2 GB? did you meant 2 TB?All correct, folder is correct, into Mods of Beyond the sword, it is not nested and I have BTS 3.19
What else?
I re-installed it after a crash of HD into a Toshiba external HD 2 GB
Some difficult?
Used C2C SVN rev.9831
I have no more interface
Why?
Please help
I'm still struggling to understand something here. I just looked and we HAVE a tag that allows us to define any wonder type building as being one that does count, when built, against the limit of how many of that building can be built (globally or by player or whatever) BUT does NOT count towards the local city wonder limit. What other benefits then cause us to want to define a secondary effect building and spreading that data all over the map to so many cities? Isn't the motive for adding this 'effect' building generated from a 'psuedo wonder' simply to ensure that the 'pseudo wonder' can't be built elsewhere while dodging the local city limit on national and world wonders? When we can do this with a simple bool, why are we spreading these effect buildings everywhere (at least when they do nothing directly?)A Pseudo National Wonder is one that can't be built in a city which has the building it gives for free.
They don't count as National Wonders for the city limit. Mostly because there are two per animal, so more than 1,000 of them before you start on things line Natural Wonders and stuff.
I'll take a look as soon as possible.latest SVN, brand new copy, End of turn LOOP?>?>?>?>? cant proceed .. .
Fixed this issue. Go figure a while back I broke something trying to fix something else. That's pretty much how it goes.SVN 9820 with Interface Overhaul 0.5.9.2.1.1, Combat Mod: Quality up Promotions are not retained when upgrading. In the north of the continent there is a unit "Obsidian Axeman 1 (Neuss)" with 10.5, 1
, Level 9, Exp. 8/82 and promotions Combat I, Hunter I, Woodsman III, Astonishing Acumen and Exceptional Might II, Status Standout. If this unit is upgraded to Axeman (which can be done immediately), it has 7
, retaining Combat I, Hunter I, Woodsman III, Standout, but losing both Astonishing Acumen and Excep. Might II without either replacement or retraining options - Experience is still 8/82. After a recalc the unit gains Shock I, and is now much weaker than before upgrading.
The save was originally made with revision 9804, but the error remains with 9820.
Fixed on the current SVN.latest SVN, brand new copy, End of turn LOOP?>?>?>?>? cant proceed .. .
yeppers that worked, "FanDamTastic" work as usual, thx. . .SOFixed on the current SVN.
Is your pythonerr log empty? pythonerr2 is useless for debugging.To JosEPh_II:
"Clear the cache folder found in C:\Users\"Username"\AppData\Local\My Games\Beyond the Sword. Delete all contents of the cache folder. Then restart game. "
Tried, doesn't work...
To raxo2222:
"2 GB? did you meant 2 TB?
What Windows you have?
Do you use English language?
Make sure you see something like Mods/Caveman2Cosmos/Assets (there would be other folders and files in Caveman2Cosmos folder too)
You can find logs in C:\Users\<USERNAME>\Documents\My Games\Beyond the Sword\Logs"
My fault, 2 TB is correct
I use windows10
I use English Language
I can see Mods/Cavman2Cosmos/Assets
In Logs (at the end) (Python2Err2) I find:
load_module InputUtil
09:51:19 DEBUG: BugUtil - extending BugEventManager.preGameStart instead CvAppInterface
09:51:19 DEBUG: BugEventManager - adding event 'PreGameStart'
09:51:19 DEBUG: BugEventManager - adding event 'BeginActivePlayerTurn'
09:51:19 DEBUG: BugEventManager - adding event 'SwitchHotSeatPlayer'
09:51:19 DEBUG: BugEventManager - adding event 'LanguageChanged'
09:51:19 DEBUG: BugEventManager - adding event 'ResolutionChanged'
09:51:19 DEBUG: BugEventManager - adding event 'PythonReloaded'
09:51:19 DEBUG: BugEventManager - adding event 'unitUpgraded'
09:51:19 DEBUG: BugEventManager - adding event 'unitCaptured'
09:51:19 DEBUG: BugEventManager - adding event 'combatWithdrawal'
09:51:19 DEBUG: BugEventManager - adding event 'combatRetreat'
09:51:19 DEBUG: BugEventManager - adding event 'combatLogCollateral'
09:51:19 DEBUG: BugEventManager - adding event 'combatLogFlanking'
09:51:19 DEBUG: BugEventManager - adding event 'playerRevolution'
09:51:19 DEBUG: BugEventManager - adding event 'addTeam'
09:51:19 DEBUG: BugInit - init() called
09:51:19 DEBUG: BugInit - game not fully initialized
PY:OnInit
What is that? Why game not fully initialized?
In Logs\xml all loading modules area SUCCEEDED
@Praetyre: probably an issue from rev. 9831.latest SVN, have this two error messages???
<InterfaceArtInfo>
<Type>ART_DEF_GREAT_PERSON_ADOLPHE_SAX</Type>
<Path>Art/interface/great_people/adolphe_sax.dds</Path>
</InterfaceArtInfo>
Confirmed. Thank you. I feared SM was broken with this bug, because this problem was always going to hit you when playing a game - and weakening your strongest units to the point of irrelevance before long.Fixed this issue.
I couldn't leave that broken. Thank YOU for finding the bug. I recently made this bug in the process of fixing another one. Any code change always runs the risk of an oversight and I don't really blame myself for not realizing I was creating this issue given the degree of complexity it was wrapped up in.Confirmed. Thank you. I feared SM was broken with this bug, because this problem was always going to hit you when playing a game - and weakening your strongest units to the point of irrelevance before long.
I'm sure it's as simple as having to provide an art file, dds3 format, same size as one of the originals. Which means ya gotta unpack the fpk that has an example and put together an image of the same dimensions and map to the file path you want it to be in. And include the art in a temporary art file with that file path stemming from Assets.I don't have a deeper understanding of how it works than what I said above, so if you want to know more you must ask Sparth, I think he designed it as it is today...
It's not simple when we are speaking about around 100 new great persons who doesn't have an ART_DEF nor a TXT_KEY_X nor a TXT_KEY_X_PEDIA.; and that's why I suggested that he could add ART_DEF for the new great persons with an empty path <Path><\Path> as a quick fix (May not even work... I don't think the lack of TXT_KEY throws off an error, so we could have great persons without text in splash for v38, no biggie), or simply remove all the new great persons until after v38.I'm sure it's as simple as having to provide an art file, dds3 format, same size as one of the originals. Which means ya gotta unpack the fpk that has an example and put together an image of the same dimensions and map to the file path you want it to be in. And include the art in a temporary art file with that file path stemming from Assets.
Yeah, there are loads of these problems lurking from the changes in rev. 9831.got another error message"
yeah, i say remove them that were added for now, whom ever did it that is . . . .so we could have great persons without text in splash for v38, no biggie), or simply remove all the new great persons until after v38.