View Full Version : Core Community Project (CCP) Compatablity
purplexus Oct 27, 2006, 04:09 PM Anyone Think that this is a good idea?
the CCCP is a SDK file while has combined all the other SDK files together (at least the more popular ones). This allows a greater ease and more expansion with modding. It will however though require proper coding with all your XML and Python files.
The Reason I am asking this is because I prefer to use the Domestic Advisor 12 Monkeys has created. As well I also like the tile thing he did too. Master Victory by Sevo makes playing this game a real challenge especially when playing Multiplayer. So for instance that is already three SDK's that I'd like to use. Now I am totally willing to help out on this if someone else also would like to go forward with this.
All that really needs to be done is get proper coding in place and away we go.
The other thing I'd like to incorporate is this....
Proper File management. Making files A heck of lot easier to find.
as well as not having to worry about if a file with the same name already does exist. I notice this most when you have units that say have a unique sound. If you wanted the sound to sound like an explosion.... You'd notice you couldn't use that wav/mp3 because there was already a file called explosion. Sure you could rename it to something else.... But wouldn't it be easier to include all the simple things in the same file folder and never have to worry about over writing another file.?
Speaking of Which check out how many files are in the unit sound folder... proper file management makes this a lot easier to find a file.
If you would be into this lemme know and we'll get started. This biggest headache is probally gonna be the Civilizationinfo.xml file and the TEXT.xml file so I'm already going to start on those ones first. All those cities are gonna require proper entries in both the Text.xml folder and the civinfos.xml They are also gonna have to have all 5 languages to support them.
Another reason I'd like to start this is... Because who knows.... In the next Expansion firaxis brings out... they may just want to include this mod. but only if it is done right.
purplexus Oct 27, 2006, 07:07 PM Here is an Example of what the Text Code sahould look like....
<?xml version="1.0" encoding="utf-8"?>
<Civ4GameText xmlns="http://www.firaxis.com">
<!-- ######################################### -->
<!-- ##### AN ORIGINAL CIV GOLD XML FILE ##### -->
<!-- ##### VERSION 3.0 ##### -->
<!-- ##### ##### -->
<!-- ##### ABORIGINES ##### -->
<!-- ######################################### -->
<!-- ### CIV FULL DESCRIPTION ###
<!-- ### CIV SHORT DESCRIPTION ###
<!-- ### CIV PEDIA ENTRY ###
<!-- ### CIV ADJECTIVE ###
<!-- ### CIV LEADER 1 ###
<!-- ### CIV LEADER 1 PEDIA ENTRY ###
<!-- ### CIV LEADER 1 DIPLOMACT FIRST CONTACT ###
<!-- ### CIV LEADER 2 ###
<!-- ### CIV LEADER 2 PEDIA ENTRY ###
<!-- ### CIV LEADER 2 DIPLOMACT FIRST CONTACT ###
<!-- ### CIV UNIQUE UNIT ###
<!-- ### CIV UNIQUE UNIT PEDIA ENTRY ###
<!-- ### CIV UNIQUE UNIT STRATEGY ###
<!-- ### CIV UNIQUE BUILDING ###
<!-- ### CIV UNIQUE BUILDING PEDIA ENTRY ###
<!-- ######################################## -->
<!-- ######################################## -->
<!-- ### ### -->
<!-- ### CITY TEXT FILES ### -->
<!-- ### ### -->
<!-- ######################################## -->
<!-- ######################################## -->
<TEXT>
<Tag>TXT_KEY_CITY_NAME_PITJANTJATJARA</Tag>
<English>Pitjantjatjara</English>
<French>
<Text>Pitjantjatjara</Text>
<Gender>Male</Gender>
<Plural>0</Plural>
</French>
<German>
<Text>Pitjantjatjara</Text>
<Gender>Male</Gender>
<Plural>0</Plural>
</German>
<Italian>
<Text>Pitjantjatjara</Text>
<Gender>Female</Gender>
<Plural>0</Plural>
</Italian>
<Spanish>
<Text>Pitjantjatjara</Text>
<Gender>Female</Gender>
<Plural>0</Plural>
</Spanish>
</TEXT>
.....include rest of the cities in same fashion.
