woodelf
Apr 16, 2007, 09:18 AM
Can you guys list here the XML files (or python) that have been modified by yourselves since v024 came out. This way we can avoid needing to combine them before the next release.
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View Full Version : v024 modified files woodelf Apr 16, 2007, 09:18 AM Can you guys list here the XML files (or python) that have been modified by yourselves since v024 came out. This way we can avoid needing to combine them before the next release. woodelf Apr 16, 2007, 09:20 AM Modified by myself: Civ4BuildingInfos Civ4ArtDefines_Building GeoModder Apr 16, 2007, 10:37 AM Civ4TerrainInfos.xml The other 3 in the same folder will follow shortly. AlazkanAssassin Apr 16, 2007, 02:20 PM CIV4CivicInfos.xml CIV4CivicOptionInfos.xml CIV4CivilizationInfos.xml CIV4GameTextInfos_Other.xml woodelf Apr 16, 2007, 02:57 PM Since downloading AA's changes I've modifed the Civ4CivicInfos (to put in buttons) and the Civ4LeaderheadInfos. woodelf Apr 16, 2007, 03:11 PM Python file changed to get the State Religions and civics matching up: CvGameInterface in entrypoints folder. GeoModder Apr 29, 2007, 12:43 PM You forgot to mention you tinkered with the Civ4ImprovementInfos.xml file. :mad: Small wonder my adjustments in the Civ4LPlotSystem.xml file were in vain! woodelf Apr 29, 2007, 01:50 PM Sorry Geo. I forgot as well. :sad: GeoModder Apr 29, 2007, 02:11 PM Well, I'm rather close to finishing the solar panel adjustments. One thing, we probably won't be able to use the main solarplant model. For some reason it crashes the game sofar. Perhaps it's too big/polyheavy for an improvement. We could still use it as a moonbase structure tho. woodelf Apr 29, 2007, 03:01 PM Cool. I don't know what it is about that building... The panels are low poly though I think. GeoModder Apr 29, 2007, 03:24 PM Okay, in principal the xml is done, but it seems the Colonization, Isolation, Expansion and Sovereignity era's aren't linked to the civ era order? (ancient, classical, medieval, renaissance) Do you know from top of your head which civ era's were used, or where I can find this info? woodelf Apr 29, 2007, 03:34 PM From the Civ4EraInfos XML file: Industrial, Medieval, and Future unused. Ancient = colonization Renaissance = expansion Classical = Isolation Modern = Sovereignty I have no idea who did this originally, so if something needs to be changed and not affect anything else it can be. GeoModder Apr 29, 2007, 03:48 PM What era happens first in the mod? Isolation or Expansion? woodelf Apr 29, 2007, 03:54 PM I would hope Colonization. Those names were devised before we even came up with the Isolation Event. GeoModder Apr 29, 2007, 04:27 PM I meant which of the two I asked comes first after Colonization, of course. :p woodelf Apr 29, 2007, 04:46 PM Isolation. I hope that Isolation is tough for the player. Maybe Colonization should be renamed since we aren't aiming to colonize. Maybe we need: new name Isolation Colonization or Survival Expansion I don't think they all need to be the same length either. We can change it up some. GeoModder Apr 30, 2007, 12:35 PM Okay, my suggestion after a quick peek in the EraInfo file. Settlement or Outpost era (probably the latter would be better) Colonization era (which is supposed to start before Isolation occurs, and continues after the event hits. If you really think it's necessary, a survivalist era could be squeezed in but I feel it would be redundant) Expansionist era (the factions are geared up now, have a good industrial base and are capable of settling the Lagrange 4 and Lagrange 5 points and making each others' lives truly miserable) These 3 are the basics ones. If the mod needs to go on after this, I propose the following ones: Interplanetary era (regular flights to other planetary bodies, planetoid mining, comet interception flights for volatiles, the stuff. Capable of founding colonies/outposts on other low-G bodies around Sol) Interstellar era (robot probes capable of reaching nearby solar systems to take a closer look at possible habitable planets so a manned mission can follow) If you want to go beyond that, you're on the Transcend level. ;) What'ya think? woodelf Apr 30, 2007, 12:38 PM Since I never play any mod beyond 1+ eras this is perfect Geo. 4-6 eras sounds good in theory, but rarely is any fun. Is this for only this version or are we planning ahead for BtS as well? GeoModder Apr 30, 2007, 01:13 PM I like this setup for BtS too. Btw, perhaps putting all these posts in a new thread? 't Is a bit off-topic for a modified files thread. ;) matthewv Apr 30, 2007, 01:19 PM We should stick to three era for now: -Settlement(focus is on getting basic technologies needed to inhabit the moon) -Colonization(focus is on survival being isolated from earth) -Expansion(focus is on growth and defeating anyone how is in your way) This will keep the eras unique with an exciting new main focus with each era. I dont know how we would impliment the other 2 eras mentioned. GeoModder Apr 30, 2007, 01:31 PM Agreed. And blasted! The era's are all mixed up. Will have to gamble a bit. woodelf Apr 30, 2007, 02:46 PM Agreed. And blasted! The era's are all mixed up. Will have to gamble a bit. I have no idea why they got labeled the way they did. I think we gamble in Vanilla and do it right the next time. The techs