[MOD] v41 SVN and GithubDesktop Bugs and Crashes Single player

The following PROBABLY isn't caused by my modmod, since I kinda recall some similar errors even before getting to mess with Git.
Basically, some weird Barb-to-Minor-Civ related issues, I guess.
Just very annoying to make me CLICK these error reports EVERY SINGLE TURN, ugh.
Seems like number of civs is hardcoded at this place.

Code:
def checkForRevolution(self, iGameTurn, iPlayer):

        if iPlayer > 39:
            raise "NPC does not revolt!"

        pPlayer = GC.getPlayer(iPlayer)
        if pPlayer.getNumCities() == 0:
            return
Code:
def doSmallRevolts(iPlayer, CyPlayer):

    if iPlayer > 39:
        raise "NPC does not revolt!"

So its caused by your modmod, maybe you saw other revolution bugs too
 
Great!
Now I can surf for "iPlayer > 39" and hopefully fix it with "iPlayer > ((MAX_PC_PLAYERS) -1)".
Can you make it easier by telling me what file was that line from, please?

EDIT:
Found the culprits, lol.
...Assets\Python\Revolution\Gameready\Revolution.py
...Assets\Python\Revolution\RevEvents.py
Well, let's SEE how it likes to be EDITed, loool.
Though, is there a way to trace it back to Git Source, since it'd be stupid to edit it every time I mess with Git?

EDIT:
Riiight...
"MAX_PC_PLAYERS" not defined, dammit.
Well, let's go with "> 99" for NOW, duh.

AAAND..
FIXED!!!
At least, I stopped getting the error messages, not sure what is actually happening with the civs.
Though I'd expect it work just fine, now that it has FINALLY offset the NPCs at 100-110, loool.

Can I really use puppy-eyes on you to ask you to trace the animal spawning problem as well?
I'm quite sure now that it's just as stupidly hardcoded to specific numbers.
Pweetty pweese?
 
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Update to latest SVN, since some bugs were fixed
I use separate folders for SVN and Git, since I can't mess with SVN the way I'm doing now with Git (until/unless you build a way for that as well, lol).
EDIT:
Niiice!
I see what I did wrong, thanks now.

I would VERY MUCH appreciate if you managed (and willed) to fix the animal spawning issue, though.
While not game-breaking (I can still play with just Civs and Barbs only), it's a pity to have them "run away scared" from a higher number of Humans (lol).
It's also a kind of an "alarm bell" to YOU, actually - that it's a bad idea (for modding) to put dependencies hardcoded to values that might change in the future.
Which is clearly not only the number of max civs - I'm sure (from what I see happening) that the City Screen is having a similar problem somewhere.
Because when I tried making a 4-layer city (with GOOD math for plots), it suddenly started "missing" with my mouse in a very specific pattern, which means that it "miscalculates" something.
 
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I use separate folders for SVN and Git, since I can't mess with SVN the way I'm doing now with Git (until/unless you build a way for that as well, lol).
EDIT:
Niiice!
I see what I did wrong, thanks now.

I would VERY MUCH appreciate if you managed (and willed) to fix the animal spawning issue, though.
While not game-breaking (I can still play with just Civs and Barbs only), it's a pity to have them "run away scared" from a higher number of Humans (lol).
It's also a kind of an "alarm bell" to YOU, actually - that it's a bad idea (for modding) to put dependencies hardcoded to values that might change in the future.
Which is clearly not only the number of max civs - I'm sure (from what I see happening) that the City Screen is having a similar problem somewhere.
Because when I tried making a 4-layer city (with GOOD math for plots), it suddenly started "missing" with my mouse in a very specific pattern, which means that it "miscalculates" something.
I'm not sure how its setup now but I think you have to go into the spawn xml and change each one so that it assigns the spawn to the correct player again.
 
I'm not sure how its setup now but I think you have to go into the spawn xml and change each one so that it assigns the spawn to the correct player again.
Yep, its hardcoded in spawn infos by numbers like this:
<PlayerType>41</PlayerType>
Code:
Valid NPC players for spawns:
   40 = BEAST_PLAYER
   41 = PREDATOR_PLAYER
   42 = PREY_PLAYER
   43 = INSECT_PLAYER
   44 = NPC4_PLAYER
   45 = NPC3_PLAYER
   46 = NPC2_PLAYER
   47 = NPC1_PLAYER
   48 = NPC0_PLAYER
   49 = NEANDERTHAL_PLAYER
   50 = BARBARIAN_PLAYER
So he needs to change numbers accordingly.
 