..... all descriptions and pedia entries get at least the original 5 languages tags (easier for translators).
This is where I am going... this file would now be called GameTextInfos_Aborigines.xml
It would include all text that would be involved with the Aborigines
Anyone want to start at the bottom of the need to be done list. Please Do!... PM me if you are going to do it though please so we don't overlap.
All of the above descriptions and pedia entries are found in the various text files just copy and paste.
purplexus Oct 27, 2006, 07:10 PM Files completed....
All Civ Specific Files are now Completed and Play Tested
CivilizationInfos.xml ---->(100%)
Files Being Worked On (1)
2 B Completed by NikNaks93
UniqueNamesUniqueUnitsInfos.xml --->once created will need to dipersed into correct Civ Specific Files
Files Need to be Done once NikNaks93 Has Finished
UnitInfos.xml
More Info to Come...
UnitInfos files completion will allow us to rip everything apart and begin the Plug And Play system.
Wyz_sub10 Oct 28, 2006, 01:04 AM I think it's a great idea. In retrospect, having separate text files for each civ is a good way to go. Initially I was worried about load times for all those files, but that's not what takes up the bulk of time in any case.
Right now things are a bit of a mess in those files. I simply haven't the time to take this on myself. We would need 2-3 more people dedicated to doing this (bearing in mind that we are trying to finish a few other side projects, as well for CIV Gold).
Impaler[WrG] Oct 28, 2006, 05:12 PM purplexus: I've very glad that your a fan of my project, I'll look into incorporating Sevo's Mastery Victory in the future. CustomDomesticAdvisor by 12Monkeys is in Python so its very easy to include.
Currently combining the CCCP with WLCivGold is quite easy, the fastest way is to take the CCCP Assets folder rename it CustomAssets and substitute it for your current CustomAssets folder, then just run CivGold as you normaly would. If you would rather keep CustomAssets empty then just merge the CCCP files in to CivGold, their are no conflicts I know of.
One of the great benifits of this will be the ability to create more varried and interesting Unique Buildings using the CCCP tags. DomPedro is working on Unit/Promotion tags which will open up lots of new Unit possibilities as well. Theirs also a big expantion in the Trait system, my Trait mod when its fully polished will have around 20 different Traits meaning every single leader could have a unique pairing of Traits
I think purplexus is on the right track with breaking up the Text files into Civ specific files, its a must when the lists are soooo huge, its also more modular and easier to maintain, differnt people could work on different ones without any messy merging. I would also recomend you add a version tag in the name to make things even easier to manage.
You might also be interested in hearing that the CCCP suports modular loading of many file types. It will search the whole XML directory for files matching the following patern "*_???.xml" ware ??? is the top level element and original name of the file so for example a "NewText_GameTextInfos.xml" will be loaded from anyware in the XML directory. All the files altered by CivGold are supported so its possible to add each Civ modularly. The only catch is that BuildingPlotSystem.xml isn't loaded by the Dll, its aparently read directly by the graphics engine so you will still need to have a reference their for any building to apear graphicaly in the game. Outside of that everything can be broken down into individual folders that can be added or removed by just draging and droping. I'll see if I cant find the time to create a demonstration using one a popular downloadable Civ. If your enthusiastic about the idea its probably something you could farm out to your fans as its just a lot of cut and paste work.
purplexus Oct 29, 2006, 09:13 AM Wyz It will concern me that if I am Changing these files all around and yet you are working on other side projects..... are we going to clash?
What you will get from this is the exact same thing only properly coded and in a better format.
Wyz_sub10 Oct 29, 2006, 12:05 PM Wyz It will concern me that if I am Changing these files all around and yet you are working on other side projects..... are we going to clash?
What you will get from this is the exact same thing only properly coded and in a better format.
First, thanks for taking the lead on this. :goodjob:
Second, no, we won't clash. As long as I know that this is the way we'll go, I'll simply add new content based on that format. So when I do the Huns, for instance, I'll use the format above. I think it's a cleaner way to go.
Can you email me the Aborigines file? I'll try to start at the bottom of the list, but I'll use yours as a template.
