View Full Version : Welcome to the World of Civilization Project


TAfirehawk
Nov 15, 2007, 09:41 PM
The World of Civilization, or WoC as we like to call it, is a PROJECT first and foremost, not a mod or module or modcomp. The core revolves around "fixing" the modular xml loading originally developed by Impaler and released by Firaxis in Beyond the Sword, BtS.

After the WoC Core is downloaded and installed in the BtS\Mods folder, a player or modder can add/subtract game components simply by moving module folders from Modules to Unloaded Modules or vice versa.

This is a collaboration of Impaler and the ViSa Team...Impaler created the first Modular XML Loading system in Warlords and Firaxis picked it up and included it in BtS. Now the WoC Team has expanded/enhanced/fixed what Firaxis released and turned it into the WoC Standard.


__________________________________________________ _________________________________________


The idea behind the WoC Project is to create a better and easier Modular XML Loading system for both players and modders. We have made a revolutionary upgrade to the system Firaxis released in BtS. This is something we saw a large need for while putting together 50+ modcomps into the ViSa Expansion Pack we made for Warlords. So this is really something we wanted to do for our own modding but soon realized this WoC Standard is great for every modder AND every player.

This is just v0.92 so it is a bit rough and we need help testing before releasing a v1.00. We have quite a few Modules done but are still refining the WoC Standard so not all of them are released in this beta.


The premise for the player is to be able to select any and all Modules that he/she wants EACH AND EVERY GAME. So instead of looking at 10 different modpacks, you can choose them all or bits and pieces from each....or none at all. This puts the choice in the hands of the player. We believe the MAJOR ADVANTAGE of the WoC is to provide a system where the player can decide what he/she wants...not just what a mod maker decides to include in a mod.

We will have an "Front End Program" with v2.00 that runs before BtS and allows a player to choose Modules without actually interacting with folders/files, but using a graphical interface that also has the ability to save a configuration (needed for MP games).


The premise for the modder is to be able to use ONE FORMAT to allow for less work to be done....work shared amongst all other modders so we aren't re-inventing the wheel in each modpack. The "nuts and bolts" of it are that as a modder you supply only CHANGED/NON-DEFAULT tags in your XML, which makes it infinitely easier to fix/change/add things since it is only things you have changed from the Firaxis XML are in your Module.

The entire WoC package is needed to build your own mod upon...except the Modules. We would like to keep the same folder names in the Modules area just to allow easy install, but folder names are not required. One feature, Relative Art Paths, does make it easy to port over existing mods because the Arts folder setup used by Firaxis is maintained within each Module (this is easy to see once you have the files, or browse the SVN via a web browser).


__________________________________________________ _________________________________________



Please use the "Module" threads to discuss specifics bugs/requests/misc things related to each group.

Please use the "WoC" threads to discuss the Modding Standard bugs/requests/misc things that are structure/python/sdk related.

Specific links are in the next post....

TAfirehawk
Nov 17, 2007, 03:37 PM
Important Links


Latest Version Download: http://forums.civfanatics.com/showthread.php?t=251153

List of Modules: http://forums.civfanatics.com/showthread.php?t=251149

V.80 Bug Thread: http://forums.civfanatics.com/showthread.php?t=251349

WoC Modding Standard Details: http://forums.civfanatics.com/showthread.php?t=251145

"How to Mod" Guide: http://forums.civfanatics.com/showthread.php?t=251146

WoC Player Manual: http://forums.civfanatics.com/showthread.php?t=251351

TAfirehawk
Dec 07, 2007, 08:50 PM
We have a web page:

www.worldofcivilization.com

www.worldofcivilization.net



SourceForge: http://sourceforge.net/projects/worldofciv

Bug Tracker: http://woc.dreamhosters.com/bugtracker/bugtracker.htm

SVN browse by your explorer: http://worldofciv.svn.sourceforge.net/viewvc/worldofciv/

SVN address for developers: https://worldofciv.svn.sourceforge.net/svnroot/worldofciv


Jabber chat: http://kingshomeworld.com:8080/red5/login.html - World of Civilization room

Jabber client, Spark: http://www.igniterealtime.org/downloads/index.jsp


Mailing list for developers only: woc@worldofcivilization.net

Any mail send to this address will be forwarded to all developers

If you want to get removed or added, send a mail to mrgenie at gmx.de

TAfirehawk
Dec 09, 2007, 11:33 AM
I have added some more details on the WoC Project above....I have lots more documentation to come as we are almost ready for v1.00 to be released.

mamba
Dec 10, 2007, 02:22 AM
I noted that you do not have an example for CIV4UnitArtStyleTypeInfos.xml while you do have a changed CIV4CivilizationsSchema.xml (which is also used by CIV4UnitArtStyleTypeInfos.xml).

