World History Mod Conversation

The assert means precisely what it says.
Message: XML read error. "YIELD_GOLD" is used more than once
You have a mismatch between XML number of yields and enum number of yields. It says it's because YIELD_GOLD is already used and can't be added to the list while reading the XML.

I am assuming it is appearing as gold simply because gold is the last one on the list..
If that is the case, then the check broke. It told precisely which one it triggered on when I wrote the check. You should check for multiple declarations of YIELD_GOLD. Note that they might not be in the same XML file. In fact I wrote the check due to problems with a type being used in two different files, which was next to impossible to debug.
 
do all xml files have to match the order (I have been trying to do that) or is it just the yields one?

the thing is that part of the yirld list is just a straight copy from MC that I left at the bottom of all the lists, so it can't be in the wrong order...

unless there is some obscure file somewhere, but again if it was in the wrong order then it would surely be in th wrong order for MC too cause I haven't touched it, just left it at the bottom of the lists....UGH!
 
do all xml files have to match the order (I have been trying to do that) or is it just the yields one?

the thing is that part of the yirld list is just a straight copy from MC that I left at the bottom of all the lists, so it can't be in the wrong order...

unless there is some obscure file somewhere, but again if it was in the wrong order then it would surely be in th wrong order for MC too cause I haven't touched it, just left it at the bottom of the lists....UGH!

Yeah, the xml order and dll order need to be the same. Does your search include all the possible locations of changed files? I had that issue before.
 
yeah, i think it does I just did a search of the xml folder, then the python folder, then the source folder just in case.... no duplicates...

My only other thought is I have exceeded some unspecified maximum and it is freaking out, but it took me about 3-4 hours to get all the xml updated.. so I am jsut out of energy :D
 
so what other files make use of the YIELD_X tag....

yieldinfos obviously but what else... lik I said my searches have turned up nothing and I have been using the same list to order each xml file as I went, I might have made a mistake somewhere, but... what other files to check, I have looked at all the yield gold references I can find and nothing seems out of place...

the fact that it is doing the lasst one on the list makes me feel like it is nothing to do with that, but either the list as a whole (like the length) or something that happensdirectly after the list... but it crashes during the xml load...
 
on a side note, i got a transport to have 10 cargo spaces, but that filled up the whole box on the europe screen, so I don't know what will happen if I add more :D
Set 20 cargo holds and see what happens. If nothing else, you will at least say you know that it fails.

was it just a dll change?
Ok, it wasn't yesterday, but still recent. It's a one line change.
https://github.com/Nightinggale/Medieval_Tech/commit/eaf60a95755a7e9797b37f6a0dabcae53e60168c
 
nope doesn't give me anything new to work with... so still well and truly stumped...

for anybody feeling brave, this is everything minus sound and art from assets. Which are the same from M:C.

World History Mod (approx 15Mb)

I have gone through all the xml files that are affected by yields:

yieldinfos
terraininfos
improvementinfos
unitinfos
unitclassesinfos
professionsinfos
buildinginfos
traitinfos

I think those are all the ones with changes, but most of those shouldn't be connected to the yield list issue, I think.
 
I think I can spare some free time now, so f you agree, I want to continue with the monkey work of coding you tech tree. I see that you are catching a glimpse at the depths of magicians’ secret code, and that is great. It is to me that a dark standing stone plaque has been placed near where you are. :lol::lol: So while you learn how to include yields, I want to help with the other task.

I'll follow Nightinggale advice and try to join Github before I start. Also, I would like to have some advice to make it the most useful way to include future features that are being created, or including for example Nightinggale’s ideas to relate dependent techs into groups for easier reallocation. If you consider that comments with future features work just fine, I will keep on including these comments for future implementation, trying not to place them in irritating locations.
 
Yep that all sounds good to me, as you are only working in one file, putting it on github probably isn't that big of a deal.

We will have to see what Night comes up with for that new tech code, for now if you just try to leave big spaces where I have left big spaces, (also around that thick chunk of WW2 tech at the start of the modern era) that will give us some 'wiggle room' for adding in tech in between the existing ones.

I am all for you wacking in all that code for the techs... it took me about 3-4 hours to input everything for the yields... So I am more than happy to palm that job off! :D (just writing the plan for the techs gave me a headache, I also got a bit lazy with info on a lot of the techs... generally speaking if it unlocks the resource then it unlocks that basic profession too, otherwise it is a bit useless :D (although I suppose you could still buy the resource)

I don't know what will happen with these yields, I have a bad feeling there is a hard limit somewhere that is causing problems, but I have no idea..

Part of me is tempted to delete yield_gold just to see what happens, but that means recompiling and learning how to use perl scripts....
 
ok then, so in relation to cargo capacity, size 20 is fine on the city screen (it has a scroll bar so you can see everything) but in the europe screen, no scroll bar on the units 'box' so once it goes off the edge of that you can't see the extra cargo it is carrying, I am not sure how loading is handled, if you can keep loading into the same box and they just move along, same with unloading, I assume they slide down when there is an empty space... I can't remember.
 
Spoiler :

The system cannot find the path specified.
1> The system cannot find the path specified.
1> Error running fastdep.
1> Debug-fast causes this issue if Debug or Debug-fast has never been compiled before.
1> It is safe to ignore this error in that case, but only in that case!


I've had this message while compliing, but I cannot figure out how to change the fastdep path, or where it is currnetly pointing to..

Could this be causing issues?
 
Back
Top Bottom