Edgecrusher Oct 29, 2006, 12:24 PM I usually dont play any of the Mod's downloaded from this site, I uses pieces of each. But what I did do was give a separate file for each civ, to make things easy on myself.
Anyway, I have seperate Civ Text files for:
Byzantium
Iroquois
Indonesia
Poland
Portugal
Phoenicia (not in civ gold yet)
Scotland.
Though they arent 100% compatible w/ civ gold. for example I have Polands UB being the Distillary.
if you want to use them I can edit them to be compatible and email them on their way.
SO if you want to count these as done.
Edgecrusher Oct 29, 2006, 12:27 PM I forgot to mention, that I only have the tags for english, because i figured I didnt need the other languages.
Wyz_sub10 Oct 29, 2006, 01:58 PM Cool. You can email this to me at wyz@canadatrack.com and I can share them with purplexus.
Phoenicia's coming, BTW. I should add that to my "to-do" list.
purplexus Oct 29, 2006, 05:33 PM I will correct the General CIV4CivilizationInfos.xml file for the above civilization files. If we all follow the exact same format it should be a snap. The Hyphens and spaces between city names will be replaced by an underscore inthe Text Key in the CIV4CivilizationInfos.xml file.
Here is a template i use for the Civs If you use the find and replace feature included in the mighty complicated Notepad (sarcasm included) it makes it easier. City 1 text key is lettered as A1 then B1,C1, etc City 27 is lettered as A2, B2, C2....X2 (50 cities)
The actual text you want to show up is numbered City 1 is 01, city 2 is 02
You'll get the format when you see it.
You might also have an easier format to use.
Thanks for the help !!!
purplexus Oct 29, 2006, 05:36 PM Though they arent 100% compatible w/ civ gold. for example I have Polands UB being the Distillary.
Lol my father-in-law is Polish and yes he knows how to make moonshine....:lol:
purplexus Oct 29, 2006, 05:37 PM I usually dont play any of the Mod's downloaded from this site, I uses pieces of each. But what I did do was give a separate file for each civ, to make things easy on myself.
Anyway, I have seperate Civ Text files for:
Byzantium
Iroquois
Indonesia
Poland
Portugal
Phoenicia (not in civ gold yet)
Scotland.
Though they arent 100% compatible w/ civ gold. for example I have Polands UB being the Distillary.
if you want to use them I can edit them to be compatible and email them on their way.
SO if you want to count these as done.
Can you make it even easier and fill them in the same way as the sample i attached above? Finding this to be a heck of a lot of work.
purplexus Oct 29, 2006, 09:10 PM I forgot to mention, that I only have the tags for english, because i figured I didnt need the other languages.
What I have been doing is at least creating the space for the french, german, italian, and spanish languages by duplicating what i have for english.
A little copy and pasting not a lot of work...
Edgecrusher Oct 31, 2006, 06:16 AM I can help out.
My gifts are in archiving, organization, and attention to details. My only problem will be time, but I can help out.
purplexus Oct 31, 2006, 07:12 AM Edgecrush Want to start with Thailand and go down?
Time is something I will have a bit more of I think/.
Thanks for volunteering..
P.S. How did the first 6 go...?
NikNaks Oct 31, 2006, 08:37 AM I'll help out, sure! Should I start with Sweden and go up?
purplexus Oct 31, 2006, 08:52 AM I'll help out, sure! Should I start with Sweden and go up?
Yes that will work...post work complete on this site Right away if you would...
Thanks
purplexus Oct 31, 2006, 09:44 AM Post removed
purplexus Oct 31, 2006, 09:46 AM New template available...
again sorry guys and gals.
NikNaks Oct 31, 2006, 10:49 AM On a related issue, we could use the 'XML Load' modcomp (either alone or as part of the CCCP) to cut down on the other XML files. Would that work?
purplexus Oct 31, 2006, 11:36 AM On a related issue, we could use the 'XML Load' modcomp (either alone or as part of the CCCP) to cut down on the other XML files. Would that work?
Sorta where we are heading... Just not until this is done first.
Besides there is a better mod comp coming soon that does something very similar by Impaler.
