2nd UU and 2nd UB for DoC

Er...you're right. :blush: I see a sequence of error messages when I reload the game. They're referring to UBs, but also to a pair of UUs, like American Minuteman and Arabian Ghazi.
Here the kind of error I see:

TAG: BUILDING_AMERICA_WILD_WEST_BANK in Info class was incorrect
Current XML file is: modules\varietasdelectat\xml\unitartstyles&civinfos\vs_civ4civilizationinfos.xml

I noticed no problem because my Medieval Europe was full of 2nd UUs, so I thought everything was ok.

Yes, I also get these XML Errors...
 
I forgot about that file. That file will only work with the old version, as I didn't update it.

Can someone upload the new version of that VD_Civinfos?

Here you are.
 

Attachments

@ Leoreth

Can you set up the DLL to handle the extra buildings for me again, please?
I'm adding 42 extra buildings. (So a total of 245)
Based on the one of v1.11.
 
Sure, I'll do it after my next commit.
 
As a Dutchmen I've always been a little frustrated by the UP of the Dutch. I understand the necessity for them to be able to travel to foreign areas without open borders, but it doesn't really reflect upon our history. To me the Dutch could stand another UP more reflecting upon our trading skills, or to our ability to reshape landscapes (Mostly regarding water).
 
As a Dutchmen I've always been a little frustrated by the UP of the Dutch. I understand the necessity for them to be able to travel to foreign areas without open borders, but it doesn't really reflect upon our history. To me the Dutch could stand another UP more reflecting upon our trading skills, or to our ability to reshape landscapes (Mostly regarding water).

These modcomps are only to add an extra unit/building to each civs. I won't touch the UP of any civ. You should suggest this in the suggestions and requests thread.
 
The Dutch UP has long been changed to allow them to better attract and get more yields from Trading Companies.

Crossing foreign borders is now an ability of the East Indiaman.
 
Okay, here it is.
 
2nd UB modcomp released!

Grab it from the first post of this thread.

General changelog:
Updated to DoC v1.11
2nd UB for all civs
Art updates
Some 2nd UB are changed/updated

For more detailed info, download and play the modcomp.

NOTES:
It will only work if you also have the 2nd UU modcomp installed.
NOT available for SVN users. (Except svn rev. 541)

VD users:
I updated the VD patch in post 218. The VD patch will only work if both modcomps are installed.
 
Without also

I have solve it, you need only release Assets in 2nd UB.rar without release PublicMaps, it can make it playable without VD&ECs.

But still a bug when 2ndUB modcomp run with VD&ECs, all the cities can not be displayed, the plot where the city is on is just empty.

Like this:

Spoiler :
Civ4ScreenShot0125.JPG
 
The privatemaps are just to add a river near the Thai capital, so they can build their 2nd UB in it.

EDIT: I know the what the problem is. I will post a fix tomorrow.
(if you can't wait until that, you can easily fix it yourself. Open the scenarios with a text editor. Remove the " 2nd U" part (including a [SPACE]) and save it)

For the cityart, it's probably a small error in the CityLSystem.xml from VD? The original one has been modified for the Russian UB. I think I also have to modify that in the VD version of that file to make it compatible.
 
How about just removing the river requirement of Thai's 2nd UB?

I thought about that. But I decided not to do that. (I did have it coded that way for some time, but I reverted it) It's also unlogical, how can you build a Floating Garden without water?

And the problem is just me forgetting to redo a change I made to make testing the modcomps easier. Here is a fix.


Can you also the file I asked about 2 posts above? I think I will be able to fix the city art bug.
 
I thought about that. But I decided not to do that. (I did have it coded that way for some time, but I reverted it) It's also unlogical, how can you build a Floating Garden without water?

This floating garden could set on the side of the river, but not in the city, or it could also set on coast... Do you think so? In fact, I think it's not too decent to make change to the PublicMaps...

Can you also the file I asked about 2 posts above? I think I will be able to fix the city art bug.

Er...What's the exact name of this file?
 
This floating garden could set on the side of the river, but not in the city, or it could also set on coast... Do you think so? In fact, I think it's not too decent to make change to the PublicMaps...

It IS set on the side of a river, like a levee. But to do that it needs a river next to the city.

EDIT: I saw I typed Floating Garden. It should be Floating Market.

Er...What's the exact name of this file?

The name of the vanilla file is CIV4CityLSystem.xml. So it has probably that name, but with VD_ in front of it.
Nevermind. I'm downloading the module myself to see every xml file it contains.
 
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