are tied to these eras as they are now. GeoModder Apr 30, 2007, 03:35 PM Yeehaa, I think I figured out. :dance: Gimme half an hour, and I proudly upload a cool looking solar field->solar acre progression which works consistently over the era's. I also adapted the Era labels in the EraInfos file so I include it in the upload. Comments for better implementation will be welcome of course. Edit: upload attached. Just put it in your SotM root folder, and click yes if prompted for overwriting. GeoModder Apr 30, 2007, 03:46 PM New modified files uploaded in previous post: CIV4PlotLSystem.xml CIV4EraInfos.xml Added: Luna_SolarPanel folder with Woodelfs solar panel model+.dss file in it. woodelf Apr 30, 2007, 03:49 PM Great job Geo. Thanks for your diligence. ;) matthewv May 02, 2007, 11:33 AM I am currently editing : moon_map.py I will soon be editing: GlobalDefinesAlt.xml all files in the terrain xml folder Edit: Civ4TerrainInfos.xml The other 3 in the same folder will follow shortly. Before I can those files, are you done with them geo? and are the most recent files in v0.24B? GeoModder May 02, 2007, 12:05 PM I am currently editing : moon_map.py I will soon be editing: GlobalDefinesAlt.xml all files in the terrain xml folder Edit: Before I can those files, are you done with them geo? and are the most recent files in v0.24B? Do your thing with them, Matthew. I'm still on the early-era city graphics so go ahead. And no, they are not in the v0.24B. They still have the original values in that version. woodelf May 02, 2007, 12:05 PM FYI, I have edited nothing since v24B. :thumbsup: on a new mapscript matthew. GeoModder May 13, 2007, 01:08 PM Well people, here's the changes/additions I made the last week or two. Read the .txt file included to see what has been done. Woodelf, you only need to extract this download in the copy I asked you to make (or in your original if you change the name to 024C) and click "yes" for any overwrite popup. After that, drop those 8 moonsong MP3's I sent earlier in the Moon Music folder under the Sound/Soundtrack path. Please report if there's any sort of error short of the eagle's text error ingame. ;) http://forums.civfanatics.com/uploads/72407/SotM024C.zip I think I need a break and do something else for next week. :( woodelf May 13, 2007, 01:56 PM Thanks Geo. I'll work on this after my 'honey-do' list is done. woodelf May 13, 2007, 01:58 PM I think I need a break and do something else for next week. :( Music and Sounds for SMAC? :p Or RL stuff? GeoModder May 13, 2007, 02:13 PM Music and Sounds for SMAC? :p Or RL stuff? Ethnically Diverse City Styles stuff. :p woodelf May 13, 2007, 06:17 PM I'm going to test it out a day or so before uploading 024C for matthewv and AA. I might also finally do some civ history and tweak some things. Not sure yet. AA, matthewv - are there any modified files you guys have since 024B? matthewv May 14, 2007, 09:27 AM AA, matthewv - are there any modified files you guys have since 024B? I have the terrain and map script stuff I have been working on but I would rather wait with those files till I am finished with them (I don't want to make a fool of myself by unleashing a slew of bugs on you guys when I am not finished yet) ;) GeoModder May 14, 2007, 09:28 AM Agreed. It's quite basic stuff so this better be in order before its put in the public copy. woodelf May 14, 2007, 10:28 AM No problem. I'm actually busy at work and home so take as long as you need. matthewv May 14, 2007, 10:34 AM Add CIV4PlotLSystem.xml to the list of xml files I am highjacking. Currently hijacked files: moon_map.py GlobalDefinesAlt.xml all files in the terrain xml folder CIV4PlotLSystem.xml GeoModder May 14, 2007, 10:49 AM Perhaps you better update the GlobaldefinesAlt, the terrain xml -and the PlotLSystem file first. I worked on those last weekend. GeoModder May 14, 2007, 10:52 AM Here you have 'm. woodelf May 14, 2007, 11:01 AM So long as you hijack from Geo's upload yesterday it doesn't matter to me. :) matthewv May 14, 2007, 11:14 AM CIV4TerrainInfos.xml is currently being totally redone to reflect the new terrain with all old and double terrain type completely removed. (Sorry geo but any changes you made here are going to be lost when I release my new map script) For all of the other files I will be using the files you uploaded. BTW, What did you change in PlotLSystem.xml? I was intending to strip that file clean tonight so that we can be rid of all the old stuff we still have hanging around. GeoModder May 14, 2007, 11:32 AM CIV4TerrainInfos.xml is currently being totally redone to reflect the new terrain with all old and double terrain type completely removed. (Sorry geo but any changes you made here are going to be lost when I release my new map script) That's no problem. This one is the easiest to look through. And I knew it had to be done anyway with the new terrain you prepared. BTW, What did you change in PlotLSystem.xml? I was intending to stript that file clean tonight so that we can be rid of all the old stuff we still have hanging around. I changed the cottages to solar panels with the .nif references, and added some "blanks" to have more chance of open spaces between the solar panels. O yes, most important! the 'landworked' xml-references should be kept! They're two of them IIRC. It ensures Woodelf spacy building appears