Rise of Mankind 2.9 discussion

I'll look into this bug after work today... Can't remember any changes to diplomacy screen... :confused: If you can, post python logs, those should show if something goes wrong with the diplomacy code.

Yeah, i can confirm that:

Traceback (most recent call last):

File "BugUtil", line 690, in <lambda>

File "CvDiplomacyInterface", line 28, in beginDiplomacy


Code:
# BUG - Diplomacy Events - start
	DiplomacyUtil.handleAIComment(eComment, commentArgs)
# BUG - Diplomacy Events - end

TypeError: handleAIComment() takes exactly 1 argument (2 given)
ERR: Python function beginDiplomacy failed, module CvDiplomacyInterface



Also if you put in the "Expansion" you get a GREEN smiley face infront of your words in the middle of the page of what is going on, even if the resources are all marked "0" in the MLF?
 
CvDiplomacyInterface was one of a few files that were removed from BUG, and thus were taken out of RevDCM in the last update, you can see this post for more details:

http://forums.civfanatics.com/showpost.php?p=8912822&postcount=356

Actually there were quite a few python and a couple XML files taken out of RevolutionDCM in the change from 2.6 to 2.7. Hard to be more specific, Zap will just need to go over the update again, but it's nice to see some folks taking the 2.7 core out for a testdrive. At least for that error you should be able to delete the file without issue (unless zappara has modified it for RoM).
 
Yes, deleting the file solved the problem, thx.
But if it takes out 1 event wont it be better just to correct the python?

EDIT: Oh Yeah, i personally dont like the new Tech Tree coloring system, it looks WAY better the old way when the colors were IN the tree itself.


EDIT EDIT: Got another error message in the Foreign Advisor screen:

Traceback (most recent call last):

File "CvScreensInterface", line 112, in showForeignAdvisorScreen

File "CvExoticForeignAdvisor", line 330, in interfaceScreen

File "CvExoticForeignAdvisor", line 365, in drawContents

Spoiler :
Code:
for i in range (len (self.ORDER_LIST)):
			szScreen = self.ORDER_LIST[i]
			###RevolutionDCM_start
			if (self.iScreen != self.SCREEN_DICT[szScreen]):
				screen.setText (szTextId, "", u"<font=3>" + localText.getText (self.TXT_KEY_DICT[szScreen], ()).upper() + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, xLink, self.Y_LINK, 0, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_FOREIGN_ADVISOR, self.SCREEN_DICT[szScreen], -1)
			else:
				[B]screen.setText (szTextId, "", u"<font=3>" + localText.getColorText (self.TXT_KEY_DICT[szScreen], (), gc.getInfoTypeForString ("COLOR_YELLOW")).upper() + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, xLink, self.Y_LINK, 0, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_FOREIGN_ADVISOR, -1, -1)[/B]
			###RevolutionDCM_end

UnboundLocalError: local variable 'szTextId' referenced before assignment
ERR: Python function showForeignAdvisorScreen failed, module CvScreensInterface


EDIT EDIT EDIT: If you lose for the third time or so in Revolutions you only end up with a LION, cant do anything with just one unit and no settler?? See attached (right)
 
Beta 2.9 - cool :P
 
EDIT: Oh Yeah, i personally dont likethe new Tech Tree coloring system, it looks WAY better the old way when the colors were IN the tree itself.

I second this. The BUG tech tree just doesn't work with how many extra techs RoM has. On smaller screens, everything overlaps and it's hard to follow.
 
Also if you put in the "Expansion" you get a GREEN smiley face infront of your words in the middle of the page of what is going on, even if the resources are all marked "0" in the MLF?
Ups, that folder wasn't supposed to be left there... nothing to see here, move along :lol: Those resources modules won't work correctly, unless I rework completely the gamefonts and that won't happen for v2.9. I used those modules for some tests...

