Unsolved Mysteries (Rookie Sleuths need not apply!)

erikg88

Warlord
Joined
Nov 15, 2003
Messages
130
Welcome, welcome. This thread is dedicated to my attempts at getting my mod (based on A Song of Ice and Fire), up and running.

Instead of wheedling the modders of this fine forum in a multitude of topics, I figured I'd consolidate and amalgamate my manifold difficulties into one frequently updated topic.

Ready for your first case?

Case 1: THE ADVENTURE OF THE INSTA-DEFEAT
Case History: I had a longer explanation of what the problem was, but my first writing of this topic was wiped out due to Case #2 (hie thee forth to said case!). Boiled down, here was the problem: upon starting a game, I would be defeated instantly, just as soon as it told me my leader's name.
Status: Solved
Sleuth Responsible: Me! Shockingly!
Solution: My problem was with my CustomAssets folder. I had attempted to utilize the Community SDK project's work, but bungled it magnificently - just goes to show that TGA and those hooligans can't code for beans (he says, fully aware that he shall rely on their expertise in the coming cases)! So I just deleted the new additions to the CustomAssets, and bingo! We have a working game!

Case 2: THE ADVENTURE OF THE DREADED SPINLOCK (credits to woodelf)
Case History: I was happily tooling about with the newly functional mod, and was testing out some various things. Upon discovery of my newly implemented Chivalry tech, the powerful Kingsguard unit was enabled. These are 7 characters in the books charged with defense of their monarch (they're like the secret service, only with white cloaks and swords). Anyway, I had stuck the code into the units files months ago - the unit is just a souped up swordsman. Once I produced enough hammers for the unit to arrive next turn, I hit enter. The little... spinning... thing, showed up. And it didn't have the good grace to leave. That spinner spun its little heart out, for minutes. So I had to do a restart of my computer to escape - the bugger wouldn't even give me a CTD!
Status: Solved
Sleuth Responsible: Me... again. I'm on fire right now.
Solution: So here's how I beat TDS (nothing makes a thing more official than it's own acronym) - my ArtDef tag was screwed up. I had it set to define the Kingsguard (which I haven't created yet), and once I changed it to Swordsman, it popped up without any problems.

Case 3: THE ADVENTURE OF THE RETICENT MONARCHS
Case History: My fellow opponents won't even give me the time of day. Upon first meeting them, they do nothing else but present their pretty little faces, with no diplomacy text to accompany it. What's peculiar about this is all the other diplomacy text is in order - it's just the greetings that seem to have them tongue tied. Thoughts?
Status: Solved
Sleuth Responsible: Gerikes
Solution: The mistake I made here was in how I created my leaderheads. Perhaps you've seen the CivLeaderHeadInfos.xml file - if not, let me tell you - it's messy. To avoid undue strain, I matched up my leaders personalities with the ones already extant in game - so, for instance, Theon Greyjoy assumed Montezuma's fractious attitude. I accomplished this by going into the CivLeaderHeadInfos.xml file and replacing each instance of Montezuma with Theon, and then failed to insert custom text for him. Y'see, there is a stock pool of texts for things like declaring war - but the greeting is custom-tailored for each leader. So I shall now go in and insert things like this into my diplomacy texts file:
Code:
<Tag>AI_DIPLO_FIRST_CONTACT_LEADER_THEON_1</Tag>
		<English>Greetings! Gerikes is a very clever man!</English>
Thanks very much!

Case 4: THE ADVENTURE OF THE KNIGHTS OF THE ROUND TABLE
Case History: A brief history lesson in the ways of Westeros. The Seven (a religion similar to Christianity) is the religion that has a tendency towards anointing its constituents knights. In keeping with this, I thought to have a new unit class (like Recon, Mounted, Melee, etc.): the Knighted. These fellows would only be available to those who worship the right god (or 7 gods, as the case may be). Am I allowed to add new unit types?
Status: Solved
Sleuth Responsible: Woodelf
Solution: UNITCOMBAT_KNIGHTED can be added in the Civ4BasicInfos.XML. From there you can make new units with that Unitcombat type.

Case 5: THE ADVENTURE OF THE DOPPELGANGER
Case History: For whatever reason, when I go to the unit-build menu, there are two instances of the worker. No other unit, just the worker. Any idea on why this would occur?
Status: Solved?
Sleuth Responsible: Civ 4?
Solution: This one sort of ironed itself out. I don't know what I may have done, but perhaps I accidentally fixed it.

