View Full Version : Diversica for WoC


mamba
Jul 10, 2008, 11:27 AM
Diversica 1.00

http://farm4.static.flickr.com/3060/2665989658_6cacba2554_o.jpg



Links

Regular version
Diversica 1.00 (http://forums.civfanatics.com/downloads.php?do=file&id=7750)
Bugfix 1.00 c (http://files.filefront.com/Diversica+100czip/;11571396;/fileinfo.html)

WoC version
Diversica 1.00 for WoC (http://forums.civfanatics.com/downloads.php?do=file&id=9967)
Bugfix 1.00 c (http://files.filefront.com/Div+WoC+100czip/;11571391;/fileinfo.html)

Description

Diversica is a module for Civilization IV Beyond the Sword which adds additional graphics and some minor gameplay changes (new units, techs and resources).

It includes both Ethnically Diverse Units (http://forums.civfanatics.com/showthread.php?t=233535) and Ethnic Citystyles (http://forums.civfanatics.com/showthread.php?t=274830). You can consider it an alternative to Varietas Delectat (http://forums.civfanatics.com/showthread.php?t=237192) and Cultural Diversity (http://forums.civfanatics.com/showthread.php?t=265594).

Diversica comes in two flavors, as a regular BtS mod and as a stand-alone mod based on the World of Civilization (http://forums.civfanatics.com/forumdisplay.php?f=276) core. The WoC version has been converted to the WoC xml standard. It is stand-alone in that you do not need to have the WoC core installed, the module includes the WoC core.

Why Diversica

When I found Danrell's units I wanted to include them in my game, as there was no module which did so, I created my own.

As I assume other people also are interested in adding his units easily, I added it here. The module has since progressed beyond including Danrell's units, the focus remains on civilization-specific units however.

I decided to call the mod Diversica (instead of Diversity) as the word 'diversity' is used frequently, so whoever is searching for it will find all kinds of unrelated links. Calling it Diversica should solve this.


Why a WoC version

The initial focus of Diversica was to add civ-specifc unit graphics and to allow the player to plug and unplug the changes based on his own preferences. To that end Diversica included information on how to unplug the different parts. As Diversica grew, technical restrictions of the regular xml format prevented the unplugging of certain parts.

To overcome this problem and allow for a fully pluggable mod again, I converted Diversica to the WoC xml format.

I decided to keep Diversica as a stand-alone module rather than to break it into its pieces and to offer those pieces for integration with the WoC core. I did so for two reasons, for one I do not fully follow the WoC recommendations, I still pack the art into FPKs (to speed up loading), for another, even with the additional flexibility of the WoC format which got rid of all technical xml dependencies, there still are logical dependencies. These logical dependencies are in my opinion best dealt with by still providing an integrated module, even though all its parts are pluggable and additional WoC modlets can be added to the module (just as they can be added to the WoC core). In order to do so, you will have to edit the MLF files however (unlike the WoC, where everything is included in the MLF files already while the modlets are separate downloads).


The present

America and HRE / Austria (replacement for HRE in regular version) use Zerver's units.

Arabia, Babylon, Byzantium, Carthage, China, England, France, Germany, Greece, Japan, Netherlands, Ottoman, Persia, Portugal, Russia and Spain use Danrell's units.

Egypt, Ethiopia, Inca, Khmer, Mali, Maya and Rome use Bakuel's units.

Native America / Sioux (replacement for Native America in regular version) uses Bernie14's Sioux units.

Viking uses Chugginator's units.

Zulu uses Polycrates' units.

Hungary is based on Kabcsi's Hungary (http://forums.civfanatics.com/showthread.php?t=241744), uses Zerver's units.
Iroquois is based on Bmarnz&Amra's Iroquois (http://forums.civfanatics.com/showthread.php?t=218647), uses Bernie14's units.
Israel is based on Esnza's PnP Israel 3.0 (http://forums.civfanatics.com/showthread.php?p=5965710), uses Zerver's units.
Poland is based on Kodzi Team's PnP Poland 1.2 (http://forums.civfanatics.com/showthread.php?t=243587), uses Danrell's units.
Romania is based on Aranor's Romania (http://forums.civfanatics.com/showthread.php?t=167329), uses Zerver's units.
Siam is based on CIV Gold's Thailand (http://forums.civfanatics.com/forumdisplay.php?f=217), uses Zerver's units.
Switzerland is based on Robo Magic's Switzerland (http://forums.civfanatics.com/showthread.php?t=234871), uses Zerver's units.

