View Full Version : Warhammer Construction Site
Ploeperpengel Jun 29, 2006, 11:23 AM Updated: WFB065 final vanilla
This thread is for improving/patching the current mess I got on my system:D
Please read this post carefully! It will be updated often.
Report any BUGS here (http://forums.civfanatics.com/showthread.php?t=176530)!
the Mod is here:
http://www.civfanatics.net/warhammer/files/WFB065.7z
Soundtrack:
http://3ddownloads.com/Strategy/Civilization%204/Mods/Warhammer/Soundtrack.7z
Patches:
Reported issues not fixed yet:
-here's the logs of a ctd not repeatable via savedgame and oh boy the size of the logs alone is enough to give me the creeps
http://www.civfanatics.net/warhammer/files/Logs.zip
SDK changes:
-Basic Spellsystem 5.9.06
-Animosity(v2.1)
-animal-gold fix
-included supportfire
-included in patch: fix for support fireand animals give gold, stacks limited to 7
-Fix for limited stacks
Python changes:
-added code for Homelandpromotion(CvEventmanager in onUnitMove)
XML-Status:
stopped working on this version->all effort to warlords
Lord Olleus Jun 29, 2006, 12:00 PM Well I said I was goin to edit this post so I probably should.
So far all the problems seem to be graphical, orc formations spring to mind, although this has now been fixed.
The only problem we have at the moment seems to be with the animosity script, although as the ctd is not repeatable, we can't do much about that.
woodelf Jun 29, 2006, 12:14 PM So a playtest version then. Nice.
Ploeperpengel Jun 29, 2006, 12:25 PM As the lead programmer, most bugs will probably be my fault, so I apologise in advance.
I will update this post with all known bugs, once I actualy finish making something.
:lol: Right now it's more likely me.
Ok it's uploading. 1 hour to go:)
Ploeperpengel Jun 29, 2006, 01:39 PM Mod is up! We can start designing the units now:)
Most of the units are still set with warrior stats and I don't know if any game will last longer than three rounds yet:lol:
Happy bug hunting!
Edit: oh server down again:mad: Good news I could dl it at least once so just try later again;)
woodelf Jun 29, 2006, 05:04 PM Down again. Drat.
Psychic_Llamas Jun 30, 2006, 02:00 AM Down loading now:D Thank you, Broadband!:D
cant wait to see this, though i know it will probably be buggy;)
DutchJunkie Jun 30, 2006, 02:11 AM I can't download it :'-( .. paga cannot be found ..
Psychic_Llamas Jun 30, 2006, 02:20 AM 43% and counting...44%...
DutchJunkie Jun 30, 2006, 02:31 AM 43% and counting...44%...
rub it in .. will ya .. :sad:
edit: YEAH! it's downloading .. @ 450kb/s :D
Ploeperpengel Jul 01, 2006, 06:47 AM I will upload a new version here soon. For the reason that I changed some artfolders. So no patches right now until further notice, please. I fixed some animations and got the books appearing so far. Also some red dots have been fixed AND I got a working Dragon for the Highelves:D
Only problem with that is the sound. This will require python again.
Scytale Jul 01, 2006, 09:17 AM Well I don't have many coments since I just dl the mod but I have one humble request: about dragons, you guys make sure the civ that builds them has to have a very rare resource or has to build some temples or whatever...just don't make them free. It was one feature I never liked about the civ3 version - everybody could build dragons at some point.
Ploeperpengel Jul 01, 2006, 09:34 AM Well I don't have many coments since I just dl the mod but I have one humble request: about dragons, you guys make sure the civ that builds them has to have a very rare resource or has to build some temples or whatever...just don't make them free. It was one feature I never liked about the civ3 version - everybody could build dragons at some point.
It's not in this dl but I restricted the use of Dragons(Monsterclass3) to one per player-National unit(if at all);)
Scytale Jul 01, 2006, 11:04 AM :thanx: That's a great ideaa. This way you can make them really powerful and not un balance the game. It seemed odd in civ3 when some puny nation like estalia that had the same number of cities as me would start conquering it's neighbors. Plus the AI would build only dragons and not the nice units that were available in the last era - bye bye diversity, welcome to reign of fire :lol:.
Psychic_Llamas Jul 01, 2006, 09:18 PM Ok, i just played the mod.
and it looks really nice. i love the main menu screen, and the fiery flash.
just some things:
all the units are in TXT format still, (but you probably knew that already)
played Athel Loren:D and the game gave me a dryad at the start??
The interface (all buttons, info and mini map) was not there.
when i built a city i could build all units already! What the???
after that, i exited, because you cant play without an interface. does everyone have that issue, or is it just me?
PS i love the look of the settler formation and the dryad graphics, they're awsome. good job!
Ploeperpengel Jul 01, 2006, 10:07 PM The interface vanished? No I don't have this. Could you be more specific when this happens or send a savedgame maybe? Anyone else making this experience?
The rest is well known. The current unitinf has more than 40000 lines. You don't expect me to edit them all in a week do you?
Psychic_Llamas Jul 01, 2006, 11:19 PM :lol: thats alot of unitinf! and no i dont expect you to edit them all in a week.;)
Interface: yes, when the game finished loading, and i could start playing, there was no interface down the bottom ,but there was at the top. i will see if it happens again, and try load a save game.
perhaps it was a bad DL?
you said there was an edit DL file? is it uploaded? i may re-Download it.
Ploeperpengel Jul 01, 2006, 11:21 PM No the next upload is delayed. I just accidentally overwrote 5000 lines of unitinf:mad: Oh I hate myself. The complete army of Cathay I have to do again and all prereqs also:aargh: :wallbash:
Psychic_Llamas Jul 02, 2006, 12:14 AM uhoh... dont worry ploe. was it in the previoud DL? the one thats uploaded i mean. you could just re-download then Cut n Paste... or one of up could post it up here.
Ploeperpengel Jul 02, 2006, 12:57 AM uhoh... dont worry ploe. was it in the previoud DL? the one thats uploaded i mean. you could just re-download then Cut n Paste... or one of up could post it up here.
No almost all of my progress since that last upload.
Psychic_Llamas Jul 02, 2006, 01:25 AM Just played another game.
there is still no interface, this time not even top interface is there.
there is too much warpstone. i think on one standard sized map i counted 8 warpstone resorces on one contenent. same goes for trolls (even though they look awsome.;))
other than that i can really comment untill the interface thing is fixed. i might re-DL to see if it was a bad DL...
Ploeperpengel Jul 02, 2006, 01:29 AM I'm currently uploading another version. 1hour to go. So you'll have to wait a bit.
Psychic_Llamas Jul 02, 2006, 04:20 AM cool beans:D did you manage to fix your cathay thing ploe?
seZereth Jul 02, 2006, 04:30 AM oh boy, ploe, save as often as possible and make backups everywhere (just name them right, so you find what youre looking for ;) ) had to learn that when i did the formations, it is hard to find a crash bug, most time it is easier to load the last version and do some minutes (!"!! save often :P ) work again ;)
I am downloading right now and cant wait to have a look into it tomorrow, to see all of our nice units in action and to add the bloody skirmishing warhammer feeling by adding nice formations.
Psychic_Llamas Jul 02, 2006, 07:05 AM Down loading again (i hope my interface comes through this time;)
2 small things for the next patch:
-is there some way to make less kraken appear? the ammount of kraken are insane! go into editor, there must be hundreds of them in turn 5 at least!
-Is it possible to make warpstone and trolls more rare as they are far too common.
Ploeperpengel Jul 02, 2006, 08:15 AM Not possible to balance anything at the current status yet. Please only report bugs now here otherwise this thread gets to big and things are missed.So is the interface ok now?
Psychic_Llamas Jul 02, 2006, 08:27 AM not too sure, it just finishe installing 5 minutes ago, and i haven tried yet. will do now. should i post a fix list in the Next patch thread?
Ploeperpengel Jul 02, 2006, 08:36 AM I'll start another for balancing issues. But let us erase the bugs here first and have some basic unitstats at least. It's simply not making sense commenting anything unbalanced now since this isn't balanced at all yet. Suggestions for unitstats(civ) can be given in the empirethread and other civthreads if they are started.
Psychic_Llamas Jul 02, 2006, 09:07 AM nope still no interface (thank god for hot keys:D)
Ploeperpengel Jul 02, 2006, 11:44 AM Can't reconstruct this error. My interface is fine. Sure everything is okay with your comp, installation? Do you have anything else in your custom assets than bluemarble?
Ploeperpengel Jul 02, 2006, 02:55 PM I updated the unitinf. The blank xml error is fixed with this. Though again lost one or two units but not much this time.
Edit: new files uploaded. It's not a real patch you will have to replace every single file manually.
So is anyone seriously testing this and hunting bugs?
Psychic_Llamas Jul 03, 2006, 02:10 AM i would love to bug hunt...but you know;)
Ive only got blue marble in customassets
ive attached 2 saves. the first is the last turn i played, the second is the first turn.
woodelf Jul 03, 2006, 06:44 PM Here's the screenie using P_L's initial save. I didn't have any patches so there were some UnitInfos.xml errors, but the game looked fine. Well, except for the abundance of TXT_KEYs. :p
http://img82.imageshack.us/img82/1350/whtest00007xl.th.jpg (http://img82.imageshack.us/my.php?image=whtest00007xl.jpg)
Ploeperpengel Jul 03, 2006, 07:02 PM Here's the screenie using P_L's initial save. I didn't have any patches so there were some UnitInfos.xml errors, but the game looked fine. Well, except for the abundance of TXT_KEYs. :p
http://img82.imageshack.us/img82/1350/whtest00007xl.th.jpg (http://img82.imageshack.us/my.php?image=whtest00007xl.jpg)
Uff glad to see this. Thx for checking.
I'm working on the textkeys. They will get reduced soon. I will set all descr. in the unitinf since we won't translate the mod anyway that should do I suppose. Which means only pedia and strategy needed.
If you find the time could you do another check if you can enter the worlbuilder without problems. I receive a ctd normally entering it the first time the game's started, the second time it normally works. But that's not that pressing since I can still work with it. Just needs more time since I allways got to reload if I want to check the unitartinstallation.
@P.L.
