OS Name Microsoft Windows 7 Professional
Processor Intel(R) Pentium(R) CPU B960 @ 2.20GHz, 2200 Mhz, 2 Core(s), 2 Logical Processor(s)
Installed Physical Memory (RAM) 4,00 GB
Graphic card AMD Radeon HD 7470M
Generally speaking Civ4 BtS works without any problems, but not for this mod.
~3gb
I know my PC is not the strongest one but anyways You really think this is the only matter why game cannot start?
Just tried the latest SVN again, NOW its working, so what ever was just changed FIXED the problem, what ever that was, thx . . .SO
EDIT: But after the latest SVN, now it is taking over 20-30 seconds LONGER in turn times, AGAIN??????
Turn times have a vast capacity for variance. Units find themselves in different situations. Civs have differing needs for evaluation. Caching at times does need to reset itself thanks to changes taking place. Not all turn times will be equal. A variation of 20-30 seconds is quite normal. I somewhat doubt that anything I did yesterday would have much impact on turn times though perhaps the current one may be a bit faster than a few revisions ago.Edit: Also after the 3rd commit, iirc, the EoT wait in late Ancient fell to 6 secs from 16 secs on my Comp.![]()
Strange Graphics, see screenie below.
Master Hunting units weren't given <Special>SPECIALUNIT_PEOPLE</Special>. Easily repaired. Will include in my next commit.Unit: Tomol cant load my master hunter plz fix.
Bts is like 10X smaller than this modmod.
ALso if you look at the Req in this, it might give you a better clue:
http://forums.civfanatics.com/showpost.php?p=11067902&postcount=13
OS Name Microsoft Windows 7 Professional
Processor Intel(R) Pentium(R) CPU B960 @ 2.20GHz, 2200 Mhz, 2 Core(s), 2 Logical Processor(s)
Installed Physical Memory (RAM) 4,00 GB
Graphic card AMD Radeon HD 7470M
Generally speaking Civ4 BtS works without any problems, but not for this mod.
Aesop's Fables
*Free Safety (Aesop's Fables) in Every City
[B]*-5 crime/Turn[/B]
*City more likely to generate Great Artist
*Can be built only once.
Building the Lotus Temple in any of my cities causes a CTD, refer to the save.
Desert Worker Promotion could also apply to Barren and Rocky.
Could there be another Worker promotion line that affects Muddy, Marsh and Scrub Terrain.
Forest Worker could also affect Ancient Forest, Bamboo, Burnt Forest, Cactus, Jungle, Mangrove, Savanna and Very Tall Grass.
Could trade caravans not be allowed promotions except speed promotions. Cause it is quite annoying to have all these military promotions on a civilian unit.
Desert Worker Promotion could also apply to Barren and Rocky.
Could there be another Worker promotion line that affects Muddy, Marsh and Scrub Terrain.
Forest Worker could also affect Ancient Forest, Bamboo, Burnt Forest, Cactus, Jungle, Mangrove, Savanna and Very Tall Grass.
I'll take a look as well soon.Building the Lotus Temple in any of my cities causes a CTD, refer to the save.
Didn't realize this wasn't safe to comment out. What else do I need to do with this DH?When I load a save from a previous revision to the latest revision I get this python error.
ConfigError: Module 'GoodyIslands' must define function or class 'onGoodyReceived'
We'd have to look at this from a couple of different angles. There are certainly more promos than speed ones that would apply but perhaps some are being overly granted to civilians simply because Law Enforcement is also a civilian unit and the access should perhaps be moved to be more specific to Law Enforcement units. I won't deny that promo access needs some revision.Could trade caravans not be allowed promotions except speed promotions. Cause it is quite annoying to have all these military promotions on a civilian unit.
I don't know why DH believes only one type can be applied to a promo. This is untrue.Desert Worker Promotion could also apply to Barren and Rocky.
Could there be another Worker promotion line that affects Muddy, Marsh and Scrub Terrain.
Forest Worker could also affect Ancient Forest, Bamboo, Burnt Forest, Cactus, Jungle, Mangrove, Savanna and Very Tall Grass.
<element type="TerrainWorkRateModifierChangeTypes" minOccurs="0"/>
<element type="FeatureWorkRateModifierChangeTypes" minOccurs="0"/>
<element type="BuildWorkRateModifierChangeTypes" minOccurs="0"/>
Just noticed that the other day... very strange design imo.The terrain feature devastating impact has a very long description of what it is as its name. It's name could become its History and a new name created.
