V24 bug

God-Emperor

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Joined
Jul 18, 2009
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When starting the mod, I get an XML Error popup.

Tag: TECH_MINDUPLOADING in Info class was incorrect.
Current XML file is: Modules\MrAzure\Digital Era Buildings\Online Shippping Warehouse\OnlineShipping_CIV4BuildingInfos.xml

Sure enough, the building in that file (BUILDING_ONLINESHIPPING) specifies TECH_MINDUPLOADING as the obsolete tech, but the tech itself has the type TECH_MIND_UPLOADING.
 
When starting the mod, I get an XML Error popup.

Tag: TECH_MINDUPLOADING in Info class was incorrect.
Current XML file is: Modules\MrAzure\Digital Era Buildings\Online Shippping Warehouse\OnlineShipping_CIV4BuildingInfos.xml

Sure enough, the building in that file (BUILDING_ONLINESHIPPING) specifies TECH_MINDUPLOADING as the obsolete tech, but the tech itself has the type TECH_MIND_UPLOADING.

Yes i know that, but i think MAzure has already left for two weeks, just click through it for now, i will see what i can do, but my uploading doesnt work again, for now just click through it.
 
I'm getting an error with EndTurnGameTurn event handler. <function on EndGameTurn at 0X8130F9F07>
 
Get rid of the God-damned volcanoes! I've had three of them pop up next to my city in the first fifty turns!
 
Please Mr. rwglaub refrain from using curse words on this forum.

You will be able to play thru the volcano events. Just don't improve the tiles around them for a few thousand years (about 20,000BC they go dormant).

This is the Bug/Crash thread not the complaint/frustration thread. Volcanoes are neither Bug nor Crash.

Thanks,
JosEPh :)
 
I've had six of them pop up in the first hundred years. As far as I'm concerned they are a bug. Too many and too close.
 
I've had six of them pop up in the first hundred years. As far as I'm concerned they are a bug. Too many and too close.

It is more than likely the type of mapscript you are playing on, i am currently playing on a HUGE continent map with 20 civs PLUS Barb World on, and i am in middle Ancient Era and have had NO volcanoes what so ever . . .:crazyeye:

And pls as JosEph said pls refrain from abusive language in this forum, i dont want the Moderators taking away a good thing, and at least thx for advising C2C to maybe a problem, but for now ori the Events person is gone for a month, so it will take awhile, sorry.
 
When starting the mod, I get an XML Error popup.

Tag: TECH_MINDUPLOADING in Info class was incorrect.
Current XML file is: Modules\MrAzure\Digital Era Buildings\Online Shippping Warehouse\OnlineShipping_CIV4BuildingInfos.xml

Sure enough, the building in that file (BUILDING_ONLINESHIPPING) specifies TECH_MINDUPLOADING as the obsolete tech, but the tech itself has the type TECH_MIND_UPLOADING.

That's really odd, on my latest SVN that folder and file are nonexistent. :confused:
 
That's really odd, on my latest SVN that folder and file are nonexistent. :confused:

thats because MrAzure loaded from HIS files not the SVN like i asked him to, but he is gone now for 2 weeks, gone to Mexico, we'll have to wait.
 
thats because MrAzure loaded from HIS files not the SVN like i asked him to, but he is gone now for 2 weeks, gone to Mexico, we'll have to wait.

So should we reupload it somewhere? V24 is supposed to be SVN 3013, not whatever was on MrAzure's hard drive when he uploaded.
 
thats because MrAzure loaded from HIS files not the SVN like i asked him to, but he is gone now for 2 weeks, gone to Mexico, we'll have to wait.

Tell them to change it to 0 in modularloadingcontrols.xml under Mrazure or delete modules/mrazure folder.

Thats the only difference. Provide a "patch" with just modularloadingcontrols.xml and change the mrazure line from 1 to 0.
 
Tell them to change it to 0 in modularloadingcontrols.xml under Mrazure or delete modules/mrazure folder.

Thats the only difference. Provide a "patch" with just modularloadingcontrols.xml and change the mrazure line from 1 to 0.

Could you give SO (or someone else) Upload privledges to the moddb, so that we could upload the proper release please?
 
So should we reupload it somewhere? V24 is supposed to be SVN 3013, not whatever was on MrAzure's hard drive when he uploaded.

I'd do it, but the zipped file is 1GB and my max file size is 200MB on the site I use.

Could you give SO (or someone else) Upload privledges to the moddb, so that we could upload the proper release please?

One could just upload it (the "patch") here, and link to it in the first post for the time being.
 
Still is something wrong with Fusion Nova and Fusion Nuke.

Always "Error in nukeExplosion event nandler <bound method NukeAfterEffects.onNukeExplosion of <NukeAfterEffect.NukeAfterEffects instance at 0x180A0AA8>>"
 
I'm getting end of turn errors every turn when I use Revolutions=On in custom games. SVN3013/V24. I was not getting these with SVN2983, and they disappear if I turn Revolutions off.

PY:OnPreSave
PY: Revolt - Adjustments for top 2 players
PY: Revolt - Incan Tribe have 1th most power, effect: -3
PY: Revolt - Portuguese Tribe have 2th most power, effect: -2
PY: Revolt - Incan Tribe have 1th highest score, effect: -3
PY: Revolt - Portuguese Tribe have 2th highest score, effect: -2
19:13:59 TRACE: Error in EndGameTurn event handler <function onEndGameTurn at 0x166DBCF0>
19:13:59 TRACE: integer division or modulo by zero
PY:OnUnInit
UnInit Python

Bolded above is the on-screen message
 

Attachments

Had a CTD at end of turn but could not reproduce it.

Minidump below. Have been able to continue from autosave.

Ps. Patch not available yet from SO's link. Site says maybe several days before available.

JosEPh
 
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