Adding a new City Specialist

My understanding of the status is different:



I find that if I make it as easy as possible for somebody to add a feature for me, it is more likely that person will take the time to investigate.

I made the statement, "For testing, I suppose you could add a temple, as a prerequisite building."

Thats not very hard and it should be all that is needed to get the doctor specialist to work. If not let me know and I will be happy to change the file out, with one that does work.
 
I have released a new version of the Health Care mod, which includes a separate Bare Bones (BB) Doctor Specialist mod in standard format for comparison testing. The BB version specialist icons are lined up properly, the buttons appear where they should and the buttons work. However, the WoC version of the CvMainInterface.py file, which is merged with BUG, still shows the doctor button out of place by 3 slots (See attachment). The icons are good and the buttons work. I just have out of place buttons for the doctor specialist, as shown on the left side of the attachment. I can't seem to figure out why the buttons in both versions don't appear to be identical. I am out of ideas on what to do next. Please help.

Here is the Download: http://forums.civfanatics.com/downloads.php?do=file&id=15078
 

Attachments

  • CompareSpecialistButtons.jpg
    CompareSpecialistButtons.jpg
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I of course had this problem before. It simply is not completely modular in the maininterface.py. The order of specialist xml matters. If I remember correctly I placed just the specialist xml order in the main assets minus anything but art, and then had the specialist info modular adding to the specialist type later in modules. Well anyway the maininterface.py does not place nice with things in modules to be displayed. I just saw OrionVeteran's veterans post. I do not know what else has been said in this thread.
 
I of course had this problem before. It simply is not completely modular in the maininterface.py. The order of specialist xml matters. If I remember correctly I placed just the specialist xml order in the main assets minus anything but art, and then had the specialist info modular adding to the specialist type later in modules. Well anyway the maininterface.py does not place nice with things in modules to be displayed. I just saw OrionVeteran's veterans post. I do not know what else has been said in this thread.

I have moved the normal doctor specialist up to be right after the spy specialist. After doing this the doctor icon moved to the correct location and lines up perfectly. However, the buttons are still out of place. These buttons are controlled in the maininterface.py file. I don't believe it could be a modular issue since the icon appears correctly after moving the doctor under the spy in the XML. I've been able to move the buttons with several different settings in the python, but nothing seems to get it to the right location, when using BUG. Again the code works fine in the standard BB version.
 
I have moved the normal doctor specialist up to be right after the spy specialist. After doing this the doctor icon moved to the correct location and lines up perfectly. However, the buttons are still out of place. These buttons are controlled in the maininterface.py file. I don't believe it could be a modular issue since the icon appears correctly after moving the doctor under the spy in the XML. I've been able to move the buttons with several different settings in the python, but nothing seems to get it to the right location, when using BUG. Again the code works fine in the standard BB version.

Well I do not know. I don't have anything installed to test. I am out of loop on it. I am confused though. I mean there are other mods using more specialist with BUG and WoC right? Or are you the first to try it? What is your modular load order for the specialist? You need that in the correct order as well.

I never used the BUG specialist section of the code in WoC. I justed always used my specialist stacker.
http://forums.civfanatics.com/downloads.php?do=file&id=9332

I know BUG has a lot of extra features, and extra code in that section. All I can say I had the specialist working with my stacker in WoC a long time ago. The screenshot was from way back then with modular specialist.



Only suggestion I can give is... try it with just my stacker. I bet there is something you are missing though in the xml, but I have no clue. I am sorry I can not help more.
 
I just read the whole thread. Sorry I should probably just did that to begin with. I do not understand what you tried. I am sorry about that I don't check these forums often. The MLF order has to be correct if you are using any specialist with WoC from the modules folder.

So first of all does it work with no WoC, no BtS modular, no BUG, and my stacker change?

If you want me to go through it with you I can. I am sorry again if what I posted before sends you in circles. Just ignore it if I am.
 
Ok then it is the same thing I had before.

What do you have loading in modules for specialist?

If I remember correctly you need to load all of the specialist again in the correct order in modules.

So I would place the entire specialistinfos in a specialist folder in modules, and load that folder first in the MLF.

I don't think I had to have the specialist in the main assets, but I could be wrong. I can look for the structure we have now if it does not work.