Case 6: THE ADVENTURE OF THE WATER DANCER WHO WOULDN'T DANCE
Case History: This one is particularly peculiar - I'm adding a unit called a Water Dancer. I'm using Rabbit, White's very nice Spanish Fencer model, and I implemented it into the game with no troubles... or so I thought. While the model worked and the animations were splendid, the toolbar was completely devoid of any buttons. I could select the unit and move it about, but it just didn't seem to know that it was a unit - it wouldn't give me combat odds, for instance, and I didn't have any of the usual options for disbanding and so forth. The Civilopedia told the same sorry tale - I've attached a screenshot. All other units have their pedia entries and mission buttons - I have no idea what's going on here.
Status: Solved
Sleuth Responsible: Woodelf
Solution: The trick here was knowing what animation files to copy into the unit art folder. The Spanish Fencer model uses the animations of the explorer - so I copied in all the .kf files I could find from the appropriate Civart folder. But I neglected a few .nif files which had to do with idle stances and such, and I believe that was the difference. In either case, this dancer's back in business.

Case 7: THE ADVENTURE OF THE BABY BUTTON
Case History: I'm helping out with the Roanoke mod, and I'm working on buttons right now. Specifically, off-screen buttons, and city-bar buttons. I discovered that if you've declined to use the Unit Atlas when declaring your buttons, the city bar work will be done for you automatically; but this is ONLY true if your mod is placed within the Program Files/Firaxis.../Mods folder. Yet another lovely quirk of the game. In any event, here's the issue. When a new tech comes up, or the civilopedia is referenced, and a unit is enabled, the button is teeny-tiny. See attached picture.
Civ4ScreenShot0071.JPG
My only guess at this point is that it has something to do with MipMaps (on the other hand, I thought those things generated themselves?), or perhaps the way I'm setting up the code is telling the pedia/tech pop-ups to look to the wrong file for its info, hence the small buttons.
Status: Solved
Sleuth Responsible: Rabbit, White
Solution: Consider this a tutorial in adding buttons, one with the vital energy that can only be gained from frustration and eventual success. Rabbit, White (is RW cool?) is like one of those surgeons who performs surgeries from across oceans - hook them up in front of a computer screen and they'll use waldo arms to slice open some guy in Sweden. Anyway, here's a lesson: don't complicate things needlessly. This was my major problem in this adventure. One of the things about Civ 4's mod folders are they are littered with relics, alluring things with appealing titles, as if they can promise you immediate satisfaction for your issue. But they are ultimately useless. RW suggested the Unit Atlas is one such bygone. He was not entirely correct - this relic is malignant. See, the game WILL use the atlas if you tell it to. In fact, it will use it for just about everything - city build icons, pedia icons, etc. etc. But somewhere in between summoning up the .dds from its slumber and actually presenting it to you, Civ takes it upon itself to garble and mangle your beautifully high-res buttons and reduce them to a hodgepodge of ugly pixels. So forget the unit atlas, I say. But how will I see city bar icons? The trick here is to place your mod within the mod folder of Firaxis Games/Civ 4, and not the My Games one. This gives you your city bar icon. But... what about those annoying magenta buttons that appear when you select a unit and then scroll the map so it's off screen? How do we nix those? Well, used to be I'd tell you to use the unit atlas. Not so anymore. What you want to do is be VERY careful in your declaration of the button code. If you do it right, the single .dds file will serve ALL functions, and you don't have to involve any atlas. So here's how the code works.

<Button>Art/Interface/Buttons/Units/unit-pulse-d.dds</Button>

That's it - the correct way to do it. Here's my old way (the incorrect way)

<Button>,Art/Interface/Buttons/Units/unit-colonist.dds,Art/Interface/Buttons/Unit_Resource_Atlas.dds,3,2</Button>

RW's real masterstroke was to tell me to remove the comma. If you have that comma in place, it won't work as you'd like. So that's how I got RW told me how to rid myself of baby buttons.

Is this Mission: Impossible? I hope not, as I'm sure most of your little sisters could out-mod me. In either case, please give me your thoughts. If you require any more information, post and you shall have it.

Good luck!
 
I can at least give your problem a name ----> The Dreaded Spinlock. Kael or Chalid might be able to diagnose. I just find the issues, sadly I don't solve them.
 
I am pleased (and a little surprised) to report that I've cracked this second one.

The Dreaded Spinlock... I like that. So here's how I beat TDS (nothing makes a thing more official than it's own acronym) - my ArtDef tag was screwed up. I had it set to define the Kingsguard (which I haven't created yet), and once I changed it to Swordsman, it popped up without any problems.

