[SDKModComp]CivicsInfosPLUS v0.8

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Jul 21, 2003
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Location
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OK, I realise that this is incomplete, but feel it is sufficiently complete to post here for people to make use of. So what is it? Its a modification of the SDK which has allowed the addition of several new tags to the civicsinfos.xml file. These are the new tags I have added:

Spoiler :
<StateReligionYieldRateModifier>
<StateReligionCommerceRateModifier>
<BuildingExtraYields>
<BuildingExtraCommerces>
<FreeSpecialistCounts>
<SpecialistExtraYields>
<StateReligionExtraHealth>
<NonStateReligionExtraHealth>
<NonStateReligionCommerceRateModifier>


Here are a couple of screenies to show a few of these tags in action







Now, there are two known issues, both relating to Tag Support. These are:

<TradeCommerceModifier> and <NonStateReligionYieldRateModifier> are not supported. However, they are on my "to-do" list, as soon as I finish the current phase of my civics mod. If you detect any other problems, please feel free to inform me-either here or via my PM.

Anyway, download my mod from here:

http://forums.civfanatics.com/uploads/33710/CivicInfos_Plus.zip

and enjoy a more flexible modding experience :).

Before I go, it is essential that I give credit and thanks to the following people: TheLopez, Impaler[WG], Kael, Gerikes, Dom Pedro and Ket. Guys, your support, patience and advice have been absolutely vital throughout the development process-a development which would not have even gotten past first base without you help. This one's for you, guys :).

Oh, and this is my very first SDK mod, so please be kind :mischief:.

Aussie_Lurker.
 
Very nice indeed! :goodjob:

I'm going to use this mod in my own way. ;)
 
Aussie_Lurker said:
Now, there are two known issues, both relating to Tag Support. These are:

<TradeCommerceModifier> and <NonStateReligionYieldRateModifier> are not supported. However, they are on my "to-do" list, as soon as I finish the current phase of my civics mod. If you detect any other problems, please feel free to inform me-either here or via my PM.

Aussie,

Can you elaborate a little more on what you mean here? Unsupported as in how? Like as in... not sure if it works correctly yet? :confused:
 
Its unsupported in so far as, the tags are in the CivicsInfos file and-if you assign numbers to them-they will appear properly in the civics screen, but they have no actual effect on the game.
As I understand it, TradeModifiers are not defined within CvCommerceInfos-and so I will have to change that before I do anything else. With NonStateReligionYields, as far as I can see my logic is sound, as is all the other code that goes with it, but for some reason its not producing an effect (yet NonStateReligionCommerces is-how strange ;) ). I am trying to bone up on debugging so I can discover the source of the problem but-until then-it has no effect. Sorry :(.

Aussie_Lurker.
 
Yep, that is the hope. Only problem is that, last time I did tried to change it, I got these totally crazy results from my SpecialistExtraYields tag. i.e., whatever I set it at, I would get a number like 200,000 hammers and Commerce (the numbers, however, were totally random???) So I removed those changes.

Aussie_Lurker.
 
Aussie,

One more thing. Maybe it's just me... but I can't get the <BuildingYieldChanges> and the <BuildingCommerceChanges> to work right.

Could you maybe post the full code for these, so I can copy n' paste it? I looked in your CIV4CivicInfos.xml file that came with the download, but didn't see any examples in there on how to set them up.

EDIT:

This is the code I'm putting down for <BuildingYieldChanges>:

Code:
<BuildingYieldChanges>
	<BuildingYieldChange>
		<BuildingType>BUILDING_JAIL</BuildingType>
			<BuildingYields>1</BuildingYields>
			<BuildingYields>1</BuildingYields>
			<BuildingYields>1</BuildingYields>
	</BuildingYieldChange>
</BuildingYieldChanges>

But, when I look in the Civopedia, it'll look like this:

Code:
+1383452 :food: Jail
 
Easy problem to fix, Graveatr. It works along the same lines as improvement yield changes-if that helps. Your XML code should look like this:

Code:
<BuildingYieldChange>
            <BuildingYieldChange>
              <BuildingType>BUILDING_JAIL</BuildingType>
              <BuildingYields>
                <iYield>1</iYield>
                <iYield>1</iYield>
                <iYield>1</iYield>
              </BuildingYields>
             </BuildingYieldChange>
            </BuildingYieldChanges>

That is certainly how I did it, and it all works like a charm :).

