Version 2.6 discussion

I'm having the same no interface problem now with the new beta3. I tried the above and it did not help. Note: I'm running XP Pro.

Anyone have ideas how to check where the problem is?

Back to beta 2 I guess :(

Turn on Python Exceptions in the main CivIV.ini file, then write down the text of every error message popup that occurs. What you are looking for is the very last one which provides a clear indication of both a line number and the name of the python file it occurred in. Then find that python file and that line to see what the issue is.
 
I wouldn't attribute it to the minor civs just yet. After finally getting Civ4 to understand I wanted to log I was able to capture this where my game's stuck on waiting for civs:
Spoiler :
PY: Loading revolution data
PY:Carchemish has grown
PY:Machu Picchu has grown
PY:Ollantaytambo has grown
PY:Player 50 Civilization Barbarian State Unit Warrior was killed by Player 10
PY:Haithabu has grown
PY: Revolt - Empire of Persia changing civic option 1 from Junta to Nobility
PY: Revolt - Avg net effect for Empire of Persia: -10
PY:Names - player is in despotism
PY:Names - keeping prior name
PY: Revolt - The Iroquois City State are in their golden age!


I have a sneaking suspicion those Golden Ages aren't as golden as they look. At least it's the only similarity I can see.
If you want I'll post the save.
 
Any further ideas about the black screen crash to desktop? Our multiplayer game last night started doing that badly and we had to start a new game finally after reloading every few turns. We had two players that were doing that a lot.
 
Turn on Python Exceptions in the main CivIV.ini file, then write down the text of every error message popup that occurs. What you are looking for is the very last one which provides a clear indication of both a line number and the name of the python file it occurred in. Then find that python file and that line to see what the issue is.

Okay I did that and then created a new game. I received, from what I see, at least 4 python error windows. The window on top said:

File "CvEventInterface", line 30 in onEvent
File "BugEventManage", line 317, in handleEvent
File "BugEventManager", line 322, in_dispatchEvent
File "BugEventManager", line 334, in_handleDefaultEvent
File "RevolutionInit", line 101, in onGameStart
File "RevolutionInit", line 169, in onGameLoad
TypeError: cannot concatenate 'str' and 'NoneType' objects

And I could select "ok" to close that window. HOWEVER, the next window under it is taller than the screen with a long list of items and it appears the final bottom message is also the same as above. BUT, I can not reach the "ok" button to close it out. I've tried right click and it only lets me select "move" for the window which allows me to move it left and right, but I can move it up to reach the "ok" button". All I can do at this point is hard kill the civ program. :cry:
 
I figured it out. The problem was simple. I had put the beta into a mod folder called "Rise of Mankind BETA" and left the 2.52 version in its original "Rise of Mankind" mod folder.

The problem is that several places in the mod are hardcoded to look in the "Rise of Mankind" mod folder and not the folder from where the mod was launched.

So, once I deleted both mod folders, installed just the 2.52 with the beta3 on top of it. The mod loads up with the interface no problems.

sigh...
 
As per my previous message there was something wrong with the Teutonic Sergeant button. It was 67 by 65 pixels whereas BTS requires that it be 64 x 64 pixels.

Attached is a fixed button for 2.6alpa3. It goes in assets\modules\custom units\teutonic knight\teutsrg\

This is only necessary until Zapp's next release if you want to build this unit :)
 
I installed the 2.6beta3 yesterday and had a CTD relatively early on soon before discovering monarchy (huge europe map, snail mode).
While in 2.52 the first CTDs or MAFs came in middle/late mediveal aera at the earliest, this is [a bit] dissapointing - but after reading the last posts of this thread not unusual after all, as it only confirms the experiences the other testers had as well.
 
I've had early CTD as well now so I'd say 2.6002 is more stable than 2.6003. Actually 2.6002 should run just fine if you also disable all RevDCM components in custom game options (no waiting civs bug in this case). Download for 2.6002 is still available, just look posts further back in this thread to find the link. I'll have to discard 2.6003 changes and start modifying again from 2.6002.
 
I could hardly play 6.002 - it crashed all the time. I'll try it without the RevDCM components and see how it goes. Does that fix the black screen of death too?
 
Update: I recently reported about a early CTD in 2.6003. Well, after I reloaded a autosave shortly before it, I now experience a nice gameplay without CTDs for some hours. Strange, but it works all fine... Guess I should say thanks :D

I like the new unit strengths much better. The only thing I was a bit annoyed about was the 1-movement of the galleys - nevertheless: the new ship promotions rock (and, after a while make them faster soon)...

I had the impression, that in 2.5 the AI tended to make ecessive use of the tundra promotion, giving it to units, even if there was no tundra around. On the other hand, I never saw a fieldsman-promoted AI, I guess the bonus isn't big enough for AI. Hope that's a problem of the past now.

Regarding the religion rules of 2.5 - only being able to found one religion in the whole game - I think this was a cornerstone for very diverse and interesting games. I would like to have that setting back in 2.6/2.7.

Great work. Looking forward for more. Btw, Zap: my girlfriend hates you!!! ;)
 
Regarding the religion rules of 2.5 - only being able to found one religion in the whole game - I think this was a cornerstone for very diverse and interesting games.

