[SDK MODCOMP] Civ4 Comunity Core Project for Warlords

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Thanks for the replies.

Aussie_Lurker: Im using the CCCP .dll unaltered.

Impaler[WrG]: Thanks for double checking it. I didnt actually play test it because of the errors in the Pedia. Glad i was able to bring this minor bug to your attention.

Im fairly new at trying to interpret the schema files and saw the SpecialistYieldChanges listed under the button entry (line 98) and assumed that was were it goes. I now realise that the full schema is actually laid out further down. Strangely enough it never gave any errors on load. It seems to work in either place, but ive now moved it to its correct place.

Again thanks for all the help

-Curns
 
Interesting, I will test the tag as you had it as well, perhaps its location at the bottom of the list allows it to slip through the Validation process. The Dll iself dosn't care about order of tags as it extracts everything by name.
 
Impaler I am extremely Interested in the CCCP's Modular loader... can you give me a rundown on how it works? Right now I am trying to get Civ Gold's files to sorta have a plug and play format with the New Civ's by keeping everything that a Civ needs to run in a single folder. This way I can Plug and Play any new Civ by dragging a new Civ into a Folder and having it read. Sounds like you got just what I need to make this happen.

ANY INFO Would be AWESOME!

Would also like to know what files I can get it to read.. Can it read Sound files... can it add to the CIV4CIVILATIONINFOS.xml file? ETC ETC ETC

If this is so... Imagine how easy we could expand Civ Gold. COOL!
 
Please Have a look at adding the MASTER Victory by Sevo into your MOD

This is a perfect addition to the Civ 4 game as it includes pretty much includes all aspects of every victory to see who the real winner is. No more stupid short victories.
 
Hey, just wanted to say that now I am contributing modcomps of my own to the forum (albiet slowly :p) I have decided it is high time I gave the CCCP a whirl for bug testing purposes (and enjoyment purposes as well-obviously). My hope is also to gain an understanding of the modding process in so that my future modcomps are more successful (picking the brain of my friend-who happens to be a software engineer-also helps ;) ).
Anyway, if it helps, please feel free to incorporate the code from my civicInfos and TechInfos modcomps.
My next big mission will be to have civics and traits effect city revolt times-and to have traits impact on City Maintainance costs (great for expansive civs IMO).

Aussie_Lurker.
 
I am willing to go through and help merge the CCCP changes to make it compatible with Warlords 2.08, but I don't want to duplicate work. Has anyone allready started this process. I also would like to be working with the latest version of the CCCP code is that version 2.00.6?
 
For what it's worth, the key clash between 2.00.6 and 2.08 is to do with CvCityAI. I assume this has to do with the elements of Blake's AI changes which were added. Even then, it only proves a problem if you have made alterations to CvCity. For what it's worth, I am keeping the old CvCityAI files in my 2 effected mods-it doesn't effect the games functioning, but will probably leave you with a slightly 'dumber' AI. As soon as people can come up with a CvCityAI fix, I will be glad to update it :).

Aussie_Lurker.
 
I'm wrapping up the code on my secret project and its now going to move into an XML building phase, thus I'm going to start incorporating your new tags Aussie, please send me your latest code dump. Dont bother with 2.08 WL updates as I think it would be easiest to do thouse after you current mods are included.
 
Impaler[WrG] said:
I'm wrapping up the code on my secret project and its now going to move into an XML building phase, thus I'm going to start incorporating your new tags Aussie, please send me your latest code dump. Dont bother with 2.08 WL updates as I think it would be easiest to do thouse after you current mods are included.

Impaler this is what I'm interested in..... Moving Civ Gold into the including a bunch of boolean options that will default to off. Making the XML much easier to Mod. I would be interested in what booleans I can add and to what.

Secondly... I am very interested in having a plug and play system for Civ Gold, but you mentioned earlier that the graphics card is picking something up so that part wouldn't be plug and play. I think it was to do with the buildings graphics or something. Anyways a couple questions are:

1.) Would you be able to give me a list of things I can include in order to add the boolean functions to Civ Gold?