Read the plug and play thread under this forum
NikNaks Nov 01, 2006, 03:01 AM Find attached the first file :) I'll get cracking on Sumer now.
EDIT: Also find attached Sumer. Onto Sioux for me!
EDIT2: Sioux also attached. Now onto Unique Unit Unique Names. ;)
Edgecrusher Nov 01, 2006, 02:46 PM Byzantium is done,
I didnt translate the Cities (I just put the city names the same for each language)
purplexus Nov 02, 2006, 09:21 AM Byzantium is done,
I didnt translate the Cities (I just put the city names the same for each language)
Perfect this is all we are looking for at this time...
Again thanks for the help.
Wyz_sub10 Nov 02, 2006, 11:16 AM Just a reminder - I was looking through some of he XMLs and some tab are closed with } instead of ]. I'll fix the ones in the Sumeria file, but just a heads up.
Also, be careful with non-standard Romanized characters. They do not show up properly after cut-n-pastes.
NOTE to self:
- edit Sumeria 'tab' tags
- eduit Swedish characters in text file
Edgecrusher Nov 02, 2006, 12:25 PM Ive been using Notepad ++ (or something along those lines)
It lets you "collapse" the tags so you only have to look at the ones your working on (makes it look cleaner)
I also use it as a check, because if the tag's dont close, then they wont collapse, thus doublechecking the work.
It also numbers the lines, so if you get an "error on like 10,000" you can fine line 10,000 easily.
purplexus Nov 02, 2006, 12:40 PM I guess I could too post my Xml files As well as an updated Civ4Civilationinfos. xml each time I complete a civ for testing purposes
By the way I will now no longer edit the Civ4civilizationinfos.xml file until I know the civ is done. that way You don't see any TXT_KEY_CITY_NAME_BESKRA names for cities with the updated files for when it is being tested.
purplexus Nov 03, 2006, 04:02 AM I can help out.
My gifts are in archiving, organization, and attention to details. My only problem will be time, but I can help out.
Any estimates as to completion date of your 5 civ's to go?
Edgecrusher Nov 03, 2006, 10:10 AM Today, just 1 more left
Got today off :) so probably today
purplexus Nov 03, 2006, 11:29 AM any other Civ Specific Text files I am missing?
purplexus Nov 03, 2006, 11:30 AM Today, just 1 more left
Got today off :) so probably today
Awesome!
Feel free to pick up on any others on the todo list :p
Edgecrusher Nov 03, 2006, 11:33 AM Here is Scotland
purplexus Nov 03, 2006, 11:35 AM Here is Scotland
Tanks a Bunch Edgecrusher!!!!
Edgecrusher Nov 03, 2006, 11:38 AM No Problem, I think this is a good idea (as I had already done it for my own personally modifications) Makes things neater/more organized so its easier to find something.
Edgecrusher Nov 03, 2006, 11:39 AM I can start with Thailand and go down, I have to do some laundry first.
purplexus Nov 03, 2006, 11:41 AM I can start with Thailand and go down, I have to do some laundry first.
Cool Thanks
got you on the list for Thailand then
Any chance you can give me a City count when done... help me play test.
Edgecrusher Nov 03, 2006, 01:19 PM Thailand had 61 cities.
Wyz_sub10 Nov 04, 2006, 11:32 AM I've downloaded all the text changes so far and have them assembled in a master file.
This is such a help. Great work, guys!
ETA: There was a small problem with the Malagasy text file. The city listed was "shifted". Here's the remedied version:
Wyz_sub10 Nov 04, 2006, 05:24 PM I've added the Unique Names for Unique Units to the Canada text file to develop some kind of format for them.
Please take a look and provide feedback. If we go this way, this will need to be done for all civs (once all names are gathered) and we'll need to edit UnitInfos as well.
Cheers.
purplexus Nov 05, 2006, 11:32 AM I've added the Unique Names for Unique Units to the Canada text file to develop some kind of format for them.
Please take a look and provide feedback. If we go this way, this will need to be done for all civs (once all names are gathered) and we'll need to edit UnitInfos as well.
Cheers.
This Is in the exact same format as the cities.... As was expected... What is not to like about it. Very Nice!
