Suggestions and bug reports.

sorry, I had no time last week to reply... there was a big festival in town...

In fact, I already play a merged version of BUG + modified PAE 😅
I certainly forgot things here and there. Probably more on the interface. In fact, I'd need a advanced save of PAE in order to compare 🤔

What do you mean about the SDK? You won't try to kkep compatibility with Mac? I meant just BUG, not necessarily BULL. But I have also (at least) some minor improvements about on the dll that wouldn't break the compatibility with Mac.
Oh, I thought BUG would be in SDK too...
ehm, yes, I remember I tried to merge the promotion tree and unit upgrade tree from a mod, where the buttons are connected by arrows like in the tech tree, but I was limited in programming skills for that. I gave up. ;(

Yes, I've finished PAE VI for alle MAC users and start to create a dll version. Python has its limits and first of all, I wanted to add big rivers with fresh water, moveable for small ships and moveable for land units on river fords.
then I've changed the BTS bug to only get the feature defense points on a certain terrain (eg swamp), instead of the terrain too. or I'd like that units that can't move into forests, can do with roads (eg chariots). at them moment (alternatively) chariots only have 50% stength penalty. bears should not leave forest plots, wild horses shouldn't move into forests and dense forests (only tamed ones)..... and so on....

TXT_KEY_CIV_MINOER_DESC
Ok, I can change this.

In lots of concepts pedia entries, there are 3 tabulation at the beginning of each lines. You can see them in xml files but they're not present on your online tool. Is there a problem with file generation? 🤔
hm.. oh.... I did't see that this is taken into account in the pedia.... concerns only the concept pedia file. I'll change that, thx! Yes, it happens in the file generation of the online tool.

TXT_KEY_TERRAIN_OCEAN
Ok. Done.

Could you do the same with byzantine civilization (Team 49 in xxxl 52 civs map)?

Edit: And Samarkand (Team 51)
Thx
Byzanz: ok.
But Sarmakand?

Again in XXXL 52 civs map, you used the Jutes for the team 12. I think that a more ancient people, the Cimbri, should be used. BTW, the leader used, Boiorix, was king of the Cimbri.
OK

I think the PAEGameText_Misc.xml file should be removed from XML/Misc. It is already present in XML/Text (its right location).
Oh yes. I don't have the file in my working version anymore. But you're right, it's in the PAE VI version... damn.. I have to upload this again....

Is it normal that Seer unit has:
XML:
<bMilitaryHappiness>1</bMilitaryHappiness>
?

It triggers a bug in PAE_City.doSupplyUnit.
First, the number of units that could suffer of starvation takes into account only "Military happiness" units.
Then a list of units that will suffer starvation is built. In this list, UNITCOMBAT_HEALER are excluded.

Problem: Seers are both "Military happiness" and UNITCOMBAT_HEALER so it may end in a bug depending on the whole number of units in the city.

When building the list (lUnitsAll), I think the code should be:
Python:
                        if pLoopUnit.getUnitCombatType() != -1 and pLoopUnit.getOwner() == iPlayer:
                                if pLoopUnit.getUnitType() == gc.getInfoTypeForString("UNIT_SUPPLY_WAGON"):
                                        iExtraSupply = PAE_Unit.getSupply(pLoopUnit)
                                        if iExtraSupply <= iMaintainUnits:
                                                iMaintainUnits -= iExtraSupply
                                                iExtraSupply = 0
                                        else:
                                                iExtraSupply -= iMaintainUnits
                                                iMaintainUnits = 0
                                        # set new supply tickets
                                        PAE_Unit.setSupply(pLoopUnit, iExtraSupply)
                                elif pLoopUnit.isMilitaryHappiness():
                                        lUnitsAll.append(pLoopUnit)

PS: I'm not sure Seers should have "Military happiness" in any case.
oh,... then it would be better to set bMilitaryHappiness to zero....

