Orions Mod Collection

3 of your mods don't mesh with RevDCM, National Slave Auction, Slave Cage and Police. The 2 slave get XML load errors and Police gets

Spoiler police error :

Which version did you merge? The standard or WoC? If you used WoC, you must be sure to use the schema files from RevDCM in the mod folder. For your police example: You need to replace these 3 files with the 3 schema files from ReVDCM:

Folder: Mods\RevolutionDCM\Assets\Modules\Combat Categories\Police

1. CIV4ArtDefinesSchema.xml
2. CIV4BasicInfoSchema.xml
3. CIV4UnitSchema.xml

If you used the standard version, then it is likely a problem with RevDCM. Why? Because the bInquisitor reference is not used in any of the 3 mods you mentioned: National Slave Auction, Slave Cage and Police.

Orion Veteran :cool:
 
Did you merge this file? If so, you may want to copy the original and then add all of the call backs that you need.


Orion Veteran :cool:

No, nothing to merge. I just copied the schema files over from DCM and then put the mod in the Modules folder. But it shows up in the Pedia and I'm able to build/use it in a game.
Spoiler :
 
I guess the police has a new unitcombat. You must edit BUG's unit naming files for every new unitcombat in your mod.
 
No, nothing to merge. I just copied the schema files over from DCM and then put the mod in the Modules folder. But it shows up in the Pedia and I'm able to build/use it in a game.
Spoiler :

All of your call backs should be in one file. For example, if you have the Slave Cage and Mine Warfare mods, then you only need one PythonCallbackDefines.xml file, not two separate files. The Slave_Cage_PythonCallbackDefines.xml was included in the mod to let you know which callbacks you need to use to make the Slave Cage mod work.
 
I guess the police has a new unitcombat. You must edit BUG's unit naming files for every new unitcombat in your mod.

Correct: You must modify the Unit Naming.xml file in the Mods\RevolutionDCM\Assets\Config folder.

Examples:

Police Mod:
Code:
<option id="COMBAT_LAW_ENFORCEMENT" key="CombatLAW_ENFORCEMENT" 
	type="string" default="DEFAULT"/>

Mine Warfare:
Code:
<option id="Combat_MINE_WARFARE" key="CombatMINE_WARFARE" 
	type="string" default="DEFAULT"/>

Orion Veteran :cool:
 
I guess the police has a new unitcombat. You must edit BUG's unit naming files for every new unitcombat in your mod.

Correct: You must modify the Unit Naming.xml file in the Mods\RevolutionDCM\Assets\Config folder.

Examples:

Police Mod:
Code:
<option id="COMBAT_LAW_ENFORCEMENT" key="CombatLAW_ENFORCEMENT" 
	type="string" default="DEFAULT"/>

Mine Warfare:
Code:
<option id="Combat_MINE_WARFARE" key="CombatMINE_WARFARE" 
	type="string" default="DEFAULT"/>

Orion Veteran :cool:

Thx, good examples, thx for putting them here.;)
 
Announcing the release of the Agriculture mod.

Ever have a city in need of more food? Now your workers can plant Corn, Rice or Wheat on plots with grassland or plains. Plot must have a source of water to plant. For your convenience, the mod comes with both Standard and WoC versions. The WoC version is completely modular. Recommend this Agriculture mod be used with the Water Well mod to gain the maximum food benefit for your crops. See first post for link to download.

Enjoy!

Orion Veteran :cool:
 
So in the Config init where would your stuff go?
Spoiler :
Code:
<gameutils module="AgricultureGameUtils" class="AgricultureGameUtils" override="True"/>
	<events module="AgricultureEvents"/>

Code:
</init>
	<event type="LanguageChanged" module="ColorUtil" function="createColors"/>
	
	<events module="DealUtil" function="addEvents"/>
	<events module="DiplomacyUtil" function="addEvents"/>
	<extend how="after" module="DiplomacyUtil" function="handleAIComment" 

to="CvDiplomacyInterface" as="beginDiplomacy"/>
	<extend how="after" module="DiplomacyUtil" function="handleUserResponse" 

to="CvDiplomacyInterface" as="handleUserResponse"/>

	<!-- Rise of Mankind -->
	<events module="WarPrizes">	</events>
	<events module="WorldFair">	</events>
	<events module="ScreenResolutionSize">	</events>
	<events module="CvWaterAnimalsModEventManager">	</events>
	<events module="NukeAfterEffects">	</events>
	<events module="WarriorsOfGod">	</events>
	<events module="CvMercEventManager">	</events>
	<events module="SubdueAnimals">	</events>
	<events module="CaptureSlaves">	</events>
	<events module="Espionage">	</events>
	<events module="AnimalBonus">	</events>
	<events module="Militia">	</events>		
	<events module="CvEnhancedTechConquestEventManager">
	</events>
	<!-- Rise of Mankind end -->
	<init module="GGUtil"/>
	<init module="GPUtil"/>
	<init module="ReligionUtil"/>
	<init module="TechUtil"/>
	<init module="TradeUtil"/>
	<init module="TraitUtil"/>
	<init module="UnitUtil"/>
    <gameutils module="WidgetUtil" handler="getWidgetHelp"/>
	    