Not really a bad thing in C2C. There are currently differing ways to mine in RL and there may be some benefits to the mine over the shaft mine. I know at some point, mines destroy forests but the original mine type does not. This can be a big advantage to keep the forests, even if it does cause some sacrifice.You can build mines when you have the technology for shaft mines even though shaft mines are far better, could this be fixed? IIRC Dawn of Mankind recently fixed this bug.
You could always just hurry them as you put them into the queue. Then again, even easier is to just hurry whatever is next to build every round. I've found this maximizes the overflow production as it then kicks in to help with the next building(s) and a few a round are usually produced.Could there be a hurry all units and buildings in production queue button. It would make founding new cities far easier.
That would be... difficult. Maybe possible but I worry about how often it would cause the description to overflow the help panel. The only way to make this work would be to 'nest' another building help text call so it would mean added complexity to take some tags and make it so they cannot be displayed in this case. I could look into it at some point here.Could buildings that provide free buildings list what the buildings effects, similar to how the great general promotion's effects are listed in its effects. i.e.
Code:Aesop's Fables *Free Safety (Aesop's Fables) in Every City [B]*-5 crime/Turn[/B] *City more likely to generate Great Artist *Can be built only once.
Didn't realize this wasn't safe to comment out. What else do I need to do with this DH?
I don't know why DH believes only one type can be applied to a promo. This is untrue.
You could always just hurry them as you put them into the queue. Then again, even easier is to just hurry whatever is next to build every round. I've found this maximizes the overflow production as it then kicks in to help with the next building(s) and a few a round are usually produced.
Building the Lotus Temple in any of my cities causes a CTD, refer to the save.
Just got this python error when i clicked on the attached circled>>
Traceback (most recent call last):
File "CvRandomEventInterface", line 9460, in doBuildHorseBonus
AttributeError: 'CyUnit' object has no attribute 'setImprovementType'
ERR: Python function doBuildHorseBonus failed, module CvRandomEventInterface
Traceback (most recent call last):
File "CvRandomEventInterface", line 9498, in doBuildCowBonus
AttributeError: 'CyUnit' object has no attribute 'setImprovementType'
ERR: Python function doBuildCowBonus failed, module CvRandomEventInterface
Interesting. I'll take a look at the init.xml for goody islands then. I'm only beginning to occasionally attempt a little python so forgive me if I'm totally in error with anything. The portion of Goody Islands that detailed replacing the land barbs with boats has been obsoleted by the code.We use BUG modular python. This means that you have to tell the event manager what method your python is using. That is done in the config folder in an XML of the same name. If you remove one method onGoodyReceived then you need to remove it from the config file. If you remove all the python then you need to remove the config file and the entry in the init.xml.
Another very good reason not to implement a hurry all function... it can get out of hand quicker than you realize with such an application.Don't forget that each hurry affects your inflation.
Sheesh... sounds terribly overengineered. Maybe the effect for this wonder isn't the best to include and something else could be designed that wouldn't cause so much delay and a potential infinite loop and ensuing crash (most likely from mem loss.)I appear to be getting an infinite loop. Still investigating
edit 2 Of course it is taking forever, it is changing the attitude between the player building the wonder and all the other players. While attitude is a number the only way we have of changing it is by adding 1 and testing if the attitude has changed enough. This could mean thousands of adding 1 in a loop!
It's strange because even if it had something to do with transporting back to another city afterwards, those units wouldn't trigger that effect since they aren't 'ideas' or 'subdued'. That being the only adjustment to outcomes I'm puzzled by how the problem has come up (and I THINK but I'm not sure that SOs initial report took place before my little tweak which would also point towards something else happening.)This is a symptom of a new bug. I have just had the same sort of thing happen to a stack of captives. Before I would select "build slave building x" and one slave would build the building and be removed from the stack leaving me with the rest of the stack waiting for orders. Now I loose all the slaves in the stack and the building is built. IE each slave gets the order and executes it rather than saying that the building is already built so I can't do the order. This is new in v36 @TB any ideas?
pic 3, Since i have the Wonder, Heroes Epic which give me 100% Mil Prod, does something like a -10% Mil Prod hurt, or it doesnt matter, it will stay at 100%??