2.) Will it ever be possible to have the Graphics part of the plug and play system be accessible?

I want to be able to take a Civ's folder and just drop it into the Civ Gold Mod and have it work. I am willing to put forth a lot of work if I know what I am to do to make things happen.
 
The bulk of CCCP mods come in the form of new tags added to XML files primarily the Unit, Building, Trait, and Civilization. Aussies mods are focused on Civics and will be merged in soon. Whole game modifying options are located on a new XML file called the GlobalDefinesExt.xml which exists as a convenient place to organize these new GlobalDefines without interference with either of the two pre-existing GlobalDefine files.

The tags are of all types int, bool, string what ever is apropriate for the mod. Their is some documentation on the first post under the Spoiler listing each mod and a brief description. The most comprehensive place to find the tag listing is the Schema file, each new tags is listed their and made optional by the addition of * minOccurs="0" * when you have identified the tag you want to add check the Schema to see the tag order and structure if its nested (most nested tags structures are copied from another part of the game so they shouldn' be difficult). Then write the new tag into apropriate place, most tags will produce some coresponding text in the Civilopedia allowing you to confirm that the game successfully loaded the new data.

I'm preparing a full blown test case of a drag and drop CivGold Civ, I've followed your alphabetical system and started with the Aborigine. If this all goes acording to plan I'll then see if we can colaborate on a full tutorial for how to convert a "traditonal" new Civ or group of Civs into modularized form.

As you noted their is one files the cant be modularised in this way the CIV4CityLSystem.xml which is involved in the Graphic display of buildings. This file will have to be used in the traditional way, one massive file with everything listed on it. I doubt their will ever be a means of modularizing this file due to design desisions on Firaxis part. Still it should be possible to achive +90% modularization which will be a great boon to moders.

P.S. Yes I'll look at bumping up that Civ limit, its realy just one tiny little define, if you can compile its a very easy change to make.
 
Impaler[WrG] said:
P.S. Yes I'll look at bumping up that Civ limit, its realy just one tiny little define, if you can compile its a very easy change to make.

I cannot compile, that why it's my one, special request... thanks for considering it :goodjob:.
 
Impaler. Once again I must show my modding inexperience by asking: what do you mean by a 'file dump'? I assume you mean just to send you all the altered .cpp and .h files. Would that be accurate?

Aussie_Lurker.
 
yep raw files, infact I dont even bother seperating altered and unaltered. Just copy the whole directory and remove the various folders Boost, Final Release, Python and any others so you have just code. Zip it up and send it to me by e-mail.
 
Any update as to the Modular Civ Gold Files?

Btw... I think a Read me should be included with the installation of this package to make it easier and have people ask less questions about how to install it.
 
Hi there Impaler. OK, I am pretty much ready to send you every change I have made to date-mainly Tech, Civics and Leaderheads. Could you please PM me your e-mail address so that I can send you all the effected files?
Thanks muchly.

Aussie_Lurker.
 
When studying your code and reading posts i found that CCCP is aware of some bugs, which i already solved in TR for warlords:
- Civics
Some (not all) negative state religion modifies show as -12387978634
.
.
.
Dales Combat Mod has some SEVERE bugs in it. Mexico is debugging the C++ like a mad man, if he ever gets it working properly we might want to consider
Bombardment...

Dale's Combat Mod: i was debugging first release, which look that now is working (included in Total Realism 2.1.3) - but now there is updated version (1.3), which is not tested by me (lack of time)

showing bad number for positive/negative religion modifies in civic info is bug in SDK from Firaxis

i found that you are using old TheLopez Replaced by mod - now he released new version with Replaced by tag for buildings too and with some improvements (not show this tag in game, only in civpedia - based on my report)

also i have updated flying mod:
- show "Can fly" text for unit with flying ability
- original Flying mod have feature, that flying unit do not suffer penalty when attack from water to land (like it have amphibious attack) - why was this removed? it is realistic feature ( i also have removed penalty when crossing river for flying unit)

i don't know if this is updated in your source repository, this was found in 2.00.6 version - if you are interest of this (or some of this) patches, just PM me

mexico

EDIT:
another bug found ?
don't know if this is a real bug - maybe this is prepared for future:
Code:
void CvCity::changeBaseGreatPeopleRate(int iChange)
{
	m_iBaseGreatPeopleRate = (m_iBaseGreatPeopleRate + iChange);
	FAssert(getBaseGreatPeopleRate() >= 0);