Is CIV4UnitArtStyleTypeInfos.xml also pluggable now (i.e. allowing partial definitions of changes which are to be added to the 'main' definition instead of overwriting it) ?

To me this is one of the most important xml files, not having this in your new pluggable format would be a major letdown.

rockinroger
Dec 10, 2007, 05:53 AM
We do have that modular to Woc, a couple of examples are the Pirate civ, Hungary, Netherlands and EDU. They are being tested now.

TAfirehawk
Dec 10, 2007, 06:02 PM
I noted that you do not have an example for CIV4UnitArtStyleTypeInfos.xml while you do have a changed CIV4CivilizationsSchema.xml (which is also used by CIV4UnitArtStyleTypeInfos.xml).

Is CIV4UnitArtStyleTypeInfos.xml also pluggable now (i.e. allowing partial definitions of changes which are to be added to the 'main' definition instead of overwriting it) ?

To me this is one of the most important xml files, not having this in your new pluggable format would be a major letdown.

As roger said...we have it...

IF we don't have something, let us know after v1.00 release, and we will do it as long as it isn't tied up in the EXE.

The goal here is to make this new Standard fully workable by every single Civ 4 BtS modder.

jdog5000
Dec 12, 2007, 04:58 PM
This is a wonderful project, I salute all those involved in getting it organized and approaching v1.00! I definitely will both convert my mod to this approach and contribute SDK pieces in the future. Cheers!

TAfirehawk
Dec 12, 2007, 06:18 PM
This is a wonderful project, I salute all those involved in getting it organized and approaching v1.00! I definitely will both convert my mod to this approach and contribute SDK pieces in the future. Cheers!

Great to hear your support....and we have your AutoAI in already :D

The Navy Seal
Feb 22, 2008, 08:07 PM
I can't seem to find the old site where I could post I known it was something like worldofcivilizationproboards. but I can't find it.

TAfirehawk
Feb 22, 2008, 08:52 PM
I can't seem to find the old site where I could post I known it was something like worldofcivilizationproboards. but I can't find it.

That is closed....it is enough work to keep up with one forum :)

The Navy Seal
Feb 22, 2008, 08:56 PM
Oh ok I'll just use this one then. Thanks.

kevinman4404
Feb 26, 2008, 11:21 PM
Interesting, and brilliant. I am a bit confused as to how this all will work. I'm assuming modular and non-modular stuff will eventually be in conflict (and I expect to keep working on non-modular stuff for quite a while still). Let's say you want to combine part of something modular into a non modular mod. Could you merge the mods (to gain modular capability), without problems, then put the wanted modular components into it, using it almost like a VCR? EDIT: Stupid question, I realize now that the modules just link to the actual stuff allowing you to turn parts of a mod off. Which I knew it did... who knows what I was thinking... EDIT: on third thought, ARE there any sort of compatibility or merging issues? (just in case)

Also, are there any modules for resources? I noticed new resource icons on J.S.'s gamefont.

The Navy Seal
Feb 29, 2008, 07:27 PM
I have a question about how the modules work. If I made a new civics set for WOC other peoples leader modules would not be compatible because they don't have the right favorite civic, same with the techs?

mamba
Mar 01, 2008, 02:02 AM
Well, technically speaking they would be compatible in that they do not break, but they of course would not make use of your tech or civic. You would need to also provide / change leaders to use / favour your civic.

That is nothing WoC can fix, WoC resolves technical dependencies, not design dependencies.

TAfirehawk
Mar 01, 2008, 06:16 AM
I have a question about how the modules work. If I made a new civics set for WOC other peoples leader modules would not be compatible because they don't have the right favorite civic, same with the techs?