That wouldv'e been true if All AI would get a religion. But it became apparent soon enough that the Limited Religion option was keeping many AI from getting Any religion at all. Hitting medival era and finding AI still without one was not benefitting the AI.

I believe you can re enable Limited thru the GlobalDefinesAlt XML file. If that is your preference.

JosEPh
 
That wouldv'e been true if All AI would get a religion. But it became apparent soon enough that the Limited Religion option was keeping many AI from getting Any religion at all. Hitting medival era and finding AI still without one was not benefitting the AI.

I believe you can re enable Limited thru the GlobalDefinesAlt XML file. If that is your preference.

Well thats interesting, almost every game I played there were a lot of different religions in a lot of different civs, much more than in the games I had before that. I mostly play earth/europe maps so maybe its because of that?
 
I've rarely seen problems with the AI not getting enough religions. Though I often wish Amaun-Ra was not attached to Masonry. Masonry is too important for other reasons. sometiimes I want a 1 religion intolerant style civ, and want a later religion instead, but always have to get Masonry early for quarries, walls, wonders etc as quick as possible. This makes it more annoying to deal with multi-religions later on in some cases when I switch to the later one.
 
0100010 I understand your problems wanting to get masonry quick but wanting to skip Amun Ra. I have the same dillema every game, particularly now with the additional interest in Christianity. My solution is to turn on the 'Choose Religion' option at the start of the game, and pick Chrisianity when I'm the first to reach masonry.

Quick question: does anyone understand the 'Can attack without declaring war' power of the templar/hospitalor/teutonic units? I thought this would work like hidden nationality, but it doesn't, and I can't seem to be able to attack anyone with these units (unless I'ma t war with them obviously). Any ideas?
 
One thing that i always enjoyed about the one religion thing was this. It always seemed that myself and probably two other ai would tech the majority of the religions. Then... when those other ai would have a revolution the new ai that was formed would get a religion because they would get those techs from the mother civ. In one Really cool game the AI had Judaism and when the had a an ai split they got Christianity. Same thing happened with the civ that had confusionism splitting off to form taoism. Of course... I had buddaism and never had a revolution ( I never do.... some times i think this should happen more often but others seem to have alot of trouble with it sooooo..... I guess I'm just awesome.).
 
I've rarely seen problems with the AI not getting enough religions. Though I often wish Amaun-Ra was not attached to Masonry. Masonry is too important for other reasons. sometiimes I want a 1 religion intolerant style civ, and want a later religion instead, but always have to get Masonry early for quarries, walls, wonders etc as quick as possible. This makes it more annoying to deal with multi-religions later on in some cases when I switch to the later one.

On which difficulty u play?
Coz for the life of me, i cant get amun-ra before the computer on deity! :cry:
 
On the topic of limited religions, is there any way to get the 2.5 limited religion behavior going with beta 2.6002? I tried setting OC_LIMITED_RELIGIONS to 1, but this just let me/AIs get two religions for the price of 1. AI got Masonry, received Amun-Ra and chose Nagualism. I got Polytheism, received Hinduism and chose Buddhism. Would have preferred it if AI only got Amun-Ra and I only got Hinduism.

Edit: These were custom games with 'choose religion' turned off, too.

Edit 2: I noticed in the 2.6003 changelog that the OC_LIMITED_RELIGIONS that I was using (in the XML file) was obsoleted by RevDCM so I set the XML entry back to 0 and changed the RevDCM ini entry to 'True', which did nothing. Founded Amun-Ra before AI somehow, then later got Zoroastrianism when I got Dualism.

Final edit: Ignore this post, I finally remembered to try the BUG options in-game, with 2.6002, to enable limited religions and it worked.
 
I play on Deity, snail, largest map (24 civs default), raging barbs, aggressive random AI, but I always use advanced start when playing like that. I don't buy masonry with advanced start points though too expensive. I do buy mining and make Masonry the first tech I research. I always play the Hittites, their UB and UU rock for early conquest and build up. Play a unrestricted leader. I used to use Elizabeth for the financial and philosophical traits. Now I've chosen Pericles with the Financial trait's nerf (which it needed). Now I use Pericles for Scientific & Philosophical (I like getting lots of great people) The AI usually only beats me to Masonry if they pop it in a goodie hut or bought it from advanced start (the latter rarely happens though).

Some other tips:
I use Adv start points to buy a minimum of two cities, sometimes three, Mining, hunting (and ritualism if I only bought 2 cities) 3-4 workers and 3-4 scouts. Workers immediate hook my cities up with roads (Hittites start with wheel) scouts start looking for huts. Cities start build workers and/or warriors/spearmen.

After you get masonry go for ritualism (which I sometimes buy with advanced start points, depending on the starting location) then mysticism and Priesthood. If your lucky you had marble nearby, and with masonry have it hooked up. Start building the oracle, and research writing while you do so. Make sure you finish researching writing before you finish the oracle, then choose democracy with the free tech. This lets you get two of the good early civics (which help lessen the revolutio which I play with)
From there I run Democracy, Proletariat, Prophets and charity (once I get Naturopathy) for a good long while.
 
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