I realize there is much more work to be done then initally set out. But we got a good start already. Originally the plan was just to be in a format in which we could have everything in one file. I look at it now as we will need to put everything in one folder! Eventually we will have to make unique Civ4civilizationinfos.xml for each Civ. We are going to need to rename all of these files to this format {civ name}_{original file name}.xml in order to use the CCCP dll. At least this is what impaler has said anyways. Although it still looks like we are going to have a problem with it not loading up the graphics of the buildings. But I'll hound Impaler to come up with a resolution on that one. But in the mean time this is working out well.
EXCELLANT WORK! Thanks to all involved in this process.
Edgecrusher Nov 05, 2006, 02:19 PM Im going to be busy th next couple days (lots of banquets at work), but if no-one finishes the Civ specific TXT files by tuesday/wednesday, i can do them all on tuesday/wednesday
purplexus Nov 05, 2006, 02:58 PM Im going to be busy th next couple days (lots of banquets at work), but if no-one finishes the Civ specific TXT files by tuesday/wednesday, i can do them all on tuesday/wednesday
Not a worry I will make sure they are complete within 3 hours.
NEXT UP.... PLAY TESTING!!! YEAH!
Mufin Nov 05, 2006, 04:34 PM I'm going to work on the Yemen now, the only problem is I haven't got Warlords Pack yet, but in fact I don't need it, I only need to download warlords version. I just won't be able to test the file. It should be completed in 30 minutes.
Download from here:
http://forums.civfanatics.com/uploads/95043/GameTextInfos_Yemen.zip
purplexus Nov 05, 2006, 06:40 PM I'm going to work on the Yemen now, the only problem is I haven't got Warlords Pack yet, but in fact I don't need it, I only need to download warlords version. I just won't be able to test the file. It should be completed in 30 minutes.
Came through for me Just in Time
Cause that was the last!!!!
Nice work all!
purplexus Nov 05, 2006, 07:01 PM PLAY TESTED FILES FINISHED
All Civ specific files are included here.
Everyone elses files can be removed if they so choose to do so.
purplexus Nov 05, 2006, 07:44 PM Anyone familiar with creating a scenerio that could help me play test?
Looking for a scenario which would give Player 1.... 64 settlers to start with that are spaced out big enough to build a city immediately. Trying to check the city names are appearing properly.
Wyz_sub10 Nov 05, 2006, 08:10 PM Anyone familiar with creating a scenerio that could help me play test?
Looking for a scenario which would give Player 1.... 64 settlers to start with that are spaced out big enough to build a city immediately. Trying to check the city names are appearing properly.
You can do this through Worldbuilder. Take 18 new civs, start a game, enter WB.
Take control of the different civs and use the 'Build City' option in the buildings tab. You can just build 3-4 for each and check it out.
I'm out right now, but I can check this, as well.
purplexus Nov 05, 2006, 08:28 PM You can do this through Worldbuilder. Take 18 new civs, start a game, enter WB.
Take control of the different civs and use the 'Build City' option in the buildings tab. You can just build 3-4 for each and check it out.
I'm out right now, but I can check this, as well.
Ah but you see I had the Aborigines actually only able to build 28 of their 50 cities because of a typo. even though it went through the XML check.
Need to build all 50 cities to fully check it.
Entering into WB and placing 50 settlers every time for each civ is taking way to long. I'd like to know if it is possible to set up a scenario where Player 1... no matter who he selects... will get 64 settlers that are already spaced out far enough to build a city.
Drtad Nov 05, 2006, 08:43 PM You can place cities directly with the worldbuilder. In the mode it starts in, player mode, go to buildings, and you can place the cities for every civ on the map, as many as you want, as close as you want.
purplexus Nov 05, 2006, 09:52 PM You can place cities directly with the worldbuilder. In the mode it starts in, player mode, go to buildings, and you can place the cities for every civ on the map, as many as you want, as close as you want.
Ah let me try that
thanks
purplexus Nov 07, 2006, 07:48 AM BUG FOUND!... In the Civ4civilizationsinfos.xml file Portugals city LISBON is spelled incorrectly throwing off the tag in the game. Please edit the file for this easy fix.
