Warlords 2.08 - modding impact?

I'm wondering that too, I"m new to modding what exactly do you have to do to update your mod to be compatible with the new patch?
 
How does the patch affect the SDK files? When I installed it, all the "Last Modified" dates for the actual C++ files remain unchanged. It was all the Python sub-folders, etc that seem to be updated?
 
ohcrapitsnico said:
I'm wondering that too, I"m new to modding what exactly do you have to do to update your mod to be compatible with the new patch?

Just add the Firaxis changes to your modified files. For CIV Gold, I'll have to modify any XML files they may change related to Leaderheads, Civilizations, Buildings or Units.

The Qin/Khan swap was probably at the Art folder level, so that should be fine. But I'm sure there are other changes - just don't know what they are yet. I'll probably just install it and run the mod, checking for XML errors. The problem is, it won't catch changes in values, so I'll have to do an XML compare to see what's changed in that regard.
 
makes me so happy that I stuck with vanilla :)

Also, the installer seems to have unpacked some .cpp and .h files, so perhaps there were SOME changes
 
i tried adding the changes to some files and THAT made my MOD crash, i seen that they had replaced some nif with kfm?? dont know why?? btw how do i get my normal barbarian advancing back rather than the barracks sound??
 
All the mods I have made are compatible, I guess that your mods like CivGold and Canada Mod should be compatible since they only add new civs.
 
Have they added any new XML tags we should be aware of? I doubt it as they usually save this kind of thing for the expansion but.....you never know.

Aussie_Lurker.
 
The crash that i get is from the Civ4ArtDefines_Interface.xml file, i tried twice now and that is so far is the only crash i get from the main menu path that they changed from nif to kfm?? still dont know why they did this??

I am going thru all xml files.

EDIT: Yeppers this is the only one that gives me any problems with my MOD?
 
Aussie_Lurker said:
Have they added any new XML tags we should be aware of? I doubt it as they usually save this kind of thing for the expansion but.....you never know.

There are no new XML tags read by the dll and only very few changes were made to the python API. So, in most cases, you just have to merge the C++ files and recompile it. Your XML files and python files should work as before.

Matze
 
Doing a WinMerge on the Warlords directory:

3 Mehmed art files changed
13 Pythons changed
19 XML changed
30 SDK changed
12 Scenario files changed
1 Map script changed

Kublai_Khan Art\Leaderheads directory new
1 Python new

And of course the DLL and EXE changed as well as the readme.htm

Now what that does to each mod is different depending on the mod....the ViSa Modpack which has quite a few mods all thrown in to one was converted and running within 24 hours and didn't require that many tweaks really.


EDIT
I included the WinMerge report file so each file is listed :)
 
Thanks. When I installed the patch and loaded my mod it crashed before loading. I think it may have been my cvgamecoredll which was customized for 24 civs.
 
ohcrapitsnico said:
Thanks. When I installed the patch and loaded my mod it crashed before loading. I think it may have been my cvgamecoredll which was customized for 24 civs.

Yeah, ViSa crashed before loading too....copy/paste SDK, recompile DLL and almost good to go (had to tweak some code too).
 
Well, when I attempted to recompile my Expanded Civics mod with the new DLL files, I ran into problems with CvCityAI. Lots of stuff in the .cpp files which are missing from the .h files. Any suggestions on what might be wrong?

Aussie_Lurker.
 
Hey guys. Well I copied all my changed elements between the old and new CvCity files and I am a bit concerned that the old CvCity was 267kb in size, wheras my new one is only 266kb. Should I be worried, or is this about right given the changes made in 2.08? I just hope I didn't overlook anything.

Aussie_Lurker.
 
OK, now I am really annoyed. Thanks to the patch I am getting the following error messages when I try to build a new .dll

Code:
error LNK2019: unresolved external symbol "public: int_thiscall CvCity::getBuildingCommerceChange etc etc.

and error LNK1120: 7 unresolved externals

Seriously, what is going on here? This worked perfectly before, but not now :(.

Aussie_Lurker.
 
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