instead of the wood shack on the gamemap. Except that, nothing. matthewv May 14, 2007, 11:47 AM I changed the cottages to solar panels with the .nif references, and added some "blanks" to have more chance of open spaces between the solar panels. O yes, most important! the 'landworked' xml-references should be kept! They're two of them IIRC. It ensures Woodelf spacy building appears instead of the wood shack on the gamemap. Except that, nothing. Okay, I will leave those alone. (though you do have multiple references to the solar panel that are exactly the same, thus I will be deleting those as they do nothing) GeoModder May 14, 2007, 11:56 AM Okay, I will leave those alone. (though you do have multiple references to the solar panel that are exactly the same, thus I will be deleting those as they do nothing) The multiple copies ensure they will pop up at a random spot -and chance, matthewv. And if you look closely you'll see they use two different leafsizes. ;) But adjust what you want, I can always put my entries back in and I read Woodelf made some extra .nifs so I would have to tinker with it again anyway. GeoModder May 16, 2007, 12:40 PM Woodelf, you hinted at having made more .nif models for the solar panels. Have you uploaded those somewhere so I can put them in the cityLsystem or PlotLsystem file if needed? woodelf May 16, 2007, 12:55 PM Sorry Geo. I will. I'll zip up my practice Cottage folder in about 90 minutes and upload it. matthewv May 16, 2007, 01:01 PM Can you Plz change them in this file (The one I am currently working on) and send it back to me when done. You should be able to play just fine with this one but if you do get errors let me know. By petting this file very nicely I managed to remove all the references to old improvements and resourses. GeoModder May 16, 2007, 01:07 PM I assume you meant me, matthewv? I'll use it if so. :) matthewv May 16, 2007, 01:09 PM Of course. Woodelf just managed to sneak in his post before mine. matthewv May 16, 2007, 01:19 PM While I am at it here are the Bonus, Feature, And Inprovement XMLs with all old stuff removed. Plz let me know if you get any errors using them. I will not be doing any further changes in these files for the time being. GeoModder May 16, 2007, 01:21 PM Okay, they are all downloaded. Will put them in the 024C version before any other xml downloads. woodelf May 16, 2007, 02:23 PM Here's the cottage art folder with all of the nifs. GeoModder May 16, 2007, 02:40 PM Cheers. :-) GeoModder May 16, 2007, 02:56 PM Wow, Woodelf, that's a tremendous cutdown on the polies in that soltown model. A question though, do you want me to have several of these models on the same plot (ie 3-7 solhamlet models on one plot to depict an upstart solar field) or one main model with a buch of the basoc solarpanel model randomly spread around it? woodelf May 16, 2007, 03:03 PM Whatever you think works best Geo. I wasn't sure if we wanted smaller amounts of solar panels per tile or not. We could scale it up and use less polys. matthewv May 16, 2007, 03:11 PM While I am at it here are the Bonus, Feature, And Inprovement XMLs with all old stuff removed. Plz let me know if you get any errors using them. I will not be doing any further changes in these files for the time being. Sorry guys but the features xml I sent you causes an error. Plz ignore it. The other two should be fine GeoModder May 16, 2007, 03:13 PM Okay. :) Thanks for letting us now. woodelf May 16, 2007, 03:17 PM Geo is my guinea pig. :) GeoModder May 16, 2007, 04:02 PM The guinea pig reports no errors (CTD's) sofar. Ideology buttons show up fine except as said before in the cityscreen. Should be solvable by typing the correct .dds name in the correct xml file. 't Seems like Matthewv insists on a food overflow from improved He³? ;) woodelf May 16, 2007, 04:04 PM Did you see snipper's new d/l in the Ideologies thread Geo? And check your mail! GeoModder May 16, 2007, 04:15 PM Got the PM, and the unit linked in it + snipper's ideology download (grayed and normal .dds inthere). That's why I said it would be a simple case of renaming the .dds references in the proper file. matthewv May 16, 2007, 04:25 PM The guinea pig reports no errors (CTD's) sofar. Ideology buttons show up fine except as said before in the cityscreen. Should be solvable by typing the correct .dds name in the correct xml file. 't Seems like Matthewv insists on a food overflow from improved Heł? ;) Oops, sorry. I was working of the files before you updated them.:blush: I can send you proper files later. GeoModder May 17, 2007, 01:05 AM Oops, sorry. I was working of the files before you updated them.:blush: I can send you proper files later. Don't worry, and no need. The changes I made were provisionally only. Now I have a reason to put a more balanced thought into it. :) woodelf May 24, 2007, 05:55 AM As I was creating the new updated files listing I noticed 5 new python modcomps by Zebra9. Is any of his work potentially useful to us? GeoModder May 24, 2007, 10:03 AM Yes, it is. :) Especially the pythoncomp about linking certain civics with a religion/ideology, as in the charter column for our mod. woodelf May 24, 2007, 11:10 AM Super. Now hopefully matthewv or AA can tie it all together. I've lost the time to work on python. :sad: |
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