I'm sorry to say that but this seems to be an error of yours. Maybe reinstall civ if everything else won't do. But that's allways the last possibility. Can't help with that much, sorry.:(
Maybe ask Olleus about it.
woodelf Jul 03, 2006, 07:06 PM I'll check the WB issue tomorrow Ploep. Keep up the good work. ;)
Psychic_Llamas Jul 04, 2006, 02:20 AM Hmmm :confused: thats not good...
should i re download the mod again or reinstall civ 4??
DutchJunkie Jul 04, 2006, 02:26 AM Hmmm :confused: thats not good...
should i re download the mod again or reinstall civ 4??
I got the same abundance of txt_key thingies ..
Psychic_Llamas Jul 04, 2006, 02:32 AM But do you have an interface? mine is missing.
And i cant reinstall civ 4 because my comp dosnt have a DVD drive, so my brother installed it on his comp then transfered all the files across to my comp, and then DL a no-cd-patch.
seZereth Jul 04, 2006, 02:51 AM But do you have an interface? mine is missing.
And i cant reinstall civ 4 because my comp dosnt have a DVD drive, so my brother installed it on his comp then transfered all the files across to my comp, and then DL a no-cd-patch.
i had this issue after installing patch 1.61... then i reinstalled... and now i got interface... perhaps it is caused by blue marble?! (i had blue marble installed too)
Cause i think it is an error with the fonts .. . but i didnt find a solution so i reinstalled. sorry for that.
DutchJunkie Jul 04, 2006, 03:01 AM i had this issue after installing patch 1.61... then i reinstalled... and now i got interface... perhaps it is caused by blue marble?! (i had blue marble installed too)
Cause i think it is an error with the fonts .. . but i didnt find a solution so i reinstalled. sorry for that.
I do have an interface and i do have blue marble installed .. i will reinstall everything today and see if it works ..
Psychic_Llamas Jul 04, 2006, 03:28 AM :lol: DJ, are we talking about the same error here? i think youre talking about the TXT problem are you not, and i think SeZ was talking about the interface problem.
woodelf Jul 04, 2006, 04:02 AM I have blue marble as well. I tried the no-CD patch, but it screwed with my settings big time. Now I have to listen to the CD start up every game. :mad: All of my default settings that I never touched got rearranged and it seriously sucked.
woodelf Jul 04, 2006, 04:03 AM I definitely wouldn't reinstall for TXT_KEY errors. :p Ploep is taking care of them one by one.
DutchJunkie Jul 04, 2006, 04:12 AM :lol: DJ, are we talking about the same error here? i think youre talking about the TXT problem are you not, and i think SeZ was talking about the interface problem.
oepsie .. ah well .. sorry to have bothered you ..
woodelf Jul 04, 2006, 04:15 AM oepsie .. ah well .. sorry to have bothered you ..
I don't think P_L minds, but we're trying to save you a world of unnecessary reinstalling. :)
Patience will make the TXT_KEYs go away. ;)
Psychic_Llamas Jul 04, 2006, 04:34 AM I was just thinking: i have an interface for all the other mods, and also vanilla civ, but none for this one. could one of the files be corrupt or something? even though i have re DL about 4 times now, each time there is no interface:mad:
Kael, if you are out there, didnt you have a similar prob with FfH??
woodelf Jul 04, 2006, 04:37 AM P_L - Are you reinstalling WH over the old WH or are you deleting the entire mod and then reinstalling?
Psychic_Llamas Jul 04, 2006, 07:49 AM deleating then reinstalling, why, shouldnt i?
seZereth Jul 04, 2006, 07:49 AM ok, could manage to have a 5 minute look into the mod, and well i DO have an interface :P but i get a crash to desktop with entering worldbuilder,... this will make creating new formations a bit harder :P So please someone find out why, its most of the time a really bad linked unit somewhere...
And finally there are some unitinfo classes which cause errrors while loading the map... but you sure know about that...
Psychic_Llamas Jul 04, 2006, 07:51 AM :lol: it seems some ppl have some problems and others dont.
I have no interface, and yet i can enter and exit world builder quite happily, while most others have have an interface, and can notenter world builder :crazyeye:
Duke van Frost Jul 04, 2006, 08:01 AM I also had some things in the Interface missing (no Unitaction Buttons, other buttons were screwed up [no correct alpha-channel] and absolutely no Cityscreen.
But I only had a chance to try the first version (had a very hard and long weekend :mischief: ) and tried that one without a blank custom-assets folder.
Iīll try the second version (with the patches and a blank custom-assets folder also) tomorrow or even tonight - I just canīt party anymore, even if Germany should win - and they will ;)
Psychic_Llamas Jul 04, 2006, 08:08 AM Really? so im not alone, it isnt just me, i was actually begining to think i was hallucinating:crazyeye:
Would trying without a 'blank custom-assets folder' help? and how do i do that. (sorry im kinda technologically challenged;))
PS Oh i hope germany beats those accursed Italians (because they beat Australia) *shakes fist at passer by*
(Sorry if any one here is italian;))
Duke van Frost Jul 04, 2006, 08:11 AM I would try to just rename your custom assets folder to something like custom assets_old and then start the WHFB-mod. (I really hope you know where your custom assets folder is ;) )
Psychic_Llamas Jul 04, 2006, 08:19 AM ok will give it a try, ta.
Ploeperpengel Jul 04, 2006, 10:16 AM ok, could manage to have a 5 minute look into the mod, and well i DO have an interface :P but i get a crash to desktop with entering worldbuilder,... this will make creating new formations a bit harder :P So please someone find out why, its most of the time a really bad linked unit somewhere...
And finally there are some unitinfo classes which cause errrors while loading the map... but you sure know about that...
I got the same problem but don't know how it happens. Normally it works the second time you start the game. Read my first post here carefully allways. I mentioned that. But yes someone really should check this. I believe it's a pythonerror. But it's the only error I get on my game(atleast what I know of).
Everyone please make sure you don't have anything else in your costum assets than blue marble before you report bugs.
Psychic_Llamas Jul 05, 2006, 03:32 AM :mad::mad::mad:BAH! ive tried absolutely everything i can, and there is STILL no Interface. Geez im pised, I reall y wan to play this mod properly! :sad:
Ploeperpengel Jul 05, 2006, 03:34 AM :mad::mad::mad:BAH! ive tried absolutely everything i can, and there is STILL no Interface. Geez im pised, I reall y wan to play this mod properly! :sad:
Including reinstall of civ? Deleting Cache and every civrelated folder from your hardisk in localmachine first?
Psychic_Llamas Jul 05, 2006, 04:13 AM no i havnt reinstalled civ, and i dont really think it would be too easy in my circumstance. its complicated, I bought Civ4, brought it home, went to install it, and found that i dont have a DVD drive in my comp:mad:.
My brother (who i a computer wiz) decided that it would work if he installed it on his laptop, then transfered all the files across to my comp. then he DL a no-cd-patch. the only draw back is that i cant reinstall it or fix any corrupt files without him here (he's in China).
it works perfectly for vanilla and all the other mods i have DL'd, and this is the only one it hasnt worked for me. I would buy a DVD drive, but my parents refuse to let me because my comp is 'too old' :crazyeye:
So, as you can see I cant easily reinstall the game to make this mod work.
I still think it is something in the mod folder though, because i have not touched the vanilla files etc or anything like that.
Ploeperpengel Jul 05, 2006, 04:31 AM Ok try the following:
rename the folder named python in the WHmodfolder/assets and the file named CvGameCoreDLL.dll to something else like pythonOLD etc.
This will take out all changes made to python and the sdk. Tell me if it works then.
Psychic_Llamas Jul 05, 2006, 05:21 AM ALL HAIL PLOEPERPENEL!!:king: :king:
YAY!! Thank you Ploe, it worked, i have an interface! WOOT!:p :D :D
I will be your slave for life *worships Ploe*
Ploeperpengel Jul 05, 2006, 05:25 AM Ok seems indeed to be a python or SDK issue I'll add some bugreports to the first post.;)
Duke van Frost Jul 05, 2006, 09:04 AM Flags:
Norse flag is still blank
[/COLOR]
Did you take mine? It shows on my comp.
I also got the same problem with the interface that PL got.
Anybody else using the "Tan Interface" Mod? maybe itīs related to this one, cause I got it installed in my cIV - will try reinstalling my whole cIV this evening.
Maybe this can be a help concerning this bug: when the game asks me what I want to build in my first city and I click on "examine city" the cityscreen shows properly:
http://img114.imageshack.us/img114/2923/civ4screenshot01605hz.th.jpg (http://img114.imageshack.us/my.php?image=civ4screenshot01605hz.jpg)
When I double click a city afterwards, it doesnīt show up, instead I get this:
(also have a look at the buttons in the lower middle [no corract alpha channel], but I know - buttons will be the last thing to implement correctly)
http://img114.imageshack.us/img114/6623/civ4screenshot01625vn.th.jpg (http://img114.imageshack.us/my.php?image=civ4screenshot01625vn.jpg)
Some others things I recognized while trying to solve my problems:
The Woodelven Bright Wizard: the mouseover-info sais it can build new cities :confused:
We should use the scouts from the "ethnically diverse units" by Rabbit for this Mod (looked a bit strange to see native american style scouts from the norse ;) )
The Indian Fast worker (I donīt even know if this will be used in this mod :confused: ) doesnīt have the tag for the ability to build the brewery in the UnitInfos.xml
The Woodelven Worker is completely missing in the game - so Woodelves donīt get the ability to build the Forest Cottages (or WECottages)
Ploeperpengel Jul 05, 2006, 09:57 AM Workers will get included in the version I upload in a few hours. The brightwizard isn't designed yet-that one was for Olleus' spells.
Only thing that worries me is the interface.
Duke van Frost Jul 05, 2006, 02:41 PM NOTE: This file is not a patch - itīs only of use for Ploe!
I have to upload it here, because my e-mail seems not to be working all right :mad:
131718
Ploeperpengel Jul 05, 2006, 02:48 PM Ok, got it now. You can use this thread in the future too for this;)
The assets will be in the upload after the current one. 13 mins to go. This time without xml erromessages. Check it and give me feedback if this solves the interface problem too then.
Actually quite patchable it seems, btw.
Duke van Frost Jul 05, 2006, 02:58 PM You could give it a try, if the assets nr 12 can function as a patch.
If it´s ok, then anybody can dl it here - just some gfx plus the ArtDefines for buildings, so it should function as a patch and not cause any problems.