That is easily done with the new Dependency tags we have in V0.92

And for the "default" Civs in BtS, it is even easier as you just add the couple lines in the CivilizationInfos.xml to add a new civic category.


Well, technically speaking they would be compatible in that they do not break, but they of course would not make use of your tech or civic. You would need to also provide / change leaders to use / favour your civic.

That is nothing WoC can fix, WoC resolves technical dependencies, not design dependencies.

You are selling the WoC very short, we have this issue resolved and there is next to nothing that we haven't or will be solving in the WoC. We thought about this and resolved it 99% about 3 months ago.....

The Navy Seal
Mar 01, 2008, 07:27 AM
So I should D/L v0.92 and make my changes to it then upload it or is it fine just uploading it as a normal MOD?

TAfirehawk
Mar 01, 2008, 08:21 AM
So I should D/L v0.92 and make my changes to it then upload it or is it fine just uploading it as a normal MOD?

I am not sure what you mean, but we can discuss it via IM or here: http://forums.civfanatics.com/showthread.php?t=251165

The Navy Seal
Mar 01, 2008, 08:50 AM
Ok, I just put my question in the other thread! :thumbsup:

TAfirehawk
Mar 23, 2008, 11:54 AM
Jabber chat: http://kingshomeworld.com:8080/red5/login.html - World of Civilization room

Jabber client, Spark: http://www.igniterealtime.org/downloads/index.jsp

TAfirehawk
Jun 29, 2008, 09:26 AM
V1.00 is in final testing and available for early download now that Firaxis released the patch 3.17

We have moved back to the public SVN on SourceForge.net with our latest work now that we are no longer under NDA.

I think it is ready, SVN 1649, in folder V1.00 but I want to make sure we test this A LOT. Once we are happy with our testing efforts, then I will post the WoC Core along with the first set of WoC Modules for download.

jebst
Jul 08, 2008, 01:29 AM
Congratulations on all the work you have done. Realy terrefic. Please note the following when using WoC from svn 1716: this is probably a mod problem
WoC1716

Assert Failed

File: .\CvGlobals.cpp
Line: 4861
Expression: strcmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type UNITCOMBAT_JET_FIGHTER not found, Current XML file is: modules\Promotions\Improved Radar\ImprovedRadar_CIV4PromotionInfos.xml

----------------------------------------------------------

Tag:UNICOMBAT_JET_FIGHTER in Infoclass was incorrect
Current XML file is: Modules/Promotions/ImprovedRadar/ImprovedRadar_CIV4PromotionInfos.xml

Same for Tags _Bomber _GroundATTACK _Fighter _Jet_Fighter

Play starts OK but at first turn CTD
Using v3.17
Also make it possible to run from any configuration, maybe as a choice, re some uses Program other Program Files, some dokuments/my games.
regards and again thanks for all the work you have done
jebst

Ionopachys
Jul 08, 2008, 11:19 AM
The unit modules are missing. The folders are there with their loading xml's, but the units' folders and files are nowhere to be seen. Either they just forgot to upload that installer or they aren't done with it yet.

rockinroger
Jul 08, 2008, 04:10 PM
Actually the Combat catergories are not done in a installer yet. so thats is the error you are getting. Add that from ver1.00 on the SVN and you will be good to go.

TAfirehawk
Jul 08, 2008, 07:04 PM
Mixing and matching on the SVN right now will lead to alot of errors. So if you don't mind all the manual moving work and errors, go for it....otherwise stick with the installers.

FYI there is an Excel file in with the installers that lists the Modules they contain.

Ionopachys
Jul 09, 2008, 12:38 AM
So as of this post, V1.00 isn't available?

jebst
Jul 09, 2008, 02:43 AM
Thanks. Copied the Combat Cat. and the play so far works beutifully. Keep up the good work. Maybe I am a little impatient but I love to play with as much Technology and resourses as possible.

