Single Player bugs and crashes v36 plus (SVN) - After the 24th of October 2015

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OK this is the 3rd mapscript lately that i can hardly find any COPPER or IRON anyplace, in the attached map (LARGE), there is only 1 copper on the entire map and NO iron??

I was afraid this problem was explicit for the Python bonus placement part of the Perfect Mongoose mapscript
Thanks for checking other mapscripts regarding this problem, this means it is a general xml problem and not a specific python issue in Perfect Mongoose.

I did have a suspicion this might have been the case when I posted this: LINK but is is good to have it confirmed.

P.S.
Right now I've moved between cities and I'm currently living without internet; so my modding will be extrmely limited for a while.
 
I think you're probably right but this is one of those places where the assumption was that the barb player would be the last player that exists in many places throughout python. I had tried to fix this but I had to back out of the fix because it didn't work - hoping DH would take a look at these instances.

Out of interest, would you aim to amend the method used in revolutions to accommodate the multiple-barb C2C to something more robust, or would you amend C2C to accomodate the method because it's so commonly used that it's impractical to do otherwise?

If the former, could you stick in a flag for that (any) barb has moved?
e.g. (not code, as I'm not familiar with Civ's variables and functions, but aiming not to be too "kludgy" in case you go back to only having one set of barbs, but does rely on that you've no non-barbs acting after barbs)
Code:
If (thisplayer < lastplayer): #which should only occur if you've looped back to 0
    booleanBarbsHaveMovedThisTurn = False #resets from last turn on first alive player

blah
blah

If nextplayer > getBarbPlayer
   If booleanBarbsHaveMovedThisTurn = False #should still be false for first barb because it's not made true until
  next player = 0
  Do stuff that should only run once per turn (eg revolutions checks)
  booleanBarbsHaveMovedThisTurn = True #last thing that the first barb ever does
Else #booleanBarbsHaveMovedThisTurn = True
    # Don't do stuff, it's already been done on the first barb

Otherwise, is it possible to clone BARBARIAN_PLAYER behaviour, spawn and lack of diplomacy without it technically being BARBARIAN_PLAYER? Can animals and Neanderthals be a modified Minor Civ instead? Or is it hardcoded in Civ?

Edit:
I've been a twit (that's what you get for trying to do logic before bed)

A boolean wouldn't be required, you could amend the code to just do a check on if ThisPlayer is also >= BARBARIAN_PLAYER

ie
Code:
If (next player > BARBARIAN_PLAYER):
    If thisplayer < BARBARIAN_PLAYER:
        #Do stuff
    Else
        #Do nothing

But, as mentioned below, if barbs aren't your last player and you have after-barb slots that could be taken by NPCs, then this wouldn't work.
 
It is a known issue. Combat animations had to be disabled because they were causing the game to crash out. We are unsure why at the moment as many changes were made at the same time. I am not sure it is actively being examined or not, I am not looking at it right now.
I'm keeping an eye out for possible theories but I don't have any right now as to what the problem actually is so I'm a little bit at a loss to solve it. I only understand it from a symptomatic angle since I cannot see much of the graphic coding in the exe. I do have one theory but I really hope that theory is wrong or that I can figure out how to work with it if it is correct. The problem is I currently have no known way to test that theory.

At the moment I'm working on an infinite loop that I don't understand the root of. I'm so lost with the issue I'm thinking it's going to take some serious time to sort it out.

I was afraid this problem was explicit for the Python bonus placement part of the Perfect Mongoose mapscript
Thanks for checking other mapscripts regarding this problem, this means it is a general xml problem and not a specific python issue in Perfect Mongoose.

I did have a suspicion this might have been the case when I posted this: LINK but is is good to have it confirmed.

P.S.
Right now I've moved between cities and I'm currently living without internet; so my modding will be extrmely limited for a while.
I was wondering where you'd vanished to. Thanks for the update! Hope you work things out soon.

On a side note, my wife complained that your mapscript still places strings of peaks right against the coast. I don't think it's bad to allow a very very small amount of this but it can get far too frustrating. Most peaks should have at least a little land between them and the sea.

Out of interest, would you aim to amend the method used in revolutions to accommodate the multiple-barb C2C to something more robust, or would you amend C2C to accomodate the method because it's so commonly used that it's impractical to do otherwise?