Wyz_sub10 Nov 07, 2006, 11:14 AM BUG FOUND!... In the Civ4civilizationsinfos.xml file Portugals city LISBON is spelled incorrectly throwing off the tag in the game. Please edit the file for this easy fix.
Will do.
Speaking of text files...we're almost ready to start adding the UU names to the text files (and tags to the UnitInfos file).
Who wants to help in this lovely chore?
Mufin Nov 07, 2006, 04:54 PM I could help you with this. Just tell me what exactly I must complete and I will do what I can.
Wyz_sub10 Nov 07, 2006, 04:57 PM I could help you with this. Just tell me what exactly I must complete and I will do what I can.
Great, thanks!
I need to download the files listed above and check through them quickly for errors. They'll need to be edited.
But the first thing you can do is make the changes in the UnitsInfo file...which also needs to be checked first. :)
I'll do some checking tonight and get back to you here.
purplexus Nov 07, 2006, 07:09 PM Checking for Errors.... I went into each Civ and starting creating Cities like mad until I hit the Number of cities each civ had. Just found one error and that was with Lisbon. Otherwise We are free and clear for errors. With the civilopedia I quickly ran through it Not fully... but I think it should be error free as well.
purplexus Nov 07, 2006, 07:12 PM As for the Unitinfos... Did you want me to rip the unique units out for each civ? and create a unique xml for them? If so I'll go right to work on this one... That would be very easily done in one night.
purplexus Nov 07, 2006, 07:12 PM while we are at it... I could also go nuts on the Civ leaderheads too
and the civ4civilizationinfos.xml
Mufin Nov 07, 2006, 09:58 PM Sorry, Wyz Sub, it is 6 AM here and I'm going to sleep. Maybe I could do this tomorrow. Good night.
Wyz_sub10 Nov 08, 2006, 01:00 AM Sorry, Wyz Sub, it is 6 AM here and I'm going to sleep. Maybe I could do this tomorrow. Good night.
That's plenty past my bedtime, as well. It's past 1:00 am here and I'm just sitting down on the computer. Let's get settled on the approach first (as per below).
If it's a separate XML it'll make the edits a lot easier.
As for the Unitinfos... Did you want me to rip the unique units out for each civ? and create a unique xml for them? If so I'll go right to work on this one... That would be very easily done in one night.
How would this work? You'd take the UUs out of the UnitInfos file and make a separate XML? That would be great.
purplexus Nov 08, 2006, 05:12 PM I think you are going to need to make seperate Xml files for each civ and put them into a folder. Now my concern is this. We would need a new dll before these would actually work. :( I know you dont like dll's because they need to be update with the patches that come out. Which means we have to rely on someone to maintain the dll. This Dll would have to allow the game to scan all folders under a specific folder. Impaler currently has a Dll that does do this. It works as such... {CivName_Originalxmlfile.xml} these folders go into the civ's own folder. Now here's a problem something that Impaler is currently working on and doesn't know if there will ever be a solution. The building's graphics files are loaded by the graphics card themselves and don't follow they same procedure that the rest of the files do. Not sure if it will ever be possible to fully incorporate a drag and drop system for a civ. But the rest of the Files are easily loaded by his CCCP dll. The nice thing about his CCCP dll is that it does nothing but allow for options for moding. Such as at the setup screen at the beginning of the game allow for you to say select a city to use 3 tiles away from the city center. Or allow you to select wether or not you want to use Sevo's Master victory option. Wether or not you want to add more civics or use the new traits others have modded. etc. etc. etc.
If you choose to... You can play Civ gold as it is now... or choose to add a mod in or 2 or 3 wow maybe even 4 if you wish. There is a lot of script all joined into one Dll.
I really like the idea of the CCCP dll which is why I started this whole mess in the first place.
The other thing is the file management is simple if they are all located into one folder per civ. But as it sits now you will still have to alter some building's graphics file... not sure which one it is at this time.
