CIVILNATER
Chieftain
- Joined
- Jul 19, 2017
- Messages
- 40
Yeah i had tried that before you so kindly sent me that save back, pfft. Maybe I'll just do it again, why not?
yeah I'll need to see whyMy "agent" cant enter enemy city?? if u need save let me know??
ok , , ,yeah I'll need to see why
Thanks! I'll look into it soon.ok , , ,
I updated yesterday from 9750 to 9753 and I had the exact same problem as CIVILNATER shows. I have a similar screenshot as well.You had another issue as well... I might advise to get a fresh SVN repository setup.
Thanks for confirming there is an issue for some. You won't see a Greater Gold symbol and amount if you don't have any, which is right that you don't. As for what's going on with the city screen... probably something else wrong with the python. @Toffer90 : Did you solve the thing we were talking about earlier and could that or any other python change I made be causing any of this in your assessment?I reverted to 9750 and the problem went away of course. And since I have not had Internet for the past 24+ hrs I could not see which version between 9750 and 9753 inclusive is causing this problem. (I just got it back from the outage.)
I'll review the code but it should only have turned off any additional research income from potential tech diffusion or win for losing. IRC, it doesn't do it by adjusting the math but rather by cutting off the activity of adding the amounts coming in from the options specifically.One final note somewhere along the line research (and I suspect the New Option No Tech advantage for human player is the culprit as i have it On) is now way off on Normal for the Player. I am currently at 956AD and am still in the Ancient era. The math used for this new Option has created a new base for research. Somewhere somehow it has almost doubled the players research rate. None of the values in GSInfos (from what I can see) have been changed. Yet the research rate has doubled. Note I do not have Tech Diffusion Nor WFL On in this game.
Well neither of those Options are On in this game.I'll review the code but it should only have turned off any additional research income from potential tech diffusion or win for losing. IRC, it doesn't do it by adjusting the math but rather by cutting off the activity of adding the amounts coming in from the options specifically.
Yes, I solved the J_Mods python error.As for what's going on with the city screen... probably something else wrong with the python. @Toffer90 : Did you solve the thing we were talking about earlier and could that or any other python change I made be causing any of this in your assessment?
Looks like pepper added new unit combat types without adding them to the UnitNaming config file which is needed for advanced unit naming to work properly.have this python error"
Traceback (most recent call last):
File "BugEventManager", line 363, in _handleDefaultEvent
File "UnitNameEventManager", line 245, in onUnitBuilt
File "UnitNameEventManager", line 449, in getUnitNameConvFromIniFile
File "BugCore", line 147, in get
File "BugCore", line 118, in _getOption
ConfigError: Option UnitNaming__Combat_SPACE_WORKER not found in mod UnitNaming
yeppers that it :Looks like pepper added new unit combat types without adding them to the UnitNaming config file which is needed for advanced unit naming to work properly.
Might be related to the new spawnInfo tags TB added.
Does these problems appear while using my interface overhaul modmod?9753 breaks this 9750 save game, of which the game was started from 9731.
Looks like pepper added new unit combat types without adding them to the UnitNaming config file which is needed for advanced unit naming to work properly.
It's not too dificult, there are some xml entries you need to add to:Indeed I did. Perhaps I can figure this one out, but it will be at least two days before I have the time.
The relativity I think it could possibly be would be that the module may need an updated schema.Might be related to the new spawnInfo tags TB added.
I'm not sure how that could be formatted 'wrong' and I've seen it format correctly on both with and without greater gold, though perhaps not IN the city. That might be it. I might not be using 'IF' correctly there? I wouldn't know if that was the case. I don't THINK I'm doing it wrong and therein lies the problem with me debugging itYes, I solved the J_Mods python error.
I don't see anything obviously wrong in your python changes to CvMainInterface ( the file that would be the likely culprit in this case ) but...
something might be going wrong when CvMainInterface is calling this function:
CyGameTextMgr().getGoldStr(ePlayer)
That line is called if the player has turned off the "gold rate warning" BUG option.
Did you make any changes to what that function might return?
It could be formatted wrong and the exe fails to create the gold text label that is fed the string that that function returns.
Does these problems appear while using my interface overhaul modmod?
Except the date I achieved Classical Era in this Normal GS was 1026AD.
Still gotta check this out...[44077.531] info type 'ATTACHABLE_CHIMNEYSMOKE' not found, Current XML file is: modules\Natural_Wonders\Reef_Shark_CIV4SpawnInfos.xml
[44295.281] info type 'ATTACHABLE_CHIMNEYSMOKE' not found, Current XML file is: modules\Natural_Wonders\Reef_Shark_CIV4SpawnInfos.xml