View attachment 699553

Finally I didn't do that for nothing. The TXT_KEY_BUILD_TURM key isn't used only by Hunters. If you write everything in this tag, you'll see the whole in place you don't want to (take a look at the Work Elephant in the pedia).
Ah... and here, it would be easier to just allow hunters only to build outlook posts? later on, there is no need to and people can do better ;)
what do you think about it?
 
sorry, I had no time last week to reply... there was a big festival in town...
No problem 😊
Oh, I thought BUG would be in SDK too...
ehm, yes, I remember I tried to merge the promotion tree and unit upgrade tree from a mod, where the buttons are connected by arrows like in the tech tree, but I was limited in programming skills for that. I gave up. ;(
BUG includes dll stuff but these part of code are disabled if BULL (the dll) is missing. I personnaly use just BUG without BULL.

Yes, I've finished PAE VI for alle MAC users and start to create a dll version. Python has its limits and first of all, I wanted to add big rivers with fresh water, moveable for small ships and moveable for land units on river fords.
then I've changed the BTS bug to only get the feature defense points on a certain terrain (eg swamp), instead of the terrain too. or I'd like that units that can't move into forests, can do with roads (eg chariots). at them moment (alternatively) chariots only have 50% stength penalty. bears should not leave forest plots, wild horses shouldn't move into forests and dense forests (only tamed ones)..... and so on....
I'm not sure to understand. You'll maintain 2 different versions of PAE? One without dll (more for Mac) and one with it? 🤔

But Sarmakand?
I meant this:
Code:
Team=51
LeaderType=LEADER_MITHRIDATES2
LeaderName=TXT_KEY_SAMARKAND_LEADER
CivDesc=TXT_KEY_CITY_NAME_SAMARKAND
CivShortDesc=TXT_KEY_CITY_NAME_SAMARKAND
CivAdjective=TXT_KEY_CITY_NAME_SAMARKAND
The same key for desc/shortdesc/adjective. 3 distinct keys are needed in order to properly translate the whole.

oh,... then it would be better to set bMilitaryHappiness to zero....
bMilitaryHappiness should probably be at 0 for Seers but I don't think it's safe to let the code unchanged. You can't test bMilitaryHappiness to count the number of units and don't use it at all later to build the list of concerned units.

Ah... and here, it would be easier to just allow hunters only to build outlook posts? later on, there is no need to and people can do better ;)
what do you think about it?
It could be... but it also makes sense that workers could build it so I prefer to keep it as it is currently but with better tooltip for hunters.

BTW these towers temporarily give Explorer II to units. I think this name should be changed because this prom has nothing to see with Explorer I. I don't know... Explorer instead of Explorer I and Watchman instead of Explorer II for example?
 
In my version, I've added some HELP key here and there to help deciding what to choose in the tech tree (for example in projects, improvements, ...). I modifed the dll to show them in tooltips because it doesn't work by default.

Let take the Silk Road project. It gives 3 caravans fully charged. You have added a comment about that in the pedia but you know it's not really practical because you have to go in the pedia. I usually rely on the tooltip in the tech tree. So I've added a HELP key for that.

I recently found out that you can easily show it without the dll and just with Python code (note it's a bit better integrated with dll). So with my Silk Road example, you have to:

1/ Authorize the help key for project
It means adding the CIV4GameInfoSchema.xml file in your XML/GameInfo. And modifying the ProjectInfo part by adding the "Help" line:
XML:
    <ElementType name="ProjectInfo" content="eltOnly">
        <element type="Type"/>
        <element type="Description"/>
        <element type="Help" minOccurs="0"/>

2/ Add a new key to the Silk Road project

In CIV4ProjectInfo.xml, add:
XML:
            <Help>TXT_KEY_PROJECT_SILKROAD_HELP</Help>
in the PROJECT_SILKROAD

In one of your text xml:
Code:
    <TEXT>
        <Tag>TXT_KEY_PROJECT_SILKROAD_HELP</Tag>
        <English>[ICON_BULLET]Gives 3 [LINK=UNIT_CARAVAN]Trade Caravan[\LINK] loaded with Incense, Gems and Silk</English>
        <French>[ICON_BULLET]Donne 3 [LINK=UNIT_CARAVAN]Caravanes marchandes[\LINK] charg&#233;es d'encens, de pierres pr&#233;cieuses et de soie</French>
        <German>[ICON_BULLET]Gives 3 [LINK=UNIT_CARAVAN]Trade Caravan[\LINK] loaded with Incense, Gems and Silk.</German>
        <Italian>[ICON_BULLET]Gives 3 [LINK=UNIT_CARAVAN]Trade Caravan[\LINK] loaded with Incense, Gems and Silk.</Italian>
        <Spanish>[ICON_BULLET]Gives 3 [LINK=UNIT_CARAVAN]Trade Caravan[\LINK] loaded with Incense, Gems and Silk.</Spanish>
    </TEXT>

