Caveman 2 Cosmos (ideas/discussions thread)

Do we need to delete the entire folder? I've got a game in progress...

If your getting the black terrain, try one folder at a time, that worked for me when i had a game going also, but just make sure its not one of the ones your playing with in your game:p


Also do me a favor and Please do an EDIT if your going to continue with more info, making three posts is , well....
 
@strategyonly

So I went though all my buildings and all the core buildings and gave them city size limits. I did not touch any other people's mods such as the Custom Wonders. Note that I set it to only 4 city sizes based on the administration buildings.

Pop 1 (Village) - As the default for basic buildings like farms, mines, hunting camps and general prehistoric buildings.

Pop 6 (Town) - This has mostly guilds, shops, factories, power plants and other small town buildings.

Pop 13 (City) - This has the more city themed stuff such as corporations, skyscraper, university, labs, zoo, and mostly modern stuff.

Pop 25 (Metropolitan) - This has most of the space or high tech stuff like the arcology, shielding and spaceway.

Overall I tried to use my best judgement based on both the time the building was in but what level of city you would need to support a building. I am sure we will need to tweak and adjust things in the future. But at least I have something working to test with now. This should also help fix the problem of too many buildings at once to choose from when founding a city. Your city will now have to grow and mature if you want the more advanced buildings.

Please give feedback C2C team when testing. Also whomever controls the additional mod buildings may want to go in ad add the building requirement code to any building they have.

Note that the CitySizeLimit.rar has the file to replace the core buildings. and the HydroC2C17e.rar is just like my normal updates.
 
@StrategyOnly with the alpha you just sent us modders it is no longer reading the neanderthal Spawn ini file. Also there is some game text missing.

how do I turn off the annoying terrain feature labels but still get the event signs?
 
@StrategyOnly with the alpha you just sent us modders it is no longer reading the neanderthal Spawn ini file. Also there is some game text missing.

how do I turn off the annoying terrain feature labels but still get the event signs?

Dont know why the spawning isnt working, i have it set at full on? Here's a new text for everyone, thx.
 
When updating to the newer python stuff you forgot the C2C specific stuff in autologEventManager.py in the Contrib folder. the goody hut stuff like gatherers.

The INI file is in a slightly different format with the new Python. Delete the "Neanderthal Spawn.INI" file from the usersetings folder. It will recreate the ini in the correct format. I had just gone in and changed it to off but since the format is different it did not read it. :(

Edit: The "barbarian generals" option also seems not to be working but it is way past my bed time to make sure.
 
When updating to the newer python stuff you forgot the C2C specific stuff in autologEventManager.py in the Contrib folder. the goody hut stuff like gatherers.

The INI file is in a slightly different format with the new Python. Delete the "Neanderthal Spawn.INI" file from the usersetings folder. It will recreate the ini in the correct format. I had just gone in and changed it to off but since the format is different it did not read it. :(

Edit: The "barbarian generals" option also seems not to be working but it is way past my bed time to make sure.

Have been very busy testing testing testing my save game chnages lately so haven't had much (well any really) chance to actually play the game. Just realised we have a new civic option (GST). What was the motivation for this? Seems like it treads on the territory of the global tax slider - how are they supposed to interplay (I mean the intention behind it)?
 
@strategyonly

So I went though all my buildings and all the core buildings and gave them city size limits. I did not touch any other people's mods such as the Custom Wonders. Note that I set it to only 4 city sizes based on the administration buildings.

Pop 1 (Village) - As the default for basic buildings like farms, mines, hunting camps and general prehistoric buildings.

Pop 6 (Town) - This has mostly guilds, shops, factories, power plants and other small town buildings.

Pop 13 (City) - This has the more city themed stuff such as corporations, skyscraper, university, labs, zoo, and mostly modern stuff.

Pop 25 (Metropolitan) - This has most of the space or high tech stuff like the arcology, shielding and spaceway.

Overall I tried to use my best judgement based on both the time the building was in but what level of city you would need to support a building. I am sure we will need to tweak and adjust things in the future. But at least I have something working to test with now. This should also help fix the problem of too many buildings at once to choose from when founding a city. Your city will now have to grow and mature if you want the more advanced buildings.

