Worker Mod

I actually added workboats to unitcombat_civilian too, but doing so is kinda pointless (except for the extra movement from the expansive trait)
 
Yeah, I was hoping it was something easier but oh well. I'd like to see the AI take advantage of the sea now that it is much better with fishing boats.
 
Well I managed to get the Farm Complex Art to work. here is the file. It does contain my coastal cottage information but I don't think that will affect anything if you arent using them.

it is to much of a pain to go back and remove all 324 instances of my coastal cottages from the file.

ended up changing or adding 142 entries to get the farms to work.
 

Attachments

Thanks much. SHould have mentioned before, but you're doing it more for Mailbox than for me, but he ought to see it here as well. I am aiming to maintain precisely what his Module is at any time, saves me from worrying about balance myself, and allows people who cannot use Modules (Vista) to use Mailbox's work (and happens to keep him from making and maintaining a second version which is compatible with the WorkerMod).
 
ah I see. I was wondering what you modified to get the ritual node stuff to work. the icon on the node telling what resource it can find.
 
Using the "Worker Mod + Mailbox 1.6 for 231e" mod, with either modular XML on, or off, (two different games) I get a crash whenever researching Necromancy. I have switched to other tech research, but whenever I switch back to Necromancy, when it is researched, I get a crash.

Can't figure out what is wrong from the logs. The last lines in the xml log are:

[330166.313] Wrote GameInfo to cache
[330166.313] Loading XML file xml\Misc/Civ4QuestInfos.xml
[330166.313] Load XML file xml\Misc/Civ4QuestInfos.xml SUCCEEDED
[330166.313] SetGlobalClassInfo (Civ4QuestInfos/QuestInfo)
[330166.313] Loading XML file xml\Misc/Civ4TutorialInfos.xml
[330166.344] Load XML file xml\Misc/Civ4TutorialInfos.xml SUCCEEDED
[330166.344] SetGlobalClassInfo (Civ4TutorialInfos/TutorialInfo)
[330166.344] Loading XML file xml\GameInfo/CIV4EspionageMissionInfo.xml
[330166.344] Load XML file xml\GameInfo/CIV4EspionageMissionInfo.xml SUCCEEDED
[330166.344] SetGlobalClassInfo (Civ4EspionageMissionInfo/EspionageMissionInfos/EspionageMissionInfo)
[330166.344] info type NONE not found, Current XML file is: xml\GameInfo/CIV4EspionageMissionInfo.xml

I reinstalled 2.31e, and the mod, and the same thing re-occurs.

I have been running with the map "Desert of the Three" as Sidar
 
No other mods running?

No changes are made in either mod to any of the files which are listed, though it is just doing them in order, so only the last one matters. If any of them.


The changes for Necromancy were to make the Barrow & Graveyard gain Yields, as well as allowing you to build Graveyards & Barrows (I thought the Graveyards were going to be removed... hrm...).

Strange Crash so far. I granted it to myself in Worldbuilder and had no problems, but when I set myself up to research it I did get a crash. Same results with the normal WorkerMod, so it isn't due to the changes that Mailbox's Module make.

I loaded up the DLL from my MODCOMP, and it worked fine for the Necromancy part, but for some reason the pop-up asking you what you would like to build in a city would allow you to select Hero units that you cannot actually build! (you could only select them from that window though, if you did an Examine City option they wouldn't show as available.


Till I have time to devote to tracking down the bug, if you install my MODCOMP, then install WorkerMod over the top of that, everything should work fine. I tested for the Necromancy crash and that didn't happen anymore, and by doing a full installation of the MODCOMP (instead of just the DLL) it clears up the strange Hero issue.
 
Ok. The Worker Mod has its own dll. So it is possible that the worker mod relies on other changes made by the MODCOMP. (?)
 
No, the changes in the MODCOMP started with WorkerMod as the base essentially. So everything that is needed for this mod is included in the MODCOMP on that end of things, plus I apparently caught a typo or bug while working on the MODCOMP which I didn't realize was in the program as far back and this.
 
Could you repeat the process for installation again :) I did MODCOMP, followed by WorkerMod+Mailbox, and get python exceptions when opening the city screen.

Something about no attribute for WIDGET_FOOD_MOD_HELP.

Thanks
 
Graveyards should be removed in 1.6, I know they're gone in the "in testing" version of 1.7 and have been gone for a while.
 
Doh! I hadn't gone into the city screen when testing it out... Though it ought to have all the python intact still from the MODCOMP...

@Mailbox: I may have just flubbed the update on my end for those ones. Wouldn't be the first time.
 
Wowsers. Most annoying bug ever. Because it's totally my fault, due to not knowing the language.


Open up CvEventManager.py (Assets/Python), and find ## Workers. There is shortly after that ##Workers (there is more on each line, can't remember the exact full line though). Change the ## to #. Turns out that 2 of them means something VERY DIFFERENT than 1 of them.

That will fix all the issues. The reason it was different issues in each case was because I have added other things to that file with the MODCOMP I guess.
 
What is the difference between ## and #? I haven't really been commenting my code very much so far (I mostly just skip lines before and after my changes), but was thinking that it would probably be a good idea to do so in the next version and would like to know what problems that might cause.
 
Well, ## breaks my program, and # doesn't ;)

Can't find anything in a quick search for the function, since I don't know precisely what it is meant to do. Random guess says that # blocks out a full line, and ## blocks until the next ## is met. Thus I was breaking the code by removing the IF statement, and having a hanging indent with nonsense code.
 
Uploaded new zips with the Python problem fixed. Tested it out and I had a good city interface, and no crash when I researched Necromancy.

This shouldn't break save games, so you can use it with your crashing version from before.
 
Ok, I now no longer know what the problem was/is...

I loaded up my MODCOMP to test some things out, and noticed that I had a bit of an interface glitch on the first turn (wouldn't update the unit displayed in the lower left corner, no matter who you actually selected), so I checked the Python to see if I had some ## signs remaining. Turns out there are TONS of them. They do indeed seem to work just like a normal # comment.

So, wondering if I am completely crazy, I went back to the workermod and put the Python code back to exactly what it had been before. I am still unable to get it to crash when I research Necromancy though.

So somehow the crash went from a guaranteed reproduceable crash, to apparently fixed, without actually making any worthwhile changes.

Elm, if you get a chance, can you let me know if the posted version of WorkerMod solves your crash?

EDIT: Well, I have learned that # is a comment tag, and ## is a "string End of Line" or "stringeol" for short. Though the only thing I have found stating what that is was an offhand comment by someone saying that they are essentially the same thing.
 
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