Fun with xml extraction

The problem is the long chains of prerequisites, I think. After getting the autobuilds to happen first most free buildings were provided but those that require one of those free buildings or an autobuild that requires the first set of autobuild or first set of free doesn't get built. Unfortunately the two bits f code needs to loop through both lists until nothing is built in that loop iteration.

All the Free in new cities XML should be in the Modules/My mods/NewCityFree folder

I had forgotten that this mod even existed. When was it put in? :confused:
 
v32 it was optional, ie you had to move it into the My Mods folder if you wanted to activate it. I think it went always on with v33 since no comments were made.
 
@Rwn Doing the merge for all Vokarya's wonders (alphabetic order) into one set of files in folder Vokarya/Wonders would be useful. Unless we are going to remove all those that don't do anything first.

And here's the merged Vokarya folder - just replace the old Vokarya folder with this one. A bit longer than I expected since there were so many different types of files (Civic, Events, Buildings, Units...).

I've let all the art files (about 200 files) in dedicated subfolders as I don't know what to do with it (is there a way to merge that also?). If you want to do anything with it (such as change the path), let me know and I'll update the ArtDefines files. Still, the resulting folder has currently about 500 less files (and is about 50% smaller, which amounts to a whooping 9Mo).

By the way, did you decide what to do with the merged BuildingInfo files from Hydromancerx? (post #70 in this thread) If you're fine with the merge, I'll also do the BuildingClass, GameText and ArtDefines files (+ a few other less common ones).
 

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Thanks, I have a look. If he used the standard structure things should work fine with just a bit of file movement. We will see.

edit when you merge art folders you need to keep the exact same structure as existed. You merged all the art from two units into the one file, this is a problem because artists may change a skin or animation but not change the file name so two files with the same name are not the same. The same goes for the structures/buildings.

By the way, did you decide what to do with the merged BuildingInfo files from Hydromancerx? (post #70 in this thread) If you're fine with the merge, I'll also do the BuildingClass, GameText and ArtDefines files (+ a few other less common ones).

This is not useful as most are actively changing.
 
Is there a way to stop these buildings from auto building? I am going to spend more time selling off buildings than it would take to set them to build.

I never ever build a gambling den, pub, tavern and so many others on that list.

EDIT: Don't worry, switched this off. Please keep modular so I can keep this switched off.
 
I have to agree. The NIMBY ones should not be auto-built. Which are...

BUILDING_PUBLIC_STONING
BUILDING_CROSSES
BUILDING_FIGHTING_PIT
BUILDING_PIT_TRAPS
BUILDING_PUB
BUILDING_GAMBLINGDEN
BUILDING_BOATYARD
BUILDING_MECHANICAL_TRAPS
BUILDING_TATTOO_HUT
BUILDING_TAVERN
BUILDING_LANDMINES_TRAPS
BUILDING_BOOBY_TRAPS
BUILDING_DIVE_BAR

There may be more but those are just some that should not be built in most cities. Especially new ones.

I think this should be moved to the unloaded as default. Especially for new player that will not know what's going on since unlike say auto-build building there is no message when you build a new city that it built these.
 
Art Defines for Units and Buildings that do not appear in <EarlyArtDefineTag, <LateArtDefineTag> or <MiddleArtDefineTag> in UnitInfos files or in <ArtDefineTag> in BuildingInfos files.
The file path for each unused Art entry is included.

I haven't looked at the other Art Defines since those two are likely the largest chunks of art; this is based on the tables I built from SVN 7421.

Edit: also included UnitArtStyleTypeInfos files among possible locations.
 

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Art Defines for Units and Buildings that do not appear in <EarlyArtDefineTag, <LateArtDefineTag> or <MiddleArtDefineTag> in UnitInfos files or in <ArtDefineTag> in BuildingInfos files.
The file path for each unused Art entry is included.

I haven't looked at the other Art Defines since those two are likely the largest chunks of art; this is based on the tables I built from SVN 7421.

I check some of these unused tags and they are in use in CIV4UnitArtStyleTypeInfos.xml
 
Art Defines for Units and Buildings that do not appear in <EarlyArtDefineTag, <LateArtDefineTag> or <MiddleArtDefineTag> in UnitInfos files or in <ArtDefineTag> in BuildingInfos files.
The file path for each unused Art entry is included.

I haven't looked at the other Art Defines since those two are likely the largest chunks of art; this is based on the tables I built from SVN 7421.