Ploeperpengel Jul 05, 2006, 03:07 PM I suppose so. You can test it right now the test nr.3 is up. If you have problems with the interface just delete the python folder and civgamecore.dll but tell me first if it works with python;)
Duke van Frost Jul 06, 2006, 05:03 AM Good news first: The Interface was working fine when I tested yesterday :goodjob:
Now for some bugreporting:
in the Pedia ther still is a TXT_KEY_THORGRIMM as well as the right Thorgrim.
Skarsnik still has a TXT_KEY
The CTD when entering the Worldbuilder with a game loaded for the first time is still there.
I think the other things i became aware of are for other threads like unitstats.
Good work that you were able to clean out the Interface-bug that fast :king:
EDIT: my assets in post #64 can be used as a patch (the ArtDefines_Buildings in the TEST_MOD_3 was the last one I did before this), but it only changes some Art.
Psychic_Llamas Jul 06, 2006, 05:24 AM I still get no interface with this new DL Ploe. but i can use world builder no problem. could do the same in the previous upload.
Good job with all the units and that, must have taken ages :sad: poort thing.;)
woodelf Jul 06, 2006, 05:34 AM :lol:
Ploep will be sick of XML in no time.
Nice work bub.
Ploeperpengel Jul 06, 2006, 05:37 AM Hm so the interface is working, good. Not good the ctd. That's strange I didn't get that anymore but now you. I'm totally puzzled.:confused:
Maybe this time the building art? The white tower is a red blob after patching your assets could you upload your artdefs buildings?
Also tell me if there's some uits still broken. Maybe this ctd is related to the silverhelms? they still don't show in the interface could you give feed back if they show on yours(left corner below I mean. If not. Could you take them out of the unitinfos and see if the ctd is still there?(I would check this myself but I didn't receive the ctd anymore for at least the last five times I checked)
Textkeys in Pedia aren't bugs. It's just because nobody works on it yet. And I definitly won't!
Ploeperpengel Jul 06, 2006, 05:48 AM I still get no interface with this new DL Ploe. but i can use world builder no problem. could do the same in the previous upload.
Good job with all the units and that, must have taken ages :sad: poort thing.;)
Now it's getting weird again. Did you change anything in your civilization4.ini?
Lopez mentioned debugging that would maybe do but I don't know how to.
Ploeperpengel Jul 06, 2006, 05:50 AM :lol:
Ploep will be sick of XML in no time.
Nice work bub.
I'm already sick of it. But there's still much to do before I can get back to unitart I fear:sad:
Duke van Frost Jul 06, 2006, 06:43 AM Hm so the interface is working, good. Not good the ctd. That's strange I didn't get that anymore but now you. I'm totally puzzled.:confused:
Maybe this time the building art? The white tower is a red blob after patching your assets could you upload your artdefs buildings?
I didnīt test with my buildings, just with the TEST_MOD_3.
Whereīs the red blob? in the pedia or in the citygfx ingame? Maybe Iīll have to alter the CityPlotList again.
Also tell me if there's some uits still broken. Maybe this ctd is related to the silverhelms? they still don't show in the interface could you give feed back if they show on yours(left corner below I mean. If not. Could you take them out of the unitinfos and see if the ctd is still there?(I would check this myself but I didn't receive the ctd anymore for at least the last five times I checked)
OK, Iīll test the thing with the Silverhelms today.
Textkeys in Pedia aren't bugs. It's just because nobody works on it yet. And I definitly won't!
I could take care of those two TXT_KEYS, but I donīt know if anybody else is working on the related files (If somebody does, I think that would be Woodelf, or am I wrong?)
Ploeperpengel Jul 06, 2006, 07:04 AM The blob is in the pedia. Woodelf isn't currently working on that I suppose and I think he'll work on the diplostuff first.(pm him to be sure) PL didn't mention he started yet on pedia so I guess you can work on it. Indeed would appreciate that.:) Text for leaders and civs should be enough posted here maybe shorten it a bit.
Psychic_Llamas Jul 06, 2006, 07:50 AM Well, i didnt really thik starting on pedia would be good untill my games fixed (interface) but since you said to change the python and that other file to 'OLD' files, its working fine:D
Also, now that im on holidays, i might be able to do some pedia work, but it will be patchy, and wont really start untill after the 19th (When i get home from china:D)
So to answer your question, yes, i will try to help with pedia entries.
just a couple of graphical things:
The great Eagle flys half in the ground:crazyeye:
The troll and ogres arnt holding thier weapons.
the little icons above the city bar are wrong (health sign for illness, great person sign for fortification etc.
and (obviously) the absence of buttons;)
but all that isnt really important untill we get these major issues ironed out.
Ploeperpengel Jul 06, 2006, 07:59 AM @Duke
Could you check the citybar icons?
the birds will fly above the ground after seZ finished the formations I hope;)
Trolls and Ogres aren't really fixable I fear. The model's quite strongly rotated(twisted beings they are:D ) Maybe we just rip their weapons of.
seZereth Jul 06, 2006, 08:36 AM @Duke
Could you check the citybar icons?
the birds will fly above the ground after seZ finished the formations I hope;)
Trolls and Ogres aren't really fixable I fear. The model's quite strongly rotated(twisted beings they are:D ) Maybe we just rip their weapons of.
Ok first of all i cant remember adjusting the hight of a unit anywhere in the formationsinfo nor anywhere else... dont know what to do about that... And for the troll and the Ogre, i definetely will do an improved version for them, as i now know how to deform things properly (e.g.skeleton) ;)
Ploeperpengel Jul 06, 2006, 08:41 AM Have a look at the gunship in formations. Isn't there something to adjust the hight? If not we'll have just to change the local translation of the sceen root.
Duke van Frost Jul 06, 2006, 10:45 AM @Duke
Could you check the citybar icons?
Did it, but it seems to be no fault concerning th Gamefont.tga files, because the icons (healthy and unhealthy for example) show up right in all other situations. Has to be something with a python file I think, because they are sorted somewhere in there, but I canīt remember which file is responsible for the citybars.
next thing: hereīs a patchable version of the Buildingarts (and also removed Thorgrimm from the Leaderheads file.
131783
another strange news: this time I didnīt get the CTD with the Worldbuilder when I was placing the Silverhelms to check them.
but here are the screenshots of what I get when selecting them:
This is by far the strangest (but it may explain the error!):
http://img508.imageshack.us/img508/5290/civ4screenshot01636tw.th.jpg (http://img508.imageshack.us/my.php?image=civ4screenshot01636tw.jpg)
I selected the Silverhelms for this and then entered the cityscreen by doubleclicking th city, then exited by pressing space. Obviously the Cityscreen didnīt hide (but I donīt know why?).
Here I first selcted a scout and afterwards the Silverhelms - Interface didnīt get refreshed on the lower left.
http://img508.imageshack.us/img508/5820/civ4screenshot01648ae.th.jpg (http://img508.imageshack.us/my.php?image=civ4screenshot01648ae.jpg)
Here I selected the Citybar of the city and after that the Silverhelms - Interface didnīt refresh on the lower right (Hurry-buttons)
http://img508.imageshack.us/img508/4222/civ4screenshot01650ga.th.jpg (http://img508.imageshack.us/my.php?image=civ4screenshot01650ga.jpg)
So there seems to be an error with Interfaceparts not hiding when we select the Silverhelms. Did You implement the new Heavy-Cavalery UNIT_COMBAT type in the Mod? I remember you wanted the Silverhelms to be one of them. Didnīt have enough time to test with other Heavy-Cavalery though.
Ploeperpengel Jul 06, 2006, 11:00 AM I noticed that too. The Silverhelms are allways shown as the previous unit you selected and they don't appear at all on their own if you select them first. Totally puzzled by that. Since it also seems to be this way without python!
Ploeperpengel Jul 06, 2006, 11:38 AM Bug update:
Following units seem to be affected by the interface bug, that means they don't show in the interface AND the pedia:
Wyvern
Emeror Dragon
Darkelven Axeman, Warrior, Spearmen
Silverhelms
Fireelemental
Gladeriders
Highelf Warrior
Woodelven Warrior
Wardancers
The questions is what do they have in common referring to xml and or python? The models are definitly ok. They don't cause interface problems in other mods.
-Some civs don't appear in the pedia either!
Psychic_Llamas Jul 06, 2006, 06:19 PM @ Ploe:
Do you think those unit could also be affecting my interface issues?? I could have an extreme case of Silverus-Helmus-Interfacitis
Ploeperpengel Jul 06, 2006, 06:23 PM Not sure but don't think so really since yozu're currently the only one who gets this. Send your pythonerror log to the bug thread. Maybe someone can analyze. It's somewhere to find in your local machine settings.;)
Psychic_Llamas Jul 06, 2006, 06:28 PM Sorry, where is this 'pythonerror log' thing?:blush:
Ploeperpengel Jul 06, 2006, 06:41 PM Sorry think I got the wrong dir. I don't know the right translation It must be something like ownfiles/my games/Sid Meier's Civilization 4/logs
Ploeperpengel Jul 06, 2006, 07:30 PM New version uploaded. I edited the first post about the current bugs.
Psychic_Llamas Jul 06, 2006, 08:02 PM do you mean this?:
[98052.251] ERR: InitWinApp() failed, exiting
[98052.251] ERR: CIV Init FAILED, exiting
it is the "init" file in the Civ4 / log file.
Ploeperpengel Jul 06, 2006, 08:08 PM do you mean this?:
[98052.251] ERR: InitWinApp() failed, exiting
[98052.251] ERR: CIV Init FAILED, exiting
it is the "init" file in the Civ4 / log file.
Well this doesn't look good. Yes post this file AND pythonerr.log in the bugthread.
Psychic_Llamas Jul 07, 2006, 10:34 PM @ Ploe: Ok, i tried WH version 4 just now with python in place and the interface still dosnt show.:sad: but when i change python to OLD it works:crazyeye:
im sad because i really want to play with the new rules.
Ploeperpengel Jul 08, 2006, 04:54 AM Well right now we don't have many new rules. You just will miss mercenaries, water animals and the flying mod right now. Spells aren't working either yet. and I want to concentrate on military balances now anyway so this would still be useful playtesting. Give the next version I'll upload another try. If this still won't work well I strongly recommend trying a fresh install of civ too since this works for all the others right now and your posted lines seemed to indicate initialization errors of some kind. In the next version all interface bugs for the units are extinguished so if this bug of your's is related to that it should dissappear then.
Duke van Frost Jul 08, 2006, 06:02 AM In the next version all interface bugs for the units are extinguished so if this bug of your's is related to that it should dissappear then.