EDU 3.14 (http://forums.civfanatics.com/showthread.php?t=233535), Ethnic Citystyles 1.02 (http://forums.civfanatics.com/showthread.php?p=6813283), Varietas Delectat 3.60 (http://forums.civfanatics.com/showthread.php?t=237192) and Cultural Diversity 1.10 (http://forums.civfanatics.com/showthread.php?t=265594) have been incorprated.

Additional units from Airforces 0.3 (http://forums.civfanatics.com/showthread.php?t=239144), MaxRigaMod BTS 2 (http://forums.civfanatics.com/showthread.php?t=166535), Modern Warfare 1.20 (http://forums.civfanatics.com/showthread.php?t=192679) and Total Realism 2.2 (http://forums.civfanatics.com/showthread.php?t=239520) have been added for more diverse aircrafts and tanks.


Thanks

Thanks go to the creators of the units found at www.civfanatics.com (http://forums.civfanatics.com/downloads.php?do=cat&id=5), including asioasioasio, Bakuel, bernie14, Chugginator, danrell, Dutchking, GeneralMatt, Polycrates, sepamu92, snafusmith, TheCoyote and Zerver (and everyone else I forgot) and to NeverMind for the XXL Worlds xml and python code.

Version history


For more details, see the history.txt file included with the module.

Version 1.00 :

added Bakuel's Mali industrial units
added Bakuel's Ethiopia units
added latest Zerver's modern units (Babylon, Byzantium, Carthage, England, Hungary, Israel, Rome)
updated Varietas Delectat to 3.60
updated to Ethnic Citystyles 1.02 (from Ethnic Artstyles 1.09)
initial release for Beyond the Sword 3.17
initial release for World of Civilization


Version 0.95 :

added Siam civilization with Zerver's units
added Bakuel's Inca modern units
added latest Zerver's modern units (Greece, Japan, Korea, Netherlands, Portugal)
added some civilization specific Light Bombers
added Wolfshanze's Ballistic Missile Submarine class (and the changes to the regular submarine)
updated Cultural Diversity to 1.10
updated Varietas Delectat to 3.50
updated Actual Quotes to 4.20


Version 0.90 :

added units from Chugginator's Cultural Diversity 1.00
added Zerver's modern units (China, Hungary, Khmer, Ottoman, Poland, Russia, Spain, Viking)
added Zerver's austrian units (as Holy Roman units)
added Wolfshanze's Light Bomber unit category
updated Zerver's Israel units
updated Zerver's Romanian units
updated Varietas Delectat to 3.30


Version 0.80 :

added Bakuel's Inca units
added Bakuel's Mali units
added some civilization specific units for Early Bombers, Early Fighters and Early JetFighters
added Early Carrier unit class
included Wolfshanze's naval categories and promotions
major xml rework in anticipation of World of Civilization


Version 0.70 :

added Iroquois civilization with Bernie14's units
added bonus resources from MarnzMod and GreenMod (non-strategic only)
added Early Bomber, Early Fighter, Early JetFighter, JetBomber and StealthFighter unit classes
added Early Tank and Halftrack unit classes
added Tracked Vehicle, Aeronautics and Jet Engine technologies
changed Next War for faster research and later space race
included Sevopedia 2.3.2
updated Hungary with Zerver's animated leaders
updated Varietas Delectat to 3.10
updated Total Realism to 2.2.1


Version 0.60 :

added Zerver's America units
added bernie14's Native America units
updated Poland to Polish Empire 1.2
updated Hungary with Hungary mod for Varietas Delectat 1.0 units
updated Varietas Delectat to 2.00


