A mini modmodmod for Wild Mana 7.44 - lobbying for the Calabim

Zharkov

Chieftain
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Vampires have feelings, too. It makes them sad that there are never any nice new features for the Calabim. Therefore, I think it is only fair to add the Calabim Spokesperson (CS) to Wild Mana.
The CS is an example of how hard it is to be a vampire in Erebus: Its sole reason for existence is to deny its very own nature! Misused by his cruel masters to cover up their every misdeed, to justify their blood deeds and to act, as if vampires were nothing but a myth. Endless press conferences day by day - honestly, would you like it, if your food asked awkward questions or talked back all the time and you were expected to act civilized nonetheless? Sometimes the CS just wants to rip them all to shreds and devour their blood and souls, or at least to retreat to the peacefulness of the library.


Just copy the files in the respective folders (i.e. /*yourwildmanafolder*/assets/xml/units for the for the unitinfos and the unitclassinfos, and /*yourwildmanafolder*/assets/xml/text for the gametext) and the bookish vampire becomes part of the game. Only playable for the Calabim.
 

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can you expand on what is done in the modmodmod? If it is good, maybe Sephi can include in base...
 
Thanks Zharkov. I too think the Calabim deserve some love.

The Spokesperson is an arcane unit available at Code of Laws who has first tier Law and Mind spells as well as Vampirism. It seems you can only have one at a time. As far as I can tell, he adds flavor more than anything else; it makes sense that his spells focus on pacifying (Justice) or increasing research.
 
can you expand on what is done in the modmodmod? If it is good, maybe Sephi can include in base...

Yes, I will (vide infra). And, I would feel honored if the Calabim Spokesperson becomes a permanent in any modmod - especially in Wild Mana as it is my favourite!

Seems that one unit is added, the Calabim Spokesperson. How about this art for him :D

:goodjob:

Thanks Zharkov. I too think the Calabim deserve some love.

The Spokesperson is an arcane unit available at Code of Laws who has first tier Law and Mind spells as well as Vampirism. It seems you can only have one at a time. As far as I can tell, he adds flavor more than anything else; it makes sense that his spells focus on pacifying (Justice) or increasing research.

Thanks, good to know that I am not alone. I almost always play Calabim and they seldom get any new features. Although, I can understand this as it is not easy to come up with something fitting. And, of course, imho we Calabim fans should not whine, but make suitable suggestions! So, here is start.

As Dalnev already said, the Spokesperson's requirements are Code of Laws (tech) and a Library. It starts with Channeling I, Law I, Mind I, and Vampirism. It has Strength 5 and costs 120 hammers to build. It has a 12% chance to gain XP. And, yes, there is only one Spokesperson at any time. It is more a fun item and stands as a reminder for the hardship of the Calabim. Aside from that I did not want it to have too much impact on gameplay.
Currently it is using the Grigori Medic Art.
 
the files will still work with 7.56

you are only modifying the unitinfos and unitclassinfos files, right? You can do those changes completly modular so you don't have to update the files for a new patch. basically all you have to do is to create a folder in the modules folder, then add a MODULEName_unitinfos.xml file with only the things you added. Same for unitclassinfos. then change the reference of the schema file to MODULEName_schemafile.xml and add it to the folder. Then you are done and you never have to update the module again. You find many examples in the normalmodules folder. For example all change in wildmana to buildings are done modular.
 
the files will still work with 7.56

you are only modifying the unitinfos and unitclassinfos files, right? You can do those changes completly modular so you don't have to update the files for a new patch. basically all you have to do is to create a folder in the modules folder, then add a MODULEName_unitinfos.xml file with only the things you added. Same for unitclassinfos. then change the reference of the schema file to MODULEName_schemafile.xml and add it to the folder. Then you are done and you never have to update the module again. You find many examples in the normalmodules folder. For example all change in wildmana to buildings are done modular.

Okay, I don't get it. :confused:

I tried to follow your instructions and your guide, and ended up with what you find in the attachment, but I cannot get it to work.
When I copy the folder in the modules folder it does not seem to have any effect. When I experimented with the various sub folders by putting the folder there, I got an error message, telling me that the respective xml-files could not be loaded.
Furthermore there seems to be no schema-files for the \text, although I must confess I do not really get what the schema-files do. Seems to be some kind of def for the other xml-files?!
Then I noticed that there are different MODULE_CIV4UnitSchema.xml-files arround. What does that mean?
 

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will update the guide with an example that hopefully makes it easier to understand.

yes, text files have no schema, the game loads them different from all other files. Schema files are necessary for the game to understand how to load an XML file. The schema file is referenced at the beginning of the XML file.
 
took a quick look at the zip file. I guess all that is missing is to change the references to the schema file.

in Calabim_unitclassInfos.xml you find a line
Code:
<Civ4UnitClassInfos xmlns="x-schema:CIV4UnitSchema.xml">
you need to change it to
Code:
<Civ4UnitClassInfos xmlns="x-schema:Calabim_CIV4UnitSchema.xml">
in unitinfos file there is a similar reference. ALL xml files except schemas and text files have it.
 
took a quick look at the zip file. I guess all that is missing is to change the references to the schema file.

Yes, that did the trick! And another thing that I missed and that we do not need to discuss, as it would only make me look stupid.

However, the Calabim Spokesperson is now available as a plug-in. Just copy the folder in the zip-file to /*yourwildmanafolder*/assets/Modules/LoadOrderVitalModules/SecondLoad and everything should be fine!
 

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Testing as the Calabim WM v8.11, hope that it is ok to post this on this thread, since my question will be more specific then a general bug report.

The Breeding Pit by its description in the cursor view seems to be a replacement of either the herbalist, granary or smokehouse (on the surface).

1. Is that "assumption" correct or incorrect?

If it is correct, then the other three buildings are available in addition to the breeding pit, and a help file needs to be created indicating this.

If it is NOT correct, then the cursor view tag needs to be cleaned up.

It appears to me that the breeding pit is an additional building to those mentioned above, I just wanted to double check before I cleaned up the tag files.
 
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