:eek: Now thatīs some good news!
Did you find the source of the problem or did you overwrite all the corrupted units again and again until the bug went away?
Here is another Art-patch for Version 4 of the Testmod.
131917
I hope you havenīt altered any of my changed XMLs for the next release - then you can just patch it into the Test-Version.
Ploeperpengel Jul 08, 2006, 06:17 AM Trial and error, I got a vague idea but still not sure.
Scytale Jul 08, 2006, 10:15 AM I downloaded the new version and started with the orcs. All went well until I tryed to push the "contract" button on the orc swordsman interface. The game crushed.
Ploeperpengel Jul 08, 2006, 10:54 AM Ok great. The mercmod again!:mad:
Scytale Jul 08, 2006, 11:38 AM Sorry for the bad news:( .
Ploeperpengel Jul 08, 2006, 11:59 AM This will delay version 5 a bit but bugs is what we want to isolate so don't be sorry.;)
woodelf Jul 08, 2006, 12:02 PM Better to find them now then on a Public release.
TheLopez Jul 08, 2006, 04:35 PM I downloaded the new version and started with the orcs. All went well until I tryed to push the "contract" button on the orc swordsman interface. The game crushed.
Scytale, can you please post your saved game file prior to the crash and the python file MercenaryUtils.py from the Assets\Python\MercenaryUtils directory?
EDIT: Nevermind, I found the problem...
Pleop, I don't know where I got the original MercenaryUtils.py file that I originally sent you but it had one bug that got resolved in all of the other mods that use the merc mod, anyways I have attached the new version of the file.
Ploeperpengel Jul 08, 2006, 06:06 PM Thx a lot. I'll patch it and will upload test nr. five then. Hope this will be free of issues so I can finally start doing some models again;)
Ploeperpengel Jul 08, 2006, 08:07 PM New version is uploaded. Please read again the first post.
Exept P.L.s interface problem I know of no bug it could contain. Report any findings in the Bug thread.
Duke van Frost Jul 09, 2006, 06:28 AM Thx a lot. I'll patch it and will upload test nr. five then. Hope this will be free of issues so I can finally start doing some models again;)
Yeah, some new Models from you would be very nice! Any ideas which ones you want to do next?
Ploeperpengel Jul 09, 2006, 06:33 AM First a Leader for the Lopez Dynasties to hold a promise. After that I want to finish the Tiranoc Chariot and maybe do some Black Orcs.
seZereth Jul 09, 2006, 07:02 AM hey yea, the football game was great, 3 goals against portugal
http://forums.civfanatics.com/images/smilies/woohoo.gif
i will try out the mod soon and will start adding formations and polishing the units (perhaps i add some more here and there, where i think it is necessary or makes the mod less vanilla!) i cant estimate how much time i will have next week, cause my girlfriend has some hard tests soon and i have to help her understanding organic chemistry ;) (and to mkae it more complicated, i have a hard test soon, too...) But i will do my best and believe me this mod has got such a great dynamic, that i will have to concentrate hard if i dont want to think all the time about warhammer ;)
Ploeperpengel Jul 09, 2006, 07:06 AM hey yea, the football game was great, 3 goals against portugal
http://forums.civfanatics.com/images/smilies/woohoo.gif
i will try out the mod soon and will start adding formations and polishing the units (perhaps i add some more here and there, where i think it is necessary or makes the mod less vanilla!) i cant estimate how much time i will have next week, cause my girlfriend has some hard tests soon and i have to help her understanding organic chemistry ;) (and to mkae it more complicated, i have a hard test soon, too...) But i will do my best and believe me this mod has got such a great dynamic, that i will have to concentrate hard if i dont want to think all the time about warhammer ;)
Heh, well they had a player who played for us. But truly was a cool game this one!
Any adds you do to units I would highly appreciate. I'm a bit tired of this I can tell you;) Also the possibilities of unitartcombinations in meshgroups isn't fully excavated yet. If you get ideas, go on!
Duke van Frost Jul 09, 2006, 07:57 AM Also the possibilities of unitartcombinations in meshgroups isn't fully excavated yet. If you get ideas, go on!
I would suggest putting at least two different skinned versions of the savageboyz into one unit plus eventualy the officer.
They need at least a little bit variety in the tattoos :D
Ploeperpengel Jul 09, 2006, 08:51 AM I would suggest putting at least two different skinned versions of the savageboyz into one unit plus eventualy the officer.
They need at least a little bit variety in the tattoos :D
Yeah sure, go for it!:)
Duke van Frost Jul 10, 2006, 06:36 AM Hello, hereīs a big Art-Update - can be used as a patch for the Test Version Nr 5.
I hope you donīt mind that I put together a new Slideshow for the Progressscreen Ploe.
Everything else you can see for yourself.
I altered the CIV4CivilizationInfos.xml again (again only the Barbarian-civ entry for buildings).
Also altered the CIV4SpecialistInfos.xml in /Gameinfo thatīs also only for graphical purposes and gives the Great-General the right Button.
I altered the TechInfos.xml because I found a bug! No tech was assigned to let the Players work Watertiles, made that available with Fishing.
Here is the .zip:
dukesassets15.zip (http://www.civfanatics.net/uploads12/dukesassets15.zip)
Ploeperpengel Jul 10, 2006, 06:39 AM No I don't mind. In fact I just forgot to ask you about the progressscreen;)
I put a link in the first post for this assets.
Duke van Frost Jul 10, 2006, 06:41 AM BTW:
you can delete all files in assets/Art/Interface/Buttons/Buildings that have a filesize of 5.616 (or 5.161) they are of no need to the game.
And you can delete the skavenmap in the progressscreen folder.
Ploeperpengel Jul 10, 2006, 06:44 AM K will do.
Duke van Frost Jul 10, 2006, 06:49 AM Oh, i totally forgot to mention that I indluded two new wonders, the "Bloodweiser Stadium" (thx again for the name Ploe) and the "Great Temple of Tlazcotl" further info can be found in the Buildings and Wonders thread, when it gets updated.
Psychic_Llamas Jul 11, 2006, 03:17 AM I hope the interface is fixed. i wont DL now though because of rellies, and im leaving for china tonight (YAY!) so you wont here from me much unless i can get access to a comp, which i doubt.
So i will check this all out properly when i get back. Thank you sooo much for your hard work.
Duke van Frost Jul 11, 2006, 07:19 AM A new update for Ver. 5:
Includes the new Resource "BloodBowl Tickets" and new Wonder and Building art by Ganart (best models I have ever seen - he´s a professional!).
dukesassets16.zip (http://www.civfanatics.net/uploads12/dukesassets16.zip)
Ploeperpengel Jul 11, 2006, 08:58 AM Ok will get linked. Thx.
Duke van Frost Jul 16, 2006, 12:41 PM And another update again, altered some XML files, donīt know if youīre happy about that, Ploe.
Things either change gfx, pedia texts, the audio for the progress screen, and Everything that had to be changed to COMPLETELY rename Haargroth to Ragnar (including changing of LEADER_HAARGROTH to LEADER_RAGNAR for all files and tags).
I also changed the encoding of GameTextInfos_CivsHistoriansMonths.xml to ANSI, because otherwise I always got an XML error when I changed the file (this means Ragnar is renamed and no TXT_KEY anymore for good olī Skarsnik ;)
the .zip:
dukesassets17 (http://www.civfanatics.net/uploads12/dukesassets17.zip)
Main focus of this upgrade are Pediatexts for all Leaders and Civs (as far as they were posted in the Background thread) plus a new arrangement for the progresscreen.
seZereth Jul 17, 2006, 01:52 AM http://img91.imageshack.us/img91/4672/warhammerteaserdr3.th.jpg (http://img91.imageshack.us/my.php?image=warhammerteaserdr3.jpg)
just a sneak preview ;) dont know where to post it, would like to have it as a teaser for the folks out there...
Ploeperpengel Jul 17, 2006, 08:41 PM @Duke
Thx again. I'll link it to the first post. Does Woodelf know of the leaderheadinfochange?
@seZ
Looks great! I'll put it in the Betathreat!
Sorry guys right now I don't have much time but I go for it again as soon seZ finished the formations!
Duke van Frost Jul 18, 2006, 06:42 AM @Duke
Thx again. I'll link it to the first post. Does Woodelf know of the leaderheadinfochange?
To be true, no he doesnīt know of it - but Iīll send him a PM right now ;)
seZereth Jul 18, 2006, 07:23 AM @Duke
Thx again. I'll link it to the first post. Does Woodelf know of the leaderheadinfochange?
@seZ
Looks great! I'll put it in the Betathreat!
Sorry guys right now I don't have much time but I go for it again as soon seZ finished the formations!
well, i dont have time either, but i finished the formations, just rework some more unts... but if anyone wants, i can give you the whole files... which means that i need a way to upload almost the complete mod again, cause i changed the big files (graphics)... i included dukes assets and such it should be the latest version of the mod on my comp :p so give me a way to upload and you will get it.
and btw i reworked cathay and they simple look amazing! (sorry, but here i am very proud of myself! )
Ploeperpengel Jul 18, 2006, 11:26 AM Unfortunatly I'm not allowed to share the useraccount.:( But you can ask thunderfall to upload(check the upload guide) the file since it will be less than 100MB packed or not?
seZereth Jul 19, 2006, 05:54 AM well, i feared something like that... so well,if it is more than hundred mb i can upload it to yousendit, there it will be one week and we have a limited amount of downloads... but that should be enought for you to grab it, add some unitstats ;) and upload it with your account again...
BTW... i am pimping up the Orcs right now, but fear i cant finish them, cause i wont have time next days... perhaps at the weekend...
Next i would like to take on some ancient units, so we have some nice friends for the nice ancient elves ;)
Psychic_Llamas Jul 19, 2006, 10:08 PM Nice teaser there :drool:
Now that im back from China im going to DL version 5 and check it out. (oh god i hope the interface works) will report within the day;)
seZereth Jul 20, 2006, 02:37 AM Nice teaser there :drool:
Now that im back from China im going to DL version 5 and check it out. (oh god i hope the interface works) will report within the day;)
But remember that the teaser is based on the version i created and didnt upload yet, cause i have to fix some things and redo some more models... i will need the weekend for this and i think on monday i can upload the newest nice looking version, so we can finally start working on the unitstats...