And on an unrelated note, woodelf: I have been on an absolute Deadwood rampage. I have watched almost the entirety of the second season in the last two days, and I'm really psyched to get to Season 3. My brother and I both agree that Swearegen is the best character.
 
Glad to hear you solved it. ArtDefines are a great place to look for TDSs and CTDs.

Now that we have topic talk out of the way....on to Deadwood! I just finished season 2 on DVD and have a decision to make....ask someone to tape season 3 as it comes out do what I've been doing and wait for the DVD next year so I can gorge myself on it in a week! I think the latter works for my obsessive self. :) Swearegen is so complicated he's awesome.
 
Two solved mysteries does not a story make. Come, there must be more???
 
Padmewan said:
Two solved mysteries does not a story make. Come, there must be more???
Right you are - a new play-session ensures a new bevy of problems.

And Pad - I love your ideas about terraforming - I think your mod has got some of the best concept work going - once those CTDs get ironed out, you'll have yourself a really top-flight mod.
 
erikg88 said:
Case 3: THE ADVENTURE OF THE RETICENT MONARCHS
Case History: My fellow opponents won't even give me the time of day. Upon first meeting them, they do nothing else but present their pretty little faces, with no diplomacy text to accompany it. What's peculiar about this is all the other diplomacy text is in order - it's just the greetings that seem to have them tongue tied. Thoughts?
Status: Unsolved
Sleuth Responsible: ?
Solution: ?

Case 3: THE ADVENTURE OF THE KNIGHTS OF THE ROUND TABLE
Case History: A brief history lesson in the ways of Westeros. The Seven (a religion similar to Christianity) is the religion that has a tendency towards anointing its constituents knights. In keeping with this, I thought to have a new unit class (like Recon, Mounted, Melee, etc.): the Knighted. These fellows would only be available to those who worship the right god (or 7 gods, as the case may be). Am I allowed to add new unit types?
Status: Unsolved
Sleuth Responsible: ?
Solution: ?

Two "Case 3" 's? :P

Anyway, any chance of us getting a screenshot of the third case? I've had this happen and normally it's just a matter of the Civ4DiplomacyInfo.xml file being overdeleted in my case, but just want to see if you're having the same problem. Edit: If you've added a civilization, you probably will need to add to this file as well. Check out how other civ's entries look their for "clues".
 
Two case 3s? I don't have the faintest idea what you're talking about...

In any case, here's what happens:
attachment.php


As for the Diplomacy texts, I haven't touched them - for my leaders, I just changed names, so the underlying personality would remain untouched.
 

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erikg88 said:
Two case 3s? I don't have the faintest idea what you're talking about...

In any case, here's what happens:
attachment.php


As for the Diplomacy texts, I haven't touched them - for my leaders, I just changed names, so the underlying personality would remain untouched.

I'm pretty sure the problem is that the "first contact" text located in the Civ4DiplomacyInfos.xml is leaderhead-specific. If you add a leaderhead-specific text entry under <Type>AI_DIPLOCOMMENT_FIRST_CONTACT</Type> for your leaderhead, as well as the proper text entries in Civ4DiplomacyText.xml, you should be able to get those diplomacy texts.

When you say for the leaders you just "changed names", do you mean you changed names under the Text xml files, or the Civ4Leaderheads xml file? If you changed one of the leaderheads under the Civ4LeaderHeadInfos.xml file, you'll need to change the Civ4DiplomacyInfos.xml file as well. Ex: If you replaced ...

Code:
<LeaderHeadInfo>
			<Type>LEADER_ALEXANDER</Type>
			<Description>TXT_KEY_LEADER_ALEXANDER</Description>
			<Civilopedia>TXT_KEY_LEADER_ALEXANDER_PEDIA</Civilopedia>

...with...

Code:
<LeaderHeadInfo>
			<Type>LEADER_MY_LEADER</Type>
			<Description>TXT_KEY_LEADER_MY_LEADER</Description>
			<Civilopedia>TXT_KEY_LEADER_MY_LEADER_PEDIA</Civilopedia>

then you'll also need to change everywhere you see "LEADER_ALEXANDER" under the Civ4DiplomacyInfos.xml to "LEADER_MY_LEADER", as well as probably enter in custom texts in the proper Text xml files.
 
#4 - UNITCOMBAT_KNIGHTED can be added in the Civ4BasicInfos.XML. From there you can make new units with that Unitcombat type.

