Finishing and Publishing a Mod

It is done! Version one is up on mod hub! (Technicaly it is version 3, but that is due to modhub stupidity)
 
Yay! You might consider uploading it to CivFanatics Downloads database as well. The Mod Hub is always really slow for me; it took me 15 minutes to get 13 mb's and I'm still on 10Mbits/sec.

I don't see any of your custom civs in-game. I mean, the scenario loads alright and I get to play, but with the vanilla civs. America plays Austria and Harun Rashid was Bavaria. I played Germany with Strasbourg and Mainz. There are no custom DoM-screens or anything either.

You might also include a function to slow the calendar. I began in 1618 alright, but the years flew past in a good pace and I soon found myself in the 21st century. I have an xml in the Hundred Years' War for that. I'll include the code here below...

Teh action is good in the mod though. I marched on München and had the Bavarians running when the Austrians appeared and turned the tide. I was really trashed after that. Great stuff! And it also looks and feels Thirty Years' War all-through with suitable units and so. Oh. But France had modern cities. You might have added a tech that shoots their cities off into the 21st Century. Can't wait for more scenarios.

OK. Here's the code for making four-turn years. You can play with the settings to get it to work the way you want. For my Hundred Years' War four turns per year works fine though, and I'd suggest that for this mod as well. This deletes all speed settings and replaces them with the specified four turns per year.

Spoiler :
PHP:
<GameData>
  <GameSpeed_Turns>
    <Delete GameSpeedType="GAMESPEED_MARATHON" MonthIncrement="180" TurnsPerIncrement="100" />
    <Delete GameSpeedType="GAMESPEED_MARATHON" MonthIncrement="120" TurnsPerIncrement="300" />
    <Delete GameSpeedType="GAMESPEED_MARATHON" MonthIncrement="60" TurnsPerIncrement="170" />
    <Delete GameSpeedType="GAMESPEED_MARATHON" MonthIncrement="24" TurnsPerIncrement="201" />
    <Delete GameSpeedType="GAMESPEED_MARATHON" MonthIncrement="12" TurnsPerIncrement="129" />
    <Delete GameSpeedType="GAMESPEED_MARATHON" MonthIncrement="6" TurnsPerIncrement="180" />
    <Delete GameSpeedType="GAMESPEED_MARATHON" MonthIncrement="3" TurnsPerIncrement="264" />
    <Delete GameSpeedType="GAMESPEED_MARATHON" MonthIncrement="1" TurnsPerIncrement="156" />
    <Delete GameSpeedType="GAMESPEED_EPIC" MonthIncrement="300" TurnsPerIncrement="140" />
    <Delete GameSpeedType="GAMESPEED_EPIC" MonthIncrement="180" TurnsPerIncrement="90" />
    <Delete GameSpeedType="GAMESPEED_EPIC" MonthIncrement="120" TurnsPerIncrement="40" />
    <Delete GameSpeedType="GAMESPEED_EPIC" MonthIncrement="60" TurnsPerIncrement="90" />
    <Delete GameSpeedType="GAMESPEED_EPIC" MonthIncrement="24" TurnsPerIncrement="70" />
    <Delete GameSpeedType="GAMESPEED_EPIC" MonthIncrement="12" TurnsPerIncrement="100" />
    <Delete GameSpeedType="GAMESPEED_EPIC" MonthIncrement="6" TurnsPerIncrement="220" />
    <Delete GameSpeedType="GAMESPEED_STANDARD" MonthIncrement="480" TurnsPerIncrement="75" />
    <Delete GameSpeedType="GAMESPEED_STANDARD" MonthIncrement="300" TurnsPerIncrement="60" />
    <Delete GameSpeedType="GAMESPEED_STANDARD" MonthIncrement="240" TurnsPerIncrement="25" />
    <Delete GameSpeedType="GAMESPEED_STANDARD" MonthIncrement="120" TurnsPerIncrement="50" />
    <Delete GameSpeedType="GAMESPEED_STANDARD" MonthIncrement="60" TurnsPerIncrement="60" />
    <Delete GameSpeedType="GAMESPEED_STANDARD" MonthIncrement="24" TurnsPerIncrement="50" />
    <Delete GameSpeedType="GAMESPEED_STANDARD" MonthIncrement="12" TurnsPerIncrement="120" />
    <Delete GameSpeedType="GAMESPEED_STANDARD" MonthIncrement="6" TurnsPerIncrement="60" />
    <Delete GameSpeedType="GAMESPEED_QUICK" MonthIncrement="720" TurnsPerIncrement="50" />
    <Delete GameSpeedType="GAMESPEED_QUICK" MonthIncrement="480" TurnsPerIncrement="30" />
    <Delete GameSpeedType="GAMESPEED_QUICK" MonthIncrement="360" TurnsPerIncrement="20" />
    <Delete GameSpeedType="GAMESPEED_QUICK" MonthIncrement="240" TurnsPerIncrement="30" />
    <Delete GameSpeedType="GAMESPEED_QUICK" MonthIncrement="120" TurnsPerIncrement="25" />
    <Delete GameSpeedType="GAMESPEED_QUICK" MonthIncrement="60" TurnsPerIncrement="40" />
    <Delete GameSpeedType="GAMESPEED_QUICK" MonthIncrement="24" TurnsPerIncrement="65" />
    <Delete GameSpeedType="GAMESPEED_QUICK" MonthIncrement="12" TurnsPerIncrement="70" />
    <Row>
      <GameSpeedType>GAMESPEED_MARATHON</GameSpeedType>
      <MonthIncrement>3</MonthIncrement>
      <TurnsPerIncrement>600</TurnsPerIncrement>
    </Row>
    <Row>
      <GameSpeedType>GAMESPEED_EPIC</GameSpeedType>
      <MonthIncrement>3</MonthIncrement>
      <TurnsPerIncrement>600</TurnsPerIncrement>
    </Row>
    <Row>
      <GameSpeedType>GAMESPEED_STANDARD</GameSpeedType>
      <MonthIncrement>3</MonthIncrement>
      <TurnsPerIncrement>600</TurnsPerIncrement>
    </Row>
    <Row>
      <GameSpeedType>GAMESPEED_QUICK</GameSpeedType>
      <MonthIncrement>3</MonthIncrement>
      <TurnsPerIncrement>600</TurnsPerIncrement>
    </Row>
  </GameSpeed_Turns>
</GameData>
 
