2nd unique unit for sevomod2.9e

keldath

LivE LonG AnD PrOsPeR
Joined
Dec 20, 2005
Messages
7,578
Location
israel
hello y'all

here it is - the new version for SEVO 3

it includes 2uu for all the civs + one leader head for israel.

most of the units i used from the great arma's modpack.

the readme file is inside

my next goal is to do a three uniqe unit mod - ill need to find a lot of graficks..

there is no changes between the old v to this one.

NEW LINK:
http://rapidshare.de/files/23506720/SEVOMOD_2UU_3.rar.html

just one thing - the units are too big to my taste - i havnt got the normalize it - i guess tommorow ill add a file of smaller units.

in the mean while - you can use this link

http://files.filefront.com/CIV4DetailManagerxml/;5054063;;/fileinfo.html

and it will make smaller units - very simple to add.
old links:

version 1.3 for sevomod 2.9.z

http://rapidshare.de/files/20338083/2nduusevo2.9z.rar.html

readme

http://files.filefront.com/readme_fo_2uu13txt/;5059429;;/fileinfo.html


links for sevomod 2.9e

link for version 1.1
http://files.filefront.com/assets_2uu_11rar/;5052419;;/fileinfo.html

link for update to 1.2
http://files.filefront.com/assets_2uu_update_to_12rar/;5054041;;/fileinfo.html

inatall notes:
1. unzip version 1.1 not to sevomod folder
2. unzip update 1.2 to the same foder of version 1.1 - and overwrite all files
3. then copy the assets folder of my 2nduu - and paste on sevomod assets - and overwrite all files.

this should do it.

i recommend keeping the original sevomod folder just incase

here is somthing that i recommend
this link http://files.filefront.com/CIV4DetailManagerxml/;5054063;;/fileinfo.html
is for a small scaled units - i like it this way - and it speeds up the game in later times - for slow cpu's.

all you have to do is -
create a folder in the mod directory in XML folder named: "misc"
then copy the file given in the link above named CIV4DetailManager.xml.

load the game and take a look.

please feedback me as much as you can

most of the new unit civilopedia are not true - they belong to the original units - i only changed a few.

thanks and enjoy - be welcome to make changes in this mod - all of the chages i made is located
at the bottom of each file.



sevomod is the best mod ever!
 
Filefornt is weird at the time. Over two weeks they are updating their systems...
 
I have a few problems.

1) My game crashes when I try to select the new Isreali leader, he has no icon nor do I know who he is

2) I get an error message when loading (screenshot attached)

3) Game crashes during my game, I have no idea why (savegame attached)

Make sure you backup your game before you install this mod...
 

Attachments

  • Error Message.JPG
    Error Message.JPG
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I just wanted to say thanks servomod, i play the mod and think its awsome you did a great job.
 
I guess I downloaded it before they started doing maintenance. The filename is "Assets-2uu-for-sevo2[1].9E.rar".

EDIT: I'll try it again, maybe I got the wrong version of your mod or something. Is there a Readme attached? My version didn't have one.
 
hi james

its wierd that you got crashes - it shouldnt do it,

also the leader is david - if you have no icon - you probably didnt overwrite the art directory - its works great for me buddy.

ill post a unit list later this day :)

hope you try it out.

about the screen - dl also the patch and the screen gets fixed.
 
This is good, and thanks for the quick brave fix, however I second the report of CTD (around middle ages). I also, though I installed as suggested, noticed that David didn't appear in the normal manner in the civilopedia under Israel, though the game that crashed did not appear to include Israel, so I doubt it relates. I never had CTD issues with the current version of Sevomod, so I suspect this add-on. Sorry that I don't have a savegame to replicate. Hope this helps.

edit: apropros of this (http://forums.civfanatics.com/showpost.php?p=4022328&postcount=612):
EDIT Hmm, okay Ive narrowed down the crash to trying to build a Galleon in my capitol so not sure if the above error is relevant to the crash AARRGGHH! I do have Magellans wonder built there if that could possibly influence it. Upgrading other units to Galleon has no effect but it any attempt to build Galleon crashes comp to desktop.
come to think of it, at the time of the crash I was the first to research astronomy and was building my first galleon. Could be coincidence or a trick of memory, but that indeed might be the error.

