adapting a mod from 3.13 to 3.17

There are definitely changes made in XML between v3.13 and v3.17 that MUST be made if you're keeping your v3.13 XML files between the two versions.

While most of the XML changes made are simply gameplay balance issues that you may or may not agree with, there were a couple of changes that really should be made, the most important of which is for all FLANKING ENABLED UNITS (like Horse Archers, Knights, Cuirassiers, Cavalry & Gunships), two entries on each of them were changed between v3.13 and v3.17, and if you don't make the changes, they lose their ability to use the flank attack all-together.
 
So the affected XML files would include... what?

Unitinfos, of course, but what else?

Everything in the BtS Assets directory has changed. If you have a file that is also in the BtS assets directory then you are best off following NikNaks advice and using a compare utility to manually merge the BtS changes into your files.
 
What Kael says is not absolutely necessary... there's actually very little that drastically changed... the only "game-breaker" is the flanking attacks... otherwise, most of the changes involved are minor gameplay tweaks that you may or may not agree with and (for the most part) it's perfectly okay to use v3.13 XML in v3.17 BtS.

I would, however use v3.17 Python over v3.13 Python if you only made a minor change or two, and the Global.xml files should be ported over from v3.17 as well... other then that, the lions-share of XML changes aren't huge or earth shattering... it's simple enough to read the v3.17 change log and see if you agree or disagree with the XML changes (which are rather apparent) and change (or not change) your files accordingly.

Like I said, the only GAME-BREAKER I know of that will prevent you from doing something you should be able to do between v3.13 and v3.17 is the flanking attack change.

Flanking units I mentioned changed from

Spoiler :
Code:
			<FlankingStrikes>
				<FlankingStrike>
					<FlankingStrikeUnitClass>UNITCLASS_CANNON</FlankingStrikeUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrike>
			</FlankingStrikes>

			<iCollateralDamageLimit>0</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>

to

Spoiler :
Code:
			<FlankingStrikes>
				<FlankingStrike>
					<FlankingStrikeUnitClass>UNITCLASS_CATAPULT</FlankingStrikeUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrike>
				<FlankingStrike>
					<FlankingStrikeUnitClass>UNITCLASS_TREBUCHET</FlankingStrikeUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrike>
				<FlankingStrike>
					<FlankingStrikeUnitClass>UNITCLASS_CANNON</FlankingStrikeUnitClass>
					<iFlankingStrength>100</iFlankingStrength>
				</FlankingStrike>
			</FlankingStrikes>

			<iCollateralDamageLimit>100</iCollateralDamageLimit>
			<iCollateralDamageMaxUnits>6</iCollateralDamageMaxUnits>

For all flanking units at least the CollateralDamage tags were changed.
 
Personally I don't consider that a gamebreaker because I hate flank attack. What could be a gamebreaker (literally) is if you don't change Civ4GameOptionInfos.xml if that file is in your mod. GlobalDefines.xml shouldn't be a factor if you use GlobalDefinesAlt.xml (you should).

You can see which files have changed by mousing over the original files and finding when they were last modified. If that date is before October 2007, then it wasn't changed in 3.17.
 
Flanking not working is breaking a known game mechanic... if you personally don't like the feature that doesn't mean it's not a game breaker, that means you have different tastes then others.

If none of the air combat worked, I would also call that a game breaker... even if you were to personally say you hate air combat.

Flanking is a mechanic in the game... whether or not you like it doesn't qualify it for a game breaker or not. It's a game function which should work... if you don't like it, you can always get rid of it, but for everyone else, they should be made aware of something that important.
 
Ive got a problem with my mod after the new patch.. the game simply crashes to windows some where in medival age.. and ive narowed it down to these files...

CIV4CivilizationInfos, CIV4UnitArtStyleTypeInfos and CIV4ArtDefines_Unit...

My mod mainly consist of new unit graphics.. do any of you have an idea what i shouldbe looking for??.. it worked perfecly fine with 3.13 and seemed to do in 3.17 until the middle ages...
 

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Does it randomly crash anytime in the middle ages, or does it always crash at a given spot/time... like when a new tech is discovered (either by you or any other civ?).

One of the leading causes for crashes mid-game in a mod is something not being right with a unit when entering a new age... and this doesn't necessarily mean YOUR civ... it could be any of the AI's civs that just enters an age. You could be 20-turns into the Medieval age, when one of your AI opponents just switches from Classical to Medieval and that could cause the game to crash when that AI civ makes the switch to medieval (the two most common mid-game crashes occur either in the switch to medieval, or the switch to industrial age, as both cause graphic changes).