Version 0.55 :

added the Next War technologies and units
added Ironclad Warship, Pre-Dreadnought and Dreadnought ship classes
added Willowmound's Actual Quotes
added XXL World world sizes
added Carter's Earth map (for 18 players)


Version 0.51 :

added Polycrates' african units
added Hungary civilization with Zerver's units
initial release for Beyond the Sword 3.13


Version 0.50 :

added Polycrates' Zulu units
added Israel civilization with Zerver's units
added Romania civilization with Zerver's units
added Switzerland civilization with Zerver's units
added units from Modern Warfare 1.20
updated Rome to Bakuel's units
updated Poland to Polish Empire 1.1
updated Varietas Delectat (formerly keymod) to 1.70


Version 0.40 :

added units from Airforces 0.3
added units from MaxRigaMod BTS beta 1
added units from Total Realism 2.2
updated keymod to 1.40


Version 0.30 :

added units from keymod 1.30
updated Ethnical Artstyles to 1.04


Version 0.20 :

added Bakuel's Khmer units
added Bakuel's Maya units
added Danrell's China units
added Danrell's Native America units
incorporated Ethnical Artstyles 1.02


Version 0.15 :

added Bakuel's Egypt units
added Danrell's Japan units
incorporated EDU 3.14


Version 0.12 :

unified directory structure
xml bugfixes


Version 0.10 :

added Danrell's Arabia units
added Danrell's Babylon units
added Danrell's Byzantium units
added Danrell's Carthage units
added Danrell's England units
added Danrell's France units
added Danrell's Germany units
added Danrell's Greece units
added Danrell's Netherlands units
added Danrell's Ottoman units
added Danrell's Persia units
added Danrell's Portugal units
added Danrell's Rome units
added Danrell's Russia units
added Danrell's Spain units
added Poland civilization with Danrell's units

mamba
Jul 10, 2008, 11:34 AM
I thought it was time to release this, even though the only way to get WoC core 1.00 is through the SVN :)

TAfirehawk
Jul 10, 2008, 04:14 PM
Nothing wrong with pre-releasing this as the V1.00 Core is set in stone right now....I just want to get more Modules ready to release with the Core.

And great work mamba!!!

LetMyPeopleGo
Jul 12, 2008, 04:05 AM
Hi Mamba,

After installing Diversica for WoC, as a separate Mod, will I find a Modules directory to which I may add modules from "Unloaded Modules" directory the same way I do with the current SVN version ?

Thanks in advance.

mamba
Jul 12, 2008, 04:48 AM
Yes, anything you can add to regular WoC can also be added to Diversica.

The one difference is that the WoC comes with MLF files which already contain the entries for all Unloaded Modules (at least for the ones which were available at the time of its release) whereas Diversica only contains entries for what is included in Diversica. So you probably will have to edit the MLF xml file(s) when adding to Diversica, and you definitely should not overwrite the Diversica MLF files but merge them when necessary. If you need help with that, let me know.

LetMyPeopleGo
Jul 12, 2008, 06:50 AM
Thanks Mamba,

I'll first need to accomplish the impossible task, aka: the download from FileFront, then after examining the MLF I'll get back to you for help.

Thanks.

LetMyPeopleGo
Jul 12, 2008, 06:50 AM
Thanks Mamba,

I'll first need to accomplish the "impossible task", aka: the download from FileFront, then after examining the MLF I'll get back to you for help.

Thanks.

LetMyPeopleGo
Jul 12, 2008, 11:52 AM
Sorry for double posting.

Hello Mamba, finally I got your mod, it looks like I need to
add to the MLF files in the corresponding directories the lines for the add-on modules in the lines between -

<Modules>
.
<Module>
<Directory>Dynamic City Radius</Directory>
<bLoad>1</bLoad>
</Module>
.
</Modules>

and then copy the directory "Dynamic City Radius"
to "Game Concepts" under "Modules" directory, for example.

