RFC Europe: Small bugs/fixes

Ehh, I also forgot to include the city maps :/
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 :p
 
Started a game as the French with rev706 and I got a lot of "Barbarians has built a Lion/Bear/Wolf" announcements :p

Not good
It seems I made a crappy job on removing the animals :mischief:
 
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.
 
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.

Crashed for me too
And there are no errors until the russian spawn, so there is a good chance this is an xml bug related to the new russian art
Most likely one of the units they get on spawn
 
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
 
Oh, then it's just around the russian spawn
Probably when the ottomans start to train their first arbalests

Yes. I followed the bug in C++ and it was right when the Ottomans finished building an Arbalest, which coincided with the Moscow spawn ... can you look at it tonight? The game is unplayable after the Ottoman spawn.

A quick hack would be to forbid the Ottomans form building Arbalest.

The old Ottoman graphics were the ones for the Chinese UU in BtS. Maybe we should bring back those graphics if only temporarily.
 
Oh, I think I found it.
The fix is the opposite:
Merijn forgot to replace the Ottoman Atbalest art entry, so it still tries to use the Cho-Ko-Nu
And there is no more entry for that in the unitartstyleinfos.xml

Uploaded the changed file to the svn
In a few minutes I will also add some of the city name maps
 
I got a python error when i switched civs.
I played the RFCEuropePlusPlus mod, but the code is the same for RFCEurope12.

Code:
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


Below is the code from RiseAndFall.py. The functions setStabilityParameters and setLastRecordedStabilityStuff are no longer defined in RFCUtils.py. They are there but commented out. A quick search revealed that they are also used in resetStabilityParameters in CvScreensInterface.py.
Code:
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)


Afterwards i got another error when Isabella bought the Crusade. This happened twice. Somehow the leader of the crusade was null. Probably it is because of the first error, because normaly the crusades worked for me. I didn't reaload in between.
Code:
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'
 
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.
 
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.)
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.

At any rate, I am almost done with the new Merc system which was completely rewritten. You can no longer contract mercs to other nations, so this bug would be "fixed". However, you can rest asured that new bugs will appear :D:crazyeye::D

(incidentally the new system will not be based upon names, but a Unique internal ID, which would solve the problem even if we decide to allow outgoing contracts)

2) There's a missing sound called "Fireball2", used for the Byzantine navy.

AbsintheRed and merijn_v1 would have to look into it.
 
[...], 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).
 
.."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.
 
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.
 
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.

Did you get a popup asking to crush the rebellion/bribe the rebels or do nothing? When someone respawns you should get a popup allowing you to keep some of the cities that you have previously conquered. If you didn't get a popup, then there was a bug, however, it would be very hard to figure out without a savegame.
 
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