It's also a kind of an "alarm bell" to YOU, actually - that it's a bad idea (for modding) to put dependencies hardcoded to values that might change in the future.
We know, someone else was doing NPC split and left this blunder
 
We know, someone else was doing NPC split and left this blunder
Well, it's never too late to fix, lol.
Anyways, huge thanks to you guys!

Also:
Are NPCs(0-4) something like "future Aliens and Saurian Sapienses"?
As in, can I simply cut them out in the first place (including the Spawn file)?
Not that I really need to, more like asking in general.
 
Well, it's never too late to fix, lol.
Anyways, huge thanks to you guys!

As in, can I simply cut them out in the first place (including the Spawn file)?
Its a comment so it wouldn't make difference
Currently those NPC slots aren't used
 
We know, someone else was doing NPC split and left this blunder
Wasn't a blunder so much as not having a clue how to get the reference to pull properly from python and not wanting to ask just to get an answer I wouldn't understand.
 
Wasn't a blunder so much as not having a clue how to get the reference to pull properly from python and not wanting to ask just to get an answer I wouldn't understand.
A TO DO note could be left for future then :D
 
IT WORRRKZZZ!!!

S(0):
Note the "late to appear" city.
That's a Minor Ex-Barb for sure!
This IS Pit's map, so there are no stray Settlers roaming around, lol.

S(1):
Note that I'm at "position 41" in Soldiers, lol.
This is a modmod map with "40 old and predefined" and "100 potential max" Civs.

S(2-7):
Animalzzz!!!

S(8):
SubDUDEd Animalzzz!!!

Thanks, guyzzz!!!
 

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Greetings,

Help!. I can't display the operations icons in the status bar (red square area). I installed the tortoise SVN program to update the C2C mod. Still no display in status bar. Any advise would be appreciated. My OS is Windows 7, 64 bit
 
Greetings,

Help!. I can't display the operations icons in the status bar (red square area). I installed the tortoise SVN program to update the C2C mod. Still no display in status bar. Any advise would be appreciated. My OS is Windows 7, 64 bit
This means your mod folder isn't named Caveman2Cosmo, or is nested.
Also you need to run as admin.
 
Why the heck did you create a simple screenshot that weighs 25Mb, lol?
Anyways, this MIGHT be related to the strange glitch that C2C sometimes "thinks there are no active units".
Happens to me rather often with Great Generals - when one is born, it isn't selected, yet the End_Turn_Indicator flashes GREEN (as in: "you still have units that can move this turn").
Oh, and it also happens with Goodies that give you units.
Basically, it somehow doesn't switch to units that appear AFTER the beginning of your turn.
Dunno what causes it, but the solution is mega simple: just press W (aka "go to next unit"), lol.
I have no idea why you got it on Turn 1, sure, cause THAT is rather weird - but it definitely looks like that glitch.
So, try the W solution - and tell me whether it worked.
 
Its BMP - he didn't change screenshots to normal format in INI file.
Why do people always take sarcasm for ignorance?
Anyways, do you agree with the more relevant point I made?
And do you know what causes it to begin with?
Because while it's not a big problem, it is annoying in cases when I multitask my game with something else.
As in, pushing "next turn" and expecting it to go auto for a few turns till the next "action" - only to come back later and see it getting stuck on the same turn due to some goodie unit.
Again, not a big deal, but still a very much real bug, ya know.
 
Why do people always take sarcasm for ignorance?
Anyways, do you agree with the more relevant point I made?
And do you know what causes it to begin with?
Because while it's not a big problem, it is annoying in cases when I multitask my game with something else.
As in, pushing "next turn" and expecting it to go auto for a few turns till the next "action" - only to come back later and see it getting stuck on the same turn due to some goodie unit.
Again, not a big deal, but still a very much real bug, ya know.
You can upload save, where it always happens.
Seems like invisible window bug, are you pressing enter to end turn or close window?
 
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