CvDiplomacyInterface was one of a few files that were removed from BUG, and thus were taken out of RevDCM in the last update, you can see this post for more details:

http://forums.civfanatics.com/showpost.php?p=8912822&postcount=356

Actually there were quite a few python and a couple XML files taken out of RevolutionDCM in the change from 2.6 to 2.7. Hard to be more specific, Zap will just need to go over the update again, but it's nice to see some folks taking the 2.7 core out for a testdrive. At least for that error you should be able to delete the file without issue (unless zappara has modified it for RoM).
Thanks for the info. Tried to be careful when checking what files were removed but I guess I missed this one. Hmm, didn't "Stop bothering us!" diplomacy option require changes in RevDCM to CvDiplomacyInterface file? Have to check if this option still works after deleting the file...

EDIT: Oh Yeah, i personally dont like the new Tech Tree coloring system, it looks WAY better the old way when the colors were IN the tree itself.


EDIT EDIT: Got another error message in the Foreign Advisor screen:

Traceback (most recent call last):

File "CvScreensInterface", line 112, in showForeignAdvisorScreen

File "CvExoticForeignAdvisor", line 330, in interfaceScreen

File "CvExoticForeignAdvisor", line 365, in drawContents

Spoiler :
Code:
for i in range (len (self.ORDER_LIST)):
			szScreen = self.ORDER_LIST[i]
			###RevolutionDCM_start
			if (self.iScreen != self.SCREEN_DICT[szScreen]):
				screen.setText (szTextId, "", u"<font=3>" + localText.getText (self.TXT_KEY_DICT[szScreen], ()).upper() + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, xLink, self.Y_LINK, 0, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_FOREIGN_ADVISOR, self.SCREEN_DICT[szScreen], -1)
			else:
				[B]screen.setText (szTextId, "", u"<font=3>" + localText.getColorText (self.TXT_KEY_DICT[szScreen], (), gc.getInfoTypeForString ("COLOR_YELLOW")).upper() + u"</font>", CvUtil.FONT_CENTER_JUSTIFY, xLink, self.Y_LINK, 0, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_FOREIGN_ADVISOR, -1, -1)[/B]
			###RevolutionDCM_end

UnboundLocalError: local variable 'szTextId' referenced before assignment
ERR: Python function showForeignAdvisorScreen failed, module CvScreensInterface


EDIT EDIT EDIT: If you lose for the third time or so in Revolutions you only end up with a LION, cant do anything with just one unit and no settler?? See attached (right)
I reported the foreign advisor bug to RevDCM bug thread last week and I think it's fixed already in their SVN... just the fix didn't get into this beta but will be in v2.9 release.

I didn't like BUG's tech tree coloring style either and when there was discussion about this feature I requested that they'd give options to us to use their method or the color method I had used before but seems they only added 1 option. Adding the RoM's old style back requires quite a bit of python changes to various files which is why I haven't made any changes yet - the beta just contains the merged files and not any additional changes from me.
 
OK i had the movie (Treasury) play TWICE?


Got this TXT error also.
Oh.. movies.. hmm, now I remember. BUG added Movie module which does the same as my own tweak in RoMEventManager.py ie. plays movies for national wonders. I'll have to remove my own changes since those are now obsolete.

Noticed that text error too, will fix it soon for v2.9.
 
Another bug:

When I create a new custom game the new resource overview shows just fine. However, if I then quit to the main menu and start a new game the resource overview looks like the attached screenshot. Every time I quit to the main menu and start a new game the resource display is pushed down even further.

As always, clean install (with the beta patch fix) and manually cleared cache.

EDIT: The resource display is also pushed down whenever I Alt+Tab out of and into the game again. Disabling and enabling the resource display doesn't reset the position.
resources.jpg
 
Yes, I know about the resource display bug and have tried to solve it couple times before even releasing the beta but can't figure out why it happens. Also reloading save makes the same bug occur. For this reason the resource display is off by default in the beta.
 
Does that also happen if you tab out of windowed mode?
No, at least I don't think so since I'm using windowed mode when modding. Python modules get reloaded after saving the files when modding so that the changes will be seen immediately ingame - that's why windowed mode is great for this :)
 
Yeah thought as much - I'm hopelessly addicted to alt-tab so I enabled windowed mode in just about every game that supports it. :lol:
 
some chinese units are big red domes in the ground.... :P
 
Wow those illyrian pirates are a bunch of jerks, I got off to a fine start with Rome with two clam resources nearby, but now the pirates came and I can build only work boats. Guess I'll just make another game. :lol:
 
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