I just got 204 from a GOODY_HIGH_GOLD after two turns in the game. That is way too much at start of the game since that was worth almost 4 techs.
Just got this error again, i know DH fixed this a while ago, but its back??
Traceback (most recent call last):
File "CvRandomEventInterface", line 171, in getHelpHolyMountain1
ArgumentError: Python argument types in
CyTranslator.getText(CyTranslator, str, int)
did not match C++ signature:
getText(class CyTranslator {lvalue}, char const *, class boost:ython::tuple {lvalue})
ERR: Python function getHelpHolyMountain1 failed, module CvRandomEventInterface
hmm... I'd not suspected it would mean that much towards techs since it was only copied values from the gold drops. But it does occur to me that the tech cost is probably based a lot on game speed (though I think this adjusts for that already just as the gold drop does) so maybe the best/easiest way to rearrange this would be to have this drop give a range of % of the cost of the current tech being researched. This could still exceed the amount needed but it would also mean that only one pair of goody results would be necessary and it wouldn't need to adjust by era.
I'll get right on that.
Link doesn't work but try the new SVN version. I suspect it'll be fine.
Thanks It works.
Cool! Now that was really quick - and it works (repairing my ctd and having animals attack again)!
Thanks again, Thunderbrd!
I just got 204 from a GOODY_HIGH_GOLD after two turns in the game. That is way too much at start of the game since that was worth almost 4 techs.
And I've been getting No Hostile units when it's a Hostile result.
@T-brd,
Has that been fixed in the last commit? Am still on 8823.
EDIT: I see 8825 Only addressed the Research Rate. Goody Huts that give Hostile results spawn No Hostile Units.
JosEPh
And I've been getting No Hostile units when it's a Hostile result.
@T-brd,
Has that been fixed in the last commit? Am still on 8823.
EDIT: I see 8825 Only addressed the Research Rate. Goody Huts that give Hostile results spawn No Hostile Units.
JosEPh
If I could implement a wish on a similar note, it would be nice if when a unit is interrupted along a path and it does stop (as it should) due to a spotted enemy, it would somehow mark the map where the unit had originally intended to go so you can remember its original purpose.
Latest SVN update has file paths that are too long to copy from the SVN folder to the working folder.
15 files, all scorpion_black or scorpion_ice
Latest SVN, we get this AGAIN
Traceback (most recent call last):
File "BugInit", line 128, in callInits
File "MusicUpdate", line 32, in init
File "e:/main/civilization4/warlords/assets/python/system\random.py", line 249, in choice
IndexError: list index out of range
same thing happened back in post @ 25 . . .
EDIT Was good to 8824 . .
That is not even one of ours. Looks like we will need to copy it to C2C and update it for us. I'll look at it this afternoon if I remember