2nd edit: Looking at the modified CIV4UnitInfos.xml in your add-on, I noticed this:
Code:
    <UnitInfo>
      <Class>UNITCLASS_GALLEON</Class>
      <Type>UNIT_GALLEON</Type>
      <UniqueNames />
whereas the original looks like:
Code:
		<UnitInfo>
			<Class>UNITCLASS_GALLEON</Class>
			<Type>UNIT_GALLEON</Type>
			<UniqueNames/>
without the extraneous space in UniqueNames. Does this space matter/could this be a cause of crashing?
 
hi aghast

well - thanks for your reply.

i have know idae what might cause a ctd - i only changed very few files acctually.

i dont know what to fix though... maybe if i had a savegame..:)

al i know that alot of people dl the link i gave - and still you and only one other reported a crash - i hope to get more replies about it.
meanwhile - there is another mod - by gir - he tries to merge the two mods together - i hope he'll fix the problem - if there is one.

anyway thank fo writing.

i just started a game - so im hopning for no ctd's....


****well - i saw your threads in sevomod - i think the ctd is related to the galleon - ill try to fix that thanks***now i saw your reply... - well i think i removed the galleon details -thats why it crashed - ill try to do a quick fix as soon as i can - i shoulnd have removed any of the original units!***
 
Thanks for the reply. I should have reported my crash to you earlier so you could be on the lookout for the fix; I finally did after someone else brought it up in the main thread. Please see my 2nd edit to the above post; could that be a cause of the crash? (I'm not familiar enough with xml to know...)

edit: Um, nevermind, I guess. Looking again at your file, although it's different than the Sevomod original, it seems almost all or all of the unit classes, not just the galleon, have the extra space in "<UniqueNames />". Apparently this is just a stylistic choice, and not a problem.

Good luck correcting the error.
 
hi

yes i saw that "space" i have no idea why its like that - i didnt do the change!
wierd!

well i just did a fast game - passed turns until the galleon - and as i pressed the icon - it ctd, so its the galleon allright.
somthing is wrong with this file - ill do a new one from start from the base sevo file.
i compared all the rest of the files - and they where ok - no wierd space of another change.
i guess this was the problem - after i do this - i will run another fast game from start to end - then ill get the new file...

thank you so much buddy for the help.
 
Cool, Keldath. I'm glad that you were able to reproduce the problem and narrow it down to the galleon files (Helamau has a good eye, apparently). I like this mod and appreciate your efforts to make it bug-free.

On the merits of the mod itself, I like the balance you choose between early/late UUS for civs. Also, I think it a good choice to make the Cherokee, e.g., dominant in early game via UU then relatively weaker in late.

(Curious: does such extra spacing matter in xml? I noticed that there were lots of extra spaces in that unitinfos file, not just after unique names and unlike the original, as if it had been opened and then saved in a wordprocessor that didn't respect its formatting. It doesn't seem to affect gameplay with other units up to galleons, though, so I'm not sure if it's part of the problem. Again, I'm not familiar with xml and cannot code something from nothing. I'm operating only on a compare/contrast comprehension level between files.)

With regard to David, I took a few screenshots of the Civopedia:



I can also report that if I try to start a game through normal means, choose Israel, Solomon is offered. If I put my cursor over the blank space beneath Solomon, David's grey box reveals David's two traits. If, however, I click on the grey box representing David to begin a game, I have an immediate crash. Not as big a deal: in the meantime, don't choose David/Israel. Just wanted to confirm the previous poster's CTD. Again, I hope this helps.
 
Re: David

In CIV4LeaderHeadInfos.xml,
like other leaders under David's leaderhead info is:
Code:
<ArtDefineTag>ART_DEF_LEADER_David</ArtDefineTag>

But in CIV4ArtDefines_Leaderhead.xml under Sevomod\Assets\XML\art, I can't find any code relating to David.