Am I right ? if you approve I'll start migrating my favorite mods, I assume "Civilizations", "LeaderHeads" and "Units\Unique" not included.

Thanks in advance.

mamba
Jul 12, 2008, 12:11 PM
Hello Mamba, finally I got your mod, it looks like I need to add to the MLF files in the corresponding directories the lines for the add-on modules in the lines between -

<Modules>
.
<Module>
<Directory>Dynamic City Radius</Directory>
<bLoad>1</bLoad>
</Module>
.
</Modules>

and then copy the directory "Dynamic City Radius"
to "Game Concepts" under "Modules" directory, for example.

Am I right ?

Yes, provided the MLF you are changing is the one under Game Concepts. You always need to add the directories you copy to the MLF in the directory you copy the directories to (assuming there is an MLF in that directory to begin with, if there isn't all subdirs will get loaded).


if you approve I'll start migrating my favorite mods, I assume "Civilizations", "LeaderHeads" and "Units\Unique" not included.

This is also true for Civilizations, Leaderheads and Unique Units, as soon as there is an MLF, it determines what gets loaded (any dir not in the MLF will not get loaded).

For civilizations, I actually have two configurations, just regular civs (config MODULE_CIVILIZATIONS_1) and all civilizations (MODULE_CIVILIZATIONS_2). So if you add civs, you should do it in the second configuration (e.g. simply add them at the end of the MLF file).

LetMyPeopleGo
Jul 12, 2008, 12:33 PM
Thanks Mamba :D

tucoow
Jul 17, 2008, 11:14 AM
mamba,

I try put my units into div_woc today (haha I saw Drifa fighting Assault Mech, and Mulcarn fight Behemoth Tank, wowowo~ so cool!).

Later I notice when games starts LOAD XML it takes about 1 minute, that's a bit long to wait for. Is that normal?

Another question is when I try the private map CarterEarth(18BtS).CivBeyondSwordWBSave, it throws a error:
Assert Failed

File: .\CvGlobals.cpp
Line: 4850
Expression: szType
Message: null info type string


I have to abort otherwise it will CTD. I tried install again div_woc and it's the same.

Any hint?

mamba
Jul 17, 2008, 11:42 AM
Later I notice when games starts LOAD XML it takes about 1 minute, that's a bit long to wait for. Is that normal?

Yes, it is due to all the additional art being loaded. Large mods lead to longer load times ;)

Another question is when I try the private map CarterEarth(18BtS).CivBeyondSwordWBSave, it throws a error:

I have to abort otherwise it will CTD. I tried install again div_woc and it's the same.

Any hint?

Yes, do not play that map ;)

Actually I never tried the maps with WoC, they did (and still do) work with the regular BtS version. This is a problem with the WoC dll and also affects all other maps and the plain WoC core (just tried that), won't be easy to locate I guess.

Reinstalling definitely will not solve this however.

mamba
Jul 17, 2008, 01:59 PM
Did some digging, but now I am lost ;)

When loading the map in python (regular BtS script), the script rejects the map (every map), even though regular BtS does not reject it. I have no idea why it rejects it for WoC, esp. since it is the very same script.

I'll see if I can progress from there.

EDIT: no, I can't, I am out of ideas and way out of my area of expertise :(

tucoow
Jul 17, 2008, 07:25 PM
So seems that we don't have earth map now.

Maybe WoC also need big map-maker in? Genghis_Kai (http://forums.civfanatics.com/member.php?u=74631)? :lol: His GEM is also my favorites. I loooooove big-big-big earth map.:)

mamba
Jul 17, 2008, 11:33 PM
Once that bug (whatever it actually is) is ironed out, the regular maps should work. So there isn't a need for a map maker (esp. since his maps wouldn't load correctly anyway), just a need for a bugfix.

tucoow
Jul 18, 2008, 10:11 AM
Yes, GEM 4.0 can work in WoC v1. So GEM new version should also can work if we find the bug later.