Please give feedback C2C team when testing. Also whomever controls the additional mod buildings may want to go in ad add the building requirement code to any building they have.

Note that the CitySizeLimit.rar has the file to replace the core buildings. and the HydroC2C17e.rar is just like my normal updates.

I hope you did not put minimums on wonders or national wonders. Some of the former were built where there was no settlement and some of the latter were designed to stimulate growth in a small town. Some were built in small towns to stimulate tourism, yes even in the ancient era.

On a similar vein, I think we may need to raise the number of NW and WW that can be built in any one city.

Dont know why the spawning isnt working, i have it set at full on? Here's a new text for everyone, thx.

You forgot my changes to init.xml in the latest alpha. Or did you decide you didn't want the new religion functions and a wonder that supports your vassals.:)
 
You forgot my changes to init.xml in the latest alpha. Or did you decide you didn't want the new religion functions and a wonder that supports your vassals.:)

I believe you put out the newer stuff, AFTER i was uploading the newer version. sorry.:blush: Usually takes me around 4-5 hours to upload.


Is anyone else having problems like Hydro is (MODPACK thread), Also see AND (Beta) problem thread, i have some stuff there also. (Another reason, why i think the Admins should give us our own Development Thread, way to many places to look for stuff.:eek::crazyeye:
 
Ok, here's a new DLL and a couple of XML files it also requires.

Changes in this build (consolidated list over the V12 build):

  • Merged AND 1.76 DLL changes up to beta 4
  • Fixed Joseph_II's CTD
  • Fixed end of AI turn hang
  • Fixed required-features-for-buildings checks
  • Much more efficient worker plot allocation (circa 15-20% developed game speedup)
  • More efficient trade network verification/recalculation (another 10% or so)
  • Fixed mountaineering requirement on working mountain plots (can't work mountain plots until you have the tech to move through them)
  • Fixed divine prophets issues (not tested per se, but merged the code Thunderbrd pointed out as missing)
  • Added optional new save format which should enable saves in one release to be opened in later releases in most cases, thus allowing games to continue unless changes are so radical that you don't wish to

Because of the AND beta 4 change that removed the fixed borders game option (the functionality is all still there and working it's just not a game option any more) it is also CRITICAL that you take the modified Civ4GameOptionInfos.xml also included in the RAR (things will not work correctly unless this file and the DLL are kept in step). Also I haved included a new XML file to go in assets/xml/text - this provides the text for the new UI elements associated with the save format.

Please note that due to the AND beta 4 changes this is NOT save game compatible with what went before (but because of the new save format that won't be a problem going forward all being well)
 

Attachments

[*]Added optional new save format which should enable saves in one release to be opened in later releases in most cases, thus allowing games to continue unless changes are so radical that you don't wish to
[/LIST]

Because of the AND beta 4 change that removed the fixed borders game option (the functionality is all still there and working it's just not a game option any more) it is also CRITICAL that you take the modified Civ4GameOptionInfos.xml also included in the RAR (things will not work correctly unless this file and the DLL are kept in step). Also I haved included a new XML file to go in assets/xml/text - this provides the text for the new UI elements associated with the save format.

Please note that due to the AND beta 4 changes this is NOT save game compatible with what went before (but because of the new save format that won't be a problem going forward all being well)

OK i tried that Maximum Compatibility out, and the saved game i saved it to had a CTD, so i went to the last savedgame, and it worked:confused:

Putting Fixed border back as an option is no biggy, as far as i an tell, if anyone was wondering. (As long as all the stuff remains)
 
I hope you did not put minimums on wonders or national wonders. Some of the former were built where there was no settlement and some of the latter were designed to stimulate growth in a small town. Some were built in small towns to stimulate tourism, yes even in the ancient era.

Yes some are (mostly req pop 6). You will have to look through them and let me know if i should change any. Note that I did not touch religious buildings (at least I don't think I did) such as temples, monasteries cathedrals, etc.
 
Yes some are (mostly req pop 6). You will have to look through them and let me know if i should change any. Note that I did not touch religious buildings (at least I don't think I did) such as temples, monasteries cathedrals, etc.