Aussie_Lurker.
 
Examine the Schema file to find the correct structure, I'm going to gues that you should have used

<YieldChanges>
<iYield></iYield>
</YieldChanges>

Instead of BuildingYields that is if Aussie followed standard XML structuring, are you getting a Schema violation when you try to run that?

EDIT: opps cross posted, Aussie beat me too it.
 
Hmmmm, actually it MIGHT be <YieldChanges>, not <BuildingYields>. Not exactly sure....
My advice is try <BuildingYields> first, because I am around 80% sure that this is how it was set up. If that fails, then try <YieldChanges>. Best of luck GraveEatr.

BTW, if I take a while to answer, its because I am not recieving notifications of replies in my e-mails. It REALLY sucks!

Aussie_Lurker.
 
I'll try both ways later tonight and see what happens. :) This is the one part of your mod I really like... the ability to change yields for specific buildings using civics!

I looked at the Schema last night, but I think I was just reading it wrong.

I'll give it another whirl this weekend. :)
 
Yeah, I must say that its absence from the original CivicsInfos file was very disappointing. Hope it all works out for you. I know I certainly enjoyed creating this extra functionality.

Aussie_Lurker.
 
Aussie_Lurker said:
Easy problem to fix, Graveatr. It works along the same lines as improvement yield changes-if that helps. Your XML code should look like this:

Code:
<BuildingYieldChange>
            <BuildingYieldChange>
              <BuildingType>BUILDING_JAIL</BuildingType>
              <BuildingYields>
                <iYield>1</iYield>
                <iYield>1</iYield>
                <iYield>1</iYield>
              </BuildingYields>
             </BuildingYieldChange>
            </BuildingYieldChanges>



Yep, that did the trick. :goodjob:
 
Aussie,

Just found another bug...

When I build a city, and the menu pops up on what to build next, everything is showing as taking one turn to build. :eek:


Any ideas on what would be causing this?
 
The only time I have ever seen anything like this was if I had a building or state religion modifier set REALLY high (i.e., in order to test it was working properly). In all my prior testing, though, I have not seen this happen when using normal parameters. May I ask, is this effect civic specific or is it just occuring randomly? If randomly then I can see no reason why my my civicsinfo mod would be causing this effect.

Aussie_Lurker.
 
Actually, could you please upload a copy of your mod so that I can have a look at it? This might help me to solve the problem a bit easier.

Aussie_Lurker.
 
Aussie_Lurker said:
The only time I have ever seen anything like this was if I had a building or state religion modifier set REALLY high (i.e., in order to test it was working properly). In all my prior testing, though, I have not seen this happen when using normal parameters. May I ask, is this effect civic specific or is it just occuring randomly? If randomly then I can see no reason why my my civicsinfo mod would be causing this effect.

Aussie_Lurker.

The "1 turn issue" seems to be happening on a copy of your Civics mod, too. I loaded your Civics mod by itself and it's doing the same thing. It seems to be happening with any civic option combo. It's something in the C++ code. It's really weird.

I'll see about uploading a copy of my mod for you to look at. It's far from finished, though. It's also pretty large in size, so if you'd like... PM me a good e-mail address and I could send it to you directly.
 
Hmmm, I find this VERY disconcerting. I have never had a problem like this and-if I had-there is no way I would have posted it. I may have to retest it myself to make sure I didn't miss anything :(.
In the meantime, please send the file to the e-mail address that I will be mailing to you via PM. Hope to have a solution for you soon!

Aussie_Lurker.
 
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