rockinroger
Jul 09, 2008, 04:03 PM
Join the club,lol

jebst
Jul 10, 2008, 12:34 AM
TAfirehawk No offence. It is not that i like to mix and match as much as I know when you have to test a play, it is important to do all the stupid thing anybody can think of to se how the play handles it. So far your install files are OK on my system. There is one problem with religions. When I use christianity as a religion and work my way up the tech tree I come to Theology. When reserached there pops up "you have invented a new religion and there is a choise of two or three religions. As soon as I chose one CTD. The one to chose from are allready invented. Keep up the good work regards jebst

mamba
Aug 06, 2008, 10:07 AM
Hm, shouldn't the sticky now point to 1.00 and its modules (and maybe some other stuff, i.e. a summary of the first 3 posts from http://forums.civfanatics.com/showthread.php?t=285856) ?

rockinroger
Aug 10, 2008, 07:10 PM
All available second modules released, and 3rd Units. Please post bugs, here http://woc.dreamhosters.com/bugtracker/mantis_110a3/my_view_page.php. include a save game and a module list.

komodo
Aug 26, 2008, 08:09 PM
so... when can someone actually download this?

rockinroger
Aug 26, 2008, 11:58 PM
As of August 3rd. Go here for the Core installer. http://forums.civfanatics.com/downloads.php?do=file&id=10230. Thats the first thing you need. Then go here, http://forums.civfanatics.com/showthread.php?t=285008 to post 3 for the modules. Choose what you want or choose them all. The ones that are released will have a link to go to download. Point is that the WoC lets you the player choose what you want in the game.

rockinroger
Oct 12, 2008, 08:18 PM
So is the woc beta 1.1 ok, and should i keep releasing modules, release modules with only 1 module in it, or release them with 3-4 in it? keep in mind that any module released can be disabled in the mlf by setting<bLoad>0</bLoad>. Just looking for some thoughts, we have a ton more modules.

ravenone
Oct 16, 2008, 10:05 AM
My opinion is to continue to try and group 3-4 items in a module.

Also, you might(if its not a ton more work for you) have a "master" module for each module area (i.e. Units, buildings, etc..) and this "master" can contain all the modules in that area. That way if someone wants all the Units modules, they can just download and install the one big master Units module (instead of having to install 4+ seperate modules). Just like you have a overall Full install of the Core and all Modules. Just a thought.

BTW, have you figured out the install issue with it not overwritting older module files when someone tries and install an update on a module?

rockinroger
Oct 16, 2008, 06:10 PM
My opinion is to continue to try and group 3-4 items in a module.

Also, you might(if its not a ton more work for you) have a "master" module for each module area (i.e. Units, buildings, etc..) and this "master" can contain all the modules in that area. That way if someone wants all the Units modules, they can just download and install the one big master Units module (instead of having to install 4+ seperate modules). Just like you have a overall Full install of the Core and all Modules. Just a thought.

BTW, have you figured out the install issue with it not overwritting older module files when someone tries and install an update on a module?

Good ideas, and no i havent got a grip on the installers. i will have to play with the settings some more. Are you aware of this page? http://forums.civfanatics.com/showpost.php?p=7102942&postcount=3. Or you prefer one master file updated for each category? Or in theory I could do both options.

rockinroger
Oct 16, 2008, 06:44 PM
We still could use some more beta testers. PM me if your interested in helping. I started out with ViSa as a beta tester, then volunteered to help mod, even though i knew absolutely nothing.

Elucidus
Dec 07, 2008, 06:57 AM
Apparently I can't read...see PM

Chiyochan
Jun 08, 2009, 10:13 PM
I have to wonder how something like this would work with civ's XML additions, for example even adding something like an extra building requires editing several XML files, compatability issues for something like this would be a nightmare if you're trying to go all out with mix and match legos.

mamba
Jun 09, 2009, 06:52 AM
I have to wonder how something like this would work with civ's XML additions, for example even adding something like an extra building requires editing several XML files, compatability issues for something like this would be a nightmare if you're trying to go all out with mix and match legos.

Just make sure to always keep all changes to one entity in one place (dir), even when those changes need to be done across mutliple files (which in civ might be in different dirs).

Of course, if two separate changes to one entity change the same tags, only one can 'win', but for approx 95% of the changes out there this never is an issue.

So, it does not solve all your problems in a plug and play fashion, but most of them. It solves all technical dependency issues, but none of the logical ones (which obviously is impossible anyway).