Psychic_Llamas Jul 20, 2006, 08:55 AM oh, oh well, i DL it anyway and guess what!!! The interface is... STILL NOT WORKING!!!!!!!!!!! ARRRGH!! i am certain it is not my game that is screwed, because there is an interface in vanilla civ, FfH and any other mod i try, but only not for this mod. Isnt anyone else having trouble?? i feel so alone somehow...:sad:
Duke van Frost Jul 20, 2006, 09:16 AM I don´t know what to say, but: yes, it seems you´re the only one experiencing this problem.
You sure you´re running cIV version 1.61?
Have you dled the newest no CD patch from gamecopyworld?
are you totally sure you tried with a completely blank customassets folder?
I really don´t know how to help you, but as the game works fine when you don´t use the python that comes with the mod - it may be that some python files from your cIV install and the mod do not properly interact or python with some xml files, I really don´t know, I´m no programmer.
The only thing I cvould do is upload my vanilla cIV Python directory and then you could replace yours with mine and then try again to start the mod - maybe this would be of help - I really have no clue at all.
But I´m really, really sorry for you, working on a mod and not being able to play it properly.
Duke van Frost Jul 20, 2006, 09:39 AM and btw i reworked cathay and they simple look amazing! (sorry, but here i am very proud of myself! )
could you post a screeny of those new cathay units in the unitdesign thread?
Iīm really eager to see the new units and formations and simply canīt wait until you upload the new version of the mod :D
Psychic_Llamas Jul 20, 2006, 11:25 PM Thanks for your help Duke, i tried all the things you said again just to check, and there is still no interface if i use the python and SDK files:sad: :(
I am begining to think my system IS screwed up... it would be awsome if you could upload you vanilla file so i can check, i would be eternally in your debt.
Duke van Frost Jul 21, 2006, 06:04 AM Hereīs a new update for the Test Version #5, the Diplotext tags for Ragnar have been updated (was still LEADER_HAARGROTH). And I included the Whitetower model by woodelf (modified the model a little bit and gave it a simple skin).
the .zip:
133195
@ seZ: I recommend that you add this to the mod before you upload the new version ;)
Psychic_Llamas Jul 22, 2006, 02:14 AM I have some good news and some really bad news, but first the good news:
Duke uploaded his clean vanilla python files for me to try 'repaire' my game, and now i can safely say that there is nothing wrong with my vanilla python files. HOWEVER, it did now fix my issue, and now i have even less of an idea of how to fix it:sad:
I think i might just have to give into the fact that i was never ment to enjoy helping with mods:sad::sad:
Ploeperpengel Jul 22, 2006, 06:32 AM Don't worry lad. Maybe others get this bug after release too and can give some more hints how to isolate it.;)
Psychic_Llamas Jul 22, 2006, 07:46 AM all right, ill hang in there;)
its really not that big a problem just yet, because not much has happened with python, i think i was just being melodramatic.
but I still hope someone else gets this problem (that sound really horrible, but i dont mean it that way;) ) to see whether or not im nuts:crazyeye:
I was just thinking, my dad has a spare laptop that he used to use for work, that has a DVD drive in it, i could install civ 4 on that, DL tha mod and try it fresh on that system. that way i can see for sure if it is this old piece of junk *tapps computer screen with knuckles* that is screwed up.
seZereth Jul 22, 2006, 12:56 PM yea,dont get desperate i had a similar problem with ffh, which disappeared after i cleaned my cusom asstes, perhaps you got some hidden files there, try setting this option in your folder options...
Psychic_Llamas Jul 22, 2006, 08:46 PM yeh, but i have cleared my custom assets folder heaps of times. i reinstalled blue marble, so now thats the only thing in there.
Duke van Frost Jul 24, 2006, 08:01 AM @ seZ: You got any idea when you´ll be able to upload the new version you´ve been working on?
I want to start working on the unitstats so we can get to some decent playtesting.
Psychic_Llamas Jul 24, 2006, 08:07 AM I have started work on the unit Pedia entries (woohoo;))
seZereth Jul 24, 2006, 08:23 AM @ seZ: You got any idea when youīll be able to upload the new version youīve been working on?
I want to start working on the unitstats so we can get to some decent playtesting.
perhaps i can get you the actual version later toinight if i have time for... it wont be as finished as i wanted to provide you (well it already looks damn nice :P), but i think i can add new graphics and stuff later too... btw i changed the look of the civilopedia "ancientbattlefield".nif too, be ready for a nice surprise!!!
ok, i will see what i can do, the bugs can be cleaned out later too...
EDIT: perhaps i will have to do it the ugly way and just upload the xml files without many new art files and send you the new art at wednesday, cause i will have to upload at a friends and the complete updated mod could be too big, lets see...
Duke van Frost Jul 24, 2006, 09:17 AM Well, actually the only thing that I would need from you is the UnitInfos.xml file. Maybe you already finished working on this or you never ever touched it for the update?
I "only" want to change the stats and include all the buttons I got.
seZereth Jul 24, 2006, 02:30 PM Well, actually the only thing that I would need from you is the UnitInfos.xml file. Maybe you already finished working on this or you never ever touched it for the update?
I "only" want to change the stats and include all the buttons I got.
i will upload the "complete thing wednesday when i am atr university...
but if you "only" need the unitinfo, here it is:
unitinfos.xml (http://www.civfanatics.net/uploads12/CIV4UnitInfos.zip)
the rest has to wait until wednesday :P but believe me its worth it ;)
and i fear testing it with this unitinfo could cause graphical problems, cause i changed it and changed art defines and formations...
P.S: i added Buttons too!
Duke van Frost Jul 24, 2006, 03:27 PM I will not test anything with this UnitInfos.xml, I justed wanted to get started on adding the Unitstats - now that University is over (except for the exams, but I only got 3 of those this semester).
Who knows, maybe I´ll get this thing finished until wednesday (although it is a lot of work, but I´ll take myself some time for it) and we can finally start some "real" playtesting.
Tell me if you have to change anything on the file until I upload mine (or just upload your changed version with comments where things got changed)
Duke van Frost Jul 25, 2006, 07:50 AM Just wanted to spread some good news:
Work is going faster than i imagined at first! I got about halve of the Unitstats typed into the UnitInfos.xml :D
Wil approximately finish with this work tonight, but Iīll have to make up some more stats (especially for Dwarves, Orcs, Undead etc.).
Remember that the stats i typed in are only basics - no free promotions, mostly no extra terrain defence etc. And about one third of the units will have no changed stats when Iīm finished - this is because I canīt possibly come up with ALL unitstats by myself.
But I think it will be enough for playtesting - so let the real fun-part of the modding begin :goodjob:
woodelf Jul 25, 2006, 07:56 AM That's terrific news Duke. You deserve a big :coffee: to keep you going.
seZereth Jul 26, 2006, 02:01 AM did not alter anything to the unit info...
EDIT: i just read that there is a 3 downloads limit on yousendit, so please leave one download to Ploeperpengel, so he can load it up to the ftp as soon as possible... so wait for ploe to report he got it before you click the download link...
and well here is the complete thing (http://www.yousendit.com/transfer.php?action=download&ufid=0E17C19D463BC282) i had on my hard disk and it should be the most recent version of the mod :)
i hope all those new things i implemented work and there are not soo much bugs ;)
and well it doesnt include the unitinfo, cause i am looking forward for the one reworked by you duke :) so everyone will have to wait until duke uploads it or you will have to download mine some posts before...
have a close look into the new graphics (for example the civilopedia :P ) and the formations and give me some feedback...
P.S: it is on yousendit.com and i hope Ploe can upload it (perhaps including Dukes unitinfo) to the civfanaticsftp
woodelf Jul 26, 2006, 04:10 AM Wow, more goodies. Nice work seZ. I'll wait to d/l until Ploep gives the word.
Psychic_Llamas Jul 26, 2006, 05:08 AM i will wait for the next release by Ploe. that way i can get ALL the new goodies in one;)
Duke van Frost Jul 26, 2006, 05:37 AM Good work seZ!
I took the freedom and dled it, so if nobody else has done this, then there is one more to go.
REMEMBER TO LEAVE ONE FOR PLOE!
But more important, hereīs the UnitInfos:
EDIT: removed the file, because it caused different XML-Parsing errors. Bug-free version is posted some posts later.
A lot of Units havenīt been touched, this includes all Skeletons (they got other UNITCLASS tags so I didnīt really know where to sort them in), the Religious Units (BTW: most of them should be deleted IMO), all Books and Spells and some other Units like Valten, Vesperos, Ogres, Trolls, Freecompanies etc. - I wanted to post a list, but unfortunately forgot it at home :rolleyes:
Psychic_Llamas Jul 26, 2006, 05:53 AM I think the very next thing we do is to rework the Religeon system and techtree. they REALLY need doing.
woodelf Jul 26, 2006, 06:12 AM Agreed. Religions come too soon now. We need something more like FfH in the respect that races get a headstart on the religion they should get.
Psychic_Llamas Jul 26, 2006, 06:14 AM Im going to move the religeon debate to the religeon thread before it gets started here;)
Duke van Frost Jul 26, 2006, 08:20 AM OK guys, hereīs the bug-free version of the UnitInfos.xml:
133706
Duke van Frost Jul 26, 2006, 11:06 AM And here is a file that is for Ploe, to complete the next upload:
133711
Itīs your WhiteTower woodelf (Ok I tweaked it, but just alittle bit ;) )
woodelf Jul 26, 2006, 11:20 AM Tweak as much as needed. I'm still learning. ;)
Ploeperpengel Jul 26, 2006, 01:22 PM I dl seZ file. Feel free to get it and report me the bugs. I will upload as soon as possible and after I cleard some issues Duke mentioned.
Ploeperpengel Jul 26, 2006, 06:15 PM Uploaded. Happy playtesting!:)
woodelf Jul 26, 2006, 06:27 PM Uploaded. Happy playtesting!:)
I'm fairly sure I'm either going to have to quit my job, stop sleeping, or clone myself to keep up with everything.
Nice work getting it together so quickly Ploep.
Kael Jul 26, 2006, 06:32 PM Uploaded. Happy playtesting!:)
Downloading now, Woot!
woodelf Jul 26, 2006, 07:12 PM Who let him in? :p
seZereth Jul 27, 2006, 01:59 AM Who let him in? :p
i always keep the backdoor open for him to drop in and leave some goodies :rolleyes: (mostly in form of good advices ;)
EDIT: i dl ed dukes unit infos and assets 19 and will merge them with the stuff i have on my comp, hope that this will be the smae as your download ploe or did you add anything else?!
