A New Dawn Add-Ons

I won't mess with existing buildings in RoM because I don't know how to override them to begin with (unless someone could tell me how). Now after reading all the discussion, I'm still at a bit of a loss on what to start with. I'm seeing dependency changes and some events that I may be able to do after doing a little more brushing up on some xml files. I'm going to start doing the files now and make adjustments as I go along from the discussion here

Afforess, that comment on who designed the buildings would go to HydromancerX. I just decided to take on the task after you suggested that he had a years worth of requests. I may do some buildings on my own but I'd have to see what would be actually feasible/desirable to RoM users. Also, what xml tag(s) would i look for to allow for certain buildings to add the food/commerce/health bonus's to the ones in the city vicinity?
 
I won't mess with existing buildings in RoM because I don't know how to override them to begin with (unless someone could tell me how).

It's way simpler than you think. Copy and paste the XML entry for the building in the base XML file over to your modular file and change anything you want there. The new modular values will be loaded overtop the base XML. I do it a bunch of times, look in Modules/Afforess/Required, I edit loads of RoM buildings. In fact, I showed everyone how to do that with units in a tutorial on the modmod forum, in a sticky now.

Also, what xml tag(s) would i look for to allow for certain buildings to add the food/commerce/health bonus's to the ones in the city vicinity?

I created this example file for buildings, which shows you how to use every new tag I added. It comes with the most up to date schema to use for buildings too.
View attachment Example.rar
 
It's way simpler than you think. Copy and paste the XML entry for the building in the base XML file over to your modular file and change anything you want there. The new modular values will be loaded overtop the base XML. I do it a bunch of times, look in Modules/Afforess/Required, I edit loads of RoM buildings. In fact, I showed everyone how to do that with units in a tutorial on the modmod forum, in a sticky now.
Ah ok. So I'd need just one of the 'building infos.xml' for each building and the schema xml will work for each one right? I'll have to look at the folder structure to see how I want it arranged. Any thing else I should be aware of when 'creating' new buildings?

I created this example file for buildings, which shows you how to use every new tag I added. It comes with the most up to date schema to use for buildings too.
View attachment 237601
So I'd basically just create a copy and edit each one then?
 
Ah ok. So I'd need just one of the 'building infos.xml' for each building and the schema xml will work for each one right? I'll have to look at the folder structure to see how I want it arranged. Any thing else I should be aware of when 'creating' new buildings?


So I'd basically just create a copy and edit each one then?

If you need a really good example, look at how generalstaff and I added new buildings modularly. For each building, you need the buildinginfos to describe it's attributes, the the buildingclassinfos to determine if it is a wonder or regular building, the artdefinesbuilding, to referance the art files, (if any), and button, and the Gametext. I rarely start from scratch, I just copy and paste an existing module I've made, edit the name and the attributes, the art and the text, and viola, new buildings.
 
If you need a really good example, look at how generalstaff and I added new buildings modularly. For each building, you need the buildinginfos to describe it's attributes, the the buildingclassinfos to determine if it is a wonder or regular building, the artdefinesbuilding, to referance the art files, (if any), and button, and the Gametext. I rarely start from scratch, I just copy and paste an existing module I've made, edit the name and the attributes, the art and the text, and viola, new buildings.
Ah I see what you mean. I just have one last question. I notice that there are sometimes repeated values of say something like iyield/icommerce/ietc. and some have 0 values but are repeated like this:
Code:
<iYield>5</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
If I cut down on some of the unused values by just deleting them altogether when they aren't used, will it affect the building?
 
Ah I see what you mean. I just have one last question. I notice that there are sometimes repeated values of say something like iyield/icommerce/ietc. and some have 0 values but are repeated like this:
Code:
<iYield>5</iYield>
<iYield>0</iYield>
<iYield>0</iYield>
If I cut down on some of the unused values by just deleting them altogether when they aren't used, will it affect the building?

Cutting out zeros has no effect, except when the order matters. If it was

Code:
<iYield>0</iYield>
<iYield>0</iYield>
<iYield>7</iYield>

you would need the 2 0's, to tell the game that it was +7 commerce it needed, not 7 food. but if it's only the first value, you can cut proceeding zeros.
 
Ok so whats the status of this? Its been too quiet.
If you "attempt" to build it, they will bug you till it's done ;).
It will be ready when it's ready. I test all my stuff to be sure at almost all the bugs are out and to make sure everything is up to my comprehensive 128 point maintenance inspection :p

Shh, Silence is Golden (and Duct Tape is Platinum ;))
Ah duct tape. I love the stuff. If you live where I live, you can never have enough of it :lol:
 
Shh, Silence is Golden (and Duct Tape is Platinum ;))

You said it wrong...

"Silence is Golden but Noise is Platinum"

At least that's what I always say at the movie theater. :p

If you "attempt" to build it, they will bug you till it's done ;).
It will be ready when it's ready. I test all my stuff to be sure at almost all the bugs are out and to make sure everything is up to my comprehensive 128 point maintenance inspection :p

So in other words "I was hoping you forgot about this and don't want to be bugged about it".

Gotcha. ;)
 
If you "attempt" to build it, they will bug you till it's done ;).
It will be ready when it's ready. I test all my stuff to be sure at almost all the bugs are out and to make sure everything is up to my comprehensive 128 point maintenance inspection :p


Ah duct tape. I love the stuff. If you live where I live, you can never have enough of it :lol:

I live near SF, Duct Tape has a million uses and is useful for just about anything except duct repair :eek:

PS Every Boy Scout should have duct tape in their backpack
 
Damn winter blizzard killed my power. Luckily my PC has ECC memory and no progress was lost. I'm still working out quite the lot of bugs however :mad:. Will not release a beta until I fix the massive memory leaks and the BSoD. Don't ask how it happened, it will just be fixed as soon as possible ;)
 
Wow, are we really making modmods for our modmods? That's badass
 
Afforess, What exactly is the <LSYSTEM></LSYSTEM> Tag used for? I'm optimizing my coding and wondering what its used for since I'm finding it in your building codes. I have no idea what it's used for and can't pull up any helpful info on it.
 
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