You could e.g. give my mod (in its woc-ified version) a try to see how to do it as essentially everything in it is plug and play, you just edit the MLF file to e.g. remove a civ or a unit type.

rockinroger
Jul 08, 2009, 09:54 PM
Hi guys sorry its been awhile. Fabian, johny, ta, and myself are still plugging away. Currently waiting on updating to 3.19 sdk from fabian. He was busy for awhile winning a world championship in robotic soccer. Fabian has almost got commodities fully intergrated. I will post some screen shots. I heard in another thread that events is possibly bugged, will look into that. Anyways i've got a little fine tunning to do with some stuff and then wait for the new sdk. After that we should be good to go.

rockinroger
Jul 08, 2009, 10:00 PM
Some commodities screen shots

220442

220443

220444

rockinroger
Jul 08, 2009, 10:16 PM
Another project in the works is Civ and Era specific Great people. Per the screenies.
220445

220446

220447

Unfortunately with my GF's health issue, (Breast Cancer, surgery july 15th). I do not have the time to research and write this xml. I will have to pick up the slack and play mr. dad when she starts chemo. So if any one is interested in helping with research and xml writing, i can show them what needs done.

rockinroger
Jul 08, 2009, 10:23 PM
Heres a sample of some of the code for the above,
<Civ4UniqueNameInfos xmlns="x-schema:CIV4UniqueNamesInfoSchema.xml">
<UniqueNameInfos>
<UniqueNameInfo>
<Type>UNIQUE_NAMES_GREAT_PERSON</Type>
<Civilization>CIVILIZATION_GERMANY</Civilization>
<UniqueNames>
<UnitClass>UNITCLASS_SCIENTIST</UnitClass>
<UniqueName>
<Name>TXT_KEY_UNIQUE_NAME_ALBERT_EINSTEIN</Name>
<iPreferredBeginYear>1879</iPreferredBeginYear>
<iPreferredEndYear>1955</iPreferredEndYear>
<PreferredBeginEra>ERA_INDUSTRIAL</PreferredBeginEra>
<PreferredEndEra>ERA_MODERN</PreferredEndEra>
<Quote>TXT_KEY_GP_QUOTE_ALBERT_EINSTEIN</Quote>
<Biography>TXT_KEY_GP_BIOGRAPHY_ALBERT_EINSTEIN</Biography>
<Picture>Art/GreatPeople/Albert Einstein.dds</Picture>
</UniqueName>
<UniqueName>
<Name>TXT_KEY_UNIQUE_NAME_KARL_FRIEDRICH_GAUSS</Name>
<iPreferredBeginYear>1777</iPreferredBeginYear>
<iPreferredEndYear>1855</iPreferredEndYear>
<PreferredBeginEra>ERA_RENAISSANCE</PreferredBeginEra>
<PreferredEndEra>ERA_INDUSTRIAL</PreferredEndEra>
<Quote>TXT_KEY_GP_QUOTE_KARL_FRIEDRICH_GAUSS</Quote>
<Biography>TXT_KEY_GP_BIOGRAPHY_KARL_FRIEDRICH_GAUSS</Biography>
<Picture>Art/GreatPeople/Carl Friedrich Gauss.dds</Picture>
</UniqueName>
</UniqueNames>
<UniqueNames>
<UnitClass>UNITCLASS_ENGINEER</UnitClass>
<UniqueName>
<Name>TXT_KEY_UNIQUE_NAME_GOTTLIEB_DAIMLER</Name>
<iPreferredBeginYear>1834</iPreferredBeginYear>
<iPreferredEndYear>1900</iPreferredEndYear>
<PreferredBeginEra>ERA_INDUSTRIAL</PreferredBeginEra>
<PreferredEndEra>ERA_MODERN</PreferredEndEra>
<Quote>TXT_KEY_GP_QUOTE_GOTTLIEB_DAIMLER</Quote>
<Biography>TXT_KEY_GP_BIOGRAPHY_GOTTLIEB_DAIMLER</Biography>
<Picture>Art/GreatPeople/Gottlieb Wilhelm Daimler.dds</Picture>
</UniqueName>
<UniqueName>
<Name>TXT_KEY_UNIQUE_NAME_KARL_BENZ</Name>
<iPreferredBeginYear>1844</iPreferredBeginYear>
<iPreferredEndYear>1929</iPreferredEndYear>
<PreferredBeginEra>ERA_RENAISSANCE</PreferredBeginEra>
<PreferredEndEra>ERA_INDUSTRIAL</PreferredEndEra>
<Quote>TXT_KEY_GP_QUOTE_KARL_BENZ</Quote>
<Biography>TXT_KEY_GP_BIOGRAPHY_KARL_BENZ</Biography>
<Picture>Art/GreatPeople/Karl Benz.dds</Picture>
</UniqueName>
</UniqueNames>
</UniqueNameInfo>
<UniqueNameInfo>
<Type>UNIQUE_NAMES_GREAT_PERSON</Type>
<Civilization>CIVILIZATION_ENGLAND</Civilization>
<UniqueNames>
<UnitClass>UNITCLASS_SCIENTIST</UnitClass>
<UniqueName>
<Name>TXT_KEY_UNIQUE_NAME_ISAAC_NEWTON</Name>
<iPreferredBeginYear>1643</iPreferredBeginYear>
<iPreferredEndYear>1727</iPreferredEndYear>
<PreferredBeginEra>ERA_RENAISSANCE</PreferredBeginEra>
<PreferredEndEra>ERA_INDUSTRIAL</PreferredEndEra>
<Quote>TXT_KEY_GP_QUOTE_ISAAC_NEWTON</Quote>
<Biography>TXT_KEY_GP_BIOGRAPHY_ISAAC_NEWTON</Biography>
<Picture>Art/GreatPeople/Isaac Newton.dds</Picture>
</UniqueName>
<UniqueName>
<Name>TXT_KEY_UNIQUE_NAME_ALEXANDER_FLEMING</Name>
<iPreferredBeginYear>1881</iPreferredBeginYear>
<iPreferredEndYear>1955</iPreferredEndYear>
<PreferredBeginEra>ERA_INDUSTRIAL</PreferredBeginEra>
<PreferredEndEra>ERA_MODERN</PreferredEndEra>
<Quote>TXT_KEY_GP_QUOTE_ALEXANDER_FLEMING</Quote>
<Biography>TXT_KEY_GP_BIOGRAPHY_ALEXANDER_FLEMING</Biography>
<Picture>Art/GreatPeople/Alexander Fleming.dds</Picture>
</UniqueName>
</UniqueNames>