P.S: look at the remans ive done :P
Psychic_Llamas Jul 27, 2006, 02:13 AM Downloading now. Im looking forward to seeing your progress in action guys:D
seZereth Jul 27, 2006, 02:24 AM cant help you any further here
@ALL:
WE SHOULD INCLUDE THE FIRSTSTRIKE FIX SOMEONE MENTIONED
i will rework the formations as soon we have some more units which have to be included i hope everyone can live with the warrior circle, otherwise try reducing meshgroup in unitinfo, perhaps i just added too many of them (for the higher number (think above 10 or 11) of units no formations exist)
Duke van Frost Jul 27, 2006, 05:57 AM @SeZ: you also didn´t include the "dukesassets17" and "dukesassets18" in your upload and some other things were also screwed up, so I would suggest you dl Ploes upload, maybe he has changed some other things also that I didn´t became aware of.
That way we all will have exactly the same base on which to continue work.
And I already got some units that will have to be included (HE & DE for example both need Scouts and Ancient Era Archers)
woodelf Jul 27, 2006, 06:13 AM I have to agree with the Duke on this. Back during SotM we have 5 uncontrolled versions running around. I still don't think the complete one is uploaded.... :mad:
Ploeperpengel Jul 27, 2006, 07:29 AM Changes to seZereths version:
I made some changes to your version, seZ! I fixed the messed up Flags. Solved an interface problem caused by the wraiths unit. Changed the art for the vampire unit and deleted some unneeded content.
So pretty please delete whatever you got and dl the current version uploaded here!
Edit: also included a unit_artillery in unitinf disable by tech_default availability to get rid of xml errormessages from the formations. I don't know what the unit_artillery is doing in the formationsfile so I didn't want to delete that.
Ploeperpengel Jul 27, 2006, 07:52 AM Changes I made in my homeedition but aren't uploaded I will write down also in the first post.
Psychic_Llamas Jul 27, 2006, 08:00 AM Just had a quick check to see if the interface was fixed, and its not:sad:
But Then i noticed the new Palace and was like "WoW!! thats friggin Awsome!!" and i now really want to know how to make buildings, because my head is swimming with ideas....could someone direct me to a building making tutorial?
Also, why are the units so small?they are no bigger than the trees... wait, i see, the 'giants' wern't realistic, so you shrunk them. i see now;) dont mind me:crazyeye:
woodelf Jul 27, 2006, 08:05 AM I was playtesting TheLopez's mod the other day and had massive interface issues. I simply created a new Custom Assets and deleted the old one. Everything works now.
I know this has been stated before P_L, but it's the only suggestion I have. :D
Psychic_Llamas Jul 27, 2006, 08:12 AM hold on, so you didnt just rename it? you actually made a 'new folder' called it 'Custom Assets' and then deleated the old one? i will give it a shot tomorrow and will say if it works or not;)
woodelf Jul 27, 2006, 08:36 AM I hope it works.
Kael Jul 27, 2006, 09:15 AM I did some looking into why the city build bars are messed up. Im dont know how to fix it but I was able to isolate to the \Assets\Python\EntryPoints\CvABInterface.py file. If you rename that file to CvABInterface.old (or whatever) your city build bar will show up correctly.
Sorry I cant be more specific, Im hoping that will be enough to lead the creator of that file to the issue.
Outside of that the mod looks great! I particuarly like a lot of the leader art, the intro screen and the loading slideshow. The units are a bit to small, but that may just be a personal taste kind of thing. The mine with the trolls standing out front is brilliant and the new palace looks cool too.
And I have only played a few turns! Tons more to go back and see. :D
Ploeperpengel Jul 27, 2006, 09:23 AM Thx Kael. I share your opinion about the unitsize. Slightly bigger would be good imo. The file is related to the Mercmod it seems. I'll ask Lopez about it.
Ploeperpengel Jul 27, 2006, 09:50 AM Logfiles for bughunting:
Duke van Frost Jul 27, 2006, 09:54 AM I did some looking into why the city build bars are messed up. Im dont know how to fix it but I was able to isolate to the \Assets\Python\EntryPoints\CvABInterface.py file. If you rename that file to CvABInterface.old (or whatever) your city build bar will show up correctly.
Are you talking about the symbols above the build bars here? like the "connected to tradenetwork" one?? This would be really great news, Iīll have a look at the file and try to figure out how the symbols are sorted in there.
Outside of that the mod looks great! I particuarly like a lot of the leader art, the intro screen and the loading slideshow.
:D thx a lot, itīs nice to see ones work is appreciated.
I also think the units are a little bit too small, I canīt recognize at one glance which unit type it is exactly, but I generally like the idea to make them smaller than the vanilla ones.
Psychic_Llamas Jul 28, 2006, 02:13 AM I really love that slideshow Duke, you da man!!;) the music is also awsome, and whoever did that palace, wow, teach me please!!:worship:
EDIT: just been playing a game as the Highelves. i think we need to make the 2
ldeader's traits more diverse, same goes for alot of other civs.
Too many civs start with some of their strongest units, e Chaos starts with a Strength 12 chaos giant *gasp*
Love the formations:D they really bring out something that was missing before, gret work:thumbsup:
However, the units are too small, its hard to see what unit is what, especially if they are in a forest:sad:
there is a crash to desktop when you go to place the "Bloodbowl ticket" resource in World Builder:sad:
some units names are in ALL CAPS, such as the 'ARCHER'
The Barley resource is a bit 'green' ;) but thats purely a personal taste thing and is insignificant.
the Bugman's Brewery wonder is too big.
the Great Eagle still flys in the ground:crazyeye:
um... i will post any other findings later, if i find them.
seZereth Jul 28, 2006, 04:50 AM yea the formations give it a huge step in visual playability compared to the circles ;) and i hope you will notice that i triied to get some diversity by types of units etc...
about the unitsize, well i created most of them, so i dont have a problem recognizing them ;) and i changed the distance you can zoom in, so you still can get a detailed view of what is standing around there ;)
but i think we can easily make them slightly bigger by using civscale which works with 1.61 now !
and what about this firststrikes fix, anyone up to including it?!
Ploeperpengel Jul 28, 2006, 06:33 AM Civscale won't work I fear. It only changes vanilla settings and doesn't work on mods if I'm not mistaken.:(
the ticketresource is provided by a building and not meant to be placed on tiles, DJ;)
About the firststrikefix I hope Olleus will read his python-thread.
Psychic_Llamas Jul 28, 2006, 06:56 AM :lol: it wasnt DJ, it was me;)
What? i didnt know that bloodbowl tickets dont grow in fields. there should be some kind of labe saying: "caution, tickets do not grow on trees"
(it was a stupid, spur of the moment thing to do...)
Ploeperpengel Jul 28, 2006, 07:02 AM :lol: it wasnt DJ, it was me;)
What? i didnt know that bloodbowl tickets dont grow in fields. there should be some kind of labe saying: "caution, tickets do not grow on trees"
(it was a stupid, spur of the moment thing to do...)
Oops sorry I was in thought, heh.
Psychic_Llamas Jul 28, 2006, 07:29 AM :lol: not a problem:)
I thought it might interest you that i am having a play with building making for our mod. i have so many ideas its just not funny any more:) and i cant explain them in words so i thought, "hey, why not lear how to do it?" so i got a nice tutorial off of Woodelf (thanks:D) and am busy Downloading a 3D Max 7 thingo to work with.
I think once i have the programme sussed out i might have a play with a castle, to see what i can do, and then i might try my hand at some elven buildings and tree top houses:D
Duke van Frost Jul 28, 2006, 09:42 AM OK folks, hereīs the fix for that nasty "city-tab symbols" bug.
Seems it was all my fault, I just put together new gamefont files and it worked!
So here you go:
133959
Ploeperpengel Jul 28, 2006, 11:05 AM Does that contain more than the gamefonts?
woodelf Jul 28, 2006, 11:22 AM I dropped Kael's zip into the mod already. Good enough?
Psychic_Llamas Jul 29, 2006, 03:41 AM :D hello everyone, im feeling rather happy with myself at the moment, as i just compleded my first building:D:D it was planned to be part of a palace for High Elves, but it could work as anything i guess. just needs a skin job. I was planning to do some more smaller towers and a wall around the edge, but i got tired;) i might finish it some other time.
here is a screen shot:D
http://img220.imageshack.us/my.php?image=highelfpalacetowerlg6.png
Duke van Frost Jul 29, 2006, 09:17 AM @Ploe: No, but you could just have had a look at the .zip ;)
P.L.: this is simply amazing :eek: canīt wait to see it finished.
Duke van Frost Jul 29, 2006, 09:36 AM Oh, PL: but you should keep an eye on the poly-count, how much is it?
The towers seem to be very "round" maybe you should reduce them to 8-12 sides.
Ploeperpengel Jul 29, 2006, 11:23 AM P.L. that's just terrific! :goodjob:
@Duke alrighty I included the zip;)
seZereth Jul 29, 2006, 03:08 PM ok,in this update (http://www.civfanatics.net/uploads12/sezupdate1.zip) i changed the unitinfo, the artdefinesunit and the formations to include all new unberogen units (based on the german tribes in Rome Total War), hope you like them, i think about giving them other heads, but thats not soo important i think... furthermore it includes a new all made by me texture for the dryad, as the old one contained modifiied parts of a image from gw... this one containsparts of photos of real trees taken with my handy cam :p and the rest is drawn by me! and last but not least i created some generic units, archer swordsman, spearman and axeman for those civs which dont have an unique equivalent yet... hope you like them
Ploeperpengel Jul 29, 2006, 03:20 PM Great. I'll include it right away. Make sure Duke knows of it since he wanted to type more unitstats!
Duke van Frost Jul 29, 2006, 03:26 PM Wow, that´s some good news to here. Have you done new ancient units for nippon? If not, I have an easy to do idea for them and would like to give it a try myself, so I can learn a bit more about NifEditing.
seZereth Jul 29, 2006, 04:11 PM Wow, thatīs some good news to here. Have you done new ancient units for nippon? If not, I have an easy to do idea for them and would like to give it a try myself, so I can learn a bit more about NifEditing.
yea give it a try! hope you can produce what you have in mind :)
Duke van Frost Jul 29, 2006, 04:49 PM If you haven´t got any idea for the Cathay ancient units, maybe I´ll also do them (and change the settlers and workers to go along with them).