OK looked at this and its way to confusing to look at, and , no offense, but i'd say more than half dont pertain, especially the module ones.
 
I think we left for now ar_def_units tags. Some of them direct to modules (alt_timelines for example) other for modmod civs.
 
Is there a way to stop these buildings from auto building? I am going to spend more time selling off buildings than it would take to set them to build.

I never ever build a gambling den, pub, tavern and so many others on that list.

EDIT: Don't worry, switched this off. Please keep modular so I can keep this switched off.

I pushed this update to the SVN ...

Free New City Mod was split up into 2 mod; a YIMBY (Yes In My Backyard) and NIMBY (Not In My Backyard). The YIMBY is placed by default in the MyMods folder while the NIMBY is placed by default in the MyMod(Unloaded) folder. As the names suggest the YIMBY have buildings you would want built everywhere and NIMBY has buildings you probably don't want built everywhere due to their negative stats. Note one can manually move either mod so they are turned on or off. Hopefully this will be a compromise from just deactivating the original mod.

If there are any in the YIMBY you think should be in the NIMBY (or vice vice versa) please let me know.
 
I have to agree. The NIMBY ones should not be auto-built. Which are...

BUILDING_PUBLIC_STONING
BUILDING_CROSSES
BUILDING_FIGHTING_PIT
BUILDING_PIT_TRAPS
BUILDING_PUB
BUILDING_GAMBLINGDEN
BUILDING_BOATYARD
BUILDING_MECHANICAL_TRAPS
BUILDING_TATTOO_HUT
BUILDING_TAVERN
BUILDING_LANDMINES_TRAPS
BUILDING_BOOBY_TRAPS
BUILDING_DIVE_BAR

There may be more but those are just some that should not be built in most cities. Especially new ones.

I think this should be moved to the unloaded as default. Especially for new player that will not know what's going on since unlike say auto-build building there is no message when you build a new city that it built these.

You are not thinking it through:mischief:, BUILDING_BOATYARD for example will only be built if there is already a fishing boat set up inside the new city radius. I don't know about you but that only occurs in my games where I have built a fort on an island to get at those fishing resources and then later built a city there. That boat yard then provides some hammers from the specialists, almost the only hammers the city is going to get!
 
I pushed this update to the SVN ...

Free New City Mod was split up into 2 mod; a YIMBY (Yes In My Backyard) and NIMBY (Not In My Backyard). The YIMBY is placed by default in the MyMods folder while the NIMBY is placed by default in the MyMod(Unloaded) folder. As the names suggest the YIMBY have buildings you would want built everywhere and NIMBY has buildings you probably don't want built everywhere due to their negative stats. Note one can manually move either mod so they are turned on or off. Hopefully this will be a compromise from just deactivating the original mod.

If there are any in the YIMBY you think should be in the NIMBY (or vice vice versa) please let me know.

Thank you for creating a new list. The Tavern is still on that list though, which on it's own has negative effects, but I think there is still more negative effects if Mormonism is in your city.

You also have Walls as an auto build, this is minimizing the benefit of Hadrian's Wall. I Also isn't there a wonder that builds a market in every city?

On a whole, you are auto building a lot of strategic buildings and leaving the decision of what to build first, the wig shop or the bridal shop.
 
@Whisperr

Tavern, Pub and Dive Bar are in the NIMBY mod. Do you think they should not be?

All the wall buildings DH had I put in the YIMBY. Overall I think having walls vs not having it is worth it.

I agree with you that the strategy is getting lost. However by the time thy are built is when they ar e more or less obsolete. Also it doesn't build them in existing cities (right?). Only in newly founded city.

However if some require city size 6 or more and they are getting it for free at founding then that's an issue.

You are not thinking it through:mischief:, BUILDING_BOATYARD for example will only be built if there is already a fishing boat set up inside the new city radius. I don't know about you but that only occurs in my games where I have built a fort on an island to get at those fishing resources and then later built a city there. That boat yard then provides some hammers from the specialists, almost the only hammers the city is going to get!

Is it worth it when there is only one fishing boat? Or is there a threshold you need to past to make it worth building?
 
Is it worth it when there is only one fishing boat? Or is there a threshold you need to past to make it worth building?

I would have thought that at least doubling your :hammers: was always worth while. It gives you a specialist for each fishing boat even as a citizen that is +1:hammers: which is double your production unless there was a resource on the plot that gives you more :hammers: or it is a hill.
 
@ Hydro

The pic shows the YIMBY file open and the tavern still in the list. Unless I am reading this wrongly.
 

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