3/ Show this help in project tooltip

In CvGameUtils.py, in getWidgetHelp, add this new branch at the end:
Python:
elif eWidgetType in (WidgetTypes.WIDGET_PEDIA_JUMP_TO_PROJECT, WidgetTypes.WIDGET_CREATE):
    sHelp = gc.getProjectInfo(iData1).getHelp()
    if sHelp:
        return u"\n" + sHelp

And voila! You can hover the Silk Project button anywhere (tech tree/city) and know you'll gain 3 caravans.

4/ The pedia
In order to be really complete you can also show it in the "Special" in the pedia. You can add this in CvPediaProject.py, in placeSpecial function (just before the screen.addMulti...):
Python:
            sHelp = gc.getProjectInfo(self.iProject).getHelp()
            if sHelp:
                szSpecialText += u"\n" + sHelp
 
How should work the ram limit?
1/ Is it a 10 limit per type of siege weapons (10 ram, 10 battering ram, ...) or a 10 limit for all siege weapons?
2/ Does it apply to the AI?
 
The Ram limit is for the AI. Because it often wanders around with huge armies of rams only... and nobody knows why.
So the limit is a try to help the AI. (And it's only for rams, not siege in general I think)
 
In quick speed, generals can get one free battery ram per turn. With no limit. I think it is overpowered, it should be limited to once every 3 turns, or simply, destroy the forest if you use it.

In quick speed, you can techniquely build more than one thing per turn per city, but as you are limited to one buildable thing per turn, you cannot do it. I suggest to add the multiple production as game option for those who wants it.

I think there should be a hard cap of the ressources bonus that you can get from Cults (like Cult of the Heroes) because right now, you can get insane amounts of food, gold, culture and production in the long run.
 
I'm not sure to understand. You'll maintain 2 different versions of PAE? One without dll (more for Mac) and one with it? 🤔
nope, PAE VI (v6.xx) will be the final MAC&WIN version. All coming version (v7.0) will be WIN only because of the dll.

I meant this:
Code:
Team=51
LeaderType=LEADER_MITHRIDATES2
LeaderName=TXT_KEY_SAMARKAND_LEADER
CivDesc=TXT_KEY_CITY_NAME_SAMARKAND
CivShortDesc=TXT_KEY_CITY_NAME_SAMARKAND
CivAdjective=TXT_KEY_CITY_NAME_SAMARKAND
The same key for desc/shortdesc/adjective. 3 distinct keys are needed in order to properly translate the whole.
oh, for Samarkand I think it's ok. It's just in this scen only. eg a Samarkand warrior killed.... it's ok.

bMilitaryHappiness should probably be at 0 for Seers but I don't think it's safe to let the code unchanged. You can't test bMilitaryHappiness to count the number of units and don't use it at all later to build the list of concerned units.
ok, bMilitaryHapiness gets zero, thx.

It could be... but it also makes sense that workers could build it so I prefer to keep it as it is currently but with better tooltip for hunters.
ok
BTW these towers temporarily give Explorer II to units. I think this name should be changed because this prom has nothing to see with Explorer I. I don't know... Explorer instead of Explorer I and Watchman instead of Explorer II for example?
ok

In my version, I've added some HELP key here and there to help deciding what to choose in the tech tree (for example in projects, improvements, ...). I modifed the dll to show them in tooltips because it doesn't work by default.

Let take the Silk Road project. It gives 3 caravans fully charged. You have added a comment about that in the pedia but you know it's not really practical because you have to go in the pedia. I usually rely on the tooltip in the tech tree. So I've added a HELP key for that.