We have it split up and loading each specialist type in modules. Here is what we have.
http://worldofciv.svn.sourceforge.net/viewvc/worldofciv/Assets/Modules/Specialists/

Here is the load order in modules we did.
Code:
<?xml version="1.0"?>
<!-- Sid Meier's Civilization 4 Beyond the Sword -->
<!-- Modified by the World of Civilization Team -->
<!-- Master Load File -->
<!-- -->
<Civ4ModularLoadControls xmlns="x-schema:CIV4ModularLoadingControlsSchema.xml">
	<DefaultConfiguration>Modules_Specialists</DefaultConfiguration>
	<ConfigurationInfos>
		<ConfigurationInfo>
			<Type>Modules_Specialists</Type>
			<Description>Initialize ALL Modules by using the MLF file structure</Description>
			<Modules>
				<Module>
					<Directory>Citizen</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Priest</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Artist</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Scientist</Directory>
					<bLoad>1</bLoad>
				</Module>				
				<Module>
					<Directory>Merchant</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Engineer</Directory>
					<bLoad>1</bLoad>
				</Module>		
				<Module>
					<Directory>Spy</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Soldier</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Doctor</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Statesman</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Shaman</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Great Priest</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Great Artist</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Great Scientist</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Great Merchant</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Great Engineer</Directory>
					<bLoad>1</bLoad>
				</Module>				
				<Module>
					<Directory>Great Spy</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Great General</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Great Doctor</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Great Statesman</Directory>
					<bLoad>1</bLoad>
				</Module>
				<Module>
					<Directory>Great Shaman</Directory>
					<bLoad>1</bLoad>
				</Module>
			</Modules>
		</ConfigurationInfo>
	</ConfigurationInfos>
</Civ4ModularLoadControls>

And in assets/xml/gameinfo we have the default BtS specialist in the CIV4SpecialistInfos.xml
http://worldofciv.svn.sourceforge.net/viewvc/worldofciv/Assets/XML/GameInfo/

So anyway you can make specialist that are not used really but you need to load them all in modules. Sorry now I am remembering better.
 
I apologize for not being able to put any more attention onto this; I'm just too busy with other things at the moment. The thing I don't get is how the specialist can be in the right spot but not the buttons. They are all based off the order of the specialist infos. If the buttons are in the wrong spot, the icon should be too.
 
Well I had this only happen when my specialist in modules were loading in a different order. It somehow confused the maininterface where to place the add button on me. I mean the same exact problem. I never had it happen any other time on me.
 
I figured out the problem! :)

The CIV4SpecialistInfos.xml file works exactly like the Audio2DScripts.xml and Audio3DScripts.xml files do in WoC. They will not work with Mods in WoC format unless you locate them in the default folders under the assets/xml folder.

For any new specialists or changes you want to make, you must place a copy of the modified CIV4SpecialistInfos.xml file in the assets/xml/gameinfo folder for the specialist buttons to line up correctly. There was absolutely no need for a Specialist folder with the MLF_CIV4ModularLoadingControls.xml, which attempts to specify the specialist order. The buttons appeared correctly by adding only the modified CIV4SpecialistInfos.xml file. This specialist issue is now solved and documented for all to use with WoC modules.
 
You make it sound as if no one has done this before though. You can add the new added specialist in the CIV4SpecialistInfos.xml in the modules folder. I know that for a fact because the Full WoC was working with it. Plus I did it for the Full WoC.

The reason we did it in modules is so it was possibly to turn off then certain specialist by a MLF(Too bad no frontloading program was made for the MLF's). The idea was to give options to use the new specialist or not.

To get it to work correctly you must duplicate the BtS specialist in modules folder first,and then the new ones after in the correct order. It is more work than just placing in assets/xml/gameinfo which is kinda of silly when all you are doing is adding one specialist.
 
You make it sound as if no one has done this before though.

That was not my intention. My intention was to document how to add a new specialist and make it work with a WoC module. I spent a lot of wasted time on this problem, but you were the one who solved this issue. I just needed to figure out how to get it to work. With your help I was successful. So, I thank you.

You can add the new added specialist in the CIV4SpecialistInfos.xml in the modules folder. I know that for a fact because the Full WoC was working with it. Plus I did it for the Full WoC.