Psychic_Llamas Jul 29, 2006, 06:24 PM Sorry Duke, but can you tell me how to check polycount and how to change the number of sides (im still a noob:blush: )
woodelf Jul 29, 2006, 06:52 PM I'm still not sure exactly what constitutes "poly" count. There is a properties tab somewhere where you can see number of vertices and faces. The lower the better. Reducing them is done by making less round objects, removing edges, then removing unused vertices, ect. Use Remove, not the Delete key.
Psychic_Llamas Jul 29, 2006, 07:28 PM Cool, found it, thanks woodelf:)
There are 1802 vertices and 2080 faces. is that too much? i will try lower it somehow anyway;)
woodelf Jul 29, 2006, 07:46 PM That's quite high for a building I think. Everyone says under 1000, but who knows. :D
Psychic_Llamas Jul 29, 2006, 08:24 PM I cant find an easy way of lowering the polycount without screwing it up:Sad:
(i might start a new thread so i dont clog up this one;) )
Ploeperpengel Jul 29, 2006, 09:16 PM If you can't lower the polycount we can still use it no worries. But try.;)
Ploeperpengel Jul 29, 2006, 11:03 PM Uploaded test nr.7
I included all the latest files, reworked the techtree(critics post in tech thread), changed buildingprereqs, civinfo, bonusinfo and civics info to match the tree.
Because the unitinf isn't compatible yet I recommend you keep testversion6 on your comp until Duke delivers the patch.
Techs are alot more expensive now. I hope this will make the AI produce more units.
woodelf Jul 30, 2006, 04:35 AM What about having the basic civics give more free units? Wouldn't the AI and player have bigger armies then?
In the leader traits we also can ramp up the propensity to build units as well.
Ploeperpengel Jul 30, 2006, 04:39 AM We could try that. As soon Duke uploads the unitinf we could test that but maybe the AI will build more units now anyway since the techs got a lot more expensive and I hope the AI won't get flooded with available buildings now. Part of the problem I guess was also the low tech price.
Ploeperpengel Jul 30, 2006, 04:50 AM btw civics. Yes they need some changes.
Duke van Frost Jul 30, 2006, 10:20 AM Ok, I worked a little bit on the UnitInfos, got the Ancient Era prereqtechs and all (at least I think so) prereqBonuses done (Gromril and Ithilmar are now as suitable to build units as Iron) , Scouts and Explorers now build camps instead of Workers and fixed some other stuff.
And I included some of my Unitbuttons.
Iīll post the new version here, but it is not very compatible, with my Testversion 6 the game didnīt even load (is there something like too much XML errors :confused: - because with the version before that it loaded quite fine).
So backup the old one and then try the new one, so I can get feedback.
Hereīs the .zip:
134225
@Ploe: you can delete the following unitbuttons from the game:
HEswordman (the one without the second "s" in swords)
HEswordsmen
WESwordman01
swordmaster
GladeguardArcher
Silverhelms
DRYAD
Darkelf Settler
Eternal
Waywatcher
Duke van Frost Jul 30, 2006, 11:01 AM Pedia:
-nada
Not that right, I can remember doing nearly all Pedia entries for the civs and leaders ;)
Ploeperpengel Jul 30, 2006, 06:48 PM Ok, I worked a little bit on the UnitInfos, got the Ancient Era prereqtechs and all (at least I think so) prereqBonuses done (Gromril and Ithilmar are now as suitable to build units as Iron) , Scouts and Explorers now build camps instead of Workers and fixed some other stuff.
Setting up Gromril and Ithilmar as prereqs was a bit too fast. imo they should be dwarfs respectiv elves only.
Because of this:
http://forums.civfanatics.com/showpost.php?p=4192024&postcount=7
I'm working on a patch that'll make the test playable. I won't touch the unitstats but all the techprereqs.
Ploeperpengel Jul 30, 2006, 10:01 PM The patch is uploaded. Tell me if version 7 works now.
seZereth Jul 31, 2006, 01:46 AM well due to bandwithlimits i cant down or upload anything :P
and well ploe, guess who was online in icq right now and disappeared suddenly ;)
woodelf Jul 31, 2006, 05:43 AM So what exactly should we have downloaded and installed?
Ploeperpengel Jul 31, 2006, 08:24 AM The mod and the patch in the first post like allways:confused:
Duke van Frost Jul 31, 2006, 08:44 AM Ok, I had alot of work last night and completed the Unitstats (well not really, but atleast the prereq-techs for all Standard Unitclasses and some others.
In my patch I also changed the techtree a little bit mainly with the things I stated in the techs thread and I moved the Irrigation tech to enigineering and gave it the ability to let you spread irrigation via farms.
If you donīt want the new techtree, then simply backup the old TechInfos.xml and overwrite the new one afterwards.
I also included some new buttons for techs.
134408
This patch is for the test version nr7 without the patch Ploe uploaded (BTW, when I dl your patch Ploe I get a broken file.
woodelf Jul 31, 2006, 08:45 AM Don't be confused, just checking. :) I see Duke's Assets and wonder where they factor in.
Ploeperpengel Jul 31, 2006, 08:58 AM Ok, I had alot of work last night and completed the Unitstats (well not really, but atleast the prereq-techs for all Standard Unitclasses and some others.
In my patch I also changed the techtree a little bit mainly with the things I stated in the techs thread and I moved the Irrigation tech to enigineering and gave it the ability to let you spread irrigation via farms.
If you don´t want the new techtree, then simply backup the old TechInfos.xml and overwrite the new one afterwards.
I also included some new buttons for techs.
134408
This patch is for the test version nr7 without the patch Ploe uploaded (BTW, when I dl your patch Ploe I get a broken file.
Seems you worked on the same as I did last night.
The file isn't broken. The server is down again!
I also changed all unitprereqs as well for that patch since I thoughzt you were finished with your previous upload.
Assets 21 are included in the upload(at least the xml part) but I must say I changed the fact that gromril and Ithilmar are everybodies darling. The idea having a Steamtank build of Gromril is just too weird for me!
Duke van Frost Jul 31, 2006, 09:10 AM Yepp, two idiots one thought :D
As if the work wasnīt already enough for one to do.
Itīs a pitty I canīt dl your patch and have a look at what you had in mind.
About the thing with Gromril and Ithilmar, Iīm not sure if I like the idea that they are only of use for Dwarves or Elves. I had the thought (when I saw the Gronrilsmithing tech) that it would be great If we had two techs, Ithilmar- and Gromril-smithing. And after the first one (or two or three) discovers them, they get disabled for the rest, that way we would have something like WH, where these metals are only used extensively only by one civ, but History could unfold anew and maybe even the Dwarves could be the smiths of Ithilmar.
Ploeperpengel Jul 31, 2006, 09:15 AM It just got fixed. I got a working llink!
And Duke why do you think I made the Highelf armor so shiny? Because it's them who use Ithilmar!
Duke van Frost Jul 31, 2006, 09:25 AM Ok, since you changed alot more than I had changed, I suppose we take yours for now. I´ll have a look at what you´ve done this evening and tell you what I´m thinkin of it.
The biggest problem is that I had started to sort the UnitInfos after I finished this version and already sorted the Empire, Cathay, Nippon, Araby, Ind and all Generic units.
Oh, well, 10 hours of work for nothing.
Ploeperpengel Jul 31, 2006, 09:28 AM Not necessarily. I just changed prereqtechs and prereqboni in the unitinf mostly the rest is neglectible. I think it would require less time setting that right than sorting all the units again. I will have alook at your work as well and maybe we can combine the best of both(-after we coordinated:D )
Duke van Frost Aug 01, 2006, 08:46 AM OK Ploe, Iīm giving the finishing touch (for now) to the UnitInfos.
I got some questions:
why did you give gunpowder-units coal as a prereq??
Iīll give Ithilmar to Darkelves and Highelves as an equivalent to iron, should Woodelves also get it and/or should they get Copper (but that would be a big benefit for them compared to other races - that was why I gave Ithilmar and Gromril to all races in the first place)??
Dwarves will get the same thing for Gromril.
Iīll change the prereqs for Knights to Horseback and Barding (in some cases also Lances) - no Apprenticeship, because Barding has Apprenticeship as prereq so thereīs no need for it in the Units also.
And did I say thank you? No really, you messed around with the UnitInfos a lot, changed some prereqs and some not - and which program did you use, because in some cases there were layout symbols. And why the heck did you delete TECH_CHIVALRY from the Techs and then renamed TECH_APPRENTICESHIP to Chivalry via the description :eek: :confused:
It wasnīt a big problem at all, but a real nuisance :p
Ploeperpengel Aug 01, 2006, 09:11 AM hehe. I was just too lazy to change all the prereqs in the unit inf at first because of this I renamed it back to apprenticeship, sorry.
Ok, now about the task at hand. Ithilmar really is just for Highelves as far as I know. For the other we will have to ask our Loremasters or find our own stuff later. But don't worry too much about that now.
Coal I gave because gunpowder is partly based on that, right? And since were were planning salpeter resource also I thought gunpowderunits to have both prereqs later.
Don't change all Knights to barding! I think some civs Knighteqivalents won't use Barding, i.e. Celestials. But you can decide that by looking at the model. In most cases it's true however maybe since most Knights use barding and lances it might just look better in the techtree to see em all in tech_apprenticeship imo(I'm still not sure wether we should call it apprenticeship or chivalry, what do you think?)
I don't know about layoutsymbols:confused:
I use notepad++
Duke van Frost Aug 01, 2006, 09:35 AM hehe. I was just too lazy to change all the prereqs in the unit inf at first because of this I renamed it back to apprenticeship, sorry.
You lazy-ass :p
Ok, now about the task at hand. Ithilmar really is just for Highelves as far as I know. For the other we will have to ask our Loremasters or find our own stuff later. But don't worry too much about that now.
Then I´ll only give Ithilmar to Highelves and Gromril to Dwarves for now.
Coal I gave because gunpowder is partly based on that, right? And since were were planning salpeter resource also I thought gunpowderunits to have both prereqs later.