I recently found out that you can easily show it without the dll and just with Python code (note it's a bit better integrated with dll). So with my Silk Road example, you have to:

1/ Authorize the help key for project
It means adding the CIV4GameInfoSchema.xml file in your XML/GameInfo. And modifying the ProjectInfo part by adding the "Help" line:
XML:
    <ElementType name="ProjectInfo" content="eltOnly">
        <element type="Type"/>
        <element type="Description"/>
        <element type="Help" minOccurs="0"/>

2/ Add a new key to the Silk Road project

In CIV4ProjectInfo.xml, add:
XML:
            <Help>TXT_KEY_PROJECT_SILKROAD_HELP</Help>
in the PROJECT_SILKROAD

In one of your text xml:
Code:
    <TEXT>
        <Tag>TXT_KEY_PROJECT_SILKROAD_HELP</Tag>
        <English>[ICON_BULLET]Gives 3 [LINK=UNIT_CARAVAN]Trade Caravan[\LINK] loaded with Incense, Gems and Silk</English>
        <French>[ICON_BULLET]Donne 3 [LINK=UNIT_CARAVAN]Caravanes marchandes[\LINK] charg&#233;es d'encens, de pierres pr&#233;cieuses et de soie</French>
        <German>[ICON_BULLET]Gives 3 [LINK=UNIT_CARAVAN]Trade Caravan[\LINK] loaded with Incense, Gems and Silk.</German>
        <Italian>[ICON_BULLET]Gives 3 [LINK=UNIT_CARAVAN]Trade Caravan[\LINK] loaded with Incense, Gems and Silk.</Italian>
        <Spanish>[ICON_BULLET]Gives 3 [LINK=UNIT_CARAVAN]Trade Caravan[\LINK] loaded with Incense, Gems and Silk.</Spanish>
    </TEXT>

3/ Show this help in project tooltip

In CvGameUtils.py, in getWidgetHelp, add this new branch at the end:
Python:
elif eWidgetType in (WidgetTypes.WIDGET_PEDIA_JUMP_TO_PROJECT, WidgetTypes.WIDGET_CREATE):
    sHelp = gc.getProjectInfo(iData1).getHelp()
    if sHelp:
        return u"\n" + sHelp

And voila! You can hover the Silk Project button anywhere (tech tree/city) and know you'll gain 3 caravans.

4/ The pedia
In order to be really complete you can also show it in the "Special" in the pedia. You can add this in CvPediaProject.py, in placeSpecial function (just before the screen.addMulti...):
Python:
            sHelp = gc.getProjectInfo(self.iProject).getHelp()
            if sHelp:
                szSpecialText += u"\n" + sHelp
Thank you very much, this is a very good idea! Done.

In quick speed, generals can get one free battery ram per turn. With no limit. I think it is overpowered, it should be limited to once every 3 turns, or simply, destroy the forest if you use it.

In quick speed, you can techniquely build more than one thing per turn per city, but as you are limited to one buildable thing per turn, you cannot do it. I suggest to add the multiple production as game option for those who wants it.

I think there should be a hard cap of the ressources bonus that you can get from Cults (like Cult of the Heroes) because right now, you can get insane amounts of food, gold, culture and production in the long run.
Is it only in quick speed? I think about to remove quick speed. makes no sense for PAE.

It's intended that a Great General can create one ram per turn. it makes no difference to build one in a city or get it from a general. and it is more accurate to build rams in forests during the siege.
 
I don't know if it is only in quick speed, but I do play only in quick speed, in the maximum difficulty level.
Why do you want to remove quick speed if some people enjoys it?
Why not adding the possibility of multiple production as game option for those who wants it?
What is your opinion on the Cults? Don't you think the amount of FIDSI you can have is too huge?
 
Quick speed: oh, because of the amount of special speeds, I thought, there are lots of speeds to choose, but there are just quick, normal, epic and marathon. That's ok. Besides, I never play with quick speed because the feeling of playing from era to era with its difficulties is not so intense as usual.

Multiple production: I will notice that. Your opinion sounds convincing.

Cults: this is a difficult issue. I think, this needs a hard cap. It should work for a hand full cities and should not get so strong for lots of cities. I will notice that. Thx for reminding!
 
HeyHey, I downloaded the latest update and I noticed that I can no longer cultivate resources via wagon/merchant. The entire button is missing. I can collect from an existing resource and redistribute.

