Feedback and questions

zappara

Mod Designer
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I've included CCCP to mod I'm working on and few couple days ago I ran into minor problems when I tried to activate some new features that are in CCCP.

First of all, what are the new ENTITY_EVENTS for those 4 new spy missions? Those weren't mentioned anywhere in readme. Adding new tags for spy unit was simple and they seem to work (civilopedia mentions them) but I can't get the missions activated without proper event handles. I have no programming software so I can't go checking that DLL file what it holds inside.

What is ENTITY_EVENT for route pillage?

When starting custom game, what are the 3 new game option checkboxes which don't have any text? I thought first that those were the new point pooling system and slow cultural border options but after adding civilopedia entries and tags to gameoption xml file I just got 2 more new (now properly named options) and still had those 3 empty game options there.

What are the proper gameoption types for those 2 game options you've mentioned in readme?

Seems that GreatPerson point pooling is set ON by default - is that true? Since in my test I had left all extra game options to OFF setting (custom game) and still Great Person points were pooled. Also in this case I used the default (original) gameoptions.xml files so anything that would affect gameoptions would come from CCCP's DLL file.

What defines the point amount for that new Total Victory type? I did new xml entry for religious and total victory types. Readme only mentioned that total victory counts points from all other victory types. In my test game, my game ended after I had built my first warrior (about 10 turns), point amount was about 6300 which seems pretty huge for few turn game length. I had to remove total victory type.

On units' info there often reads (when you hoover mouse over unit) something like: "16325 chance of not reveal home nation..". I don't remember the exact wording out of my memory. What are those numbers?

Overally, so far all the new xml tags work as they should and just because of them it's worth to include cccp to a mod :) I hope you add the missing info bits to the next readme so that it becomes more easier for casual modders to add those new elements from cccp to their own mods.

On myself I've started writing down notes to which xml file, what lines and between what tags you must add the new tags from CCCP. This makes my work easier with my mod and I'm sure this kind of file would benefit others as well who would like to add CCCP to their own mods. Currently it's painfully slow to add new tags by first going through schema files and trying to locate changes and then add the new tags to proper xml files. I don't have the file with me now but I can post some of it next time - after I get answers to questions above. ;)
 
I've included CCCP to mod I'm working on and few couple days ago I ran into minor problems when I tried to activate some new features that are in CCCP.

First of all, what are the new ENTITY_EVENTS for those 4 new spy missions? Those weren't mentioned anywhere in readme. Adding new tags for spy unit was simple and they seem to work (civilopedia mentions them) but I can't get the missions activated without proper event handles. I have no programming software so I can't go checking that DLL file what it holds inside.

What is ENTITY_EVENT for route pillage?

I haven't messed around with the spy missions yet, so I don't know, but I suspect that you'll have to find Impaler's and Lopez's mods for those. They're just enabled in the SDK, rather than coming with the CCCP mod.

When starting custom game, what are the 3 new game option checkboxes which don't have any text? I thought first that those were the new point pooling system and slow cultural border options but after adding civilopedia entries and tags to gameoption xml file I just got 2 more new (now properly named options) and still had those 3 empty game options there.

What are the proper gameoption types for those 2 game options you've mentioned in readme? Seems that GreatPerson point pooling is set ON by default - is that true? Since in my test I had left all extra game options to OFF setting (custom game) and still Great Person points were pooled. Also in this case I used the default (original) gameoptions.xml files so anything that would affect gameoptions would come from CCCP's DLL file.

The three options (in order) are Great People Point Pooling, Slow Cultural Borders, and Expanded City Radius. The expanded city radius is not actually coded into the SDK yet, so you won't be able to use it. I haven't had any problems with the GPPP aspect, although I do always leave it unchecked. Still, I tested it to find out what the checkbox was.

What defines the point amount for that new Total Victory type? I did new xml entry for religious and total victory types. Readme only mentioned that total victory counts points from all other victory types. In my test game, my game ended after I had built my first warrior (about 10 turns), point amount was about 6300 which seems pretty huge for few turn game length. I had to remove total victory type.
Again, this is something for which you'll have to download the original mod. I've included it, but I haven't played a game to conclusion yet -- I play to around feudalism, then want to go mod something else.