But I also think, the more modders adopt WoC modular style(and the earlier they do), the more whole civ society can benifit, isn't it right?

mamba
Jul 18, 2008, 10:18 AM
Yes, GEM 4.0 can work in WoC v1. So GEM new version should also can work if we find the bug later.

wait a second, are you saying it works with v 1.00 ? this would be the very first map I tried which does so

But I also think, the more modders adopt WoC modular style(and the earlier they do), the more whole civ society can benifit, isn't it right?

Of course, the more mods use WoC style, the better.

A map by itself is not a mod though and cannot really be modular. Whatever xml parts come with the maps (if any) could for the most part be modular however.

tucoow
Jul 18, 2008, 09:05 PM
wait a second, are you saying it works with v 1.00 ? this would be the very first map I tried which does so.

Yes, the map comes with WoC .92, in folder:
World of Civilization\Assets\Modules\Scenarios\Giant Earth Map\PrivateMaps
It works in WoC 1.0.

I didn't play full length game yet; only a few rounds and it runs well.

A map by itself is not a mod though and cannot really be modular. Whatever xml parts come with the maps (if any) could for the most part be modular however.

I meant these xml parts. Map makers will sure go further beyond maps and add civs, events, etc. So the earlier they use WoC style, the more whole civ society can benifit.

And WoC is now V1.0; why isn't the team releasing to public? Sure there're bugs to be checked, but more people using can speed up this.

As for WoC maturity, I'm worrying most about the long XML loadding time. This can be a sign of over-complex of mechanism?

mamba
Jul 19, 2008, 12:18 AM
Yes, the map comes with WoC .92, in folder:
World of Civilization\Assets\Modules\Scenarios\Giant Earth Map\PrivateMaps
It works in WoC 1.0.

hm, gotta look into what is different about that map then

I meant these xml parts. Map makers will sure go further beyond maps and add civs, events, etc. So the earlier they use WoC style, the more whole civ society can benifit.

agreed

And WoC is now V1.0; why isn't the team releasing to public? Sure there're bugs to be checked, but more people using can speed up this.

I have no idea, if it were my decision to make, I would have released it at least two weeks ago. Originally I intended to wait for their core release before releasing my mod, but I grew tired of waiting (of course I did expect them to release shortly after I did anyway, given that 1.0 core has been sitting there for some days already by the time of my release).

They even said (privately and publicly) that the 1.0 core is finished, so they aren't really checking bugs much, they are converting additional stuff to WoC format, so they can release more than just a core. But imo they already had enough stuff to also offer, and converting more definitions is an ongoing process anyway.

As for WoC maturity, I'm worrying most about the long XML loading time. This can be a sign of over-complex of mechanism?

Yes, xml loading time does increase a bit, many small files take longer to load than a few larger ones, that is just a technical fact of HDs. That is also why FPKed art is loaded about 5 times faster than non-FPKed art (the art is not compressed, just put into one large file).

That is not due to a more complex mechanism though (I guess they do have a bit of an overhead for that as well, but with todays CPUs you imo won't notice, what you do notice is the increased read time it takes for your HD).

In theory you could put all definitions in one file with WoC as well, but if you did, nothing could be easily unplugged (or added to another mod), so you cannot really get around those small files.

tucoow
Jul 19, 2008, 10:35 PM
Yes, xml loading time does increase a bit, many small files take longer to load than a few larger ones, that is just a technical fact of HDs. That is also why FPKed art is loaded about 5 times faster than non-FPKed art (the art is not compressed, just put into one large file).

That is not due to a more complex mechanism though (I guess they do have a bit of an overhead for that as well, but with todays CPUs you imo won't notice, what you do notice is the increased read time it takes for your HD).


I cannot agree on that. I always see my box busy at load XML stage while HD LED idle(my box is quite new, 8G RAM, run a 64bit OS, disable OS pagefile, so almost everything is cache in RAM after they're read once).

One sign of complexity is dependancy: much more cross checking and step-on calculating are need in WoC than regular XML.