It's also quite possible that this bug has been there for a long time, including in v3.13 of your mod. Let's say the problem is with the Zulu switching to Medieval, and you never play the Zulu, and they never seem to randomly show-up in your games... you could have played three dozen games in v3.13 with your mod to completion and never had a problem because the Zulu were either never in your game, or eliminated before they reached Medieval stage. It's entirely possible the problem has existed for awhile and you're just now noticing because it's the first time in awhile the Zulu have reached Medieval (once again, I only use the Zulu as an example, not saying they are your problem, it could be any civ).

I had a problem that lasted for about 5 or 6 versions of my mod that I never caught-on to because the problem was with the Mongols and Turks entering the Industrial age... those two civs were either never in my games or were eliminated before the industrial age, so I never caught the problem, though others kept saying my mod would have late-game CTD problems... I couldn't pin it down until I saw the problem myself.

You might try going into your Save Game right before the crash occurs (assuming it occurs at the same spot) and try figuring out who's switching ages from classical to medieval (or if somone is ahead of you and switching to industrial). Also, take a list of what civs are in your game and try each of them in the WB of a new test-game. Give them Medieval techs and see if either the game crashes, and/or check the Civilopedia after jumping them to Medieval and see if any units in the Civilopedia are missing (if there is a glitch with a unit, the Civilopedia will often tip you off by removing all units listed alphabetically after that unit with the glitch in the civilopedia). Check this in WB for each civ you suspect and/or is in your current game. This is often a problem with a civ jumping to a new tech/graphical level like Medieval or Industrial.
 
Does it randomly crash anytime in the middle ages, or does it always crash at a given spot/time... like when a new tech is discovered (either by you or any other civ?).

One of the leading causes for crashes mid-game in a mod is something not being right with a unit when entering a new age... and this doesn't necessarily mean YOUR civ... it could be any of the AI's civs that just enters an age. You could be 20-turns into the Medieval age, when one of your AI opponents just switches from Classical to Medieval and that could cause the game to crash when that AI civ makes the switch to medieval (the two most common mid-game crashes occur either in the switch to medieval, or the switch to industrial age, as both cause graphic changes).

It's also quite possible that this bug has been there for a long time, including in v3.13 of your mod. Let's say the problem is with the Zulu switching to Medieval, and you never play the Zulu, and they never seem to randomly show-up in your games... you could have played three dozen games in v3.13 with your mod to completion and never had a problem because the Zulu were either never in your game, or eliminated before they reached Medieval stage. It's entirely possible the problem has existed for awhile and you're just now noticing because it's the first time in awhile the Zulu have reached Medieval (once again, I only use the Zulu as an example, not saying they are your problem, it could be any civ).

I had a problem that lasted for about 5 or 6 versions of my mod that I never caught-on to because the problem was with the Mongols and Turks entering the Industrial age... those two civs were either never in my games or were eliminated before the industrial age, so I never caught the problem, though others kept saying my mod would have late-game CTD problems... I couldn't pin it down until I saw the problem myself.

You might try going into your Save Game right before the crash occurs (assuming it occurs at the same spot) and try figuring out who's switching ages from classical to medieval (or if somone is ahead of you and switching to industrial). Also, take a list of what civs are in your game and try each of them in the WB of a new test-game. Give them Medieval techs and see if either the game crashes, and/or check the Civilopedia after jumping them to Medieval and see if any units in the Civilopedia are missing (if there is a glitch with a unit, the Civilopedia will often tip you off by removing all units listed alphabetically after that unit with the glitch in the civilopedia). Check this in WB for each civ you suspect and/or is in your current game. This is often a problem with a civ jumping to a new tech/graphical level like Medieval or Industrial.

We have been using the same senario all the in 3.13 and 3.17 with the same civs and so on.. I am 99.9% sure the problem wasent there in 3.13 course we have completed the senario servel times both in MP and single player with all civs present at the end.. Ive been testing if it was a unit that made the game crash when it was built or attacked but with no luck.. 4 players left to try...

The one with when it switches ages sounds like a possiblity.. the game crashes around the same in every game after we have updated to 3.17.. if I load the game it crashes in the same turn again but its not always the same turn every game but around the same...

will tjeck out if its when somebody chages age.. thanks Alot!
 
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