I copied/changed Solomon's data and based on the David folder you already created in Art\Leaderheads\David I added this after Solomon in CIV4ArtDefines_Leaderhead.xml:
Code:
		<LeaderheadArtInfo>
			<Type>ART_DEF_LEADER_David</Type>
			<Button>Art/interface/leaderHeads/btn_lh_ISRAEL_David.dds</Button>
			<NIF>art/LeaderHeads/David/cyrus.nif</NIF>
			<KFM>art/LeaderHeads/David/cyrus.kfm</KFM>
			<NoShaderNIF>art/LeaderHeads/David/cyrus_noshader.nif</NoShaderNIF>
			<BackgroundKFM>art/LeaderHeads/David/cyrus_BG.kfm</BackgroundKFM>
		</LeaderheadArtInfo>
(I'm not sure exactly what it means, but copy/pasting has gotten me this far in life.)

For the next update, unless it points to somewhere else that I can't find (entirely probable) I think you should add lines of code to CIV4ArtDefines_Leaderhead.xml that look approximate to this, whatever you intended. I tested this out and the game now (appears to) work with David, button and all.

Good luck fixing the rest.


edit: changed suggested code to "<NoShaderNIF>art/LeaderHeads/David/cyrus_noshader.nif</NoShaderNIF>"
 
hi aghast !

ok man!

i have solve the ctd problams with the galleon!!!! i spent 2 hours on it to 3 in the morning!!!!!

ok check it out - this is how you solve it:

go to Assets\Art\Interface\Buttons\units
and delete all the related files to galleon!
you can do "before and after"
put the files on another folder for keeping - load the game - and then - start a quiek game speed from renessiance age - then just pass a few turns until your reach astronomy - then when you study it - press on city screen to build - then it usually ctd - but when you move the galleon dds files - it solves the prob! i knew its an art problem!!! woohoo!

hope you got it!

about the david bug - well - thats a bug that happans because i belive that you didnt overwrite the art dir - open my addon again - and get the art dir - and overwrite the files - it solves it -

anyway i guess ill upload a new fully fixed version - for it to work perfectlly!

it may take me a day or two.

but this is a fix for you for the mean while :)

oh and bout the cherokee - yap = i think they are cool nation - and they should be made a bit stronger in early times - thats why i took the original uu - brave -cause it was too weak...
i tried to give some civilization strength also in later times.
 
Good job on the galleon extermination; I'll test it out.

As to David, your art files are fine, but I'm pretty sure your original download or patch doesn't overwrite CIV4ArtDefines_Leaderhead.xml (under Assets\XML\art) with any added David info. I think that's causing the problem.

I believe there has to be something in there that looks similar to this to control leaderhead animations/button/etc.:

Spoiler :

Code:
		<LeaderheadArtInfo>
			<Type>ART_DEF_LEADER_David</Type>
			<Button>Art/interface/leaderHeads/btn_lh_ISRAEL_David.dds</Button>
			<NIF>art/LeaderHeads/David/cyrus.nif</NIF>
			<KFM>art/LeaderHeads/David/cyrus.kfm</KFM>
			<NoShaderNIF>art/LeaderHeads/David/cyrus_noshader.nif</NoShaderNIF>
			<BackgroundKFM>art/LeaderHeads/David/cyrus_BG.kfm</BackgroundKFM>
		</LeaderheadArtInfo>


I could be wrong, but when I change it to this the new leader works on my machine. I tried overwriting your add-on from scratch (deleting my change to this file), and still got the same error.

Either way, good work.

edit: changed suggested code to "<NoShaderNIF>art/LeaderHeads/David/cyrus_noshader.nif</NoShaderNIF>"
 
HEY aghast

ok great i uploaded a fully functional version - but i have to wait 24 hour so that my file will be approved on 3d downloads....

so i guess by tommorow ill have the link ready.

i tried to check alll the errors and i think it will be ok now...
also - i madde it easier to compare the file to sevo's original :)
 
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