Wrong! Gunpowder use Charcoal (Holzkohle), instead of Coal, here´s the article from the english wikipedia:
"Composition, characteristics and use
Black powder is a mixture of saltpeter (potassium nitrate or, less frequently, sodium nitrate), charcoal and sulfur with a ratio (by weight) of approximately 15:3:2 respectively. The ratio has altered over the centuries of its use, and can be altered somewhat depending on the purpose of the powder. Unlike smokeless propellants, it acts more like an explosive since its burn rate is not affected by pressure, but it is a very poor explosive because it has a very slow decomposition rate and therefore a very low brisance. This same property that makes it a poor explosive makes it useful as a propellant — the lack of brisance keeps the black powder from shattering the barrel, and directs the energy to propelling the bullet. Historically, potassium nitrate was extracted from manure by a process superficially similar to composting. "Nitre beds" took about a year to produce crystallized potassium nitrate."
so I say let´s only use Saltpeter-resource for it, I´ll make one tonight.
Don't change all Knights to barding! I think some civs Knighteqivalents won't use Barding, i.e. Celestials. But you can decide that by looking at the model. In most cases it's true however maybe since most Knights use barding and lances it might just look better in the techtree to see em all in tech_apprenticeship imo(I'm still not sure wether we should call it apprenticeship or chivalry, what do you think?)
I´ll just do it for most of them now (also for the reiksguardknight, even if the model doesn´t have a lance, but they definately should have it)
And I´m for Chivalry, but Apprenticeship may sound a little bit more generic and might suite better for more races.
woodelf Aug 01, 2006, 09:42 AM Isn't there a Saltpeter resource in Vanilla already? I'm sure TheLopez is using one in his mod at least
Duke van Frost Aug 01, 2006, 09:49 AM Have you ever played cIV? It was one of the biggest changes, that they actually took out the Saltpeter-Resource!
But well, I also haven´t really "played" the game in a long time - modding it is just more fun.
Ploeperpengel Aug 01, 2006, 09:52 AM It's not in vanilla but somewhere on this forum I believe. Duke I still don't like the idea with barding since almost all knights that use that also use Lances and to discover Chilvalry is not the same if you don't see a Knight icon there. Anyway Lances and Barding will be additional prerereqs also so there won't be a change to gamemechanics by that. The point is just where do you want to see the button. And I still think it should be Chivalry and not Barding, please.:(
Gunpowder alright my error I admit that:mischief:
In this case we should reveal coal with advanced engineering or steel again I suggest in stead of alchemy.
woodelf Aug 01, 2006, 09:53 AM Have you ever played cIV? It was one of the biggest changes, that they actually took out the Saltpeter-Resource!
But well, I also havenīt really "played" the game in a long time - modding it is just more fun.
Well, TL definitely put it back into his mod. I haven't played Vanilla C4 in about 7 months. :)
Ploeperpengel Aug 01, 2006, 10:00 AM It's not in vanilla but somewhere on this forum I believe. Duke I still don't like the idea with barding since almost all knights that use that also use Lances and to discover Chilvalry is not the same if you don't see a Knight icon there. Anyway Lances and Barding will be additional prerereqs also so there won't be a change to gamemechanics by that. The point is just where do you want to see the button. And I still think it should be Chivalry and not Barding, please.:(
Gunpowder alright my error I admit that:mischief:
In this case we should reveal coal with advanced engineering or steel again I suggest in stead of alchemy.
Bump. Easy to miss.
woodelf Aug 01, 2006, 10:02 AM I hate the bottom of the page post. I think it should show at the top of the next page as well.
Duke van Frost Aug 01, 2006, 10:05 AM Here´s the new UnitInfos.xml:
CIV4UnitInfos1.zip (http://www.civfanatics.net/uploads12/CIV4UnitInfos1.zip)
It´s sorted into following categories:
- Animals
- MonsterI
- MonsterII
- Monster III
-one Categorie for each civ (except Orcs & Goblins, which I put together into one) - the units in these categories are in the order that was in the unitdesign thread.
- Shared (Units that had tags in the CivilizationInfos for two different civs)
- Unused (Units that had no tag at all in the CivilizationInfos) You should have alook at those Ploe and maybe add or remove them.
- Mercenaries (all Units that belong to the UNITCLASS_MERCENARY)
- Magic Junk (same as the old one)
- and Lord Olleus stuff (same as the old one, too)
- Great People
- Religious Units
It may be buggy and unbalanced, but I ain´t got the nerves to work on it any more, so I´ll leave it to some of you guys, to change the rest, according to playtest-feedback.
And why the heck can´t we attach .zip files anymore and have to use the "easy" upload for these- Oh man it´s just a bad day, it´s getting worse and worse and I´m really pi*s*d right now, I think I need some nicotine right now :mad:
EDIT: I didn´t change the barding-thingy
Ploeperpengel Aug 01, 2006, 10:07 AM Ok I fix the rest get some rest;)
woodelf Aug 01, 2006, 10:08 AM Nice work Duke. Take a nap, smoke, beer break.
Duke van Frost Aug 01, 2006, 10:10 AM Hereīs the new UnitInfos.xml:
.......
EDIT: I didnīt change the barding-thingy
:bump: and now: :badcomp: and after that: :suicide:
Psychic_Llamas Aug 02, 2006, 03:43 AM Im not too sure if the Dark Elves have any special metals. i will look into that. but yes, only give High Elves access to Ithilmar, and then let them trade it if they like.
Gerikes Aug 05, 2006, 10:30 PM Am I too early, or is test 8 link not working?
Ploeperpengel Aug 05, 2006, 10:32 PM yep wait half an hour. I just was typing all this crap to pass the time;)
I will post here again after upload is finished.
Ploeperpengel Aug 05, 2006, 11:07 PM Uploaded version 8.
Ploeperpengel Aug 06, 2006, 06:01 AM Uploaded a patch that fixes the Errors reported by Gerikes:
http://forums.civfanatics.com/showpost.php?p=4367721&postcount=68
Ploeperpengel Aug 06, 2006, 07:18 AM Patch now includes fix for unitsounds.
Ploeperpengel Aug 09, 2006, 04:16 AM Ok got a problem. I wanted to upload another version with the soundtrack I added(still not complete btw) but that monster got already bigger than 300MB packed and therefore is to big for the account:(
Anyone experienced in pack methods to reduce the size further?
woodelf Aug 09, 2006, 04:21 AM Maybe add a separate download for the soundtrack? That way we only would have to download that once if you're done adding to it.
I think audio is tough to compress so you might be stuck.
Ploeperpengel Aug 09, 2006, 04:27 AM Just trying 7z format. If that won't work maybe I try to become a trusted member of 3D Downloads:rolleyes:
Ploeperpengel Aug 09, 2006, 04:32 AM Ok 7z worked saved me another 60 megs. I begin uploading now.
Edit 4 hours to go I think this will be the last upload before release the rest will have to be patched.
woodelf Aug 09, 2006, 04:33 AM I think TAM uses 7zip and they love it, but it's always been a pain for me to download. Well before DSL anyhow. Good luck Ploep.
Ploeperpengel Aug 09, 2006, 09:08 AM Uploaded. Hope nothing is crippled - I never uploaded 300 megs before:D
Now lets patch this up to release. Just add buttons and a little polish here and there and then push it out on 15th of August(have to go to Hamburg afterwards so this'll probably the last chance before next month and somewhere we simply have to find a cut.)
Duke van Frost Aug 10, 2006, 06:34 AM I got some new buttons for the Techtree finished and updated most of the buttons for the Magics.
Included is also a button I did for the Lothern Seaguard.
Here are the files:
NeueButtons.zip (http://www.civfanatics.net/uploads12/NeueButtons.zip)
This file is NOT patchable (wrong structure in the .zip plus changes to Techinfos have to be made)
The thing that have to be made in TechInfos.xml:
Rename the Buttons for:
Bloodbowl
Cannons
DwarvenIngenuity
Theology
Philosophy (so it uses the vanilla button for Philosophy)
Swordfighting (the Tech is TECH_SHIELDS, but now it got a sword as a button - you know what I mean Ploe ;) )
Monasticism
Music (I put my old Barding button (the one with the Bard) into this pack as Music.dds, just because I really like that button and it looks more fantasy-like than the vanilla one)
We should also consider to take the Drydock gfx from Warlords
And the Monster Resource should be scaled down, or we could take the "eggs" that I made for the generic monsters of this Release.
http://img240.imageshack.us/img240/6417/monsterresource2tn.th.jpg (http://img240.imageshack.us/my.php?image=monsterresource2tn.jpg)
If nobody is working on buildings and Resources In could do those changes easily, so you can relax a little Ploe :crazyeye:
Ploeperpengel Aug 10, 2006, 07:04 AM Yeah do it. The only file I plan to work on is Leaderinfos. So you can make a patch out of that? Don't forget the last files uploaded by E.L.M. in the dll thread! (Gameobjectstext)
Duke van Frost Aug 10, 2006, 07:12 AM So should I also make the Buttons patchable (work on the tags for buttons in TechInfos included)?
Duke van Frost Aug 10, 2006, 07:12 AM Then I would also shift around the Techtree, but only Graphics-wise.
Ploeperpengel Aug 10, 2006, 07:14 AM Yes that'll be nice, thx.
Duke van Frost Aug 10, 2006, 07:17 AM Which files from the dll thread do I actually have to get?
Iīm a little bit confused - you posted one in the first post, gerikes in post #3
and ELM in #4 :confused:
Ploeperpengel Aug 10, 2006, 07:32 AM Which files from the dll thread do I actually have to get?
Iīm a little bit confused - you posted one in the first post, gerikes in post #3
and ELM in #4 :confused:
Allways the last one only that is supposed to include all previous SDK changes. This time though there is an xml file in too.
Ploeperpengel Aug 10, 2006, 07:44 AM To make things easier I put another patch in the first post(because I made also a small change to promotions(woodsman is for archerunits as well now)
Ploeperpengel Aug 10, 2006, 08:49 AM Just noticed the gametextinfos was NOT patchable. I fix that and upload another patch, sorry.
Edit: oh I'm too confused. It was patchable. I just mixed it up with gametext objects.:mischief:
seZereth Aug 12, 2006, 04:17 AM @Duke: here (http://www.yousendit.com/transfer.php?action=download&ufid=208572382C526230) are the Buttons, almost everyone i made :) with dds and psd files... IT ALSO INCLUDES the civ buttons for nippon and cathay...
@all: Perhaps if neener gets to the point and creates a skaven unit, we could replace barbarians with skaven, until we have a great concept to make em a playable race... as barbarians they are perfect, cause they tend to spawn anywhere, crawling to surface down from their tunnel networks.
P.S: anyone here who playe |