Yay! You might consider uploading it to CivFanatics Downloads database as well. The Mod Hub is always really slow for me; it took me 15 minutes to get 13 mb's and I'm still on 10Mbits/sec.
Will do.

I don't see any of your custom civs in-game. I mean, the scenario loads alright and I get to play, but with the vanilla civs. America plays Austria and Harun Rashid was Bavaria. I played Germany with Strasbourg and Mainz. There are no custom DoM-screens or anything either.
So when you chose a leader it didn't say "Ferdinand II-Austria"? Odd. Anyhow, I had to go about that because the original civ xml file I had (where I actualy included Austria rather then a renamed America) would not load for some bizzare reason. I included a screenshot of it earlier in the thread. I will try and slowly get them included as full civs rather then renames, but that will be for the next release. This was just mainly a teaser to get additional help.
As for the custom DOM screens, that was the issue I was talking about.
The modbuddy thing is becomming a pain as you can't edit the SQL of my mod to look at it. Regardless, the xml file for the DOM screens and MapPics is included, along with the art if you want to take a look at it.

You might also include a function to slow the calendar. I began in 1618 alright, but the years flew past in a good pace and I soon found myself in the 21st century. I have an xml in the Hundred Years' War for that. I'll include the code here below...
Thanks. I'll add it as soon as possible.
Teh action is good in the mod though. I marched on München and had the Bavarians running when the Austrians appeared and turned the tide. I was really trashed after that. Great stuff! And it also looks and feels Thirty Years' War all-through with suitable units and so. Oh. But France had modern cities. You might have added a tech that shoots their cities off into the 21st Century. Can't wait for more scenarios.
I'm glad you are enjoying it. I may have to change it so Bohemia is a civ rather then a city state because for some reason Bohemia does not want to be at war with Austria and Bavaria.
EDIT: I just realized, I could give Bohemia to the Palatinate as an interim solution. Bohemia acknowledged Frederick V as their leader, so that fits. They are far enough away from the main bulk of the Palatine forces to be effectively on their own.
Question:
How should I set up the XML file so I delete vanilla units so I can add my own? ie: replace the default pikeman with my mod specific version?
 
If you haven't seen it already, you should use Lemmy's Tech Tree Editor. I recently made two UU's for France, rearranged my entire tech tree, edited stats for buildings and units and a bunch of other important stuff. It works really great, although it's under construction and it spits out XML and SQL in good order too which you only paste into your mod.

I'll take a look at the .dds right now.

Edit: I can see nothing wrong with the pictures or xml (which I've only looked at in the text editor) at least. The only thing I can think of right now is if you've saved the .dds with the correct compression. It should be "DXT3/Cluster Fit" I think Kael described it in his modding manual. I really don't think that's the problem, since you've done this a hundred times in Civ4 already...

The weird thing is that I can't see your civs. I only get the scenario, but no custom civs. I have indeed checked the Load Scenario and also selected your map, of course, too.
 
