Can't get any of my new civilizations to work in game

Tssha

Warlord
Joined
Dec 20, 2007
Messages
270
I'm working on a total conversion mod and I figured I'd start with the civs, them being the most fleshed out part of my design. Only thing is, I can't get them to show up in game.

I've tried deleting the old civs, tried just making them unplayable, even tried leaving the old civs in. I can't get my new civs to show up.

I dunno what the hell I'm doing wrong. I've been pouring over Kael's guide and I can't see where I've screwed up.

Here's what's in my xml.log file.

Spoiler :
Code:
[129153.570] **** Validating Game Database *****
[129153.617] Performing Localization Checks
[129153.617] Checking Tag Format...
[129153.617] Note: Tags must only use [A-Z_] characters, start with 'TXT_KEY_', and be under 128 characters long.
[129153.617] Validating UnitGameplay
[129153.633] Number of selection sounds doesn't match number of units.
[129153.633] Validating Notifications
[129153.633] Number of notification xml entries does not match enum size
[129153.633] **** VALIDATION FAILED *****
[129153.633] Validation Took 0.054543 seconds
[129153.929] **** Validating Prefetch Process *****
[129153.929] **** Validation Success *****
[129153.929] SetGlobalActionInfo
[129153.929] 
-- SQLite Memory Statistics --
Memory Usage:
		[Cur]		[Max]
Malloc:		258504		2246016
PageCache:	2497		3480
LookAside:	26		1767
Scratch:	0		1

Static Buffer Overflows:
		[TooLarge]	[NoSpace]
PageCache:	0		0
Scratch:	0		0

Largest Allocations:
Malloc:		65280
PageCache:	1160
Scratch:	5056

Prepared Statements:
Current:		3
------------------------------
I've been wracking my brain trying to come up with a solution to this for a few days now but I can't make sense of this error log. Can anyone help me figure out what I'm doing wrong?
 
That did it. Thanks a lot Jerk!

...that sounds...unintentionally hostile. :lol:

Seriously, I got my civs to load now. And I trimmed some unnecessary code. You're great dude, thanks a lot!

Next, to rearrange my file load order to fix a TXT_KEY_ bug. It's probably no coincidence that my only civ file to load before its localization file is the only one that actually has the right text instead of TXT_KEY_ etc. Anyone know a fast way to rearrange the OnModActivated strings around?
 
Well, found out why it wasn't reading my text files. I forgot <Language_en_US> at the start and end of the various files. Oops. :blush:
 
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