WoC adds much, much more flexibility to the game, in trade of increasing of complexity and overhead. This might be a rule of nature; but if the overhead can easely go beyond the endurance of a regular player, that could mean the project is going too far on flexibility side.

mamba
Jul 20, 2008, 12:23 AM
I cannot agree on that. I always see my box busy at load XML stage while HD LED idle(my box is quite new, 8G RAM, run a 64bit OS, disable OS pagefile, so almost everything is cache in RAM after they're read once).

The point is they need to be read once, and that one time takes more time and it is happening during the xml reading stage.

One sign of complexity is dependancy: much more cross checking and step-on calculating are need in WoC than regular XML.

WoC adds much, much more flexibility to the game, in trade of increasing of complexity and overhead.

Your CPU is fast, you will not notice that, we are talking a few milliseconds here, I doubt it adds up to even one second. There also is not that much more checking necessary, here are the steps I expect are additional

- read MLF to determine order of reading actual definitions
- read actual definitions
- for each definition, check nothing whatsoever (over what CIV already checks) unless there are dependencies
- if there are dependencies, check that all dependencies are met (i.e. all definitions it depends on have already been read)
- if all have been read, everything is fine
- if one or more definitions are missing, discard this definition

That is it, actually that is next to nothing. It does not try to figure out a way to somehow merge all those definitions in the best possible way and juggle the dependencies while doing so, I agree that would be complex.

If you want to see how much of it is due to your HD, just unpak my FPKs and move them out of assets, then you will see how much time it takes to load small art files compared to large FPKs ;)

This might be a rule of nature; but if the overhead can easely go beyond the endurance of a regular player, that could mean the project is going too far on flexibility side.

imo the real problem would be the unpaked art, which is why I still pak it (while the WoC rule is not to do so as it then cannot be removed if you do not use it).

As to the longer loading time, given that you load for a minute and play for an hour or more, the additional load time should not matter that much.

tucoow
Jul 20, 2008, 05:38 AM
As to the longer loading time, given that you load for a minute and play for an hour or more, the additional load time should not matter that much.

Sure.

But for modders (just like me) trying their modification load/try/exit frequently, this load time is too long. Maybe there's better way to try (no need to start game from desktop/exit each time), and I don't know it so I'm again using a stupid way?:crazyeye:

mamba
Jul 20, 2008, 05:49 AM
But for modders (just like me) trying their modification load/try/exit frequently, this load time is too long.

agreed, when testing changes, loading time does add up. I never was happy with the regular BtS loading time when doing my tests either ;)

Maybe there's better way to try (no need to start game from desktop/exit each time), and I don't know it so I'm again using a stupid way?:crazyeye:

About the only way to cut down on loading time is to just test / load your changes, i.e. do not add them to a large mod (like mine) right away, but load them on their own (in case of WoC this means with just the core and no modules).

Once they work the way you want them to, add them to the actual mod.

You can also unload a mod and then load it again (after you did some changes) instead of starting civ anew. I believe this is a little faster.

TAfirehawk
Jul 23, 2008, 06:23 PM
The stand alone WoC Core and Modules will be released when the ENTIRE WoC Standard is ready....there is more to this than you see on the surface.

But this is the Diversica for WoC thread and there are other threads for a discussion on why the WoC Team is not doing bla bla bla.

mamba
Aug 03, 2008, 04:41 PM
Another question is when I try the private map CarterEarth(18BtS).CivBeyondSwordWBSave, it throws a error.

Any hint?

Finally we managed to locate the problem, all maps need to have 36 civs in order to work with WoC (as that is the number of available civs in WoC), irrespective of whether the map actually makes use of them.

Here (http://files.filefront.com/Div+WoC+100bzip/;11346655;/fileinfo.html) are the fixed maps.

mamba
Aug 12, 2008, 03:19 PM
Ok, over 300 downloads and no comments. Is everyone busy playing the mod ? ;)

mamba
Aug 22, 2008, 03:55 AM
Bugfix for israeli pikeman and english early jet fighter.