On units' info there often reads (when you hoover mouse over unit) something like: "16325 chance of not reveal home nation..". I don't remember the exact wording out of my memory. What are those numbers?
I suspect that this is related to the spy mission mod (OK, that's pretty obvious), but I haven't tracked it down yet.

Overall, so far all the new xml tags work as they should and just because of them it's worth to include cccp to a mod :) I hope you add the missing info bits to the next readme so that it becomes more easier for casual modders to add those new elements from cccp to their own mods.

On myself I've started writing down notes to which xml file, what lines and between what tags you must add the new tags from CCCP. This makes my work easier with my mod and I'm sure this kind of file would benefit others as well who would like to add CCCP to their own mods. Currently it's painfully slow to add new tags by first going through schema files and trying to locate changes and then add the new tags to proper xml files. I don't have the file with me now but I can post some of it next time - after I get answers to questions above. ;)
I hope I've helped out. I'm sure Impaler will be by to give some answers to the things I don't know yet.
 
Quornix covered most of the questions nicly, I'll do some follow up

The critical files that are nessary to activate Route Pillage and new Spy missions is the MissionInfos.xml which as he said isn't included. I think in future releases I will start to include these files but by under Names that wont activate them. By making use of modular loading the user could activate or deactivate large portions of xml by adding or removing the '_' character in a file, a file without an underscore wont be picked up by Modular loading. Doing this with Missions though will require some work in the SDK as Missions are hard-sequentially linked with the DLL Mission Enum (aka the order on the XML is what determines the function) and modularly loaded Missions would garble all that up. So I'll need to change this to some kind of name based linkage.

When trying to use new missions I'd recommend using only one MissionInfos.xml and if theirs a mission you don't want a particular mission create a "dummy" mission in its spot or mission effects would get all screwed up.

I corrected the first two GameOption blanks in the resent 2.08.03 release by including the necessary xml file, the third is still blank and I'm probably going to remove it from the DLL in the near future as I haven't coded it and its causing a lot of confusion. I ultimately want to allow Work Radius to be a Global Define adjustable to your hearts content and even differing for cities based on buildings.

Sevos Victory mod needs more testing, I will try to include ALL the necessary files in the future as his mod is inherently optional and theirs no reason to make people fish around for those files.

GreatPeople Point Pooling should be deactivated by default, if you can confirm its active by default I'll have to fix that, Its never been used very much in mods and their possibility it picked up a bug in the move to 2.08 or some ware else along the way, it was my very first source code mod and its been in the CCCP all that time, lots of potential for it to be broken.

Chance to reveal home nation is probably a bug on my part in the CvGameText.cpp or CvInfos.cpp I'll see to squashing it next version, any additional info on when/how it happens would be helpful.

I had never really though much of having a reference guide to new tags, I figured the Schema WAS the guide, its always how I go about doing my XML changes, I use notepad++ and open the Schema and file to be edited and usually do a cut and paste to avoid any chance of a typo. If you create a guide I would be glad to include that in future releases and to add to it all future changes.
 
Impaler[WrG];5176327 said:
GreatPeople Point Pooling should be deactivated by default, if you can confirm its active by default I'll have to fix that, Its never been used very much in mods and their possibility it picked up a bug in the move to 2.08 or some ware else along the way, it was my very first source code mod and its been in the CCCP all that time, lots of potential for it to be broken.
Made few new test games and greatpeople point pooling was deactivated by default. Don't know why it was on in that one test game - must have been my error when I was playing with game option files.

[QUOTE='Impaler[WrG]
Chance to reveal home nation is probably a bug on my part in the CvGameText.cpp or CvInfos.cpp I'll see to squashing it next version, any additional info on when/how it happens would be helpful.
[/QUOTE]Ok, I'll take notes when I see this happen next time. Doesn't affect gameplay so I've just ignored it when playing.