If you haven't seen it already, you should use Lemmy's Tech Tree Editor. I recently made two UU's for France, rearranged my entire tech tree, edited stats for buildings and units and a bunch of other important stuff. It works really great, although it's under construction and it spits out XML and SQL in good order too which you only paste into your mod.

Edit: I can see nothing wrong with the pictures or xml (which I've only looked at in the text editor) at least. The only thing I can think of right now is if you've saved the .dds with the correct compression. It should be "DXT3/Cluster Fit" I think Kael described it in his modding manual. I really don't think that's the problem, since you've done this a hundred times in Civ4 already...
That might be the issue. I reinstalled GIMP.

The weird thing is that I can't see your civs. I only get the scenario, but no custom civs. I have indeed checked the Load Scenario and also selected your map, of course, too.
That is wierd. I honestly don't know why that is occuring. In my version, which is the one I uploaded, it says the civs custom name and their respective civ. None of the art of DOM text is different though. Do you have a screenshot? (This would be so much easier if you could open this up in modbuddy to check my SQL)
 
Yeah. Here are some screenies of how it looks on my end... First I get the selection. I choose the Thirty Years' War map and click the Scenario box. I then choose the Egyptians, because I know from my previous games that they take the form of Sweden.


It works OK and even the Unique Units are there, but the state names are just gone and all the leaders have been reverted to vanilla...


Here's also the Diplomacy Menu to show that as well...


Oh. And I use Paint.net for all my .dds needs. It's real simple there.
 
That is strange. I have not a clue why that is happening on your end but not on mine. Do your logs show anything? The only think that I can think of that would cause that would be the Renamed Civs file not loading, but I'm also running v3, and it works perfectly for me.
 
In the Database.log I have the following which seems suspect...
Spoiler :

PHP:
[10840.306] table MinorCivilizations already exists
[10840.306] In XMLSerializer while building table MinorCivilizations from file XML/Civilizations/30YW_MinorCivilizations.xml.
[10840.306] constraint failed
[10840.306] While executing - 'insert into Leaders('ID', 'Type', 'Description', 'Civilopedia', 'CivilopediaTag', 'ArtDefineTag', 'VictoryCompetitiveness', 'WonderCompetitiveness', 'MinorCivCompetitiveness', 'Boldness', 'DiploBalance', 'WarmongerHate', 'WorkAgainstWillingness', 'WorkWithWillingness', 'PortraitIndex', 'IconAtlas') values (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);'
[10840.306] In XMLSerializer while inserting row into table Leaders('ID', 'Type', 'Description', 'Civilopedia', 'CivilopediaTag', 'ArtDefineTag', 'VictoryCompetitiveness', 'WonderCompetitiveness', 'MinorCivCompetitiveness', 'Boldness', 'DiploBalance', 'WarmongerHate', 'WorkAgainstWillingness', 'WorkWithWillingness', 'PortraitIndex', 'IconAtlas') with  values (0, LEADER_FREDERICK_V, TXT_KEY_LEADER_FREDERICK_V, TXT_KEY_LEADER_FREDERICK_V_PEDIA, TXT_KEY_CIVILOPEDIA_LEADERS_FREDERICK_V, Bismark_Scene.xml, 8, 7, 3, 8, 3, 2, 7, 4, 9, LEADER_ATLAS, ).
[10840.306] In XMLSerializer while updating table Leaders from file XML/Leaders/LeaderFrederickV.xml.
[10840.306] PRIMARY KEY must be unique
[10840.353] no such column: Text
[10840.353] In Query - UPDATE Civilizations SET "Text" = ? WHERE "Tag" = ?;
[10840.353] Database::XMLSerializer (XML/Civilizations/Renamed_Civs.xml): There was an error executing the update statement! See Database.log for details.
[10840.353] In XMLSerializer while updating table Civilizations from file XML/Civilizations/Renamed_Civs.xml.
[10913.205] Validating Foreign Key Constraints...
[10913.268] Passed Validation.
[10913.564]


Compare that to the same file for the Hundred Years' War. There are only a few missing TXT_KEY's there. At least you now know where to look, so we're on the right track here...

Spoiler :
PHP:
[14585.828] Validating Foreign Key Constraints...
[14585.859] Invalid Reference on Units.Help - "TXT_KEY_HELP_UNIT_KNIGHT_TEMPLAR" does not exist in Language_en_US
[14585.859] Invalid Reference on Units.Strategy - "TXT_KEY_STRATEGY_UNIT_KNIGHT_TEMPLAR" does not exist in Language_en_US
[14585.859] Invalid Reference on Units.Civilopedia - "TXT_KEY_CIVIL_UNIT_KNIGHT_TEMPLAR" does not exist in Language_en_US
[14585.875] Failed Validation.
[14586.155]


Oh. And I need to note that I never have any other mod activated while I run a mod, so that's not causing anything...
 
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