drjest2000
Prince
I have been adding civs to my mod one at a time and double checking my work each step of the way, but I ran into a weird issue with Scotland.
The Scottish colonists end up with a random leader as the king, even though the XML files have Scotland Europe as the master civ. After four remakes, I am begining to wonder if the game just hates certain nations more than others. I gave up on scotland and moved on to Prussia, and then it started happening again with the Germans.
I have run into a similar bug with a colonial civ having no access to the Europe screen, but that was caused by forgetting to change the derived civ tag in the European component of the civ and easily rectified.
I have gone through the XML files line by line and found nothing is wrong there, so I am wondering if there is a limit for how many civs you can add to a mod.
My files are all cut and paste copies of the vanilla game xml files with only the tags changed. It worked fine with Courland and every other civ I have added. But as I am getting close to 50 colonial and native civs -- which I know is excessive, but I keep thinking of new ones to add >_< -- I am wondering how far one can take this modular loading thing.
SOLUTION FOUND!!
KJ Jansson pointed me in the right direction in this thread and I have resolved the issue by removing all remarks/comments (even those by Firaxis) from the XML files.
CIV4CivilizationInfos.xml BEFORE:
CIV4CivilizationInfos.xml AFTER:
The Scottish colonists end up with a random leader as the king, even though the XML files have Scotland Europe as the master civ. After four remakes, I am begining to wonder if the game just hates certain nations more than others. I gave up on scotland and moved on to Prussia, and then it started happening again with the Germans.
I have run into a similar bug with a colonial civ having no access to the Europe screen, but that was caused by forgetting to change the derived civ tag in the European component of the civ and easily rectified.
I have gone through the XML files line by line and found nothing is wrong there, so I am wondering if there is a limit for how many civs you can add to a mod.
My files are all cut and paste copies of the vanilla game xml files with only the tags changed. It worked fine with Courland and every other civ I have added. But as I am getting close to 50 colonial and native civs -- which I know is excessive, but I keep thinking of new ones to add >_< -- I am wondering how far one can take this modular loading thing.
SOLUTION FOUND!!
KJ Jansson pointed me in the right direction in this thread and I have resolved the issue by removing all remarks/comments (even those by Firaxis) from the XML files.
CIV4CivilizationInfos.xml BEFORE:
Code:
<?xml version="1.0"?>
<!-- edited with XMLSPY v2004 rel. 2 U (http://www.xmlspy.com) by EXTREME (Firaxis Games) -->
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Civilization Infos -->
<Civ4CivilizationInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
...
CIV4CivilizationInfos.xml AFTER:
Code:
<?xml version="1.0"?>
<Civ4CivilizationInfos xmlns="x-schema:CIV4CivilizationsSchema.xml">
...