	<event type="OnLoad" module="CvTechChooser" function="resetTechPrefs"/>
	<event type="GameStart" module="CvTechChooser" function="resetTechPrefs"/>
 
So in the Config init where would your stuff go?
Spoiler :
Code:
	<!-- Rise of Mankind -->
	<events module="WarPrizes">	</events>
	<events module="WorldFair">	</events>
	<events module="ScreenResolutionSize">	</events>
	<events module="CvWaterAnimalsModEventManager">	</events>
	<events module="NukeAfterEffects">	</events>
	<events module="WarriorsOfGod">	</events>
	<events module="CvMercEventManager">	</events>
	<events module="SubdueAnimals">	</events>
	<events module="CaptureSlaves">	</events>
	<events module="Espionage">	</events>
	<events module="AnimalBonus">	</events>
	<events module="Militia">	</events>		
	<events module="CvEnhancedTechConquestEventManager">
	</events>
	<!-- Rise of Mankind end -->
	<init module="GGUtil"/>
	<init module="GPUtil"/>
	<init module="ReligionUtil"/>
	<init module="TechUtil"/>
	<init module="TradeUtil"/>
	<init module="TraitUtil"/>
	<init module="UnitUtil"/>
    <gameutils module="WidgetUtil" handler="getWidgetHelp"/>
	    
	<event type="OnLoad" module="CvTechChooser" function="resetTechPrefs"/>
	<event type="GameStart" module="CvTechChooser" function="resetTechPrefs"/>

<!-- Mods -->
	
	<load mod="BUG Main Interface"/>
	<load mod="BUG City Screen"/>
	<load mod="BUG Advisors"/>
	
	<load mod="Customizable Domestic Advisor"/>
	<load mod="Better Espionage"/>
	<load mod="All Eras Dawn of Man Screen"/>
	<load mod="TechWindow"/>
	
	<load mod="Not Just Another Game Clock"/>
	<load mod="Advanced Scoreboard"/>
	<load mod="Plot List Enhancements"/>
	
	<load mod="Autolog"/>
	<load mod="Reminder"/>  <!-- requires Autolog -->
	<load mod="Civ4lerts"/>
	<load mod="MoreCiv4lerts"/>
	<load mod="Unit Naming"/>
	<load mod="FavoriteCivicDetector"/>
	<load mod="EventSigns"/>
	<load mod="Strategy Overlay"/>
	<load mod="StatusDump"/>
	<load mod="MovieMod"/>
<!--Orion's Mods start -->
	<load mod="MineWarfare"/>
	[COLOR="Red"]<load mod="Agriculture"/>[/COLOR]

Go down a little further to the load mod section. Red line shows where to put it.

Orion Veteran :cool:
 
OK, i tried installing it in RoM and its a NO GO, it error's out when loading:confused:

Did you read the WoC Configuration.txt file? Did you merge all of the files? What does the error read?

Edit: I think I misspelled Agriculture for the Agriculture.xml file. Make sure it reads Agriculture, not Aggriculture. :hammer2:

Orion Veteran :cool:
 
Did you read the WoC Configuration.txt file? Did you merge all of the files? What does the error read?

Edit: I think I misspelled Agriculture for the Agriculture.xml file. Make sure it reads Agriculture, not Aggriculture. :hammer2:

Orion Veteran :cool:

OK i changed almost everything around, to get it into RoM.

Here's what i did:

I put the module Agriculture file in:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\RiseofMankind\Assets\Modules\Strategyonly\Agriculture

I took out the python files and placed them in:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\RiseofMankind\Assets\Python\Strategyonly\Agriculture

No need for MLF this way, i believe.



That was it, i didnt see the WoC Conf, its there i just missed it.
 
OK i changed almost everything around, to get it into RoM.

Here's what i did:

I put the module Agriculture file in:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\RiseofMankind\Assets\Modules\Strategyonly\Agriculture

I took out the python files and placed them in:

C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Mods\RiseofMankind\Assets\Python\Strategyonly\Agriculture

No need for MLF this way, i believe.



That was it, i didnt see the WoC Conf, its there i just missed it.

There are a lot of different ways to get it to work. I'm glad you figured it out.
 
There are a lot of different ways to get it to work. I'm glad you figured it out.

Sorry if it sounded that way, but i meant to say it ISN'T working, i tried it the way in the conf also and still CTD when loading:confused:
 
I used it in my LoR and it seems to work fine, had to rename the aggriculture.xml but that's it.

on another note, Orion I'm using your mods in LoR and I'm having graphic issues. Started a thread on it.

Thats because RoM is alittle different than normal stuff to mod.:p
 
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