Pazyryk
Deity
- Joined
- Jun 13, 2008
- Messages
- 3,584
On organization: I hate going up and down the folder structure to get to the core ~15 or so files I need (Units, UnitClasses, Civilizations, Policies, etc.). I recognize these .xml files in an instant but often forget what subfolder to look in. Also, using the standard "XML", "SQL" file structure that everyone else uses was starting to confuse me about what was core Civ5 and what was entirely new (same problem for UI stuff.) So I've come around to this file structure:
This structure also makes it easier for me to remember what to set VFS = true, what's an UpdateDatabase, and what's an UIInGameAddins.
Didn't I just get corrected in another thread for suggesting that the AI "understood" (or rather, didn't "understand") something?
Could you please elaborate on "tend to get corrupted easily"? I know there are all kinds of nasty issues related to cache. However, beyond this, have you seen additional problems? My mod adds about 8 tables (so far) to SavedGameDB and uses them extensively. Based on limited functionality tests (calling functions that add, modify or get from these tables) everything seems to be working properly. But I know that's not the same as trial by actually playing...
- CoreCiv5Elements - all .xml and .sql files that modify base Civ5 .xml tables (~15 files, no subfolders to slow me down).
- AddedElements - .xml and .sql files that create and fill completely new tables.
- CoreCiv5UI - .xml, .lua files that replace base UI files
- AddedUI - .xml/.lua pairs that add new UI stuff
- Housekeeping - my Deletor.sql and DeletionFixinator.sql
- Lua - MyModMain.lua, MyModFunctions.lua, MyModUtils.lua, etc.
- Art (this folder and subfolders created and filled by my ModBBF utility)
This structure also makes it easier for me to remember what to set VFS = true, what's an UpdateDatabase, and what's an UIInGameAddins.
advantage the promotion system has, vice a pure Lua setup, is that it already leverages the Flavor system (which the AI already understands),
Didn't I just get corrected in another thread for suggesting that the AI "understood" (or rather, didn't "understand") something?
AND is stored in a more permanent form than a pure save/load Lua table (which tend to get corrupted easily).
Could you please elaborate on "tend to get corrupted easily"? I know there are all kinds of nasty issues related to cache. However, beyond this, have you seen additional problems? My mod adds about 8 tables (so far) to SavedGameDB and uses them extensively. Based on limited functionality tests (calling functions that add, modify or get from these tables) everything seems to be working properly. But I know that's not the same as trial by actually playing...