Here (http://files.filefront.com/Diversica+100czip/;11571396;/fileinfo.html) is the bugfix for the regular version (http://files.filefront.com/Diversica+100czip/;11571396;/fileinfo.html) and here (http://files.filefront.com/Div+WoC+100czip/;11571391;/fileinfo.html) the one for the WoC version (http://files.filefront.com/Div+WoC+100czip/;11571391;/fileinfo.html).

ahartnett
Aug 26, 2008, 09:15 AM
I love your mod but I'm having some problems using it for WoC. I haven't been able to get it to use most of WoC's features. I changed the main interface to "7" in the python.config but all that did was move the buttons to the left, it didn't change the color to WoC's color and font. Diversica also isn't using any of WoC's modules, it's just using the basic WoC 1.0. For example, it isn't using the new units, civs, technologies, the additional button for unit history, etc. Diversica is in my ...BTS/Mods/Div_WoC directory, should it be in the WoC directory to work properly?

mamba
Aug 27, 2008, 10:15 AM
I love your mod but I'm having some problems using it for WoC. I haven't been able to get it to use most of WoC's features. I changed the main interface to "7" in the python.config but all that did was move the buttons to the left, it didn't change the color to WoC's color and font.

Where is that config you are talking of ? Does it need a WoC module for the other font ?

Diversica also isn't using any of WoC's modules, it's just using the basic WoC 1.0. For example, it isn't using the new units, civs, technologies, the additional button for unit history, etc. Diversica is in my ...BTS/Mods/Div_WoC directory, should it be in the WoC directory to work properly?

It isn't using them for two reasons, first and foremost, I assume the module was installed into Mods/WoC, not Mods/Div_WoC. Diversica (as all other mods) only looks in its own directory.

The other reason is that even if you install the WoC module in Div_WoC, you will still need to edit the MLF xml in order for it to be loaded. If you need help with that, let me know which module you are trying to install and I'll walk you through the process.

ahartnett
Aug 27, 2008, 10:40 AM
Ah, I see you've answered my question earlier. I need to merge WoC modules into Diversica or vice versa. You said moving WoC's mods to Div would be easier but I'm wondering since WoC is going through a lot of changes right now, which way would be easier in the long run? I mean would I have to keep making changes to Div every time there is an update to one of WoC's modules? How hard is it to merge Div to WoC? Sorry for all the questions but I love the graphics in your mod and want to be able to use it with other mods (so I thought WoC would be the best way to do this).

mamba
Aug 27, 2008, 12:00 PM
Ah, I see you've answered my question earlier. I need to merge WoC modules into Diversica or vice versa. You said moving WoC's mods to Div would be easier but I'm wondering since WoC is going through a lot of changes right now, which way would be easier in the long run? I mean would I have to keep making changes to Div every time there is an update to one of WoC's modules? How hard is it to merge Div to WoC?

Neither one should really be that complicated, but merging Div to WoC will be more work upfront (but no work afterwards) while merging WoC modules to Div will be a little work each and every time.

First and foremost, you should copy the Div_WoC/Assets/*.FPK files to WoC/Assets. You will need them as they contain all the Diversica art.

Also copy the Div_WoC/Assets/Sounds directory (incl. subdirs) to WoC/Assets.

Next, you should copy the Div_WoC/Assets/XML directory (incl. subdirs) over to WoC/Assets/XML. As Diversica/xml is a superset of WoC/xml, there should not be any issues because of this.

Finally, you will need to merge the Div_WoC/Assets/Modules dir with WoC/Assets/Modules and especially the MLF files (for the rest it is just a matter of copying the files, but the MLFs will need to be edited).

There also might be some overlap between what is contained in Diversica and what some WoC modules offer, e.g. I have a Poland (or Hungary or ...) civ and a similar civ will most likely be part of one module (either already or eventually). In these cases, delete the WoC version and go with the Diversica one. Chances are the main difference is the unit specific art and maybe some leaders.

Merging the MLFs will be the most complicated part. Your best bet is using the Diversica MLFs and to add the additional WoC definitions at the end of each Diversica MLF (in the order they appear in in the WoC MLF). If there is no corresponding WoC MLF, simply keep the Diversica one, if there is no corresponding Diversica MLF, simply keep the WoC one.