	// Start Addition GreatPeoplePointPooling by Impaler[WrG] 5/2/06
	if (GC.getGameINLINE().isOption(GAMEOPTION_GREAT_PEOPLE_POINT_POOLING))
	{
		int OriginalRate = ((getBaseGreatPeopleRate() * getTotalGreatPeopleRateModifier()) / 100);
		int NewRate = ((getBaseGreatPeopleRate() * getTotalGreatPeopleRateModifier()) / 100);
    	GET_PLAYER(getOwnerINLINE()).changeGreatPeopleRate(NewRate - OriginalRate);
    }
    // End Addition by Impaler[WrG]
}

it seems that OriginalRate and NewRate have same value, because using same formula - so i can't see reason, why it is calculated - also changeGreatPeopleRate is called with 0 - so no change - in this case this code is useless
( it look (IMHO) that OrigialRate must be calculated BEFORE changes are made:
Code:
void CvCity::changeBaseGreatPeopleRate(int iChange)
{
	// Start Addition GreatPeoplePointPooling by Impaler[WrG] 5/2/06
	if (GC.getGameINLINE().isOption(GAMEOPTION_GREAT_PEOPLE_POINT_POOLING))
	{
		int OriginalRate = ((getBaseGreatPeopleRate() * getTotalGreatPeopleRateModifier()) / 100);
	}
	// End Addition by Impaler[WrG]
	
	m_iBaseGreatPeopleRate = (m_iBaseGreatPeopleRate + iChange);
	FAssert(getBaseGreatPeopleRate() >= 0);

	// Start Addition GreatPeoplePointPooling by Impaler[WrG] 5/2/06
	if (GC.getGameINLINE().isOption(GAMEOPTION_GREAT_PEOPLE_POINT_POOLING))
	{
		int NewRate = ((getBaseGreatPeopleRate() * getTotalGreatPeopleRateModifier()) / 100);
    	GET_PLAYER(getOwnerINLINE()).changeGreatPeopleRate(NewRate - OriginalRate);
	}
	// End Addition by Impaler[WrG]
}
 
Sorry for the long absense, I was a bit burned out on Civ4 moding but I've desided to atleast tie up some of these loose ends and then probably hand over the reigns on this project to next generation (To baldly go...). Also I'm going to try to sell the project to Trip as a possible inclusion into the next xpantion pack as I see Firaxis is seeking mods for just that purpose.

TODO List:

Finish up Demo for CivGold modular loading features to the point ware Perplexus can take over the XML convertion process with confidence.

Finish up another batch of Spy Missions to fully flesh out the options their, commition an artist to do some supporting buttons as well.

Integrated AussiesLurkers Civics tags

Merge current files with the latest game patch

Polish Trait modual and possibly extend Wonder pack.

Debugging


I'd greatly apreshiate all the help I can get, theirs a lot to do and I'd like to have a goal of getting a ready package by Christmas for final presentation to Firaxis.
 
I've completed an initial merging of CCCP, Aussies code and the 2.08 patch. I've now trying to track down a load crash. As I whent through the 2.08 code I see they included a lot of AI improvments by Blake crediting him in comments in more then a half dozen places so I'm optimistic about getting the code included in the next expantion pack, they DO except fan code :)

I've noticed a few things in Aussies code I need to check out and consult with him about. Aussie I also need your schemas so the new tags can be placed in the correct positions and all your existing XML will remain compatable. Then I'll release the next version for bug testing. Modular loading support will follow quickly their after.
 
Hi Impaler. My apologies for not doing that before-completely forgot. Here are the relevent files.

Aussie_Lurker.
 

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