazyeye:)

This is XML civ names issue, merijn_v1 can you check this one.
 
Oh yeah, this is my bad
I changed and added quite a few leader specific diplo lines, there are probably a couple other mistakes like this
Anyway, I will keep improving the existing diplo lines, and adding full diplotext to the remaining leaders in the next few updates
 
@ absinthered

Maybe it is useful if we give you permission to make commits to the mod. ;)

Yea, just always make sure you don't overwrite someone else's commit (i.e. if I merijn_v1 makes a commit while AbsintheRed is typing things can get lost). Also, both of you should sync your efforts since you are both doing XML and Art.

Since I have to be mean SOB, I will note that one should never make a commit that he/she knows doesn't work properly (i.e. crashing art).:old:
 
Thanks for the trust, guys!
Right now I'm a little overwhelmed with my exams, but will be back on modding after them...
 
Alright more Genoan bug issues

Genoa just spawned, and a really weird culture removal happen:

The turn before. Let me know if you need another save date
 

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On my dutch test-runs, the burgundian Anvers caused my initial ground stack to be pushed far away, it's between germany and poland.
The game displays my initial starting area as dutch culture though.
Save attached

Also, on 2 occasions I had seen plagues spread out in almoust all of Europe. Most civs must have had it for hundreds of yours, had very few units, and all their cities had only 1 or 2 population.
It seemed that a few lucky civs were immune to it, and they flourished of course. The rest of the civs being so weak, they could have conquer any territory they wanted to.
No save here, but unfortunately it's quite common that the plague mechanics break. And it may cause the entire game to be ruined, as it was in these 2 dutch starts.
Cannot be sure about the exact details, but there is a good chance it is related to conquering plagued cities

My best guess is that this happens (a civ gets total immunity or causes never stopping plagues throughout Europe) when you don't have plague (already out of it or not spread to you yet) and conquer an indy city with it.
 
If a Python module fails due to whatever bug, then the game may take on very strange behavior. Plague not leaving is one example.

When you see something like this, go to My Games\Beyond the Sword\Logs and check PythonErr2.log (or PythonErr.log if you have it). At the bottom there should be info about the error, when and how it occurred. If you can copy/paste or zip/upload the file here, I can see the log and fix the issue.

I had one time issue with the Dutch culture and I thought I had it fixed, but this thing is more complicated. The spawn code is mostly Rhye's so I have not studied it very well. It should be the next "big" thing that I do.
 
On my dutch test-runs, the burgundian Anvers caused my initial ground stack to be pushed far away, it's between germany and poland.
The game displays my initial starting area as dutch culture though.
Save attached

Also, on 2 occasions I had seen plagues spread out in almoust all of Europe. Most civs must have had it for hundreds of yours, had very few units, and all their cities had only 1 or 2 population.
It seemed that a few lucky civs were immune to it, and they flourished of course. The rest of the civs being so weak, they could have conquer any territory they wanted to.
No save here, but unfortunately it's quite common that the plague mechanics break. And it may cause the entire game to be ruined, as it was in these 2 dutch starts.
Cannot be sure about the exact details, but there is a good chance it is related to conquering plagued cities

My best guess is that this happens (a civ gets total immunity or causes never stopping plagues throughout Europe) when you don't have plague (already out of it or not spread to you yet) and conquer an indy city with it.

yeah I've seen similar issues

Also, it seems units aren't often killed off by plague, I spawned at the dutch and got Maastrict on the flip and there were ~30 military units on the city, isn't that a little absurd?
 
I guess you got lucky as one of the civs (germany? france? burgundy?) had their whole army in Maastricht on your spawn
 
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