I will see about working on the Unitinfos file Imediately. For now I'm just going to copy and paste them into new files... stick them into a new civ specific folder and be done with it until I get the go ahead to go nuts. I'll do the same for the other files such as the art... the civ4civilizationinfos.xml and the sounds if there are any.
purplexus Nov 08, 2006, 05:24 PM Here Is a Quote from Impaler from the CCCP Thread. The file I was Mentioning is located here.
CIV4CityLSystem.xml
The bulk of CCCP mods come in the form of new tags added to XML files primarily the Unit, Building, Trait, and Civilization. Aussies mods are focused on Civics and will be merged in soon. Whole game modifying options are located on a new XML file called the GlobalDefinesExt.xml which exists as a convenient place to organize these new GlobalDefines without interference with either of the two pre-existing GlobalDefine files.
The tags are of all types int, bool, string what ever is apropriate for the mod. Their is some documentation on the first post under the Spoiler listing each mod and a brief description. The most comprehensive place to find the tag listing is the Schema file, each new tags is listed their and made optional by the addition of * minOccurs="0" * when you have identified the tag you want to add check the Schema to see the tag order and structure if its nested (most nested tags structures are copied from another part of the game so they shouldn' be difficult). Then write the new tag into apropriate place, most tags will produce some coresponding text in the Civilopedia allowing you to confirm that the game successfully loaded the new data.
I'm preparing a full blown test case of a drag and drop CivGold Civ, I've followed your alphabetical system and started with the Aborigine. If this all goes acording to plan I'll then see if we can colaborate on a full tutorial for how to convert a "traditonal" new Civ or group of Civs into modularized form.
As you noted their is one files the cant be modularised in this way the CIV4CityLSystem.xml which is involved in the Graphic display of buildings. This file will have to be used in the traditional way, one massive file with everything listed on it. I doubt their will ever be a means of modularizing this file due to design desisions on Firaxis part. Still it should be possible to achive +90% modularization which will be a great boon to moders.
P.S. Yes I'll look at bumping up that Civ limit, its realy just one tiny little define, if you can compile its a very easy change to make.
purplexus Nov 08, 2006, 09:51 PM As I was Creating The Canada_CIV4UnitInfos.xml I realized there was some more work to do. The Unique Names Need TXT_KEY Names so that they are in the language of the machine running the game.
A) Is someone already creating these? If so can I get these from you? If not Another new project to be done :( MAN! A LOT OF WORK!!!
B) Are there more to be included soon? Again gimme
In the meantime I will copy paste what we already have so that they will work at least in English.
purplexus Nov 09, 2006, 12:52 AM Setting up a list of files needed to modify for plug and play In Plug and play Thread
Impaler[WrG] Dec 13, 2006, 06:08 PM I haven't forgeten about this project guys and all your work will not be for naught (infact this may be just the begining). I'll keep you posted on further developments. I'm also going to make Modular loading avalible as a seperately downloadable DLL and Source package so it can be more easily integrated with other DLLs.
Wyz_sub10 Dec 14, 2006, 02:40 PM ;4875861']I haven't forgeten about this project guys and all your work will not be for naught (infact this may be just the begining). I'll keep you posted on further developments. I'm also going to make Modular loading avalible as a seperately downloadable DLL and Source package so it can be more easily integrated with other DLLs.
Good to hear!
Given the way the filing is being restuctured, this has become a must for CIV Gold.
Impaler[WrG] Dec 18, 2006, 04:54 PM Things are coming along nicely, I successfully got the Aborigines loading and playing as a Modual, but I had to drop Diplomacy contact statments because of the way these files are structured and the Unique Building because of data corruption problems. This means you will just have to keep using a single file to hold all this stuff for now, not that we have to drop them from the mod, when their supported thouse files can be split up as well. Modifying an existing building with an over-rider works fine so I'm optimistic this last hurdle can be overcome, Diploc contact might require a full blown re-structuring like putting it on the LeaderheadInfo ware it should logicaly go. Here is a screenshot of me Playing the Aborigines (I guess you just have to take my word for it that I did it without modifying a single base file). The ziped Civ comes to 5,000KB which is probably a bit more then the average because of the double leader and the large amount of data for the Woomera.