That should be it (never tried it, but I would be surprised if it did not work).

EDIT: do not include EDU in the merged version, chances are it creates some difficulties, at best it is completely superfluous.

Eventually the WoC modules will need to ship with changed MLF (as they go beyond what is included in the core MLFs), in those cases, you would again need to merge their additional definitions with your current MLFs. As they most likely will overwrite the existing ones upon installing them, you should always keep a backup of your current MLF files.

ahartnett
Aug 27, 2008, 07:40 PM
Where is that config you are talking of ? Does it need a WoC module for the other font ?




It's the MainInterface_Civ4pythonModulesInfos.xml under Pythonconfig. There is a text file next to it with numbers 0 -16 and how they will change the interface. I only tried a few but only found 1 and 7 to work. If you change Div to 7, some buttons will move to the left but the color and fonts won't change since, like you said, they're based on a mod (I ran the game between installing mods to see if it was working and the font wasn't changed until one of the mods installed). I don't care about the color change, I'd rather use blue marble's civscale to change that, but I do like the bright white font.

ahartnett
Aug 27, 2008, 07:49 PM
Neither one should really be that complicated, but merging Div to WoC will be more work upfront (but no work afterwards) while merging WoC modules to Div will be a little work each and every time.


EDIT: do not include EDU in the merged version, chances are it creates some difficulties, at best it is completely superfluous.

Eventually the WoC modules will need to ship with changed MLF (as they go beyond what is included in the core MLFs), in those cases, you would again need to merge their additional definitions with your current MLFs. As they most likely will overwrite the existing ones upon installing them, you should always keep a backup of your current MLF files.

Thanks for all the help but I couldn't get it to work - it probably would for someone who knows what they're doing. I got it to run once but Austria and Pirates were missing from the choice of countries. I don't know what i did but couldn't get it to run again. So, hours later, and after reading your edit, it sounds like it might be easier to go the other way and add the mods to Div. Would I have to keep changing MLFs if I add the mods to Div every time WoC makes a change? If so, I think I'll just play the game as it is and wait for the front end to come out!

mamba
Aug 27, 2008, 10:41 PM
Would I have to keep changing MLFs if I add the mods to Div every time WoC makes a change? If so, I think I'll just play the game as it is and wait for the front end to come out!

Every time you copy a directory from WoC/Assets/Modules (or one of its subdirs) to Div_WoC/Assets/Modules, you would need to add that directory to the MLF file of the directory you copy it to (you should add it at the end of the MLF).

If there is no MLF in the directory you copy to, you do not need to edit anything.

ahartnett
Aug 28, 2008, 11:13 AM
Every time you copy a directory from WoC/Assets/Modules (or one of its subdirs) to Div_WoC/Assets/Modules, you would need to add that directory to the MLF file of the directory you copy it to (you should add it at the end of the MLF).

If there is no MLF in the directory you copy to, you do not need to edit anything.

Thanks, I did it that way and it's MUCH easier. I should have listened to you in the first place. I did find the fonts, if you're interested. The actual fonts are in ..modules/interface/UIdarkblue/resource. The file that changes them to Times Roman is ...UIdarkblue/resource/Civ4/Themes/Civ4theme_Common.thm. The line that changes them is line 371(you can find it by searching with "SF_CtrlTheme_Civ4_Control_Font")- I got that from Fabrysse; I don't have a clue what I'm doing. I tried changing the colors by changing the background color (i do that all the time with no problem) but it turns it black and white. I may end up taking the dark blue directory out so I can get other colors and lose the fonts that I wanted to begin with. :crazyeye:

mamba
Sep 02, 2008, 01:31 PM
OK, real life is taking its toll on me. For the time being I will not continue with this mod or visit the forum on a regular basis. I will return, I just am not sure when exactly (definitely sometime later this year, my guess is sometime in October).

I hope there aren't too many problem with the current version and I hope there are plenty of new units by the time I return ;)