If the former, could you stick in a flag for that (any) barb has moved?
e.g. (not code, as I'm not familiar with Civ's variables and functions, but aiming not to be too "kludgy" in case you go back to only having one set of barbs, but does rely on that you've no non-barbs acting after barbs)
Code:
If (thisplayer < lastplayer): #which should only occur if you've looped back to 0
    booleanBarbsHaveMovedThisTurn = False #resets from last turn on first alive player

blah
blah

If nextplayer > getBarbPlayer
   If booleanBarbsHaveMovedThisTurn = False #should still be false for first barb because it's not made true until
  next player = 0
  Do stuff that should only run once per turn (eg revolutions checks)
  booleanBarbsHaveMovedThisTurn = True #last thing that the first barb ever does
Else #booleanBarbsHaveMovedThisTurn = True
    # Don't do stuff, it's already been done on the first barb

Otherwise, is it possible to clone BARBARIAN_PLAYER behaviour, spawn and lack of diplomacy without it technically being BARBARIAN_PLAYER? Can animals and Neanderthals be a modified Minor Civ instead? Or is it hardcoded in Civ?
I think what I'm going to need to do is create a function in the dll that reports to python the CURRENT last player in the list. The crash problems I was having with the original attempt may have been due to uninitialized NPC nations which have reserved player slots.

I MIGHT also need to make barbarians the LAST nation again and rewrite a lot of the way this has been done so that the reserved NPC slots are BEFORE the last slot. But I'd try the first solution before taking this route.
 
I don't know... It wasn't working in April, but it was working in Beggining of January if I remember.
Between January and april i was "unavailible". I always used SVN version.

Screenshoot isn't needed. If player A use tech tree, player B see same things in tech tree (including techs A invented which B doesn't) and clicking on any technology doesn't help. Video might help, but I didn't recorded anything-video and won't like to learn.

I think the new Tech Tree Menu is probably the guilty you seek. I guess it takes player as constant (0 or 1, I don't know how it is implemented in Civ4), instead of variable (the one would hold player number). Thanks for Help, for us players, and please keep in mind, I am admiring your mod :) (testers are sometimes hated instead the bugs, please don't hate me :| )

Apparently this has been reported and fixed. I just need to get Platyping's latest version and put it on our SVN. I'll try and get it done today but tomorrow is more likely.
 
I updated to 9231 this morning. I tried to build the new wonder Druids' potion (something or other) with Obelix as the icon and I got this Error

"Icon size mismatch. 64 size is only allowed by the city indicator compositer!"
 
I updated to 9231 this morning. I tried to build the new wonder Druids' potion (something or other) with Obelix as the icon and I got this Error

"Icon size mismatch. 64 size is only allowed by the city indicator compositer!"

Gah! I tested it and it was OK:( I'll look at it again.

If they aren't 64x64 it will cause the game to crash when it gets to the top of the building queue and tries to display the icon in the circle of the city bar.

edit it was 66x65 fixing now.
 
Did someone change the tech screen?? i cant move it to the left or right anymore(without the slider on the bottom, which i dont like at all), because now it has an up and down movement??

I fixed the hot seat problem. - A game breaker.

There is one more tech vertically than it can fit at the resolution we use. Platyping says it all fits on a single page vertically automatically but it isn't. I need to get back to him.
- Not quite as important since it is just old men who have the problem:mischief:
 
I fixed the hot seat problem. - A game breaker.

There is one more tech vertically than it can fit at the resolution we use. Platyping says it all fits on a single page vertically automatically but it isn't. I need to get back to him.
- Not quite as important since it is just old men who have the problem:mischief:

True, but it was twice as easy just clicking on the right or left side of the "regular" tech screen, and not using the bottom slider, but IF nobody else cares, then i can deal with it . .

It looks like Lead (?) something is below the regular tech screen thats why it now up and down??
 
True, but it was twice as easy just clicking on the right or left side of the "regular" tech screen, and not using the bottom slider, but IF nobody else cares, then i can deal with it . .

I am working on it because it affects me also.

It looks like Lead (?) something is below the regular tech screen thats why it now up and down??

as are
- Cooperation
- Oral Tradition
-Prehistoric Dance
- Ritualism
- Cultural Identity
- Conduct
- Animism
- Ceremonial Burial
- Mysticism
- Megalith Construction
- Caste System
- Mesopotamism (religion)
- Candle Making
- Andeanism (religion)
- Polytheism
- Kemetism (religion)
- Meditation
- Buddhism (religion)
- Democracy
- Meritocracy
- Confucianism (religion)
- Taoism (religion)
- Weather Lore
- Geocentrism
- Heraldry
- and so on​
 
As I recall when I was cleaning up the tech arrows, any tech at a Y coordinate of 1-19 should fit on the screen, with anything else making the screen scroll. Even going as low as 1600x900 didn't make the screen scroll for me with the above coordinates.
 