Yes. I did that. But I had to add a copy of the CIV4SpecialistInfos.xml from the modules subfolder to the assets/xml/gameinfo folder. That was the key requirement I was missing.

The reason we did it in modules is so it was possibly to turn off then certain specialist by a MLF(Too bad no frontloading program was made for the MLF's). The idea was to give options to use the new specialist or not.

To get it to work correctly you must duplicate the BtS specialist in modules folder first,and then the new ones after in the correct order. It is more work than just placing in assets/xml/gameinfo which is kinda of silly when all you are doing is adding one specialist.

Silly or not, it works and I'm greatful. :goodjob:
 
You are correct there needs to be some documentation. I just want to clear up what we did though.

1. You need the BtS "CIV4SpecialistInfos.xml" in assets/xml/gameinfo

2. You need each BtS specialist modular in modules. I mean adding Citizen, Priest, Artist, Scientist, Merchant, Spy to modules. Duplicating the work.

3. Then add you new specialist mod in modules.

No I did not mean what you did is silly. It is a lot easier than the steps that I am laying out above. I mean it is silly all of the work I am suggesting to just add one specialist. But it is possible to have it modular is what I am saying although it is just more work.
 
Here is the assets/xml/gameinfo "CIV4SpecialistInfos.xml".

Code:
<?xml version="1.0"?>
<!-- Sid Meier's Civilization 4 Beyond the Sword -->
<!-- Modified by the World of Civilization Team -->
<!-- Specialist -->
<!-- -->
<Civ4SpecialistInfos xmlns="x-schema:CIV4GameInfoSchema.xml">
	<SpecialistInfos>
		<SpecialistInfo>
			<Type>SPECIALIST_CITIZEN</Type>
			<Description>TXT_KEY_SPECIALIST_CITIZEN</Description>
			<Civilopedia>TXT_KEY_CONCEPT_SPECIALISTS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_CITIZEN_STRATEGY</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/Citizen.dds</Texture>
			<bVisible>1</bVisible>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<Yields>
				<iYield>0</iYield>
				<iYield>1</iYield>
				<iYield>0</iYield>
			</Yields>
			<Commerces/>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/Citizen.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_PRIEST</Type>
			<Description>TXT_KEY_SPECIALIST_PRIEST</Description>
			<Civilopedia>TXT_KEY_CONCEPT_SPECIALISTS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_PRIEST_STRATEGY</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/Priest.dds</Texture>
			<bVisible>1</bVisible>
			<GreatPeopleUnitClass>UNITCLASS_PROPHET</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>3</iGreatPeopleRateChange>
			<Yields>
				<iYield>0</iYield>
				<iYield>1</iYield>
				<iYield>0</iYield>
			</Yields>
			<Commerces>
				<iCommerce>1</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</Commerces>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/Priest.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_ARTIST</Type>
			<Description>TXT_KEY_SPECIALIST_ARTIST</Description>
			<Civilopedia>TXT_KEY_CONCEPT_SPECIALISTS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_ARTIST_STRATEGY</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/Artist.dds</Texture>
			<bVisible>1</bVisible>
			<GreatPeopleUnitClass>UNITCLASS_ARTIST</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>3</iGreatPeopleRateChange>
			<Yields/>
			<Commerces>
				<iCommerce>0</iCommerce>
				<iCommerce>1</iCommerce>
				<iCommerce>4</iCommerce>
			</Commerces>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/Artist.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_SCIENTIST</Type>
			<Description>TXT_KEY_SPECIALIST_SCIENTIST</Description>
			<Civilopedia>TXT_KEY_CONCEPT_SPECIALISTS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_SCIENTIST_STRATEGY</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/scientist.dds</Texture>
			<bVisible>1</bVisible>
			<GreatPeopleUnitClass>UNITCLASS_SCIENTIST</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>3</iGreatPeopleRateChange>
			<Yields/>
			<Commerces>
				<iCommerce>0</iCommerce>
				<iCommerce>3</iCommerce>
				<iCommerce>0</iCommerce>
			</Commerces>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/scientist.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_MERCHANT</Type>
			<Description>TXT_KEY_SPECIALIST_MERCHANT</Description>
			<Civilopedia>TXT_KEY_CONCEPT_SPECIALISTS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_MERCHANT_STRATEGY</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/merchant.dds</Texture>
			<bVisible>1</bVisible>
			<GreatPeopleUnitClass>UNITCLASS_MERCHANT</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>3</iGreatPeopleRateChange>