rockinroger
Jul 08, 2009, 10:29 PM
A example of the text,
<Civ4GameText xmlns="http://www.firaxis.com">
<TEXT>
<Tag>TXT_KEY_GP_BIOGRAPHY_ALBERT_EINSTEIN</Tag>
<English>. .. .. .. .. .Albert Einstein was a German-born theoretical physicist. He is best known for his theory of relativity and specifically mass-energy equivalence, E = mc2. Einstein received the 1921 Nobel Prize in Physics "for his services to Theoretical Physics, and especially for his discovery of the law of the photoelectric effect."</English>
<French>. .. .. .. .. .Albert Einstein était un physicien théorique Allemand-né. Il est le plus connu pour sa théorie de la relativité et de l'équivalence spécifiquement masse-énergie, E = mc2. Einstein a reçu le prix 1921 Nobel dans le &quot; de physique pour ses services à la physique théorique, et particulièrement pour sa découverte de la loi de l'effect.&quot; photoélectrique.</French>
<German>. .. .. .. .. .Albert Einstein war ein Deutsch-geborener theoretischer Physiker. Er ist für seine Theorie der Relativität und der spezifisch mass-energy Gleichwertigkeit, E = mc2 am bekanntesten. Einstein empfing den Nobelpreis 1921 im Physik &quot; für seine Services zur theoretischen Physik und besonders für seine Entdeckung des Gesetzes des photoelektrischen effect.&quot;</German>
<Italian>. .. .. .. .. .Albert Einstein era un fisico teorico Tedesco-nato. È il più noto per la sua teoria della relatività e dell'equivalenza specificamente mass-energy, E = mc2. Einstein ha ricevuto il premio 1921 Nobel nel &quot; di fisica per i suoi servizi a fisica teorica e particolarmente per la sua scoperta della legge del effect.&quot; fotoelettrico.</Italian>
<Spanish>. .. .. .. .. .Albert Einstein era físico teórico Alemán-nato. Él es el más conocido para su teoría de la relatividad y de la equivalencia específicamente masa-energía, E = mc2. Einstein recibió el Premio Nobel 1921 En &quot; de la física para sus servicios a la física teórica, y especialmente para su descubrimiento de la ley del effect.&quot; fotoeléctrico.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_GP_QUOTE_ALBERT_EINSTEIN</Tag>
<English>A happy man is too satisfied with the present to dwell too much on the future.</English>
<French>Un homme heureux est trop satisfait du présent pour insister trop le futur.</French>
<German>Ein glücklicher Mann ist auch mit dem Geschenk zufrieden, um auf der Zukunft zu viel zu bleiben.</German>
<Italian>Un uomo felice ugualmente è soddisfatto con il presente per abitare troppo sul futuro.</Italian>
<Spanish>Satisfacen a un hombre feliz también con el presente para morar demasiado en el futuro.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_GP_BIOGRAPHY_KARL_FRIEDRICH_GAUSS</Tag>
<English>. .. .. .. .. .Johann Carl Friedrich Gauss was a German mathematician and scientist who contributed significantly to many fields, including number theory, statistics, analysis, differential geometry, geodesy, electrostatics, astronomy, and optics. [PARAGRAPH:1]Sometimes known as the princeps mathematicorum (Latin, usually translated as "the Prince of Mathematicians", although Latin princeps also can simply mean "the foremost") and "greatest mathematician since antiquity", Gauss had a remarkable influence in many fields of mathematics and science and is ranked as one of history's most influential mathematicians.</English>