I am working on it because it affects me also.



as are
- Cooperation
- Oral Tradition
-Prehistoric Dance
- Ritualism
- Cultural Identity
- Conduct
- Animism
- Ceremonial Burial
- Mysticism
- Megalith Construction
- Caste System
- Mesopotamism (religion)
- Candle Making
- Andeanism (religion)
- Polytheism
- Kemetism (religion)
- Meditation
- Buddhism (religion)
- Democracy
- Meritocracy
- Confucianism (religion)
- Taoism (religion)
- Weather Lore
- Geocentrism
- Heraldry
- and so on​

So some columns now have more than 10 techs in them? Or some techs were put below Y-19 when there was a slot above 19? Dang if either one then my Tech count per Era is off, crap!

JosEPh :/
 
So some columns now have more than 10 techs in them? Or some techs were put below Y-19 when there was a slot above 19?

Well, I certainly didn't do that.
 
It is a tempory problem while I figure out what I did last time to get them all on one screen. If you play in larger resolutions it is fine it is only if you play in the original screen size from way back when screens were small.
 
<EraAdvanceFreeSpecialistType>SPECIALIST_CITIZEN</EraAdvanceFreeSpecialistType>
<EraAdvanceFreeSpecialistType>SPECIALIST_ENGINEER</EraAdvanceFreeSpecialistType>
<EraAdvanceFreeSpecialistType>SPECIALIST_SCIENTIST</EraAdvanceFreeSpecialistType>
doesn't work... or just the pedia? it shows me only citizen :(

(it's about tags in civ4traitsinfo)

http://forums.civfanatics.com/showpost.php?p=14279757&postcount=51
 
this syntax doesn't work: (only one citizen)
<TraitInfo>
<Type>TRAIT_ORGANIZED1</Type>
<ReplacementID>TRAIT_MAJACZEK_ORGANIZED1</ReplacementID>
<Description>TXT_KEY_TRAIT_ORGANIZED</Description>
<ShortDescription>TXT_KEY_TRAIT_ORGANIZED_SHORT</ShortDescription>
<Button>art/Buttons/Traits/TraitOrganized.dds</Button>
<PromotionLine>PROMOTIONLINE_ORGANIZED</PromotionLine>
<iLinePriority>1</iLinePriority>
<Flavors>
<Flavor>
<FlavorType>FLAVOR_CULTURE</FlavorType>
<iFlavor>-2</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GROWTH</FlavorType>
<iFlavor>5</iFlavor>
</Flavor>
<Flavor>
<FlavorType>FLAVOR_GOLD</FlavorType>
<iFlavor>1</iFlavor>
</Flavor>
</Flavors>
<iMaxAnarchy>4</iMaxAnarchy>
<iUpkeepModifier>-30</iUpkeepModifier>
<SpecialistYieldChanges>
<SpecialistYieldChange>
<SpecialistType>SPECIALIST_CITIZEN</SpecialistType>
<YieldChanges>
<iYield>0</iYield>
<iYield>3</iYield>
<iYield>0</iYield>
</YieldChanges>
</SpecialistYieldChange>
</SpecialistYieldChanges>

<EraAdvanceFreeSpecialistType>SPECIALIST_CITIZEN</EraAdvanceFreeSpecialistType>
<EraAdvanceFreeSpecialistType>SPECIALIST_CITIZEN</EraAdvanceFreeSpecialistType>
<EraAdvanceFreeSpecialistType>SPECIALIST_CITIZEN</EraAdvanceFreeSpecialistType>
(later is some blocks but all tags properly closed)

the one i used before was almost same but with three types of specialists, and IDK if it works.

I think the tag I used replaces bonuses but should accumulate them... is it easy or hard to fix?
note, that it may also affect specialists from different traits, but untested
 
if you put this that way it work :P

What about Traits from same Promotionline? would work also?

You mean if you used it for each of the first, second and third tiers, would it become cumulative? Yes.

So if Trait X level 1 gets a free scientist whenever entering a new era and Trait X level 2 gets a free Engineer whenever entering a new era, then if both are possessed would you get both each time you enter a new era? Yes.


I did a lot of fun stuff for traits based on the python implemented ideas expressed by platyping. And then was inspired to do a few more of my own. Most of that work hasn't seen the light of day.
 
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