			<Yields/>
			<Commerces>
				<iCommerce>3</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</Commerces>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/merchant.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_ENGINEER</Type>
			<Description>TXT_KEY_SPECIALIST_ENGINEER</Description>
			<Civilopedia>TXT_KEY_CONCEPT_SPECIALISTS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_ENGINEER_STRATEGY</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/engineer.dds</Texture>
			<bVisible>1</bVisible>
			<GreatPeopleUnitClass>UNITCLASS_ENGINEER</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>3</iGreatPeopleRateChange>
			<Yields>
				<iYield>0</iYield>
				<iYield>2</iYield>
				<iYield>0</iYield>
			</Yields>
			<Commerces/>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/engineer.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_SPY</Type>
			<Description>TXT_KEY_UNIT_SPY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_SPY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_SPY_STRATEGY</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/spy.dds</Texture>
			<bVisible>1</bVisible>
			<GreatPeopleUnitClass>UNITCLASS_GREAT_SPY</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>3</iGreatPeopleRateChange>
			<Yields/>
			<Commerces>
				<iCommerce>0</iCommerce>
				<iCommerce>1</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>4</iCommerce>
			</Commerces>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/spy.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_SOLDIER</Type>
			<Description>TXT_KEY_BLANK</Description>
			<Civilopedia>TXT_KEY_BLANK</Civilopedia>
			<Strategy>TXT_KEY_BLANK</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/brown_empty.dds</Texture>
			<bVisible>1</bVisible>
			<GreatPeopleUnitClass>UNITCLASS_GREAT_GENERAL</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<Yields/>
			<Commerces/>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/brown_empty.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_DOCTOR</Type>
			<Description>TXT_KEY_BLANK</Description>
			<Civilopedia>TXT_KEY_BLANK</Civilopedia>
			<Strategy>TXT_KEY_BLANK</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/brown_empty.dds</Texture>
			<bVisible>1</bVisible>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<Yields/>
			<Commerces/>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/brown_empty.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_STATESMAN</Type>
			<Description>TXT_KEY_BLANK</Description>
			<Civilopedia>TXT_KEY_BLANK</Civilopedia>
			<Strategy>TXT_KEY_BLANK</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/brown_empty.dds</Texture>
			<bVisible>1</bVisible>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<Yields/>
			<Commerces/>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/brown_empty.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_SHAMAN</Type>
			<Description>TXT_KEY_BLANK</Description>
			<Civilopedia>TXT_KEY_BLANK</Civilopedia>
			<Strategy>TXT_KEY_BLANK</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/brown_empty.dds</Texture>
			<bVisible>1</bVisible>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<Yields/>
			<Commerces/>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/brown_empty.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_GREAT_PRIEST</Type>
			<Description>TXT_KEY_SPECIALIST_GREAT_PRIEST</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_GREAT_PRIEST_STRATEGY</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/Great_Priest.dds</Texture>
			<bVisible>0</bVisible>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<Yields>
				<iYield>0</iYield>
				<iYield>2</iYield>
				<iYield>0</iYield>
			</Yields>
			<Commerces>
				<iCommerce>5</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</Commerces>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/Great_Priest.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_GREAT_ARTIST</Type>
			<Description>TXT_KEY_SPECIALIST_GREAT_ARTIST</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_GREAT_ARTIST_STRATEGY</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/Great_Artist.dds</Texture>
			<bVisible>0</bVisible>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<Yields/>
			<Commerces>
				<iCommerce>3</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>12</iCommerce>
			</Commerces>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/Great_Artist.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_GREAT_SCIENTIST</Type>