[QUOTE='Impaler[WrG]
I had never really though much of having a reference guide to new tags, I figured the Schema WAS the guide, its always how I go about doing my XML changes, I use notepad++ and open the Schema and file to be edited and usually do a cut and paste to avoid any chance of a typo. If you create a guide I would be glad to include that in future releases and to add to it all future changes.[/QUOTE]Schema works fine most of the time, it just takes a bit more time from modder to look up for the needed info. That's why I thought it would be nice if it was already in readme and you could just copy&paste needed tags. It would speed up things from modder's point of view.

More important than tags is to include info to readme that can't be found from schema files, like those new mission entity events or those game options since new entries won't work if you don't know exact names for them. I don't mind downloading mods that originally had added those things and look the needed info from them but unfortunately I didn't find that mod that added those spy missions...
 
Impaler

I did a quick search and couldn't find anything here on a problem I am having with the CCCP.

Basically when I try to "Play a Scenario" map either with my modpack which has CCCP 2.08.03 or with just the CCCP mod loaded I get a C++ error. I've attached a screen shot below.

However, when I use Rhye's 24 civ Earth map which I have uploaded HERE, everything is okay. Has anyone else reported this?

Any help you can provide is appreciated.
 

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This is a know issue resulting from increasing MAX_PLAYERS define to 24 (which opps I forgot to document), if it's an issue for you I can return this to normal in the next version. Ultimately I would like to make it a Global Define so players/moders can adjust this themselves via XML.
 
Impaler[WrG];5212405 said:
This is a know issue resulting from increasing MAX_PLAYERS define to 24 (which opps I forgot to document), if it's an issue for you I can return this to normal in the next version. Ultimately I would like to make it a Global Define so players/moders can adjust this themselves via XML.
The increase to 24 players would explain that. I'll change my documentation for my modpack.

I don't think it is a problem as I've played with the scenario maps tonight and I think I've been able to edit them to make them work. I personally never use them but a few people brought it to my attention after I posted my update.

Thanks for responding so quickly.
 
When working on my own mod, I noticed that CCCP's building tags for <LocalSpecialistCommerceChanges> and <LocalSpecialistYieldChanges> don't work correctly. I added one entry for +1 science for scientist and in pedia the result for +1 science for "last resource name here" for scientist for artist for engineer... some specialists were twice in the list also.

iCommerce tags didn't work when those are used in specialists to add +health or +happiness instead of money, science or culture. At least happiness or health values didn't change in city screen when used those kind of specialists. Has this been fixed for BtS version?

Is there somewhere available a list of changes what you have added to BtS version of CCCP? Since I'm going to use CCCP in BtS version of my mod, it would be nice to see what I can do and can not there and I could start designing mod features for BtS version. :)
 
I'll probably post it with the First release, right now most features are untested and several are broken. Also I'm using an OpenOffice Spread Sheet to track the mods now, I'm hoping that won't be an issue for most people, if it is I hope someone volunteers to translate it to a text file so I can post it.
 
Impaler[WrG];5692559 said:
I'll probably post it with the First release, right now most features are untested and several are broken. Also I'm using an OpenOffice Spread Sheet to track the mods now, I'm hoping that won't be an issue for most people, if it is I hope someone volunteers to translate it to a text file so I can post it.
That's cool, I can always install OpenOffice :D

Don't know if this has been reported yet: I tried to use those new civic tags StateReligionYield/Commerce and NonStateReligionYield/Commerce modifiers on Theocracy civic but even though civilopedia showed correct modifiers with them, those new tags made the game crash. I tried them with several configurations yesterday, I had positive and negative modifiers, max 3 modifiers and max 4 modifiers (happiness changes inclueded) and all those configs made the game crash. Every time pedia showed correct info though. I can do more testing if you need more specific report.
 
Its probably the result of an uninitialized array in the Player or City, Test it again in the BtS version to see if its still happening and if so I'll get on it. The BtS CCCP should be posted this weekend.
 
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