<French>. .. .. .. .. .Johann Carl Friedrich Gauss était un mathématicien et un scientifique allemands qui ont contribué de manière significative à beaucoup de champs, y compris la théorie des nombres, les statistiques, l'analyse, la géométrie différentielle, la géodésie, l'électrostatique, l'astronomie, et le systeme optique. [PARAGRAPH:1] Parfois connu comme mathematicorum princeps (latin, habituellement traduit comme &quot; le prince de Mathematicians&quot; , bien que princeps latin puisse simplement également signifier le &quot; le foremost&quot;) et &quot; le plus grand mathématicien depuis l'antiquity&quot; , Le gauss a eu une influence remarquable dans beaucoup de domaines des mathématiques et de la science et est rangé en tant qu'un de history' s la plupart des mathématiciens influents.</French>
<German>. .. .. .. .. .Johann Carl Friedrich Gauss war ein deutscher Mathematiker und ein Wissenschaftler, die erheblich zu vielen Feldern, einschließlich Zahltheorie, Statistiken, Analyse, differenziale Geometrie, Geodäsie, Elektrostatik, Astronomie und Optik beitrugen. [PARAGRAPH:1] Manchmal bekannt als das princeps mathematicorum (Latein, normalerweise übersetzt als &quot; der Prinz von Mathematicians&quot; , obgleich lateinisches princeps &quot; auch einfach bedeuten kann das foremost&quot;) und &quot; größter Mathematiker seit antiquity&quot; , Hatte Gauß einen bemerkenswerten Einfluss auf vielen Gebieten von Mathematik und von Wissenschaft und wird als eins von history' geordnet s die meisten einflussreichen Mathematiker.</German>
<Italian>. .. .. .. .. .Johann Carl Friedrich Gauss era un matematico e uno scienziato tedeschi che hanno contribuito significativamente a molti campi, compreso la teoria di numero, le statistiche, l'analisi, la geometria differenziale, la geodesia, l'elettrostatica, l'astronomia e l'ottica. [PARAGRAPH:1] A volte conosciuto come il mathematicorum princeps (Latino, tradotto solitamente come &quot; il principe di Mathematicians&quot; , anche se princeps latino anche può significare semplicemente il &quot; il foremost&quot;) e &quot; più grande matematico da antiquity&quot; , Gauss ha avuto un'influenza notevole in molti campi di matematica e di scienza ed è allineato come uno di history' s la maggior parte dei matematici influenti.</Italian>
<Spanish>. .. .. .. .. .Johann Carl Friedrich Gauss era un matematico e uno scienziato tedeschi che hanno contribuito significativamente a molti campi, compreso la teoria di numero, le statistiche, l'analisi, la geometria differenziale, la geodesia, l'elettrostatica, l'astronomia e l'ottica. [PARAGRAPH:1] A volte conosciuto come il mathematicorum princeps (Latino, tradotto solitamente come &quot; il principe di Mathematicians&quot; , anche se princeps latino anche può significare semplicemente il &quot; il foremost&quot;) e &quot; più grande matematico da antiquity&quot; , Gauss ha avuto un'influenza notevole in molti campi di matematica e di scienza ed è allineato come uno di history' s la maggior parte dei matematici influenti.</Spanish>
</TEXT>
<TEXT>
<Tag>TXT_KEY_GP_QUOTE_KARL_FRIEDRICH_GAUSS</Tag>
<English>Mathematics is the queen of the sciences.</English>
<French>Les mathématiques sont la reine des sciences.</French>
<German>Mathematik ist die Königin der Wissenschaften.</German>
<Italian>La matematica è la regina delle scienze.</Italian>
<Spanish>Las matemáticas son la reina de las ciencias.</Spanish>
</TEXT>