I reinstalled my civ to be sure but the problem persists, any ideas?

PS: Ive been playing this mod for years, the continued dedication to this is excellent
 

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Yea ofcourse, here you go.

I reverted back to the previous patch and everything works fine. It only happens when I use the latest upload
Some other things I noticed in this build
-merchant limit gone
-palace no culture
-hunter build camp can result in negative finances

Hope this helps and thanks for the support
 

Attachments

great, thx!!

yes, I think, I did a mistake when I deleted the lines with the bonus button... to prevent showing a second button with a merchant.... I have to check that again. And your save will help me for that!

- merchant limit gone: you can build more than 9 merchants?

- no culture with palace: yes, I wanted to try this and forgot to ask for it during testing.... I'd like to keep cultural borders quite small for a long time... the first cultural points you get is with religion or at least the fertility cult. and if a palace... but yes, because it's the capital of a reign, it deservers at least 1 culture.

- hunter build camp: ah, thx! a have to check the player's gold for that python button....

good issues!
 
In also encountered the same bug as Zoni, also as of the latest patch. Also there were two more I encountered:

- can't pay off "unreliable" and "war weariness" anymore
- horses and camels can't move anymore

other than that I still love the mod after all these years. :)
 

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great, thx!!

yes, I think, I did a mistake when I deleted the lines with the bonus button... to prevent showing a second button with a merchant.... I have to check that again. And your save will help me for that!

- merchant limit gone: you can build more than 9 merchants?

- no culture with palace: yes, I wanted to try this and forgot to ask for it during testing.... I'd like to keep cultural borders quite small for a long time... the first cultural points you get is with religion or at least the fertility cult. and if a palace... but yes, because it's the capital of a reign, it deservers at least 1 culture.

- hunter build camp: ah, thx! a have to check the player's gold for that python button....

good issues!
Cheers for looking into it!

On the merchants, I didnt go op to the maximum of 9 so I don't know. I noticed that the limit is no longer linked to the amount of tradeposts you have.

No culture for palace is a nice one to try out for the reason you state (although I kinda cheesed it by rushing the oracle national wonder instead for culture)

I really like the readdition of the hunter build camp. Makes the very-early game a bit more interactive.

I'll play the previous patch in the meanwhile some more :p
 
I'll play the previous patch in the meanwhile some more :p
That's a good idea ;)

I've uploaded a new full version and hope, those bugs are gone.
I didn't tried the merchant limit, because I have so less time at the moment....
I added the button, gave 1 culture to the palace and avoided to get below zero with camps building.

opelcity, I couldn't open your file, I think it is a previous version, you play. I can remember the freezed animals, I think, I changed that in a later version. Pls try to download the present file.

I promise, when I've got the time, I will play this "old" version to get this finally to work. I am sorry, if there are still bugs hiding... please post it here (with save if possible) to get the best playable game of PAE (VI) as possible.
With this framework as a foundation, I can develop a perfect PAE VII for us.
 
Ok, the new PAE 6.18 is uploaded. I hope those bugs are fixed now. If so, I can continue with the SDK-based PAE VII version.....
 
First time in a few years playing PAE, it's one of my favourite game mods of all time.
I just downloaded version 6.18 and started a game, unfortunately I get a python exception whenever I have a donkey unit and it is selected, the error messages keep popping up so even though it doesn't crash, I can't continue the game at all from there.
 

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So far there seem to be a few weird things going on, I had horse husbandry and was able to train the horse unit. In older versions this unit could move around normally so you could send to another city to hurry production, send a trade mission, and, if I recall correctly could also be used to cultivate horse on valid tiles (not 100% sure about the last one). However now, it can't move from the city it is built in at all, so all it can do is hurry production in the city it is built in. It still has the trade mission icon, but there is no way to get it to a foreign city.

Another thing about the early game, so many more wild donkeys are spawning than all other animals combined, and the AI players seem to capture a lot of them and end up with dozens of roaming donkey units all over the map (thankfully the AI doesn't cause a python exception when it has them).
 
Oh damn, thanks for this report! I disable the download link and get it work asap!

ah, and thanks very much for your positive words about PAE! I am very, very glad you like it! I am glad, it is still played after all the time.... great!
 
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