Any help please? (custom leaderheads and civilizations)

strykerfett

Chieftain
Joined
Dec 19, 2010
Messages
25
Hi guys, I recently have been adding civilizations and leaders (all modular) to an older version of the Rise of Mankind Mod. I successfully added a bunch of leaders, but I have run into a problem:

There is no diplomacy text when you first meet a civilization now. for any of the civs, even ones from vanilla civ, warlords or BTS.

I know this is kinda vague, but if anyone needs more information, I'd be glad to give it.

Thanks in advance for any help!
 
hmm okay thanks, and thanks for the speedy reply! some of the leaders I added had custom diplomacy greeting texts in their module folder under "(leadername)_CIV4GameText". I'm in the process of deleting these lines to see if it will work...
 
That has probably nothing to do with it.
To make the leader specific texts functional, you have to edit...er...GameInfo\DiplomacyInfos.xml (i think, can't check the exact location), so that hte game knows which text belong to which leader (but :yuck:, awful file). The file itself is AFAIK not modular, so you can't add copies or stripped down versions to your modules, so i don't think adding custom diplomacy text in modules is possible, but i haven't dealt with it yet.
 
alright thanks again, I found the file you were referring to. I don't know, but the leaders I have been importing have all been from Civ gold or "Esnaz's Mod", and they all had custom diplomacy text inside their civilopedia text files. I haven't modified the DiplomacyInfos file whatsoever, so besides the modular files, (of which there may be an overriding diplomacyinfos) the only things I've edited from the actual assets have been civ4unitinfos and Civ4CivilizationInfos files. I'm checking the 2nd to see if anything in there could have affected this.
 
Ahh thanks for the help The_J =) I was able to find out the problem! There was a modular file in one of the leaderheads, a cleopatra one, to be specific. And it was overriding the official "assets/gameinfo" file. Thanks again!
 
By the way, the CIV4DiplomacyInfos.xml file can be used modular. For example, my Maria II leaderhead has this modular CIV4DiplomacyInfos.xml file:
Code:
<?xml version="1.0"?>
<!-- Sid Meier's Civilization 4 -->
<!-- Copyright Firaxis Games 2005 -->
<!-- -->
<!-- Diplomacy Infos -->
<Civ4DiplomacyInfos xmlns="x-schema:Maria_II_CIV4GameInfoSchema.xml">
	<DiplomacyInfos>
		<DiplomacyInfo>
			<Type>AI_DIPLOCOMMENT_FIRST_CONTACT</Type>
			<Responses>
				<Response>
					<Civilizations/>
					<Leaders>
						<Leader>
							<LeaderType>LEADER_MARIA_II</LeaderType>
							<bLeaderType>1</bLeaderType>
						</Leader>
					</Leaders>
					<Attitudes/>
					<DiplomacyPowers/>
					<DiplomacyText>
						<Text>AI_DIPLO_FIRST_CONTACT_LEADER_JOAO_1</Text>
					</DiplomacyText>
				</Response>
			</Responses>
		</DiplomacyInfo>
	</DiplomacyInfos>
</Civ4DiplomacyInfos>
This way, she uses Joao II's greeting message. Of course, a custom message can be done as well.

The only real problem with modular leaderhead lies within the CIV4CivilizationInfos.xml file. Because the whole civilization must be declared here using two different modular leaderheads of the same civilization will lead to one overriding the other. :(
 
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