The art work is done, and we would bring in the extra great people from ViSa after getting these done. So if any one can help pm me. I am just a carpenter that likes too learn new things, so even if you have no experience, thats ok. Neither did i 3 years ago. Of course some might say I am still clueless, lol.

Sea cities update. Founding Sea cities works, moving units thru tunnels works. Just need better art work for the improvements, Sea Mine, Sea Farm, and Sea Factory.

buck beach
Jul 09, 2009, 10:39 AM
A example of the text,

The art work is done, and we would bring in the extra great people from ViSa after getting these done. So if any one can help pm me. I am just a carpenter that likes too learn new things, so even if you have no experience, thats ok. Neither did i 3 years ago. Of course some might say I am still clueless, lol.

Sea cities update. Founding Sea cities works, moving units thru tunnels works. Just need better art work for the improvements, Sea Mine, Sea Farm, and Sea Factory.

First I want to express my sympathies for your GF illness and my admiration for you being in the batters box to provide all the support she and the family will need getting through this period in your lives. My mother is a very long time survivor of breast cancer (almost 35 years) and cancer treatment has come such a long way since that time. I know you guys will triumph in this fight.

I feel almost silly asking any game issues after such a serious subject, however, I would like a little clarification.

For the past several months I have been awaiting a mod update that would put an end to the game stopping crashes that were occurring up to and after the most current update. Now I see with your series of posts today (July 9) that the team's direction is bringing various new items to the project as well as compatibility with patch 3.19.

My questions is, did I miss something with regards to the bugs and if so did those get corrected and where do I go to find out how to correct or address them.

As Travis Smiley says "Keep the faith"

Buck

rockinroger
Jul 09, 2009, 04:27 PM
Thanks Buck and its great your mom has survived 35 years. Thats good news. I've been able to play games with the latest svn with no crashes for quite awhile. There is still asserts posting so thats why nothing has been released. All of the current asserts are not major game crashing ones, just annoyances. If you play full screen you will not see these unless you alt/tab out, then hit ignore and move on. Do you have our svn address? You could download the latest there and see if its better.

buck beach
Jul 10, 2009, 10:07 AM
Thanks Buck and its great your mom has survived 35 years. Thats good news. I've been able to play games with the latest svn with no crashes for quite awhile. There is still asserts posting so thats why nothing has been released. All of the current asserts are not major game crashing ones, just annoyances. If you play full screen you will not see these unless you alt/tab out, then hit ignore and move on. Do you have our svn address? You could download the latest there and see if its better.

Not sure if I have it or had it and not sure what it is.

Back then the treatment for my mother was the horribly disfiguring "radical mastectomy" but thank god it was effective. Now they don't have to remove so much tissue and with reconstructive surgery can almost bring the breast to an almost normal state. This helps with the mental recovery as well as the physical aspects.

Buck

rockinroger
Feb 05, 2010, 05:28 AM
Just a FYI, after 3 straight years off modding, I needed a break. That said the itch has come back and I will be active this weekend. Time to put out the official 3.19 version, both Johnny and Fabian have been working on stuff in my absence.