#5 - I've seen it but can't recall the solution

#6 - Most likely an incorrectly matched tag somewhere. Either in ArtDefines or another XML.
 
Everytime I check this thread you got a new problem but it's already solved. How the heck can I help you if you keep solving them so quickly?! :D :lol:

Hmm, just checked case number 6 (water dancer). Do me a little favor, leave everything as is (i.e. with the copied kf/kfm files and all) but in the art definition change the KFM tag of the water dancer to the exact copy of the explorer's KFM tag, then let me know if you have any trouble with it. (I realize you solved the problem but just do this little test and let me know what happens.)
 
That test is done easily enough - that's how I did it the second go round. The code looked like this, which is what I think you're saying:
Code:
<NIF>Art/Units/SpanishFencer/spanish_fencer.nif</NIF>
			<KFM>Art/Units/SpanishFencer/explorer.kfm</KFM>
			<SHADERNIF>Art/Units/SpanishFencer/spanish_fencer_fx.nif</SHADERNIF>
Yes? Anyway, if that is what you meant, it worked perfectly.

And things are progressing pretty nicely for me right now - I'm mostly doing the rote stuff, stripping away late game techs that I don't need and figuring out where to go with my tech tree. I'm sure the case log will be full to bursting once I take on... *ominous overture*... custom leader traits. But just talking about it makes me a little queasy, so we'll leave it at that.

I'm off to reskin your mounted units collection!
 
erikg88 said:
That test is done easily enough - that's how I did it the second go round. The code looked like this, which is what I think you're saying:
Code:
<NIF>Art/Units/SpanishFencer/spanish_fencer.nif</NIF>
			<KFM>Art/Units/SpanishFencer/explorer.kfm</KFM>
			<SHADERNIF>Art/Units/SpanishFencer/spanish_fencer_fx.nif</SHADERNIF>
Yes? Anyway, if that is what you meant, it worked perfectly.
Nope, that is not what I meant.
This is what I meant
Code:
<NIF>Art/Units/SpanishFencer/spanish_fencer.nif</NIF>
[B][color=#bb0000]<KFM>Art/Units/Explorer/Explorer.kfm</KFM>[/color][/B]
<SHADERNIF>Art/Units/SpanishFencer/spanish_fencer_fx.nif</SHADERNIF>
:) Try that please...
 
Oh, awesome! I did that, and it worked very nicely - now I don't have to copy in key frame files. Great call, Rabbit!
 
#5 - I've seen it but can't recall the solution
Usually in CIV4UnitClassInfos.xml you can accidently have 2 entries for the same unit (Explorer in this case) so then you will get 2 instances. The same can happen with buildings, but in CIV4BuildingClassInfos.xml obviously.
 
I take offense to the comment in the first case on the Community SDK. The SDK is an ALPHA release!!! IT IS GOING TO BE BUGGY!!! Do you think this stuff can be hashed out in a few weeks. I would like to see you try and recode the SDK.

I am part of the CCP team and a professional programmer. I do this for a living. We also are not getting paid to take 10 hours a day to work on this project like Firaxis, therefore it takes longer to make additions or updates that if we all were in the same location working everyday on it. If you want to attempt to improve on the SDK go right ahead. If you make yours better than ours, what you say may have some weight, but untill then please don't go about degrading the work of others.

Finally, please wait till the beta or final release before passing judgement.
 
SpoiledFruit said:
I take offense to the comment in the first case on the Community SDK. The SDK is an ALPHA release!!! IT IS GOING TO BE BUGGY!!! Do you think this stuff can be hashed out in a few weeks. I would like to see you try and recode the SDK.

I am part of the CCP team and a professional programmer. I do this for a living. We also are not getting paid to take 10 hours a day to work on this project like Firaxis, therefore it takes longer to make additions or updates that if we all were in the same location working everyday on it. If you want to attempt to improve on the SDK go right ahead. If you make yours better than ours, what you say may have some weight, but untill then please don't go about degrading the work of others.

Finally, please wait till the beta or final release before passing judgement.
Are you responding to this?
erikg88 said:
just goes to show that TGA and those hooligans can't code for beans

'Cause it is immediately followed by:
erikg88 said:
(he says, fully aware that he shall rely on their expertise in the coming cases)
Which to me says sarcasm. :)
 
Well, if he was being sarcastic, then I didn't catch it (which is why sarcasm doesn't work online).

If so, I apologize. I just don't like it when someone insults our programming ability and may not even know what a programming language is (HTML and XML do not count).
 
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