Well, the information you provided is of little help, and I don't know what changes the RoM people made to the XML file structure. Perhaps you should let them have a look at your error message and files.
The purpose of modular loading ist to add units/civs/buildings from different sources with little effort, not to make a complete overhaul.
Final Frontier modifies a lot of XML files that aren't modular, and also has Python modifications, which can't be made modular.
Had to compare your files to some others to find the problem; the error message wasn't very helpful in this case.
The correct structure for the file is
<Civ4BuildingInfos>
<BuildingInfos>
<BuildingInfo>
(building1)
</BuildingInfo>
<BuildingInfo>
(building2)
</BuildingInfo>...
Do you also have "Afrikaan_CIV4BuildingsSchema.xml" in your mod folder? And I can't find any mention of the unique building in the "Afrikaan_CIV4CivilizationInfos.xml".
Without seeing an up-to-date version of the mod, I can't tell what's wrong. The problem is probably an inconsistency...
The_J is talking about "Afrikaan_CIV4BuildingInfos.xml", which isn't in the mod you uploaded. I can just reiterate that you have to make sure that all the cross-references are corerct: your Afrikaan_CIV4BuildingInfos.xml has to refer to a valid schema file (and valid art files), and the "type"...
Crashes are usually due to missing art files. They might not actually be missing, but just misreferenced. Check your Afrikaan_CIV4ArtDefines_Unit.xml (and the other ArtDefines files) and make sure that the paths to the art files are correct. I see the path ".../South Africa/..." several times...
Ok, I'll show you how to read the error message yourself. First, you'll see the name of the file causing the error message: Afrikaan_CIV4UnitInfos.xml
Do you use a text editor with line numbering? If yes, go to line 49 of that file. You see that it's the line with "bFlatMovementCost" in it...
I see several problems.
Firstly, there are some additional XML tags in BtS that are missing from your (vanilla) mod. I have written a python script that helps a bit, but if you don't know how to run it, doing it manually is probably faster. Still, the script might be useful, since it tells...
It doesn't exist in BtS. Kael added some switches to Fall from Heaven so that python could be disabled wherever possible (which apparently speeds the game up a bit).
Interesting read - I hope to see a conclusion to this game soon.
@Snaaty: I noticed a flaw in your probability estimation which might explain why revolutions happen way more often than you expect:
If you want to know the probability of seeing head at least once when throwing a dice three...
There is a folder "Switzerland" in "Switzerland/Assets/Modules"
Copy it, rename the copy and change all files to your liking (let's say we replace "Switzerland" with "Liechtenstein" both in the file names and in the XML files themselves). Now you have a mod with two custom civilizations.
I'm not really active anymore, but still check for new versions of FfH or posts in subscribed threads occasionally :)
I just had a look at the Fall Further download, and without trying it out (working on different OS atm), I can tell you that there are two settings in...
I see what you mean. There is indeed some room for improvement in the code.
On the other hand, I'm happy enough with the performance at the moment and don't intend a complete overhaul for a performance gain that might not even be noticeable.
I did some (very crude) performance tests recently: Click me.
Storing all information in the same object was the biggest cause for performance loss in older versions. The number of pickling/unpickling operations may increase if each unit is updated individually, but each operations will be a...
It's possible; you'd have to manually merge all files which exist in both mods (mostly python ones). These are CvMainInterface.py, CvScreenInterface.py, SdToolKit.py/SdToolKitAdvanced.py, and possibly some more...
Nope, there haven't been any changes to UnitStats for quite some time (since summer, actually), I'm just making sure that the python/cpp files include the latest FfH changes/bugfixes and then recompile the DLL.
And no, I'm playing 'vanilla' FfH, not FF.
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