Bummer, I build almost all the early wonders in size one and two cities.:(
 
OK i tried that Maximum Compatibility out, and the saved game i saved it to had a CTD, so i went to the last savedgame, and it worked:confused:

Putting Fixed border back as an option is no biggy, as far as i an tell, if anyone was wondering. (As long as all the stuff remains)

CTD on save, or CTD on reload? If the former lest me have a BTS format save game so I can try the same save. If the latter just let me have the new format save that CTDs on load please.
 
CTD on save, or CTD on reload? If the former lest me have a BTS format save game so I can try the same save. If the latter just let me have the new format save that CTDs on load please.

It was a crash on re-load, dont know if you will have samesaved game, i have changed ALOT of stuff already.
 
It was a crash on re-load, dont know if you will have samesaved game, i have changed ALOT of stuff already.

Just let me have the (new format that crashes on load) save game for now. If it doesn't crash when I load it then I may need your full asset-set to debug it, but most likely the save game alone will be enough.

[Edit] - couple of other specific questions:

1) Were there any asset changes between when you saved and when you loaded and got the crash. If so can you rememebr what roughly?

2) Did it CTD silently or did you get any error messages first?
 
@Thunderbrd

Attached in a prototype of a tool for extracting info from the Asset XML in CSV format for import to a spreadsheet. It's currently quite simplistic but I wanted your feedback on what enhancements you need to make it adequately rich for your purposes.

The RAR attached contains:

CivXMLSCanner.exe - the app - you'll need .NET framework 4.0 to run this. If you don't already have this it can be downloaded here: http://www.microsoft.com/downloads/en/details.aspx?familyid=9cfb2d51-5ff4-4491-b0e5-b386f32c0992

Civ4XmlScanResult.csv - example output for this simple template when run against the current (modders pack as of a few days ago anyway) C2C assets

BuildingTemplate.xml - VERY simple example template file. The app uses these templates to decide which columns to extract for the spreadsheet and which elements of the asset XML to take them from. This simple example contains the following:

Code:
<ScanTemplate sourceTag="BuildingInfos/BuildingInfo">
    <SimpleMapping sourceTag="BuildingClass" outColumn="Class"/>
    <SimpleMapping sourceTag="Type" outColumn="Type"/>
    <SimpleMapping sourceTag="iCost" outColumn="Cost"/>
    <ComplexMapping sourceTag="PrereqBonuses" outColumn="Bonus Pre-reqs">
        <dataElement sourceTag="Bonus"/>
    </ComplexMapping>
</ScanTemplate>

The 'sourceTag' attr in the 'ScanTemplate' top level tag tells it what type of entity you are interested in (Buildings in this case) and should be in the form of a Node path from the root of the XML files you expect to contain this info (*BuildingInfo.xml in this case) - hence the 'BuildingInfos/BuildingInfo' since each 'BuildingInfo' element is nested inside 'BuildingInfos' in the asset XML.

Each mapping tag then specifies one column you want in the output. In this simple example I have chosen to include for each building it's class, type, cost, and required bonuses. 'SimpleMapping' is fairly self-explanatory - use it for simple text values that don't nest subtags. 'ComplexMapping' is an attempt to handle those more complex sub-tags that are nested (like 'PrereqBonuses'). It takes one or more 'dataElement' subtags, each of which specifies a tag in some descendant node to extract a value from. Where there are multiple values the string you finally get as the column value in the output CSV is of the form '<value> <value> ...' where <value> is either the actual text value (if you only specified a single 'dataElement' as in the example), or '[<name>=<value>] [<name>=<value>] ...' if you specified mutliple dataElements, with each name-value pair corresponding to one matched instance of a dataElement.

The app itself should be pretty self-expanatory when you run it. Enter a root folder to scan from (the C2C folder obviously will catch everything, but you can tighten the scope if you only want to scan a particular sub-folder - it will look in all XML files below the specified root point), and a template file to control what columns you want. Hit the 'Scan' button and when its done hit 'Export'.
 

Attachments

Just let me have the (new format that crashes on load) save game for now. If it doesn't crash when I load it then I may need your full asset-set to debug it, but most likely the save game alone will be enough.

[Edit] - couple of other specific questions:

1) Were there any asset changes between when you saved and when you loaded and got the crash. If so can you rememebr what roughly?

2) Did it CTD silently or did you get any error messages first?

I believe its this one:
 
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