Vehem
Modmod Monkey
- Joined
- Nov 22, 2005
- Messages
- 3,219
Yeah, the modules for improvements that upgrade flat out failThe lines which are important for upgrade timers and next level of improvement associate numerically instead of with the type they are entered into. Hence any changes to the start of the improvements file will cause problems with those modules.
Vehem, if you could move any changes you made in the ImprovementInfos.xml to the end of the file instead of the beginning that would clear the issue up for anybody who uses the Modular FfH in conjunction with Fall Further. Same issue will happen if you put any promotions which have pre-reqs or combatapplies in the beginning of the PromotionInfos.xml, my modules which have no requirements will overwrite the fields stating that there are requirements![]()
The only problem I have with putting entries at the end of the files is that GIT (version management software) relies on having "static-context" around it to perform the diff's when I update for a new patch. Basically, it needs to be able to find something that exists in both the base-mod, and the FF version in order to re-insert the FF content automatically.
If I move all the entries to a specific place (especially either end of the file), it can have trouble finding enough "context" to work out where the new entries should go (this is actually how the unique unit entries/blocks for different Civilizations got messed up a while back).
I'll have an experiment using only a single-commit for the FF content when the next patch is released - it may be possible to pull it off if all the entries are inserted at the same time (at the moment they're incremental with the changes I made as I went along).