AbsintheRed
Deity
Ehh, I also forgot to include the city maps :/
Will start a test game with Moscow, and convert those into python arrays meanwhile
Will start a test game with Moscow, and convert those into python arrays meanwhile
Btw, maybe the crash is connected to the new russian art?
Started a game as the French with rev706 and I got a lot of "Barbarians has built a Lion/Bear/Wolf" announcements![]()
I am trying to figure it out right now. I want to know if the problem is with me or with the game in general.
I don't know about the animals, if you remove them from XML you have to edit XMLConsts.py and Barbs.py
I found a bug with the Ottoman Arbalest. The graphics isn't working and it is crashing the game. I cannot release the next Beta until this is resolved and I don't have a way of doing it.
Oh, then it's just around the russian spawn
Probably when the ottomans start to train their first arbalests
Traceback (most recent call last):
File "CvEventInterface", line 27, in applyEvent
File "CvRFCEventManager", line 199, in applyEvent
File "CvRFCEventManager", line 208, in rnfEventApply7614
File "RiseAndFall", line 459, in eventApply7614
AttributeError: RFCUtils instance has no attribute 'setStabilityParameters'
ERR: Python function applyEvent failed, module CvEventInterface
def eventApply7614(self, popupReturn):
if( popupReturn.getButtonClicked() == 0 ): # 1st button
iOldHandicap = gc.getActivePlayer().getHandicapType()
gc.getActivePlayer().setHandicapType(gc.getPlayer(self.getNewCiv()).getHandicapType())
gc.getGame().setActivePlayer(self.getNewCiv(), False)
gc.getPlayer(self.getNewCiv()).setHandicapType(iOldHandicap)
for i in range(con.iNumStabilityParameters):
utils.[COLOR="Red"]setStabilityParameters[/COLOR](utils.getHumanID(),i, 0)
utils.[COLOR="Red"]setLastRecordedStabilityStuff[/COLOR](0, 0)
utils.setLastRecordedStabilityStuff(1, 0)
utils.setLastRecordedStabilityStuff(2, 0)
utils.setLastRecordedStabilityStuff(3, 0)
utils.setLastRecordedStabilityStuff(4, 0)
utils.setLastRecordedStabilityStuff(5, 0)
for iMaster in range(con.iNumPlayers):
if (gc.getTeam(gc.getPlayer(self.getNewCiv()).getTeam()).isVassal(iMaster)):
gc.getTeam(gc.getPlayer(self.getNewCiv()).getTeam()).setVassal(iMaster, False, False)
self.setAlreadySwitched(True)
gc.getPlayer(self.getNewCiv()).setPlayable(True)
Traceback (most recent call last):
File "CvEventInterface", line 23, in onEvent
File "CvRFCEventManager", line 136, in handleEvent
File "CvRFCEventManager", line 147, in _handleDefaultEvent
File "CvRFCEventHandler", line 565, in onBeginGameTurn
File "Crusades", line 348, in checkTurn
File "Crusades", line 832, in crusadeArrival
File "Crusades", line 844, in crusadeMakeUnits
File "Crusades", line 838, in makeUnit
AttributeError: 'NoneType' object has no attribute 'initUnit'
Hm, this is actually interesting. The original Merc system requires that all mercs have unique names, thus you can have only one "Archer". I am not sure if the problem is due to the original mod or some changes introduced by Rhye.I found two bugs, don't know if already reported:
1) If I contract out more than one of a certain unit, the mercenary system erases the 2nd one. I mean, I contract out 5 swordsmen, close the window, and when I reopen, there is only one. This happens with all units I've tried to the moment (spearmen, archers, etc.)
2) There's a missing sound called "Fireball2", used for the Byzantine navy.
[...], so this bug would be "fixed".
.."fixed"? More like "removed altogether". Anyway, isn't Arabia supposed to always get Damascus on respawn? Well, in my latest game, it respawned in 1092 without Damascus (and collapsed in 1119).
They are supposed to take Damascus, although there is a small chance that the owner of the city would suppress the revolt. Do you have a savegame from right before this happens.
The owner was me. I had a longbowman with City Garrison 1 & 2, walls and castle. As for the save game, I have it no more, I continued playing. Sorry.
2) There's a missing sound called "Fireball2", used for the Byzantine navy.