a language won't work if a single TXT key has no entry for that language.Question! Is it the case that base FFH refers to the Text/CIV4GameText_Misc1.xml and Wild Mana somehow doesn't? I'm just trying to figure out why my Main Menu, other options, units, and a lot of other stuff have no text when I switch to Spanish, and why this only occurs in Wild Mana, not base FFH or Orbis.
<TEXT>
<Tag>TXT_KEY_ACTUAL_EFFECTS</Tag>
<English>Actual Bonus from Building</English>
</TEXT>
Second, it seems like the XML files are full of a LOT of stuff that's not getting used (Ngomele, huh?). It's a bit confusing to anyone having to fiddle with the XML - would you be able to nuke what you aren't using? This was especially confusing when only about half the changes I made showed up in game because I guess it was pulling text from two different places (Civ4WildMana.xml is what I edited, but I think it was pulling text from Modules/NormalModules/ArcaneMastery/Text/ArcaneMastery.xml instead).
Thanks a bunch!
A WoC error, hopefully trackable.
by that time I had not copied hyborem fix, maybe that is why?
it is caused by a balseraph mimic. Next version will include a fix for this.
Right, I understand that - I'm just confused because I can't seem to find any of the values from the original text file duplicated anywhere with only an English tag, so I don't understand why it's behaving as it is.a language won't work if a single TXT key has no entry for that language.
an entry like this breaks all languages but english. will be fixed next versionCode:<TEXT> <Tag>TXT_KEY_ACTUAL_EFFECTS</Tag> <English>Actual Bonus from Building</English> </TEXT>
Would it be helpful if while I'm translating, I went through and nuked all the extraneous stuff? (Well, not all, but the stuff that's obviously not included.)when I merge things I usually just put the text files in the folder and not worry too much about it. Going through the files and looking which 100 of the 1000 entries are actually needed would take a lot of time. If your change isn't applied, you can always rename your txt key and the reference in the xml. Take a look at the tweaked buildings module (modules\ffhplus\buildings\civ4buildinginfos.xml) I changed the txt help key for granary and smokehouse there using the True modular system.
Right, I understand that - I'm just confused because I can't seem to find any of the values from the original text file duplicated anywhere with only an English tag, so I don't understand why it's behaving as it is.
Do whatever you think works best for you. From now on I will add all new TXT keys into one single file so you can easily find them.Would it be helpful if while I'm translating, I went through and nuked all the extraneous stuff? (Well, not all, but the stuff that's obviously not included.)
temporary Fix: AI will never convert away from their favorite Religion (I had changed that recently but it seems it causes more issues than it helps)
I remember back in the old days of FFH2 were there were problems with too many new resources bumping some out (ie regents) so that they would not show up in game. With all the new ones - had/s this issue been fixed?
Not sure which thread this should go to, but anyway: Thanks a bunch for Wildmana Sephi, I absolutely love the newest version. This takes the excellent Fall From Heaven and turns it into an experience that is in no way shamed by games such as Master of Magic or Xcom in terms of enjoyability. I especially appreciate your efforts at improving the AI; the original FFH AI was painful at best, but it's really beginning to shape up. I sometimes actually lose at Emperor difficulty now, which is something I have never experienced in the various renditions of vanilla Civ or FFH.
So thanks! You are in my gaming hall of fame along with Kael and Sid