View Full Version : Warlords Conversion


Ploeperpengel
Aug 24, 2006, 07:04 PM
Since Warlords seems to handle big numbers better than vanilla and contains some other features that are attractive for WH as well I think we should stop developement on WH-vanilla for anything other than hunting bugs and balancing unitstats and switch to Warlords asap. Otherwise not only python and SDK will cause double work but also the xml part.

WH-Warlords Version 0.1xmlonly

Edit: removed see Latest files thread

Edit: Please delete the Civ4Featureinfos

Status:

The mod works fine until the progressscreen starts. I don't receive xml errormessages. I renamed all folders that affect the interfacegraphics and screens(well I hope so) and still get a CTD so I renamed it back. My guess is it's something with the atlasmaps or a gfx related to the map(terrain, features...) but I don't know. Please dl and try yourself. I'm out of clues.
It's currently xml-only though still includes all the tags required for our python/SDK stuff.


To do:

XML:
-more early buildings
-buttons
-other gfx
-unique cityart!
-civics!

Modcomps and other Python/SDK:

-General Amped becomes obsolete due to Warlords feature
-Flying (only) Mod needs to be converted(Roger Bacon currently doesn't seem to want to buy Warlords and update it)
-camerazoom needs to be enabled while defending!
-Mercmod will have to wait since Lopez is going to be a father(congrats!) and probably won't be able to convert it very soon now. Not so bad since the AI still needs to learn to use it better we can wait a little longer for that one-imo.
-Firststrikefix by Lunar Moongoose- needs to be checked if Warlords code is still buggy here- if so the fix is a must!
-diplomacyrebalance due to vassal states recommended-SDK changes are here: http://forums.civfanatics.com/showthread.php?t=182550
Simple change of "you attacked our friends" threshold to "friendly"
-Wateranimals Mod for Warlords needs to be integrated!!!
-Specialist Stacker is already there for Warlords as well-will come in handy as soon we design more specialists-low priority now though
-Animosity
-Spells
-other Psychology
-techconquest not yet available for Warlords but seems python only and is too cool to miss
-supportfire, animal-gold
-teaching the AI to use small stacks!!!

Design:
-we need to think about how we want to use vassal states-the feature is nice but can lead to strange results like Highelf Vassals of Orcs. I think we should find some options to restrict vassalage to certain civs. Some civs may be to proud like Dwarfs or Elves other to crazy like Chaos to ever be a Vassal of another. And on the other hand some civs might prefer destroying a civ to accepting their vassalage.
-the Warlords are also a nice way to implement heros imo. We should think about that feature in more detail as well. Question to the programmers:
think it would be possible for a Warlord to leave the unit again he joined before?


Did I miss anything? Suggestions?

Lord Olleus
Aug 25, 2006, 04:23 AM
I agree that we should switch to warlords at some time, but I don't have it yet so I can't work on it. Also, we are half way through working on some SDK features, and as we have a brand new SDK with warlords conversions will be hard to do.
I say that we spend the next week or to finishing every thing we have started on vanilla, and then move to warlords.

seZereth
Aug 25, 2006, 05:30 AM
i dont have warlords yet. but i think its very positive to chnge there. most work will be for programmers, so i hope they will be willing to work ;)

i agree with olleus, we should finish what we started for vanilla, to have a playable version there (dispite the issues we will fix with warlords), cause switcing to warlords will take some time.

Ploeperpengel
Aug 26, 2006, 07:48 AM
I don't disagree with Olleus either. I just mean we should concentrate on finishing what is almost finished but switch everything to Warlords that's just or not yet started.
I hope that's abstract enough but still sort of clear:p
Whatever anyone is working on he should think about if's more sense to finish for vanilla or convert it to warlords instantly. I.e. wouldn't make sense starting unique cityart for vanilla...
That should already be worked on with Warlordxml if started.(that means if there's a difference in xmlschemas)
Please everyone give some feedback here what he's planning to do for what version in what time(estimated) to get some better coordination about it.

seZereth
Aug 26, 2006, 09:59 AM
Ok, i am planning to get some Chaos units done next. When we are at Warlords i will rearrange some warlordsmodels for the ancient asian civs and for the other civs as well, cause they desperately need some.

I will also have a look at the warlords formation file, but dont expect anything too soon concerning that.

Lord Olleus
Aug 27, 2006, 03:18 PM
If we want this to work then I think we should set ourselves a deadline. Something like, "By the second week of september no non-Warlord file should be posted here".