			<Description>TXT_KEY_SPECIALIST_GREAT_SCIENTIST</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_GREAT_SCIENTIST_STRATEGY</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/Great_Scientist.dds</Texture>
			<bVisible>0</bVisible>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<Yields>
				<iYield>0</iYield>
				<iYield>1</iYield>
				<iYield>0</iYield>
			</Yields>
			<Commerces>
				<iCommerce>0</iCommerce>
				<iCommerce>6</iCommerce>
				<iCommerce>0</iCommerce>
			</Commerces>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/Great_Scientist.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_GREAT_MERCHANT</Type>
			<Description>TXT_KEY_SPECIALIST_GREAT_MERCHANT</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_GREAT_MERCHANT_STRATEGY</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/Great_Merchant.dds</Texture>
			<bVisible>0</bVisible>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<Yields>
				<iYield>1</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</Yields>
			<Commerces>
				<iCommerce>6</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</Commerces>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/Great_Merchant.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_GREAT_ENGINEER</Type>
			<Description>TXT_KEY_SPECIALIST_GREAT_ENGINEER</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_PEOPLE_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_GREAT_ENGINEER_STRATEGY</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/Great_Engineer.dds</Texture>
			<bVisible>0</bVisible>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<Yields>
				<iYield>0</iYield>
				<iYield>3</iYield>
				<iYield>0</iYield>
			</Yields>
			<Commerces>
				<iCommerce>0</iCommerce>
				<iCommerce>3</iCommerce>
				<iCommerce>0</iCommerce>
			</Commerces>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/Great_Engineer.dds</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_GREAT_GENERAL</Type>
			<Description>TXT_KEY_SPECIALIST_GREAT_GENERAL</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_GENERALS_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_GREAT_GENERAL_STRATEGY</Strategy>
			<Help/>
			<Texture>,Art/Interface/MainScreen/CityScreen/Great_Engineer.dds,Art/Interface/Buttons/Warlords_Atlas_2.dds,2,6</Texture>
			<bVisible>0</bVisible>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<Yields>
				<iYield>0</iYield>
				<iYield>0</iYield>
				<iYield>0</iYield>
			</Yields>
			<Commerces>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>0</iCommerce>
			</Commerces>
			<iExperience>2</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>,Art/Interface/MainScreen/CityScreen/Great_Engineer.dds,Art/Interface/Buttons/Warlords_Atlas_2.dds,2,6</Button>
		</SpecialistInfo>
		<SpecialistInfo>
			<Type>SPECIALIST_GREAT_SPY</Type>
			<Description>TXT_KEY_SPECIALIST_GREAT_SPY</Description>
			<Civilopedia>TXT_KEY_CONCEPT_GREAT_SPY_PEDIA</Civilopedia>
			<Strategy>TXT_KEY_SPECIALIST_GREAT_SPY_STRATEGY</Strategy>
			<Help/>
			<Texture>Art/Interface/MainScreen/CityScreen/great_spy.dds</Texture>
			<bVisible>0</bVisible>
			<GreatPeopleUnitClass>NONE</GreatPeopleUnitClass>
			<iGreatPeopleRateChange>0</iGreatPeopleRateChange>
			<Yields/>
			<Commerces>
				<iCommerce>0</iCommerce>
				<iCommerce>3</iCommerce>
				<iCommerce>0</iCommerce>
				<iCommerce>12</iCommerce>
			</Commerces>
			<iExperience>0</iExperience>
			<Flavors/>
			<HotKey/>
			<bAltDown>0</bAltDown>
			<bShiftDown>0</bShiftDown>
			<bCtrlDown>0</bCtrlDown>
			<iHotKeyPriority>0</iHotKeyPriority>
			<Button>Art/Interface/MainScreen/CityScreen/great_spy.dds</Button>
		</SpecialistInfo>		
	</SpecialistInfos>
</Civ4SpecialistInfos>

We left out the new Great Specialist in the list to load them in modules.


So we did every Specialist and Great Specialist as a module inside of its own folder. Duplicating the entries. Then we loaded each Specialist folder and Great Specialist folder in the order that would of corresponded to just having them in assets/xml/gameinfo.

I think your way is better for just adding one specialist and keeping the default specialist, but it is not like the audio. It is BtS that needs the specialist to load before going and looking in modules. If you stripped them out of BtS first you could load them correctly in modules, but that is even more insane to do.
 
How did you organize the specialists so that they would shift over to a second column, rather than continue up the first one?

(I've been adding some to Fall From Heaven, and have run into this issue. It does seem related to the thread at least, though it is hard to tell whether this issue was dealt with directly or not.)
 
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