P.S. The Woomera needs some impovment in my opinion, the original values just arn't up to a fight against the average animal, they need a total power of 2 against animals to be "save" to build un-escorted outside your borders. Also I'd bump the cost to 50 or less or else the build time is just too slow even considering the advantage in not sacraficing growth.
Here is the current Aborigine package Aborigines (http://forums.civfanatics.com/uploads/73222/Aborigines.zip) I'll be making a guide on how to modularize all forms of content along with a little library of examples that will go with the Big release, this should give you an idea of how its done and what the final product is going to look like. The Aborigine folder is designed to go in "xml/Custom Civilizations" all the Art Define file pathways expect this and would have to be altered if a different pathway were to be used. The aproatch I've take and recomend is to have a Custom folder for each major type (Civ, Unit, Building ect ect) for new things being added to the game and a Modified folder for over-riding the original content. Packages can be Heirarchical and as you can see each leader has his own folder as dose the Woomera. This is done to keep things organized and make it possible to add/remove leaders quickly and easily, but you still need to change the leader listings on the CivilizationInfos.xml to reflect leaders, buildings and Units of the Civ. Units that are the UU of a Civ can be turned into independent units by addition of a CIV4UnitClassInfos.xml in which a new UnitClass is created for them and adjusting the UnitInfo.xml and art pathways. Standalone units should be go in the xml/Custom Units directory to reflect their independent stataus. Likewise unit moduals that were formerly independent can be turned into UU by reversing this process.
Impaler[WrG] Dec 19, 2006, 03:14 AM Ok I'm tracked down the building data corruption problem the data for the <BuildingHappinessChanges> tag is stored in an array equal to the number of BuildingInfos but because this grows as your adding the modular content the values that all the looping functins use to iterate the array ends up being larger then the array and it ends up accessing data past the end of the array which is typicaly some huge garbage value probably derived from crunching a string. I've hacked a temporary fix by just giving the function a hard return of 0. Not a single building in Original or Warlords uses this tag and to my knowlage neither dose a single mod so no ones going to miss it. The long term solution will be to convert the tag to BuildingClass probably along with several other tags that should updated in this way. I've now got the Boraring working and I think were a go for stating to modularizing the existing content base. The great thing about this is the work can be split up among an unlimited number of people. I'll write up a step by step guide tommorrow and people can start calling off civs one by one (I propose we go alphabeticaly) as theirs to convert.
Impaler[WrG] Dec 20, 2006, 08:14 PM The mod is now ready and a full Aborigine modual has been created to demostrate the principles involved. Get the DLL, Source, Instructions and Templates in the first post, the second post has the current example libraby including Aborigines.
I'm currently modularizing the Abssinians, and will also claim the rest of the Civs starting with A (Albanians, Argengtinians, Australia and Austria), I cay probalbly do that at the rate of 2 a day if I keep at it and the Modular loading dosn't show any bugs in need of squashing.
If anyone would like to start on the B's lay your claim to the next Civ or two. Ofcorse I dont expect large scale convertions will beging untill after Christmas, if anyone has any trouble I'll be glad to help by answering any questions.
http://forums.civfanatics.com/showthread.php?p=4900583#post4900583
purplexus Dec 21, 2006, 12:52 AM ;4900899']The mod is now ready and a full Aborigine modual has been created to demostrate the principles involved. Get the DLL, Source, Instructions and Templates in the first post, the second post has the current example libraby including Aborigines.
I'm currently modularizing the Abssinians, and will also claim the rest of the Civs starting with A (Albanians, Argengtinians, Australia and Austria), I cay probalbly do that at the rate of 2 a day if I keep at it and the Modular loading dosn't show any bugs in need of squashing.
If anyone would like to start on the B's lay your claim to the next Civ or two. Ofcorse I dont expect large scale convertions will beging untill after Christmas, if anyone has any trouble I'll be glad to help by answering any questions.
http://forums.civfanatics.com/showthread.php?p=4900583#post4900583
EGADS!!! MAN WAIT!!!!!
I have most of the modularizing already completed. do you have a way for me to send it to you to oversee that it could work?
But for you to split everything up would totally suck since most of it is already done... check out the thread plug and play in this forum to see the progress
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