Psychic_Llamas
Aug 27, 2006, 08:15 PM
when we DO eventually convert to warlords, can we keep the last vanilla upload? because i still dont have Warlords and may have to wait for christmas to get it.

Ploeperpengel
Aug 29, 2006, 02:46 AM
If we want this to work then I think we should set ourselves a deadline. Something like, "By the second week of september no non-Warlord file should be posted here".
Let's say 1. November cause I will move in the mid of september and won't have much time then.

Lord Olleus
Aug 29, 2006, 07:05 AM
1st of November it is then.

Psychic_Llamas
Aug 29, 2006, 07:46 AM
sounds good, maybe then i will have Warlords too:D

El Loco Mono
Aug 29, 2006, 12:49 PM
So if we already have warlords, should the code monkeys start moving the current code over that they have put in and unit test and maybe post early to a different thread speed things up in November?

Ploeperpengel
Aug 29, 2006, 12:53 PM
So if we already have warlords, should the code monkeys start moving the current code over that they have put in and unit test and maybe post early to a different thread speed things up in November?
That'll be nice indeed.

woodelf
Aug 30, 2006, 05:35 AM
I'll playtest a Warlords version whenever the code monkeys have something done they want tested. I have the damn game, but never find time to play it...

Lord Olleus
Aug 30, 2006, 06:01 AM
The problem is that a lot of the code needs specific XML, and if the code monkeys try to do all the xml translation themselves, they're never gonna have enought time to write real code. I think it would be better for everyone to work towards the same build.

Ploeperpengel
Aug 30, 2006, 06:09 AM
Yep I still need volunteers for xml conversions. Can't do this alone!

woodelf
Aug 30, 2006, 06:17 AM
Is there a listing of what XML files need to be converted and in those files what lines need to be changed?

Ploeperpengel
Aug 30, 2006, 06:25 AM
I didn't start yet. Lets just say all files:sad:
Is there a thread that defines what files are changed compared to vanilla somewhere in the forum?

woodelf
Aug 30, 2006, 06:38 AM
Yeah, that's what I meant. Not every file has to be changed I hope. I know the Civ4Leaderheads, but I'm aware of no others ATM.

Ploeperpengel
Aug 30, 2006, 06:56 AM
I will start with units and civs(probably the toughest part) so a converted Leaderinfos/Diploinfos would be great. Think you can manage? The actual files are in the WFB06+ in constructionsite.
I'd say we should first aim at a xml only Warlordversion afterwards the python and SDK stuff.

woodelf
Aug 30, 2006, 08:14 AM
I can manage by November. ;) I still need to figure out what to convert...

Ploeperpengel
Aug 30, 2006, 12:00 PM
I give status reports about my xml conversions in the first post. If anyone wants to work on any of those files just ask and I send them.

Ploeperpengel
Aug 31, 2006, 04:11 AM
The crashversion for Warlords is uploaded in the first post. Please help me debugging guys!

Duke van Frost
Sep 01, 2006, 07:30 AM
Ok, here we go again, some more XML!

besides doing some buttons I think I can spare some time to help you converting the files Ploe.

I´ll stick with the terrain-folder and the buildings.

Ploeperpengel
Sep 01, 2006, 10:35 AM
Ok, here we go again, some more XML!

besides doing some buttons I think I can spare some time to help you converting the files Ploe.

I´ll stick with the terrain-folder and the buildings.
Already did everything but not sure if correctly. Try your luck with the upload in the first post. Maybe you can find the bug there.
If you want to make buttons you can already work on the unitinfos in this version.(You can check them with the pedia without need to start a game and get the crash. would be useless to add them for vanilla too now imo.

Ploeperpengel
Sep 04, 2006, 08:11 PM
@Olleus, Elm
Did you guys already start coding anything for warlords?
If not I thought we maybe simply could use Lopez Wateranimal mod for Warlords as a base to work on - less work for you. Or would you say better not this way?

El Loco Mono
Sep 04, 2006, 08:39 PM
Got warlords but haven't installed it yet, so probably will start coding this weekend

Ploeperpengel
Sep 04, 2006, 08:52 PM
http://forums.civfanatics.com/showpost.php?p=4491919&postcount=4

Have a look here first. Maybe this can spare you a lot of work but you tell me if it makes sense.;)

Ploeperpengel
Sep 05, 2006, 12:30 AM
@Olleus
All entevents are renamed entity_events in warlords. I updatd this already for the spells included(entity_event_pillage) (not yet uploaded). Just that you know;)