[BtS] DIPLOMACY: a mod for Diplogames!

I don't really know I'd go about that, and I don't really have time to do so either. Unfortunately the only advice I've got so far was someone (incorrectly) insisting that I had the file name incorrect. That wasn't the case so I guess for there has been no progress. :sad:

I am trying to install these ships in my game now. So far I installed the Viking and Swedish ones and they work. I'll do the Romans last. Who knows, maybe Ill get them to work.
 
I am trying to install these ships in my game now. So far I installed the Viking and Swedish ones and they work. I'll do the Romans last. Who knows, maybe Ill get them to work.

Okay, I got them to work. All you have to do is change the name of the nif file to match the name of the kfm. So in the Galleon folder it has a Transport.nif and a Trireme.kfm - it is as easy as changing the Transport.nif to Trireme.kfm, nobody was able to explain why this is the case but that is all you have to do! :goodjob:

So I'm happy to report that my mod moves forward...
 
Okay, I got them to work. All you have to do is change the name of the nif file to match the name of the kfm. So in the Galleon folder it has a Transport.nif and a Trireme.kfm - it is as easy as changing the Transport.nif to Trireme.kfm, nobody was able to explain why this is the case but that is all you have to do! :goodjob:

A kfm file is just a animation manager. It really doesnt hold very much information beyond what types of animations it is to dish out to its namesake nif. It needs a similarly named nif to read of off and function.

Try opening the swordsman kfm with nifskope when the swordsman nif is in the folder, and you will see all the information/nodes from the swordsman.nif. Now if you remove the swordsman.nif from the folder and you will not see any information when you try to open teh kfm. Then none of the units that use swordsman.kfm will function anymore because that kfm doesnt know what to apply its animations to.

JustATourist most likely only ever tested the ship in nifskope, where you can just attatch kf's singly. But Civ doesnt work like that.
 
Could this by why I sometimes get CTDs when I attempt to exit to main menu with my mod?

I have no idea if it could cause that. Do you have a lot of units like the roman ships?

Im not aware of bad animation paths causing crashes. Wrong art paths can cause crashes, but the only problem I ever get from having wrong kfm is the unit is frozen and its civlopedia entry is broke.
 
My mod CTDs everytime I select "Exit to Main Menu," which sucks because I can't figure out the cause and all I have done so far is graphic changes (so nothing to python or SDK yet). So I'm sure it isn't difficult to fix.

Do you know of any common causes for this?
 
I ran a debug, but I don't know if I ran it correctly. I couldn't really tell what it was saying when I looked at it. I suppose I should try again though, is there a tutorial for using it anywhere?
 
I ran a debug, but I don't know if I ran it correctly. I couldn't really tell what it was saying when I looked at it. I suppose I should try again though, is there a tutorial for using it anywhere?

Are you talking about that civ checker thing or an actuall DebugDLL? Both of them seem confusing when they tell you a problem. I use a DLL that phungus makes. Most of the time for art stuff its pretty good about telling you exactly whats wrong (sometimes right down to the line and what file). But for more complicated things its pretty cryptique.
 
You just replace your DLL with it and run the game and then it will tell you errors then crash. You have to build it yourself unless someone has one that is compatible with your mod (dont know what dll your mod uses). here is the tutorial for it:

http://forums.civfanatics.com/downloads.php?do=file&id=10018

Beyond that I cant help, I know zero about sdk/c++ stuff. I use one that Phungus builds.
 
Capo, I'm glad to hear that it is so simple to solve! I did notice this kfm and nif problem when learning to make LHs.
Now I can add these ships to my game without fearing of destroying it!
Now, the reason I came this time is to propose something with the LHs.
Madman had the idea to use cfkane's Arthur as Casimir. I propose a new idea- use cfkane's Arthur as Afonso Henriques, and cfkane's King Lear as Casimir. I will do some recoloring and show what I mean with some screenshots later.
 
Capo, I'm glad to hear that it is so simple to solve! I did notice this kfm and nif problem when learning to make LHs.
Now I can add these ships to my game without fearing of destroying it!
Now, the reason I came this time is to propose something with the LHs.
Madman had the idea to use cfkane's Arthur as Casimir. I propose a new idea- use cfkane's Arthur as Afonso Henriques, and cfkane's King Lear as Casimir. I will do some recoloring and show what I mean with some screenshots later.

Casimir is already done? You are talking about Casimir the great (of poland) right?

I don't see what is wrong with that version... It may be a reskin but the reskin is so well done you don't notice it is brennus.

Kazimierz_III_Wielki.jpg


Here is a pic of him, you could take the current Casimir and give him a better body. The face is already good.
 
Capo, I'm glad to hear that it is so simple to solve! I did notice this kfm and nif problem when learning to make LHs.
Now I can add these ships to my game without fearing of destroying it!
Now, the reason I came this time is to propose something with the LHs.
Madman had the idea to use cfkane's Arthur as Casimir. I propose a new idea- use cfkane's Arthur as Afonso Henriques, and cfkane's King Lear as Casimir. I will do some recoloring and show what I mean with some screenshots later.

I like this idea actually, and will probably use the same set-up in my mod. Now that I have solved that mediterranean sailing ships issue I can move on to finishing the flavoring portion of my mod and then I can run the debugDLL.

Thanks to everyone who helped so far! I'm rejuvinated!!!
 
Sorry if it has been asked before, but how far are you done with the new version and when is the approximate update?
 
I think it was an awesome idea. Check out the way Lear looks when skinned to look like Casimir (attached).

I also think the Arthur LH would make a good AH, so long as it is reskinned properly. Here's a good image to use as a basis:

1140.jpg

I think if the armor was textured black, and there was some of that gold trim/design on it, it would look really good. Maybe a new BG or something too. I'd also make the skin lighter and maybe make him look older.

Good ideas though, and I'll be sure to use them.
 
Casimir was a big person, Charlemagne was a skinny person, so to me a Charlemagne based Casimir looks strange.

But the leaderhead looks good, you got the beard accurate.
 
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